The user is wedged at the top of Neftet rock plateaus, jumps sink into the
mesh, and a corpse falls straight through. ACDREAM_PROBE_REACH already ruled
out its own domain: blocked=0, every candidate tested-ok. Three candidates
remain — terrain support, a collision mesh not where its visual is, or the
transition wedging on an unobstructed path.
ACDREAM_PROBE_RESOLVE alone cannot separate them. It prints a three-value
contact-plane token, no plane normal, no plane height, no terrain sample and
no plane provenance, so all three produce the same line. Two additions:
[support] — one line per resolve for EVERY body, not just the player. A corpse
is a plain physics body with no player-specific logic, so its fall-through is
the cheapest available control on "movement code vs geometry data", and it is
invisible to any player-filtered probe. The line samples the outdoor terrain
INDEPENDENTLY at the body's own out-XY and prints the contact plane's own
height at that same XY. Two heights at one point make support=terrain /
object / none a measurement rather than an inference, and cpSrc= names the
site that asserted the plane so provenance and classification cross-check.
[geom] — once per GfxObj that comes near a mover: the object's physics-BSP
vertex cloud against its visual mesh AABB in the same local frame, through the
same prepared accessors the resolver queries. verdict=coincident REFUTES the
working hypothesis for that object outright; no-physics-bsp / empty-physics-bsp
/ displaced / extent-mismatch each name a specific data defect. Built to
refute, not to confirm — two diagnoses on this defect's lineage have already
been refuted by measurement.
ACDREAM_WIRE_MESH upgrades the existing F2 overlay, which drew a broadphase
proxy cylinder for BSP objects and so could not answer the question at all, to
the real physics-BSP polygon edges (cyan) beside the visual mesh box (magenta)
and the terrain surface (yellow). Own class per code-structure rule 1.
The provenance latch lives on PhysicsDiagnostics, not on CollisionInfo. Two
fields there first — the obvious home — broke the flat/graph differential
referee and the scratch-reset poison test, both of which compare CollisionInfo
member-for-member. Teaching either to skip a member is a one-line green fix
that puts a permanent hole in a referee whose whole job is comparing
everything. Captured as feedback_probe_state_off_compared_types.
Seven tests cover the support classifier's boundaries: a wrong classifier does
not fail to answer, it answers confidently wrong.
Gates: Release build 0 errors; complete suite 11,225 passed / 4 skipped / 0
failed from a cleaned tree — baseline 11,218/4/0 plus exactly the seven new
tests, skips unchanged.
Issue #337 filed with the symptom set, what is ruled out, and a table of what
each possible output means. All of this is TEMPORARY and recorded for
stripping with the physics-probe family.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
#334 is "large static formations can be walked through on flat ground, and
jumping over them drops you inside" (Neftet, user-reported, pre-existing —
reproduced on 52175aa1, before AP-22/AP-152/AP-156/AD-10). The report as
originally filed pointed at one mechanism. The user's clarification that the
formations are permeable on the ground generally, not only at a boundary
between two of them, widens it to three, and a DAT sweep can only say which
objects COULD fail, never which one IS failing at the spot. So: measure in
game, at the failing spot, and let the log choose.
The three outcomes this probe must tell apart, at the player's own collision
query:
(a) the object IS a candidate in the cell and the broadphase reach filter
rejects it before its BSP is consulted — AP-158 / #333. That filter
measures |currPos - obj.Position|, the part ORIGIN, against the BSP
root sphere's RADIUS plus an acdream-invented 2 m slack. The sphere's
CENTRE is frequently not the part origin (376 of 973 installed
physics-BSP parts sit further from it than half their own radius;
worst 20.762 m), so geometry well inside the sphere can be rejected.
(b) the object is not in the cell's candidate set at all — a membership or
registration failure. AP-156's territory, which did not fix this.
(c) the object is a candidate, is not rejected, and still contributes
nothing because no usable physics BSP resolves for it.
Two line types from Transition.FindObjCollisionsInCell:
[reach-obj] one per candidate, carrying mover guid, target entity id,
GfxObj id, cell, and its disposition — exempt-self, exempt-missile,
rejected-reach, exempt-rule, exempt-ethereal-stepdown, no-shape,
bsp-only-skip, tested-{ok,collided,adjusted,slid}. For BSP candidates
it also carries the origin-measured distance the filter used, the
centre-measured distance it should have used, the budget, the
shortfall, and wouldAcceptAtCenter — the boolean that separates a
false rejection from an honest one. Identity is on every line
(feedback_probe_identity_attribution).
[reach-q] one per cell query, with the per-disposition tallies AND the
raw entry count, emitted EVEN WHEN THE CELL YIELDS ZERO. That last
part is the point: without it, an absence of rejection lines could
not distinguish "nothing was rejected" from "nothing was there", and
a criterion that cannot fail in the presence of the bug it exists to
catch is the trap this campaign has already been caught by once.
`blocked` is the control — it proves the probe can see a working
collision as well as a missing one.
The BSP root sphere is resolved through the SAME production accessor
registration uses (GetFlatGfxObj(id).PhysicsBsp root node, per
LiveEntityCollisionBuilder and ShadowShapeBuilder), so the probe cannot
report geometry differing from what the registry actually emitted — AP-156's
lesson was exactly that: one resolver.
Volume: [reach-obj] de-duplicates per (mover, target, cell) and re-emits at
once whenever the disposition changes or the shortfall crosses a 0.5 m
bucket, otherwise at most once a second; [reach-q] de-duplicates per (mover,
cell) on the whole tally tuple, so any change in what the cell yielded emits
immediately, otherwise at most twice a second. Both emit eagerly on change —
which is exactly when the player walks into the formation — and go quiet
when nothing is happening. Nothing is aggregated away.
Filtered to the player mover, matching PhysicsResolveCapture, so NPC and
remote dead-reckoning resolves do not pollute the capture. The helper is
static and takes everything by parameter so no closure display class enters
the resolve path: Slice I1's 0 B/resolve budget holds with the probe
compiled in and switched off.
TEMPORARY. Strip with the rest of the physics-probe family once #334 is
scored; both the flag and the call site say so.
Clean bin/obj, Release build, full suite 11,208 passed / 4 skipped / 0
failed.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Removes a duplicate placement authority for local-player portal arrival.
Portalling worked before this change and works after it — this is not a
bug fix, EXCEPT that it found and fixed one dead-code production bug.
THE PRODUCTION BUG: TryExecuteCanonicalPortalPlacement re-read the
accepted destination at Place time, but TryBeginPortalReveal already
consumes that slot at Aim time — so the arm was 100% dead code and every
real portal Place refused with host-token-unavailable. Found only
because we refused to accept 7 skipped tests instead of chasing the
count to zero.
RETAIL IS THE GENERIC PATH FOR THE THIRD ROUTE RUNNING:
SmartBox::TeleportPlayer @0x00453910 = SetPositionSimple(dest, 1) with
flags 0x1012, followed by PlayerPositionUpdated.
BOTH INVERSIONS, WITH THEIR ANCHORS: unlike route 2, the leash IS armed
here (ConstrainTo @0x0045418A) and velocity is zeroed
(set_velocity @0x004541B4); unlike route 4b-3, the local teleport_hook
runs AFTER placement (@0x004538AE).
THE THREE-ROUND DEFECT CHAIN, HONESTLY:
- Round 1 released the player at the pre-teleport position while the
anim stream marched on — the contract wrongly assumed Place re-fires
(process rule 1's third occurrence this campaign).
- Round 2's fix inferred commit from a global PendingCount, which three
non-committing paths also clear — making the SAME bug complete
cleanly and silently. Strictly worse than round 1: round 1 at least
tripped portal-complete-before-materialized.
- Round 3 latches the commit where it actually happens
(ReconcileAndAcknowledgePortal), keyed on reveal generation and
teleport sequence, via TryConsumePortalCommit. Two of the three
required regression tests landed and are sabotage-verified on both
hosts (ParkedPlace_ForgottenByOrdinaryMergeDoesNotLatchAsCommitted /
HeadlessPortalPrepareDestinationForgottenByOrdinaryMergeDoesNotLatchAsCommitted).
The third (force-arm-takes-the-slot) was judged unnecessary on review:
with the inference gone, PendingCount is only a "don't ask yet" guard
at both gates, so a force operation occupying or vacating the slot no
longer changes an input the commit decision reads — the case collapses
into what the landed test already discriminates.
THE B2/P3 RESOLUTION: both round-2 reviews were right about different
branches of the same synchronous call. RuntimePlacementProjectionSubscription
.OnPlacement acknowledges the FIFO head only when TryApply returns true;
a Place whose portal authority went stale (transit ended/superseded
while parked) used to return false, wedging every later entity's
placement receipt behind it forever. Both sinks
(RuntimePlacementPresentationSink, HeadlessRuntimePlacementProjectionSink)
now acknowledge-and-ignore a stale-authority Place instead of refusing
it. The regression test (RuntimePlacementPresentationSinkTests
.PortalPlace_StaleTransitHostOrSequenceIsAcknowledgedAndIgnored) had
been asserting the old, wrong `false` behaviour; it now asserts and
sabotage-verifies the fix.
Also lands: AP-144 (register discipline — the portal movement-event
send reuses the stricter UsePositionFromServer gate where retail's
SendMovementEvent is the looser autonomy_level != 0 test, diverging
only at level 1, currently unreachable), AP-145 + issue #318 (the
local-player collision-shadow presentation write bypasses its own
publisher's ShadowObjects write via a direct cache .Set(), self-healing
only once dedup diverges — filed, not fixed, pending a composition
test), AD-42 deleted (its last citation retired by the canonical portal
arm), AD-2 updated (the wait-cue's trigger predicate now covers a
second cause), and two documentation corrections: the enter_world
misattribution (both call sites are in SmartBox::HandleCreateObject,
only one in the player branch — portal arrival is TeleportPlayer, not
enter_world) and the stale "local player never reaches this path"
comment on the generic-remote-render-pose write.
