Per docs/research/2026-07-30-ts4-116-oracle-plan.md §1, §4 item 2 (the
decisive TS-4 confirming run). Retail's BSP layer has NO steepness test at
all (acclient_2013_pseudo_c.txt:323783-323821, 0x0053a793) — every airborne
hit, steep or shallow, falls through to the same unconditional
`SetCollide` + `Adjusted`. The L.4 slide-tangent shortcut (worldNormal.Z <
FloorZ -> project-and-Slid, with its own SetSlidingNormal write) is deleted
from both BSPQuery.cs's and FlatBspQuery.cs's Path 6 sphere0 branch.
Fixing FlatBspQuery.cs (the flat/indexed engine Slice I6/I7 made
production-authoritative) was necessary in this same commit: it carried an
exact structural duplicate of the shortcut, caught by
FlatBspQueryDifferentialTests.InstalledDat_LargeRandomizedSweep_HasZeroBitMismatch
(graph=Adjusted vs flat=Slid) once the graph side was fixed alone. Its
sphere1 branch is also brought in line with the #116 shape-1 fix landed
in db2889af (direct Collided + SetCollisionNormal instead of the deferred
SetCollide/shortcut treatment) — that parity gap existed since shape-1's
commit only touched BSPQuery.cs and the randomized differential sweep
didn't happen to exercise the narrow foot-clear/head-hit case until this
session's broader change surfaced it.
DECISIVE CONFIRMING RUN (Ts4SteepRoofWedgeCaptureTests, per the plan's own
required test-first order): added
FallOntoSteepSlope_WithHorizontalVelocity_NeverFreezesForOverHalfASecond_AndReachesFloor
— the same steep-roof drop as the existing pure-vertical fixture, but with
a small residual horizontal velocity (vx=-0.3 m/s), matching the realistic
live-play input (WASD, jump momentum) that validated the shortcut on
2026-04-30. With the shortcut removed, this variant converges cleanly to
the flat floor with zero freeze. The pure-vertical fixture, run
shortcut-removed, DOES still freeze — per the oracle plan's root-cause
trace (§1.2 Step E), this is the DEGENERATE case: AdjustOffset's crease
projection (Cross(ContactPlane.Normal, SlidingNormal)) is mathematically
orthogonal to a purely-Z gravity offset, crushing it to zero every tick
before TransitionalInsert can run again — present identically in the raw
decomp, ACE's port, and this port. Renamed and re-asserted as a PINNED
known-degenerate test
(FallOntoSteepSlope_PureVertical_FreezesAtDegenerateFixedPoint_RetailParity)
rather than treated as a bug. Filed as register row AD-56.
BSPStepUpTests.C3_Path6_AirborneMoverHitsSteepSlope_ReturnsSlid pinned the
OLD shortcut's Slid-no-Collide behavior directly; renamed to
...ReturnsAdjustedAndSetsCollide and corrected to the retail-faithful
Adjusted/Collide=true outcome.
Register: TS-4 row retired (struck through, retirement note); AD-56 filed
for the pure-vertical degenerate case; the retire-next shortlist's TS-4
entry removed and renumbered.
Full AcDream.Core.Tests suite: 4060 passed / 2 skipped (D4 stays Skip-tagged
in this commit; its own un-skip is a separate, dependent test-only commit
for #116 shape-2), no regressions.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Per docs/research/2026-07-30-ts4-116-oracle-plan.md §2.3-§2.4: retail's
airborne (not-yet-Contact) BSPTREE::find_collisions dispatch, when the
FOOT sphere is completely clear but the HEAD sphere hits or near-misses,
does not defer through SetCollide/Adjusted (nor the steep-poly
slide-tangent shortcut) — it records the head polygon's normal directly
and hard-stops: pc:323824-323834 (0x0053a793/0x0053a7a4), independently
cross-checked against ACE BSPTree.cs:221-230 (`SetCollisionNormal` +
`return TransitionState.Collided;`), an exact structural match confirming
this isn't a BN misdecompile. BSPQuery.cs's Path 6 `hasSphere1` branch now
does the same: `collisions.SetCollisionNormal(worldNormal1); return
TransitionState.Collided;`, replacing the old steep-shortcut-or-deferred-
SetCollide handling. This mechanically retires one of TS-4's two
`SetSlidingNormal` write sites (sphere1's) ahead of TS-4's own item.
Added two permanent diagnostics gated on the existing
PhysicsDiagnostics.ProbeIndoorBspEnabled flag (`[path-dispatch]` at
FindCollisionsCore entry, `[path5-diag]` inside Path 5) to make future
BSPQuery dispatch tracing cheaper.
HONEST RESULT of the plan's own confirming instrumentation (re-run of
DoorBugTrajectoryReplayTests.Diagnostic_Tick22760_DumpEngineInternals):
this fix does NOT change the tick-22760 outcome (harness still cn=(0,0,1)
vs live cn=(0,+1,0)). The new dispatch-entry probes show the tick-22760
mover is GROUNDED (Contact set), so it never reaches Path 6 at all — it
dispatches Path 5 -> StepSphereDown (Path 3, both DoStepDown half-steps
fail) -> EdgeSlideAfterStepDownFailed -> SpherePath.PrecipiceSlide, whose
find_crossed_edge-false fallback returns Collided with NO collision-normal
write. A fresh byte-level read of retail's SPHEREPATH::precipice_slide
(pc:274316-274326, 0x0050cc80) confirms this is byte-exact retail
behavior (`if (eax == 0) { walkable = 0; return 2; }`, no
set_collision_normal call) — not a bug. The real tick-22760 divergence is
further upstream, most likely this test's simplified door registration
(BuildEngineWithDoorFixture) not placing the door's BSP where live retail
actually intersected it, or a walkable-polygon state-capture gap — see
the research doc's Addendum 2 for the full trace and open candidates.
#116 shape-1 is therefore NARROWED, not closed: the Path-6 fix is a real,
independent retail-faithfulness improvement; the tick-22760 acceptance
criterion is not met by it and needs further harness/geometry work before
any further code change.
Full AcDream.Core.Tests suite: 4059 passed / 2 skipped, no regressions.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Per the TS-4/#116 oracle plan (docs/research/2026-07-30-ts4-116-oracle-plan.md
§1.4, §4 item 1): TransitionalInsert's retry loop hardcoded
`return TransitionState.Slid;` when the attempt budget exhausted, despite
the comment's own claim of returning "whatever the last iteration said."
ACE's equivalent (Transition.cs:933, `return transitState;`) and retail's
(pc:273363, 0x0050b949, `return edi;`) both reuse one state variable
across the composite per-attempt call and return whatever it holds.
acdream's per-phase dispatch (env/building/object/other-cells/neg-poly/
step-down) is split across several locals instead of ACE's single
composite call, so `transitState` is now re-synced from whichever
phase-local variable most recently caused a retry `continue`, and the
final return uses that real value instead of the hardcoded constant.
Blast radius is zero: ValidateTransition's "not OK" branch treats
Collided/Adjusted/Slid identically, and every caller of TransitionalInsert
either feeds the result straight into ValidateTransition/
ValidatePlacementTransition (both `== OK` vs. not) or checks `== OK`
directly. Full AcDream.Core.Tests suite: 4059 passed / 2 skipped, no
change in pass count.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
PhysicsBody.IsFullyConstrained now reflects real ConstraintManager state
(pushed every tick by the same per-tick pumps commit 2 wired), so
jump_is_allowed's already-ported gate (WeenieError 0x47) actually