Suite: 11,090 passed / 4 skipped / 0 failed. No new skips, nothing
weakened.
STILL OWED: the connected two-client gate, with
ACDREAM_PROBE_LOCAL_TELEPORT=1, scored only if [local-tp] lines
actually appear in the capture — and explicitly NOT scored as covering
issue #318 (no composition test yet asserts PhysicsEngine.ShadowObjects
directly).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Retail re-cells children when their parent crosses a cell, recursively, to
unbounded depth. acdream did it from a RENDER tick, so headless parented
children were cell-less forever and the canonical cell had two writers. This
slice makes Runtime the sole authority and demotes App's tick to
presentation-only. Contract:
docs/research/2026-08-04-c4-route-7-contract.md; the research that unblocked
it is docs/research/2026-08-04-retail-parent-cell-propagation.md (ca96ea5e).
Retail: SetPositionInternal @0x00515330 branches on `this->cell == curr_cell`
@0x0051536d; the changed branch reaches change_cell @0x00513390, whose
delegates leave_cell @0x00510f50 and enter_cell @0x00510ed0 self-recurse over
children and write the FULL identity (add_object @0x00510ee2, objcell_id
@0x00510f1e, part-array cell id @0x00510f2b, cell pointer @0x00510f35).
change_cell itself has no child loop.
THE TRAP, recorded because it nearly shipped: the depth-1 loop
@0x0051539c-0x005153d8 is the SAME-CELL fast path (objcell_id and part-array
id only, deliberately not the cell pointer), NOT the propagation. An
implementer who finds it first concludes "depth-1, id-only" and strands every
equipped item at a landblock boundary — the #184 class. The clincher against
that reading: update_object @0x00515d10 early-returns on `parent != 0`
@0x00515d40, so a child never runs its own physics tick and parent
propagation is the ONLY mechanism maintaining its cell.
Route 7 performs NO placement (DoPickupEvent @0x00452240 = unset_parent +
leave_world; DoParentEvent @0x00452290 = set_parent + SetPlacementFrame), so
it arms ConstrainTo nowhere — the leash rule INVERTS relative to routes
2/4/5, and both reviewers confirmed nothing arms.
Propagation is an ITERATIVE WORKLIST, not recursion. The first implementation
recursed with a depth-64 cap; both reviews independently found the cap left a
truncated tail at a stale NON-ZERO cell — permanently unrecoverable, logged
only under a probe flag, and on the withdraw path exactly the #184 shape
AP-142 clause (a) exists to reject. Shipping a fresh #184 instance inside the
slice that fixes stranded children was not acceptable, so the cap was removed
rather than tuned. The worklist retires the cap, the constant, its register
clause, and the failure mode together. Termination: every record on the stack
is already at the target pair, so nothing can be pushed twice and a hostile
A->B->A cycle collapses without a visited set.
The child write deliberately bypasses the public RuntimeEntityDirectory
.SetFullCell and calls the record method directly. This is LOAD-BEARING:
the public method re-enters PropagateFullCellToChildren, which opens with
_propagationWorklist.Clear() — routing children through it mid-drain would
wipe the shared stack and silently drop every unprocessed sibling. Any future
side effect added to the public SetFullCell must be mirrored by hand at that
call site.
Deliberate divergence, recorded not disguised: retail's removal path leaves
children with a null cell pointer but a STALE nonzero objcell_id @0x005133c1.
acdream does not reproduce it, because FullCellId != 0 is the liveness
predicate at 45+ sites — faithful porting would mark dead children live.
AP-142 records this; clause (d) records that acdream cannot gate propagation
on HasPartArray the way enter_cell gates on part_array @0x00510ed8, because
the flag's only writers are graphical and headless never sets it — the reason
is Slice J LAYERING, not a semantic difference (retail's part_array is itself
a mesh-construction product, single assignment site makeAnimObject
@0x0050e930 -> CPartArray::CreateSetup @0x0050e93e).
D7 adopts retail's unset_parent-before-leave_world order @0x0045227f ->
@0x00452286, applied to BOTH pickup paths including the dormant executor
replay. Its inertness was verified by reverting it and finding all 12
propagation tests still green — reported honestly rather than papered over
with a manufactured test, and independently confirmed by both reviewers.
ClassifyLeaveWorld and its request/cause types are DELETED: retail has no
classification here, and method-per-cause IS the retail dispatch shape.
Wiring it would have forced a vacuous teleport-sequence predicate with the
#307 shape.
Two review rounds plus a coordinator-required third pass; 5 MAJORs. One was a
handoff failure worth recording: enter_cell's part_array guard was correctly
identified as load-bearing by the research, dropped by the contract when it
enumerated the writes, and inherited as an omission by the code — a right
finding that evaporated across two handoffs with nobody re-reading the source.
Another was a test that survived deleting the entire behaviour it claimed to
pin, because its assertion read a field written unconditionally one line
earlier.
NoProjection is structurally unreachable from TickChild (TryResolveExactAttachment
performs a strictly stronger form of the same guard one call earlier). Kept as
a fail-safe, unit-tested directly, and documented in two places rather than
wrapped in a fabricated end-to-end test.
Headless regression test — the direct gate for this defect, which FAILED
before this work because no code path existed:
RuntimeLiveEntitySessionControllerTests
.DirectSink_D5_StandaloneParentEventCommitsChildToParentsExactCell.
Probe: ACDREAM_PROBE_CHILD_CELL=1 emits [child-cell] lines at all four write
sites (attach / headless-attach / propagate / withdraw / delete). TEMPORARY.
Complete Release suite MEASURED at 11,079 passed / 4 skipped / 0 failed
(baseline 11,063 at cff52c44, +16). An allocation flake appeared once under
load and was proven NOT this slice by reachability — RuntimeCollisionReportingState
contains zero SetFullCell and zero ParentAttachments references.
STILL OWED: the two-client connected gate (equip/unequip, carry across
landblock boundaries, pickup, loot, reconnect) with ACDREAM_PROBE_CHILD_CELL=1,
and a session counts only if [child-cell] cause=propagate lines appear.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Flips the last remote classification (SetPosition: teleport-advanced and
cell-less) onto 4b-1's RuntimeRemotePlacementDriveController, runs retail's
teleport_hook before the placement, and deletes the legacy remote-teleport
machinery. Contract: docs/research/2026-08-04-c4-route-4b-3-contract.md.
Retail: MoveOrTeleport @0x00516330's branch @0x00516386 -> teleport_hook
@0x005163EF -> SetFlags(0x1012) @0x00516414 -> SetPosition @0x00516420 ->
return 1 @0x00516438. The hook @0x00514ED0 runs BEFORE the placement and
regardless of its outcome. Retail places this branch unconditionally, at any
distance and any contact state (arg4 is read only @0x0051638E, after the
branch) — which is what retires AP-137's cell-less enqueue-vs-place delta.
D1 — the classifier's cell-less input is now the PRE-merge committed cell.
Retail's predicate is `this_1->cell == 0`, the BODY's own cell at
MoveOrTeleport entry (this_1 is assigned from this @0x00516334). acdream fed
the POST-merge canonical.FullCellId, which RefreshSnapshot ->
RefreshDerivedState -> SetFullCell has already stamped with the accepted wire
cell; a zero wire cell fails validation into RejectedData first. The shipped
remote cell-less predicate was therefore dead code, not merely different from
remotePlacementRequired. Threaded via a builder overload; route 1's overload
is untouched. The graphical !IsSpatiallyVisible arm of
projectionRequiresTeleportHook is deleted — a presentation predicate with no
retail analogue that fired the teleport machinery on a routine hot path.
Deleted: RemoteTeleportController (605), RemoteTeleportPlacement (85),
RemoteShadowPlacementSynchronizer (49), their 1,709 lines of tests, the
remotePlacementRequired predicate, the TeleportHookRequired plumbing, the
legacy pre-operation ConstrainTo fallback, and the player arm's legacy
!IsGrounded fallback. Net -2,030 lines.
Structural fix (two independent Opus reviews, round 1 FAIL/FAIL): three of the
four MAJORs were one defect — OnPosition carried two parallel inline copies of
the routing tail (player-guid, NPC-guid) that had drifted. Extracted
RunRemoteArmTail (3 call sites) and ApplyWireAirborneLeftoverBookkeeping (2),
both branches now share one implementation.
A1 ToConstraintArm mapped AirborneSnap -> AirborneNoOperation, so the NPC
arm armed ConstrainTo ZERO times for an out-of-contact wire-grounded
creature — a regression this slice introduced while closing a
structurally identical hole. Now maps to NearInterpolate; switch made
total with a throwing default proven unreachable.
R1 D2's write-nothing shape existed on the player arm only; NPC packets
fell through and wrote the body. Retail makes no player/NPC distinction.
R2 report_collision_end(this,1) @0x00514F31 was bound to
ShadowObjects.Suspend, a port of a DIFFERENT retail function
(remove_shadows_from_cells) that teleport_hook never calls. Now routes
to RuntimeCollisionReportingState.LeaveWorld, which wraps the private
ForceEnd in an admission-blocking transaction so a DoCollisionEnd
callback cannot recreate the contact table.
R3/A2 A teleported NPC synthesized ServerVelocity from the teleport distance
(~1,000+ m/s) and planned a run cycle from it. Both the install and
RemoteServerControlledVelocityCycle.Apply now gate on !isTeleportRoute.
BISECT HAZARD — A1's fix is correct only BECAUSE R1 landed. AirborneSnap is
reachable wire-airborne on the NPC arm only while D2's shape is missing there.
Reverting R1 alone silently inverts A1 into the opposite divergence: arming
where retail returns 0. Revert both or neither.
Also in the velocity hunk: the NPC block's two !IsPlayerGuid(update.Guid)
guards were dropped when it was wrapped in `if (!isTeleportRoute)`. Safe — all
five exit paths of the enclosing IsPlayerGuid block return, so the predicate is
unconditionally false below it — but it was unremarked by both reviews.
Register: AP-137 REWRITTEN (not deleted) to the surviving acdream-only
divergences — null classification during the login window and Rejected*
through UnroutedCatchUp keep a row. AD-42's RemoteTeleportController citation
retired; AP-136/AP-138 writer lists corrected to the two surviving non-Position
rebucket writers; AP-138 gains the teleport arm as a second producer of the
visible-without-collision residual (retirement path remains #309). AP-135 is
untouched and its two airborne bookkeeping writes are preserved on both arms.
AP-131 does not retire; #276 does not close.
Proof obligation 1: ParkCollisionResidents' overlap throw stays unreachable —
the teleport arm adds packets to the same TryBeginExclusiveAuthoredPlacement
one-operation-per-key machinery the far arm uses, opens no new operation shape,
and every DeferredCell outcome cancels synchronously with
restoreCancelledPark: true. The guarded property remains
HasOldPrefixPlacementDebt's stall, not a throw (4b-1's B2 caveat stands).
Correction to an earlier claim: LiveEntityPresentationController's
_activePlacementOwners was NOT write-never at HEAD —
remotePlacementRequired -> BeginPlacement -> Begin -> BeginAuthoritativePlacement
was a live writer chain. It becomes write-never BECAUSE this slice deletes that
chain, which is why deleting the dead half is behaviour-preserving.
Probe: ACDREAM_PROBE_REMOTE_TELEPORT=1 emits one [remote-teleport] line per
routed arm (guid, cause, hook-ran, placement status). TEMPORARY, strip with the
probe family.
Carried, disclosed not fixed: no dedicated bidirectional collision-partner test
for R2 (the wiring, not LeaveWorld itself, is what lacks coverage); the
stress test's teleport step drives hand-written field assignments rather than
the canonical arm; the per-packet runTeleportHook closure allocation (network
path, not the resolve path Slice I's 0 B discipline governs — file before
route 5 adds a fourth call site). B2: IRuntimeCollisionReportObserver has zero
production implementations, so retail's bidirectional DoCollisionEnd half still
reaches no gameplay consumer — this fix closes the wrong-function binding, not
that nobody listens.
Complete Release suite MEASURED at 11,013 passed / 4 skipped / 0 failed
(baseline 11,027/4/0; net -14 = ~33 deleted test cases against ~19 added).
Neither known flake fired (#302 PortalProjectionTests GC-allocation, #308
NakEmissionTests wall-clock).
STILL OWED: the two-client connected gate, which MUST use an NPC/creature
teleport target. Both round-1 MAJORs lived on the NPC arm and the velocity
cycle early-returns for 0x50xxxxxx guids, so a player target structurally
cannot observe A1, A2, or R3.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A remote observed in acdream landed on a sloped roof and froze; the server slid
on, the gap passed AP-87's 4 m threshold, and the body snapped — the visible
blip. Live probe capture, two adjacent ticks 63 ms apart:
t=88420671 rsInContact=True rsOnWalkable=False rsIsOnGround=True
bodyCpNz=0.6097 floorZ=0.6642 steep=True gravity=True
vel=(2.146,2.264,-3.549)
t=88420734 contact=True onWalkable=True <- forced against the sweep
gravity=False <- cleared
velBeforeZero=(2.146,2.264,0.000)
moved=0.0000 <- and every tick after
The roof is 52.4 degrees against a 48.4 degree limit, so acdream's classifier
was CORRECT and was then overruled. Four independent links each froze the body
on their own: a per-tick force of Contact|OnWalkable, a per-tick velocity zero,
a Gravity clear at landing, and a landing edge testing IsOnGround
(= inContact || ...) instead of OnWalkable. The tick called
HandleAllCollisions alone — the tail of SetPositionInternal without its prefix.
Retail simulates remotes locally and derives these bits rather than asserting
them: CPhysics::UseTime @0x00509950 iterates the whole object table;
update_object @0x00515D10 gates only on parent/cell/FROZEN with no
is_player fork; SetPositionInternal @0x00515330 sets CONTACT from
contact_plane_valid @0x00515430 and ON_WALKABLE from contact_plane.N.z vs
floor_z @0x00515465-@0x0051548E before handle_all_collisions @0x005154FE;
set_on_walkable @0x00511310 fires HitGround @0x00511364 / LeaveGround
@0x00511346 edge-triggered with no ownership gate; calc_acceleration
@0x00510950 zeroes only when CONTACT && ON_WALKABLE && !Sledding @0x0051096B;
calc_friction @0x0050EE70 returns at its first line when ON_WALKABLE is clear.
acdream had copied retail's airborne no-op WITHOUT retail's local simulation.
The fix is mostly deletion: stop forging the transients, stop discarding the
authoritative velocity, stop clearing Gravity, and route the remote tick
through the same SetPositionInternal commit TickHidden and the local player
already use, with the landing edge derived from the sweep's own OnWalkable.
AP-87's threshold and conditions and InterpolationManager's node_fail_counter
snap-to-tail are deliberately untouched — this removes the CAUSE of the
divergence rather than weakening the backstop.
Cross-checked against ACE: its only creature-side VectorUpdate emitters are the
jump broadcast and spell projectiles, so integrating the wire velocity cannot
double-move a walking remote; and PhysicsGlobals.DefaultState already carries
Gravity, so deleting the manufactured State |= Gravity is safe.
Register: AP-81 narrowed (its GRAVITY half retired outright), AP-87 annotated,
AP-139 filed (the interpolation-queue clear on the landing edge), AP-140 filed
(the two routing gates select snap-vs-interpolate on walkability where retail
uses CONTACT — adjust_offset @0x00555D30 gates on transient_state & 1
@0x00555D52). AP-140's follow-up is deliberately shaped as "point the two gates
at Body.InContact", NOT "re-derive Airborne", which would perturb five writers
and collide with a pinned RemoteTeleportPlacementTests assertion.
Three gaps recorded in #32 rather than papered over: the new LeaveGround
dispatch is untested for chatter; a persistently !Ok transition can latch a
remote airborne; and — the visual-gate watch item — the deleted forge was a
blanket guarantee of Contact|OnWalkable, and contact_allows_move @0x00528dd0
silently refuses action animations without both, which is the literal root
cause of closed#270. Retail-correct on a steep face, a regression anywhere
else.
10 discriminating tests over a real PhysicsEngine landblock whose contact
normal Z is 0.61 against FloorZ 0.6642 — the live roof's exact relationship.
Suite 11,019 passed / 4 skipped / 0 failed. Includes the temporary
ACDREAM_PROBE_REMOTE_LANDING / ACDREAM_PROBE_REMOTE_SLIDE probe family that
produced the capture above; strip with the family.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Flips the SetPositionSimple classification (contact, PlayerDistance >= 96 m) for
remotes onto 4b-1's drive controller and deletes both legacy far blocks, both
duplicated 96f/4f constant pairs, and both `?? Vector3.Zero` fabrications. The
4 m constant now exists exactly once. Teleport and cell-less stay legacy for
4b-3.
Retail: MoveOrTeleport @0x00516330's far branch runs StopInterpolating
@0x005163CB before SetPositionSimple @0x005163D9 and returns 1 @0x005163E8
regardless — the SetPositionError is discarded — so HandleReceivedPosition arms
ConstrainTo @0x00454272 post-move on commit AND on failure. The x87 parity
decode at @0x00516393-@0x0051639E puts exactly 96.0 on the far branch.
SetPositionSimple @0x005162B0 builds flags 0x1012 at @0x005162C4.
Non-commit outcomes still advance the body, because retail's SetPositionInternal
@0x00515BD0 commits the destination via store_position @0x00515CE2 when no cell
resolves. The partition is by STAGE, not heuristic, enforced by an exhaustive
switch: Refused/Contention/NotApplicable/RejectedPreparation store (the placement
never executed); Committed/Deferred/RejectedByPlacement do not (the engine ran
and refused, matching retail's non-storing returns @0x00515CB2 and @0x00515CD5).
Without this a refused far snap froze the remote with an emptied queue.
Also fixes a shipped defect this route made live: ParkDeferred's quiescence parks
withdrew the entity (InWorld=false, clock suspended, residency removed) and were
never restorable, while Forget(restoreCancelledPark: true) runs for every
accepted Position on every entity. The restorable decision now lives inside
ParkDeferred AFTER SnapToCell, reading body.CellPosition.ObjCellId — the value
RestoreParkWithdrawal actually restores at — against every live quiescence
rather than one minimum-OperationId token. The three pre-snap fields are hoisted
into locals because SnapToCell ends with InWorld = true. ParkCollisionResidents
passes restorableOnCancel: false explicitly; the plain unplaceable park is
provably unchanged. RestoreParkWithdrawal re-tests the prefix at restore time so
a retained route-2 park cannot re-admit into a prefix that began quiescing
during the park.
CanAttemptDestination is retained as an OPTIMISATION only, with the two Core
predicates it cannot reproduce written down at the pre-flight, plus the two
properties that depend on it staying there.
Four fix rounds and eight Opus reviews. The slice was fully green at 10,990,
10,997 and 11,004 while containing real defects — a frozen remote pinned as
correct by its own test, a fallback that over-wrote on the exact retail paths
that decline to store, and a park guard incomplete on two independent axes.
Register: AP-137 (leftover classifications take AP-87's catch-up; states the
cell-less enqueue-vs-place delta deferred to 4b-3, that RejectedData is applied
anyway, and the headless divergence), AP-138 (the refusable far placement),
AP-136 narrowed to match the relocation. #309's acceptance steps rewritten —
step 5 previously asserted a recovery the code does not perform — and gated on a
new ACDREAM_PROBE_PARK=1 signal so the check cannot pass while broken.
Suite 11,009 passed / 4 skipped / 0 failed against a measured 10,968 baseline.
The 10,973 figure recorded earlier was wrong and is corrected here.
Connected gate outstanding: the two-client far-snap walk and #309.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The user live-tested route 4a and reported two defects on player remotes: a
remote holds the falling animation after landing before finally landing, and a
remote jumping onto a house plants on the roof where retail slides off, then
blips to the slid-down position.
Neither is a route 4a regression. Do NOT revert 44830a0e — reverting would
restore the per-packet render slam 4a removed without touching either defect.
Bug B's root cause is identified and already covered by open issue #32, whose
text names both symptoms in one sentence. Both landing sites assert
TransientState |= Contact | OnWalkable unconditionally, where retail derives it
from the contact plane — CPhysicsObj::SetPositionInternal @0x00515330
(`if (contact_plane.N.z < floor_z) set_on_walkable(0) else set_on_walkable(1)`).
A steep roof is contact but NOT on_walkable; asserting both suppresses the slide
response, so the body sits until the server's positions walk 4 m away and
AP-87's threshold snaps it. That is the blip. Verified byte-identical pre-4a via
`git show 19d95094:`.
Bug B's *visible shape* IS 4a's: pre-4a every packet slammed the render entity
to the wire pose, so a stuck body flickered toward the true sliding position
5-10x per second — jitter rather than a clean hold.
Bug A stops at the goal's stop-condition rather than getting a speculative fix.
Three hypotheses with non-overlapping fixes; picking wrong means changing a
retail-ported gate on a guess. Retail's mechanism is already fully decoded, so
what is missing is OUR runtime state — no cdb trace against retail is needed.
Adds ACDREAM_PROBE_REMOTE_LANDING (PhysicsDiagnostics, read once at startup per
the diagnostic-owner rule, one bool check when off). It logs both landing sites
immediately before HitGround, and — the most diagnostic signal — emits a
separate line when a site is reached but the gravity gate is about to no-op,
which is hypothesis 1 (a wholesale Body.State write wiping the transient Gravity
bit mid-air, exactly AP-81's stated risk). Temporary instrumentation, marked for
stripping once the evidence is in.
Evidence recorded rather than new bugs filed: #32 gains the observation, the
root cause and the #173/AD-10 dependency caveat; AP-87 gains a live instance of
its stated risk; AD-10's stale file:line is corrected to RemoteMotionCombiner
with a note that its terrain-only normal cannot see a house roof at all.
Also files #308 — a SECOND flaky test, distinct from #302, which was twice
misattributed to it before being written down. #302 is a GC-allocation assertion
in App.Tests; #308 is a wall-clock deadline loop in Core.Net.Tests that fails
only under full-suite CPU contention (0 failures in 4 isolated runs). Conflating
them hides one, and an agent told to "ignore the known flake" would wave through
a real transport regression.
Gates: complete Release solution 10,938 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Closes#283 (plan S3) - as UNREACHABLE, not by restructuring ownership.
acdream has two owners that convert a landblock-local network origin into the
streamed world frame: LiveWorldOriginState for presentation/streaming, and
RuntimePhysicsState.TryGetWorldFrameOffset for placement. They rebase on
different edges - Runtime the instant an accepted Position carries
TeleportAdvanced, App only once StreamingOriginRecenterCoordinator observes
old-window retirement completion, many frames later. A one-landblock
disagreement places an entity 192 m from the geometry around it: the same
failure family as the zero-offset bug 670f307c fixed, with a wrong origin
instead of a missing one.
The plan's first step was to prove or disprove reachability BEFORE moving
ownership, because a restructure on a hypothesis is churn. The probe added in
898ff18b answered it: a connected Release session recorded ZERO disagreements
across 11 completed reveals and six destination landblocks (0x0904, 0x1134,
0x3032, 0x8763, 0xA9B4, 0xF682) spanning roughly 45 km. A gap of even one
frame would have printed an offset in the tens of thousands of metres.
Cause of the safety: BeginOriginRecenter detaches EVERY resident landblock
before the new origin is adopted, so the two rebases are serialized and no
conversion can observe the gap. Ownership is therefore left exactly as it is.
What lands instead is the invariant that keeps it true.
LiveWorldOriginState.EnsureAgreesWithRuntimeFrame is checked at the
landblock->world conversion and is terminal on disagreement, converting a
silent 192 m-multiple misplacement into a loud failure with the offset in
metres and the landblock being projected. Six focused tests pin it, including
the cross-world portal case (0x09 -> 0xF6 = 45,504 m). Disagreement can no
longer reach the probe, so ACDREAM_PROBE_WORLD_FRAME now emits a verbose
per-conversion agreement trace - useful when a placement looks displaced for
some reason OTHER than a frame disagreement.
Complete Release solution: 10,844 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
#283 step 1: prove or disprove reachability before restructuring ownership.
Runtime rebases its world frame the instant an accepted Position carries
TeleportAdvanced (RuntimePhysicsState.ObserveLocalWorldFrame). App's
LiveWorldOriginState rebases only once StreamingOriginRecenterCoordinator
.Advance observes IsOriginRecenterRetirementComplete - many frames later,
after the old window has fully retired. Between those two edges the owners can
disagree by the source-to-destination landblock delta, and anything converted
in the gap lands a multiple of 192 m from the geometry App is building. Same
failure family as the zero-offset bug 670f307c fixed, with a wrong origin
rather than a missing one.
Reasoning has already closed most of the window: the recenter detaches EVERY
resident landblock before adopting the new origin, so old-origin collision is
retired first. What remains is the narrow gap between Runtime's flip and App's
BeginOriginRecenter, while old-origin geometry is still resident. Whether that
is ever actually hit is an empirical question, and the campaign rule is that a
restructure needs evidence, not a hypothesis.
ACDREAM_PROBE_WORLD_FRAME=1 emits one [world-frame] line per DISAGREEMENT at
DatLiveEntityProjectionMaterializer's landblock->world conversion - the exact
App-side counterpart of Runtime's TryGetWorldFrameOffset, and the site that
already holds both owners, so no new dependency is introduced. Silence across
a portal run is the evidence that #283 is unreachable and can close as a
permanent invariant instead of an ownership move.
Measurement only: the probe never gates placement, and the flag lives in
PhysicsDiagnostics with the rest of the ACDREAM_PROBE_* family per the
diagnostic-owner rule rather than as a scattered env read.
Complete Release solution: 10,836 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Retail calls CPhysicsObj::report_exhaustion from exactly one site -
CommandInterpreter::HandleExhaustion (0x006b3c70), a notification handler
for the stamina-exhaustion EVENT. Campaign P P1 wired it to every
movement-stats application instead (every stamina regen/drain tick), and
each call re-dispatches the current movement state through the animation
sink - truncating any in-flight action animation. The diagnostic session
log shows 490 spurious casting-stance re-queues in one short session:
'sometimes stuck in spell animations' was every stamina tick that
collided with a cast gesture's play window.
The re-apply now fires only when the exhausted state (stamina == 0)
transitions, matching retail's event semantics. Stats still reach
PlayerWeenie immediately via RuntimeMovementSkillProjection.ApplyTo.
Also adds the [remote-edge] probe (rides ACDREAM_DUMP_MOTION=1): one
line per remote HitGround/LeaveGround - each such edge drains the
mover's pending action animations (retail HandleEnterWorld), the
working theory for intermittently missing monster attack swings.
Complete Release suite: 10,026 passed / 5 skips / 0 failures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Carry one immutable prepared collision closure with each accepted near-tier generation and install graph plus flat views through the same retained publication receipt. Apply the same strict package-only rule to live entities, add exact sampled graph-authoritative comparison artifacts and lifecycle counters, and prove cancellation, demotion, rehydrate, revisit, teardown, reconnect, and the nine-stop route with 14,064 zero-mismatch samples.
Co-authored-by: OpenAI Codex <codex@openai.com>
Gate 1 (2026-07-04): "better in general" + three residuals — monsters
pushed INTO the player, attacks with stale facing, position
"flashing/flapping instead of gliding". All three are ONE mechanism:
the legacy NPC UpdatePosition handler hard-snaps position, orientation,
and velocity/cycle UNCONDITIONALLY, fighting the armed sticky every UP
(ACE's authoritative rest pose sits ~0.6 m out and its server-side
facing lags the strafing target; the client stick holds 0.3 m + live
facing — oscillation at UP cadence).
Retail is immune by architecture, not by tuning: UP corrections flow
through the InterpolationManager into the SAME per-tick
PositionManager::adjust_offset chain where StickyManager::adjust_offset
OVERWRITES them while armed (0x00555190 chain order; 0x00555430 assigns
m_fOrigin). A server correction can never fight an armed stick
frame-by-frame. The remote-player branch already has exactly that
(queue -> combiner -> sticky overwrite); the legacy NPC path snaps
outside the chain.
Fix: suppress the NPC UP position/orientation/velocity-adoption snaps
while the entity is stuck (PositionManager.GetStickyObjectId() != 0) —
the retail chain semantics translated to the snap architecture.
LastServerPos/Time + cell bookkeeping still record; server truth
reasserts on the first UP after unstick, bounded by the 1 s sticky
lease. Register row TS-44 (same commit); retires with the S6/R6
interp-queue unification of the NPC path.
Apparatus: ACDREAM_PROBE_STICKY=1 — per-guid [sticky] lifecycle lines
(STICK / UNSTICK / LEASE-EXPIRE / TARGET-status teardown), per-armed-
tick steer lines (signed gap dist, applied delta, heading delta, live
resolve), and [sticky-snap-skip] at the suppressed-snap site.
PhysicsDiagnostics.ProbeStickyEnabled owns the flag (rule #5).
Full suite 4038 green. Awaiting gate 2 (pack melee vs retail).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Removes the scenery-frame, building-reach, and stream-resid probes added during the
world-load/FPS deep-dive (all root-caused + fixed). Gated-off diagnostics only; no
behavior change. The fixes they found remain.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Three apparatus-confirmed fixes from the world-load/FPS deep-dive (all live-verified).
1. trees-in-sky — scenery ground-Z now samples THIS landblock's OWN heightmap
(TerrainSurface.SampleZFromHeightmap, lock-step with the physics terrain) instead
of the global PhysicsEngine.SampleTerrainZ query. At build time the landblock isn't
registered in physics yet, so that query could only return null OR a STALE
neighbour's height — the previous location's terrain, still registered after a
teleport recenter — planting scenery at the old altitude (+250..500m, confirmed via
the [scenery-z-stale] probe). Own-heightmap is correct in every case; the query is
removed. (GameWindow.BuildSceneryEntitiesForStreaming)
2. FPS per-hop — TickAnimations recovered each animated entity's server guid via an
O(N) ReferenceEquals reverse scan over ALL _entitiesByServerGuid (which never
evicts, so N climbs every teleport — the drops-with-each-hop sink). Replaced with
ae.Entity.ServerGuid: O(1), exact-equivalent (the dict key IS entity.ServerGuid).
(GameWindow.TickAnimations)
3. teleport arrival + bulk floating terrain — two streaming fixes:
- Near-ring eager-apply: a teleport applies the destination's 3x3 surroundings
(StreamingController.PriorityRadius) and holds the fade until they're resident
(PhysicsEngine.IsNeighborhoodTerrainResident), so the player arrives in a loaded,
collidable world instead of one landblock in the void.
- Immediate unloads: DrainAndApply no longer throttles UNLOADS at the per-frame
load budget — they're cheap (free GPU buffers, no upload). A teleport produced
~600 unloads draining at 4/frame, leaving the previous region resident for
seconds (floating terrain) and accumulating across rapid hops (951 resident vs a
625 window). Only GPU-upload LOADS are metered now. Cut out-of-window resident
650 -> 63 and resident 951 -> 688 (live-verified via [resid-audit]).
Includes gated-off diagnostic probes (ACDREAM_PROBE_SCENERY_FRAME / _BLDG_REACH /
_STREAM_RESID) used to root-cause the above — zero-cost when unset, same pattern as
the committed tp-probe.
The pre-existing teleport-induced "terrain arcs in the sky" (present in the dd2eb8b
baseline too, with NONE of this work) are a SEPARATE bug — investigated next.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Acceptance apparatus for the teleport-residency fix. ACDREAM_PROBE_TELEPORT=1
gates 5 log points with cross-thread TickCount64 timestamps + the _datLock
waited/held measurement. Stripped (or promoted) at verification (plan T6).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
User-tested: the Slice 2 'hold outdoor until landblock loaded' gate made
EVERY outdoor teleport a ~10 s freeze, because the destination landblock
does NOT load fast during the hold (lbs=0 the whole time — the #138
streaming gap + _datLock starvation from the CreateObject flood). The hold
was band-aiding a broken/slow foundation rather than fixing it, and it never
actually prevented the #145 edge cascade anyway (it force-snapped onto
NO-LANDBLOCK after the timeout regardless).
Reverts ad8c24e..c880973 to the pre-Slice-2 state (00ef47e): outdoor places
immediately again (fast teleports). The genuine bug found along the way —
IsLandblockLoaded queried the wrong key form (& 0xFFFF0000 vs the stored
| 0xFFFF) — is preserved in the history (c880973) and will be re-applied when
we re-introduce a proper hold ON A FIXED FOUNDATION.
Decision (user, 2026-06-21): fix the foundation FIRST — fast/complete
streaming during teleport (#138), the post-teleport lost-collision bug, and
the FPS leak (Work item C) — then revisit the teleport-flow animation. Slice 1
(the pure TeleportAnimSequencer) stays in (dormant, unwired, harmless).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
xUnit's default parallel execution let diagnostic-harness tests (CellarUp,
DoorBug, DoorCollisionApparatus) mutate PhysicsResolveCapture.CapturePath
and PhysicsDiagnostics probe flags concurrently with victim tests
(MotionInterpreter, PositionManager, PlayerMovementController,
DispatcherToMovement, BSPStepUp), producing a flaky 14-26 failure range.
Fixes:
- Add PhysicsResolveCapture.ResetForTest() + PhysicsDiagnostics.ResetForTest()
as documented test-only reset APIs (never called from production paths).
- Add IDisposable to CellarUpTrajectoryReplayTests with ctor/Dispose calling
both ResetForTest() — prevents CapturePath from leaking between the Capture_*
tests in the same class (the immediate root cause of Capture_SkipsNonPlayerCalls
finding an unexpected file).
- Add xunit.runner.json (maxParallelThreads=1, parallelizeTestCollections=false)
to AcDream.Core.Tests — eliminates parallelism-induced probe-flag leaks across
all test classes without requiring [Collection] boilerplate on every offender.
After: two consecutive runs produce the identical 12-failure set.
Confirmed: LiveCompare_FirstCap_FixClosesCottageFloorCap passes.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add ProbeSweptEnabled (ACDREAM_PROBE_SWEPT=1) to PhysicsDiagnostics mirroring
ProbeCellEnabled. Emits one [cell-swept] line per ResolveWithTransition call —
sp.CurCellId and sp.CheckCellId (the transition's swept cells) alongside the
incoming cellId so a doorway capture shows whether the swept cell is stable
where ResolveCellId strobes. No ResolveCellId call in the probe — avoids the
CellGraph.CurrCell side effect. No behavior change.
TDD: ProbeSweptEnabled_DefaultsToFalse RED→GREEN in PhysicsDiagnosticsTests.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
One [cellset-build] line per call when ACDREAM_PROBE_CELLSET=1: seed cell,
sphere world XY, candidate count, full candidate id list. Used to prove
the cellSet for the player's start cell doesn't include the door's outdoor
cell across the over-penetration tick.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Mirror the existing ACDREAM_DUMP_CELLS pattern for GfxObj-owned geometry:
when ACDREAM_DUMP_GFXOBJS lists a hex GfxObj id, the first
PhysicsDataCache.CacheGfxObj for that id writes the full resolved
polygon table to a JSON fixture under
tests/AcDream.Core.Tests/Fixtures/issue98/0x{id:X8}.gfxobj.json (override
dir via ACDREAM_DUMP_GFXOBJS_DIR).
Motivation: the existing [resolve-bldg] probe captures GfxObj-level
metadata (id, BSP root radius, entity origin) but emits
"hitPoly: n/a (BSP path — side-channel not written)" because the
BSPQuery wire site that would populate LastBspHitPoly never landed.
A polygon-level dump at cache time bypasses that gap — one capture run
yields the FULL polygon table, fixture-loadable by the harness's
RegisterCottageGfxObj helper (next commit).
See docs/research/2026-05-23-a6-p3-issue98-comparison-harness-findings.md
for the cottage GfxObj 0x01000A2B context: landblock-baked static at
entity origin (130.5, 11.5, 94.0), responsible for the head-sphere cap
from below at world Z=94.0 that issue #98 is documenting.
Test baseline: 1183 + 8 pre-existing failures (serial run; +5 new tests
all pass; was 1178 + 8 pre-session).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds one log line per AdjustOffset call (gated by ACDREAM_PROBE_STEP_WALK)
naming the branch taken (no-cp / no-cp-slide / slide-degenerate /
slide-crease / into-plane / away-plane, optionally +safety-push) plus
zGain = output.Z - input.Z.
No math or control-flow changes — pure observability so the next capture
can disambiguate the three failure-mode hypotheses for the cellar-ramp
climb cap. Re-reading the existing capture (a6-issue98-negpoly-...log)
showed the sphere DOES climb 90.00 -> 92.79 (2.79 m gain), then caps,
contradicting the divergence comparison's "no altitude gain" framing.
The real question is what stops the climb at world Z ~= 92.79 with the
cottage floor still 1.21 m higher. Existing [step-walk] probes wrap
AdjustOffset; this new probe reveals which branch the projection takes.
Fix plan with the four-branch decision tree at
docs/superpowers/plans/2026-05-23-a6-p3-issue98-cellar-up-fix.md.
Test baseline maintained: 1167 + 8.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Step 2 of the apparatus plan at
C:\Users\erikn\.claude\plans\i-did-some-work-sharded-acorn.md. Adds a
one-shot cell-dump probe so the issue #98 replay harness can load real
cellar / cottage geometry as JSON fixtures, eliminating live-client
iteration from every fix attempt.
Probe gate:
ACDREAM_DUMP_CELLS=0xA9B40143,0xA9B40146,0xA9B40147
ACDREAM_DUMP_CELLS_DIR=tests/AcDream.Core.Tests/Fixtures/issue98 (default)
When set, the first time PhysicsDataCache.CacheCellStruct sees a matching
envCellId, it serializes the resulting CellPhysics to
<dir>/0x<cellid>.json and prints one [cell-dump] line. Zero cost when
unset (gate is a static-readonly IReadOnlySet<uint>.Count check).
DTOs (CellDump.cs):
- CellDump: top-level record holding cell id, WorldTransform,
InverseWorldTransform, resolved polygons, portal polygons, portal
infos, visible cell ids.
- PolygonDump / PortalDump / Vector3Dto / PlaneDto / Matrix4x4Dto:
System.Text.Json-friendly records with explicit From / To converters.
What is intentionally NOT dumped: the DAT-native PhysicsBSPTree and
CellBSPTree trees. The replay harness drives the leaf-level walkable
predicates (WalkableHitsSphere, FindCrossedEdge, PolygonHitsSpherePrecise)
directly on the resolved polygon list, which is enough to expose the
issue #98 rejection (poly 0x0004 in 0xA9B40143 reports
insideEdges=False / overlapsSphere=False at the failing-frame sphere).
If a future replay needs BSP traversal we can extend the DTO + Hydrate
together without breaking fixtures.
Tests (CellDumpRoundTripTests):
- Capture → Hydrate preserves WorldTransform / InverseWorldTransform /
every polygon's plane + vertices + NumPoints + SidesType.
- Capture → Hydrate preserves portal list + visible cell ids.
- Write to disk → Read back → Hydrate preserves content.
- Hydrate leaves BSP / CellBSP null by design (replay uses leaf-level
predicates).
Verification:
- dotnet build: green, 0 errors.
- dotnet test: 1160 passed + 8 pre-existing failed (was 1156 + 8 before
this commit; +4 from CellDumpRoundTripTests). Same 8 pre-existing
failures, no new regressions.
Next: capture the three cells from the live client (Step 2 acceptance),
then build the replay harness against the fixtures (Step 3).
Triage step from the plan at C:\Users\erikn\.claude\plans\
i-did-some-work-sharded-acorn.md. Four sessions on issue #98 left the
worktree dirty with ~1352 LOC of mixed work. This commit splits the
work into "keep" (defensible + diagnostic) and "drop" (failed
experiments), then commits the keep set with the drops removed.
Plan asked for three commits (diag / fix / revert); consolidated to one
because the diagnostic emits in TransitionTypes.cs are tightly
interleaved with the multi-sphere CellTransit calls and the CellId
switch. Hunk-level splitting in those files for marginal bisect
granularity didn't justify the misclick risk.
Reverted entirely (failed experiments per slice 7 handoff):
- src/AcDream.Core/Physics/PhysicsDataCache.cs — neg-poly storage
fields (Stippling, PosSurface, NegSurface, HasNegativeSide,
IsNegativeSide, NegativeSide).
- src/AcDream.Core/Physics/ShadowObjectRegistry.cs — isBuilding flag
propagation through Register / ShadowEntry.
- tests/AcDream.Core.Tests/Physics/BSPQueryTests.cs — 165 lines of
PolygonWithNegativeSide_* tests.
- tests/AcDream.Core.Tests/Physics/ShadowObjectRegistryTests.cs —
isBuilding propagation tests.
- src/AcDream.Core/World/WorldEntity.cs — IsLandblockBuilding field
(no consumer once ShadowObjectRegistry.isBuilding is gone).
- src/AcDream.Core/World/LandblockLoader.cs — IsLandblockBuilding=true
setter on building entities (kept BuildBuildingTerrainCells).
- src/AcDream.App/Rendering/GameWindow.cs — isBuilding: arg passed to
ShadowObjects.Register.
- src/AcDream.Core/Physics/BSPQuery.cs — TryAdjustWalkableSide /
IsWalkableAt helpers, their callers, the Path 5 / Path 6 neg-poly
branch split, the BldgCheck-tied clearCell conditional, and the
neg-poly ResolveCellPolygons writes.
- src/AcDream.Core/Physics/PhysicsDiagnostics.cs — neg-poly fields
in the poly-dump format.
- src/AcDream.Core/Physics/TransitionTypes.cs — SpherePath.BldgCheck +
SpherePath.HitsInteriorCell fields and every consumer, the
savedBldgCheck try/finally around FindCollisions, and the neg-poly
format additions to the dump-on-error helper.
- src/AcDream.Core/Physics/CellTransit.cs — FindCellSet overloads
with hitsInteriorCell out-param and the BuildCellSetAndPickContaining
out-param threading.
Kept (defensible correctness fixes + diagnostic infrastructure):
- src/AcDream.App/Rendering/GameWindow.cs — render-vs-physics cell
origin split: the 0.02m render lift no longer leaks into physics
BSP caching. lb.BuildingTerrainCells threaded into LandblockMesh.Build.
- src/AcDream.Core/World/LoadedLandblock.cs — BuildingTerrainCells
record field.
- src/AcDream.Core/World/LandblockLoader.cs — BuildBuildingTerrainCells
(cy*8+cx from LandBlockInfo.Buildings).
- src/AcDream.Core/Terrain/LandblockMesh.cs — hiddenTerrainCells
param that collapses owned-cell triangles to a zero-area degenerate.
- src/AcDream.App/Streaming/{GpuWorldState,LandblockStreamer}.cs —
mechanical BuildingTerrainCells threading through LoadedLandblock
reconstructions.
- src/AcDream.Core/Physics/CellTransit.cs — multi-sphere
FindTransitCellsSphere variant + multi-sphere AddAllOutsideCells +
FindCellSet(IReadOnlyList<Sphere>, …) overload + the
BSPQuery.SphereIntersectsCellBsp call for loaded neighbours. Matches
retail CObjCell::find_cell_list / CEnvCell::find_transit_cells.
- src/AcDream.Core/Physics/TransitionTypes.cs — multi-sphere FindCellSet
call site, retail-faithful CellId switch after CheckOtherCells, the
outdoor-landcell terrain-walkable fallback in CheckOtherCells, and
the full diagnostic suite ([step-walk], [walkable-nearest],
[issue98-walkable-detail], [cell-set-summary], LastBspHitPoly
emits).
- src/AcDream.Core/Physics/PhysicsDiagnostics.cs — ProbeStepWalkEnabled
gate (ACDREAM_PROBE_STEP_WALK=1) + LogStepWalk helper + FormatVector
/ FormatPlane utilities. All emit-gated.
- src/AcDream.Core/Physics/BSPQuery.cs — diagnostic emits to
LastBspHitPoly at four sites in SphereIntersectsPolyInternal /
the placement adjustment path.
- Test files for the kept work: CellTransitFindCellSetTests,
CellTransitFindTransitCellsSphereTests, PhysicsDiagnosticsTests,
TransitionCheckOtherCellsTests, LandblockMeshTests,
LandblockLoaderTests.
Verification:
- dotnet build: green, 0 errors, 3 pre-existing warnings.
- dotnet test: 1156 passed + 8 failed (baseline was 1148 + 8 pre-
existing; the +8 passing are the new tests for the kept defensible
work). Same 8 pre-existing failures, no new regressions.
Backup of pre-triage worktree state in stash@{0}.
A6.P3 #98 is still open; this is the apparatus-prep step, not a fix.
Next: cell-dump probe (Step 2 of the plan).
Add ACDREAM_PROBE_PLACEMENT_FAIL gate + LogPlacementFail emitter +
side-channel polygon attribution in PhysicsDiagnostics. Wire into
BSPQuery.FindCollisions Path 1 (Placement/Ethereal) on Collided
returns; wire into Transition.DoStepDown after the placement_insert
TransitionalInsert(1) call; wire into Transition.FindObjCollisions
to emit per-static-object [place-fail-obj] lines.
Run scen4 cellar-up with the probe → 168 [place-fail] events. 80 of
81 BSPQuery Path 1 placement rejections cite polygon 0x0020 in
cellar cell 0xA9B40147's BSP: n=(0,0,-1) d=-0.2, world Z=93.82 —
the cellar ceiling (underside of cottage main floor thickness layer).
0 [place-fail-obj] lines, confirming the failure source is the cell
BSP not a static object.
The probe-driven evidence INVALIDATES the 2026-05-22 morning
handoff's "Path 5 vs Path 6 in BSPQuery.FindCollisions" diagnosis.
Retail's BP4 trace shows every find_collisions hit has collide=0 —
retail enters the same Contact branch we do, no outer-dispatcher
divergence. Retail's BP5 fires 17+ times on the cellar ramp polygon,
not "30 hits all on flat planes" as morning claimed.
The actual divergence is downstream in cell-promotion: retail's
check_cell transitions to cottage cell 0xA9B40146 during the ascent
(BP7 sets ContactPlane to the cottage main floor poly, which lives
in cottage cell's BSP not cellar's). Ours stays at cellar 0xA9B40147,
where the ceiling poly 0x0020 correctly rejects the lifted sphere.
No fix attempted this session per CLAUDE.md discipline check
(3+ failed fixes = handoff). Full slice 5 evidence + concrete
next-session pickup steps at docs/research/2026-05-22-a6-p3-slice5-handoff.md.
ISSUES.md #98 updated with the corrected diagnosis.
Test baseline: 1148 + 8 pre-existing fail. Maintained.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds a polygon-geometry dump probe that fires alongside [push-back]
whenever AdjustSphereToPlane lands a push-back. Gated by
ACDREAM_PROBE_POLY_DUMP=1.
Output format:
[poly-dump] cell=0xA9B40147 polyId=0x0042 numPts=4 sides=Single
n=(0.000,-0.719,0.695) d=-0.1007
verts=[(x1,y1,z1),(x2,y2,z2),(x3,y3,z3),(x4,y4,z4)]
Purpose: investigate #98 (cellar-up stuck at top step). The push-back
trace shows the player hitting a sloped surface n=(0,-0.719,0.695) at
the cellar stair top. Two possibilities:
1. The polygon really IS sloped 44° in the dat (genuine geometry).
2. Our dat-read produces wrong vertices → wrong normal → wrong plane.
The dump lets us:
- Identify which dat polygon was hit (cell + poly ID)
- Compare our extracted vertices against WorldBuilder's straight-from-
dat read for the same poly
- Or spawn the cell in ACViewer to visually verify the geometry
Changes:
- Added `ushort Id` property to ResolvedPolygon (defaults to 0 for test
fixtures that don't care; production code in PhysicsDataCache.cs +
BSPQuery.cs sets it from the dictionary key).
- Added ProbePolyDumpEnabled + LogPolyDump in PhysicsDiagnostics.
- Wired the dump into AdjustSphereToPlane's apply-branch (after the
existing push-back log; same gating pattern).
Test suite: 1148 pass + 8 pre-existing fail (baseline maintained).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
One-line per-iteration emission helper for the CheckOtherCells
multi-cell BSP loop. Captures primary/other cell ids, BSP result,
and halted flag for direct comparison to retail's
CTransition::check_other_cells loop.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
One-line per-call emission helper for the FindCollisions dispatcher
instrumentation site. Captures path-selection state (collide flag,
insertType, objState) + walk-interp + return state for direct
comparison to retail's BSPTREE::find_collisions breakpoint.
Output uses the [push-back-disp] tag to disambiguate from
[push-back] adjust-sphere events.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
One-line per-call emission helper for the AdjustSphereToPlane
instrumentation site. Direct field-for-field paired comparison to
retail's CPolygon::adjust_sphere_to_plane breakpoint.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
BSPQuery.AdjustSphereToPlane is private; <see cref> from outside the
class can't resolve and emits CS1574. Switched to <c>...</c> code
span. Other two cross-refs (FindCollisions public, CheckOtherCells
internal-same-assembly) keep their <see cref> form.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
New PhysicsDiagnostics flag gates the [push-back] probe shipping
in subsequent tasks. Env-var ACDREAM_PROBE_PUSH_BACK=1 + DebugVM
mirror, matching the existing probe-toggle pattern.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds a new diagnostic flag for the indoor-walking walk-miss probe
spike per docs/superpowers/specs/2026-05-21-indoor-walk-miss-probe-design.md.
Env var ACDREAM_PROBE_WALK_MISS=1, runtime-toggleable via property.
No DebugPanel mirror — spike-only. Following commits wire the
[walk-miss] and [floor-polys] emissions to this flag.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Spike for the next phase of indoor-walking work: confirm/refute the
hypothesis that FindEnvCollisions's indoor branch rewrites the player's
ContactPlane every frame instead of retaining it across frames (retail's
actual behavior). The previous session shipped 6 commits on a wrong
diagnosis; this probe captures the data BEFORE designing the fix.
Two pieces:
1. Add PhysicsDiagnostics.ProbeContactPlaneEnabled flag, gated on
ACDREAM_PROBE_CONTACT_PLANE=1 (also runtime-toggleable). Helper
methods LogCpBoolWrite / LogCpPlaneWrite / LogCpCellIdWrite emit one
[cp-write] line per CP/LKCP field mutation with caller (walked from
the stack with file+line info) when the value actually changes.
2. Convert the 8 ContactPlane group + LastKnownContactPlane group
fields on CollisionInfo from public fields to public properties
with backing fields. Setters call the diagnostic helpers when the
probe is on; getters/setters are inlined when the flag is off.
Storage layout unchanged. No call site changes — grep confirmed no
ref/out passing or sub-field writes.
Build green; tests green at the existing 8-failure baseline (2 BSPStepUp,
6 MotionInterpreter — all unrelated, pre-existing).
Capture command:
ACDREAM_PROBE_CONTACT_PLANE=1 ACDREAM_PROBE_INDOOR_BSP=1 ACDREAM_DEVTOOLS=1
Spike-only — remove when the retention fix lands and the diagnostic
value is captured in the next phase's spec.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Every [indoor-bsp] probe line reports result=OK poly=n/a, meaning
BSPQuery.FindCollisions never records a hit polygon. Four hypotheses:
(a) PhysicsPolygons.Count == 0 for all cached EnvCells (empty data),
(b) BSP leaf Polygons IDs don't match PhysicsPolygons dict keys,
(c) ResolvePolygons filters out all polygons (vertex lookups fail or
degenerate normals), or (d) sphere is too far from BSP leaf bounds.
Format analysis rules out (b): retail BSPLEAF::PackLeaf writes
poly_id (not array index) into the BSP leaf ushort list; CPolygon::Pack
writes poly_id as first field; DatReaderWriter reads it as dictionary
key. ACE DatLoader does the same. Keys are consistent end-to-end.
Add ProbeCellCacheEnabled (ACDREAM_PROBE_CELL_CACHE=1) to
PhysicsDiagnostics and a [cell-cache] log line at the end of
CacheCellStruct. One line per cached EnvCell:
[cell-cache] envCellId=0x... physicsPolyCount=N resolvedCount=M
bspRootPolyCount=K bspRootHasChildren=true|false
physicsPolyCount=0 -> hypothesis (a).
resolvedCount < physicsPolyCount -> hypothesis (c).
Non-zero counts + bspRootPolyCount=0 + bspRootHasChildren=true ->
expected (internal node, leaves hold poly refs); then investigate (d).
Non-zero counts + bspRootPolyCount=0 + bspRootHasChildren=false ->
leaf with empty Polygons list, deeper investigation needed.
Cross-referencing cell-cache lines with indoor-bsp lines (same
envCellId) will pin the root cause in the next launch.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds the [indoor-bsp] probe + ProbeIndoorBspEnabled toggle for the
Indoor walking Phase 1 BSP-cluster investigation. Mirrors the existing
[resolve] / [cell-transit] / [indoor-*] pattern: one log line per
BSPQuery.FindCollisions call from FindEnvCollisions' cell branch,
capturing cell id, sphere local-pos, result TransitionState, and the
hit poly's normal + side-type via the LastBspHitPoly side-channel
(already wired for ProbeBuildingEnabled, now also fires for the indoor
flag).
Toggle via ACDREAM_PROBE_INDOOR_BSP=1 env var or DebugPanel checkbox.
Zero-cost when off.
Predecessor for the three fix commits that will close ISSUES.md
#84/#85/#86 after the capture session.
Spec: docs/superpowers/specs/2026-05-19-indoor-walking-phase1-bsp-cluster-design.md
Plan: docs/superpowers/plans/2026-05-19-indoor-walking-phase1-bsp-cluster.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
First application of CLAUDE.md's new Code Structure Rules §5
("Runtime probes belong in diagnostic owner classes"). Migrates the
four ACDREAM_DUMP_STEEP_ROOF call-site env reads into a single
PhysicsDiagnostics.DumpSteepRoofEnabled property initialized from the
env var at type init, with a runtime setter that follows the existing
ProbeResolveEnabled / ProbeCellEnabled / ProbeBuildingEnabled pattern.
Sites migrated:
- AcDream.Core/Physics/PhysicsEngine.cs:637 (KILL-VELOCITY-APPLIED log)
- AcDream.Core/Physics/TransitionTypes.cs:718 (PHASE3-RESET log)
- AcDream.App/Input/PlayerMovementController.cs:1117 (FRAME log)
- AcDream.App/Input/PlayerMovementController.cs:1199 (per-frame bounce log)
Behavior-preservation only. ACDREAM_DUMP_STEEP_ROOF=1 still produces
identical [steep-roof] log output. The class-comment in
PhysicsDiagnostics already anticipated this migration
("Future slices may fold the older ACDREAM_DUMP_* env vars into this
class for unified runtime toggling").
Not yet wired to a DebugVM checkbox — runtime toggling is available
via the property setter for future debugging sessions, but exposing
it on the panel is a 30-second future cut, not in scope here.
Build: green.
Tests: same pass/fail profile as before this commit (8 pre-existing
Core failures unrelated to physics-diagnostics; App.Tests / Core.Net.Tests
/ UI.Abstractions.Tests all green).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two retail divergences fixed from the 2026-05-16 faithfulness audit
(Commit A of the plan at docs/superpowers/plans/2026-05-16-retail-faithfulness-fixes.md).
1. Rotation rate ignored HoldKey.Run. Retail's CMotionInterp::
apply_run_to_command (decomp 0x00527be0 line 305098) multiplies
turn_speed by run_turn_factor (1.5, PDB-named symbol at 0x007c8914)
when input is TurnRight/TurnLeft under HoldKey.Run. Effective
running rotation is 50% faster (~135°/s vs walking ~90°/s).
Our keyboard A/D and ApplyAutoWalkOverlay used a fixed walking
rate.
New: RemoteMoveToDriver.TurnRateFor(running) helper. Keyboard
path passes input.Run; auto-walk overlay passes
_autoWalkInitiallyRunning. The walking-rate base
(BaseTurnRateRadPerSec = π/2) is unchanged; TurnRateRadPerSec
constant is preserved as the walking-rate alias for callers
that don't have run/walk state (NPC remotes).
2. IsUseableTarget gated on `useability & USEABLE_REMOTE (0x20)`,
which was stricter than retail. Per ItemUses::IsUseable
(acclient_2013_pseudo_c.txt:256455) cross-referenced with 4
call sites, retail's IsUseable() semantic is `_useability != 0`.
But visually retail's USEABLE_NO (1) entities don't approach
either, because ACE never broadcasts MovementType=6 for them.
Our client installs a speculative auto-walk BEFORE the server
responds, so we'd visibly approach + face signs before the
wire packet was rejected.
Pragmatic fix: block USEABLE_UNDEF (0) AND USEABLE_NO (1) in
IsUseableTarget — slightly stricter than retail's
IsUseable but matches retail's user-visible behaviour
("R on sign does nothing"). Documented in the doc-comment so
a future implementer knows the gap.
3. New IsPickupableTarget gate for F-key path — requires
USEABLE_REMOTE (0x20) bit. Null-useability fallback for
BF_CORPSE + small-item ItemTypes (preserves M1 ground-item
pickup flow when ACE seed DB doesn't publish useability).
4. R-key (UseCurrentSelection) upfront gate now ALWAYS uses
IsUseableTarget. R is conceptually "use" with smart-routing
to pickup as a downstream optimization. F-key (SendPickUp)
uses IsPickupableTarget directly.
5. Retail toast strings on block, centralised in new
src/AcDream.Core/Ui/RetailMessages.cs:
- "The X cannot be used" (data 0x007e2a70, sprintf 0x00588ea4)
fires on UseCurrentSelection / SendUse gate block.
- "The X can't be picked up!" (sprintf 0x00587353) fires on
SendPickUp non-pickupable block.
- "You cannot pick up creatures!" (data 0x007e22b4) fires on
SendPickUp creature block (was previously silent).
- Plus 4 inactive retail strings ready for future call sites:
CannotBeUsedWith (two-target Use), CannotBePickedUp (formal
pickup variant), CannotBeUsedWhileOnHook_HooksOff +
CannotBeUsedWhileOnHook_NotOwner (housing). All cite their
retail data addresses + runtime sprintf addresses.
6. ProbeUseabilityFallbackEnabled diagnostic (env var
ACDREAM_PROBE_USEABILITY_FALLBACK=1) logs every time the
null-useability fallback fires. Settles whether the
fallback for creature + BF_DOOR/LIFESTONE/PORTAL/CORPSE
entries in ACE's seed DB without useability is hot code
or theoretical defense.
Test coverage:
- +3 RemoteMoveToDriverTests cover TurnRateFor walking/running/back-compat.
- +7 RetailMessagesTests cover each retail string with retail anchor.
- +1 CreateObjectTests TryParse_WeenieFlagsUsable_ReadsUseableNoValue
pins parser correctness for USEABLE_NO=1.
- 294/294 Core.Net pass; 24/24 new+touched Core tests pass.
- Pre-existing baseline of 8 Physics test failures unchanged
(BSPStepUp + MotionInterpreter regression noise from prior
sessions; out of scope here).
Deferred to a separate session per user direction:
- Click area = indicator-rect retail fidelity. Retail's picker
uses per-part CGfxObj.drawing_sphere + polygon refine
(0x0054c740); ours uses single Setup.SelectionSphere ray-
intersect. The rect corners are dead zones today. Three fix
options analyzed: screen-space rectangle hit-test, sqrt(2)
sphere inflation, polygon refine Stage B.
Plan: docs/superpowers/plans/2026-05-16-retail-faithfulness-fixes.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Per the B.6 design spec (now retail-grounded on Option A), slice 1 is
pure-additive logging so the next session has a clean trace of what
ACE actually sends to the local player during a server-initiated
auto-walk.
New PhysicsDiagnostics.ProbeAutoWalkEnabled static flag, env-var-
initialized from ACDREAM_PROBE_AUTOWALK=1. Probe sites:
[autowalk-out] on SendUse + SendPickUp — the packets that trigger
ACE's CreateMoveToChain when the target is out of WithinUseRadius.
[autowalk-mt] on OnLiveMotionUpdated for _playerServerGuid only —
captures MovementType + MoveToPath origin/min-dist/obj-dist +
moveTowards + speed/runRate. Lets us see exactly the wire data
retail's PerformMovement case 6 (0x00524440) was acting on.
[autowalk-up] on OnLivePositionUpdated for _playerServerGuid only —
cadence + payload of ACE's position broadcasts during auto-walk.
No behavior change. All flags off by default; opt in with the env var
during a focused reproduction. Designed to be mirrored into DebugVM
checkbox state later (parallel to ProbeResolve / ProbeCell / ProbeBuilding)
but not wired yet — env-var-only for the first trace session.
Adds ACDREAM_PROBE_BUILDING — a read-only per-shadow-entry probe that
captures full BSP collision evidence whenever TransitionTypes.FindObjCollisions
attributes a hit (via the existing L.2a slice 3 chain). One multi-line
[resolve-bldg] entry per attributed hit: partIdx, hasPhys, bspR vs
vAabbR, world-space entOrigin_lb, and the actual hit polygon's vertices
in both object-local and world space.
Paired with a one-time [entity-source] line at every ShadowObjects.Register
call site in GameWindow so entityId from a probe line is greppable to its
WorldEntity source within a single log file.
Plumbing: BSPQuery writes the resolved hit polygon to a new
PhysicsDiagnostics.LastBspHitPoly side-channel at the 5 SetCollisionNormal
sites in Paths 5/6 + CollideWithPt. TransitionTypes clears that field
before each shadow-entry dispatch and reads it back at the L.2a slice 3
attribution site to emit the probe line.
Spec component 4 originally described an out ResolvedPolygon? parameter
on BSPQuery.FindCollisions; the static side-channel achieves the same
observable behavior without plumbing through BSPQuery's recursive private
methods. Deviation noted in PhysicsDiagnostics.LastBspHitPoly's XML doc.
Reframes the plan-of-record's L.2d sub-direction paragraph: the 2026-05-12
handoff proposed porting CBuildingObj + per-cell walkability, but ACE
BuildingObj.cs:39-52 + named-retail acclient_2013_pseudo_c.txt:701260
show find_building_collisions is one BSP test on Parts[0]. Per-cell
walkability belongs to L.2e, not L.2d. L.2d slice 1 is the diagnostic;
slice 2 is the actual fix scoped from slice 1's evidence (one of three
hypotheses: wrong BSP loaded / over-registered parts / BSPQuery flaw).
Tests: 2 synthetic unit tests in PhysicsDiagnosticsTests.cs pin the
static API contract that the BSPQuery → side-channel → TransitionTypes
emission chain depends on. The multi-line line format itself is verified
by acceptance criterion 2 (live Holtburg-doorway capture) — covering it
here would require a heavy PhysicsEngine + Transition fixture for a
diagnostic-only emission.
Verified: dotnet build green; the 2 new tests pass; the 8 pre-existing
test failures listed in the L.2a handoff (MotionInterpreter GetMaxSpeed_*,
PositionManager.ComputeOffset_BothActive_Combined,
PlayerMovementController.Update_ForwardInput_*, Dispatcher.W_held_*,
BSPStepUpTests.{D4,C3}) remain failing — none introduced by this slice.
Spec: docs/superpowers/specs/2026-05-13-l2d-cbuildingobj-collision-design.md
Conformance anchors:
- acclient_2013_pseudo_c.txt:701260 (CBuildingObj::find_building_collisions)
- acclient_2013_pseudo_c.txt:323725 (BSPTREE::find_collisions)
- ACE references/ACE/Source/ACE.Server/Physics/Common/BuildingObj.cs:39-52
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
New static `AcDream.Core.Physics.PhysicsDiagnostics` holds two
runtime-toggleable flags initialized from env vars:
- ACDREAM_PROBE_RESOLVE=1 — emit one [resolve] line per
PhysicsEngine.ResolveWithTransition call: input/target/output
position+cell, ok-vs-partial, grounded-in, contact-plane status,
wall normal if hit, walkable-polygon valid, moving entity id.
- ACDREAM_PROBE_CELL=1 — emit one [cell-transit] line per
PlayerMovementController.CellId change: old → new cell, current
world position, reason tag (resolver / teleport).
Both also exposed as runtime-toggleable checkboxes in the DebugPanel
"Diagnostics" section. Unlike the existing four Dump-* checkboxes
(which only mirror sticky-at-startup env vars), the two new ones
forward directly to PhysicsDiagnostics — toggling on/off takes
effect on the next physics resolve, no relaunch.
Why now: L.2's plan-of-record (docs/plans/2026-04-29-movement-collision-
conformance.md) explicitly says "Land L.2a diagnostics first. Do not
make another physics change blind." This slice closes the most-load-
bearing gap in L.2a — a general-purpose probe on the resolver outcome
and a cell-transit log — so that later L.2b/c/d/e physics changes can
be evidence-driven instead of guessed. Foundation for the indoor /
dungeon walking trajectory (G.3 unblock).
Pure additive: when both flags are off (default), the probes collapse
to a single static-bool read per resolve, zero log cost. PlayerMovement
Controller's two CellId-mutation sites are now routed through a
private UpdateCellId(reason) helper for diag chokepoint.
Build green, 1032/1040 unit tests pass. The 8 failing tests are
pre-existing on the branch base (verified by stash-and-rerun);
none touch resolver or cell-transit code; all fail identically with
this slice stashed. Investigation deferred to a follow-up.
Refs: docs/plans/2026-04-29-movement-collision-conformance.md (L.2a
shipped-slice note added in same commit).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>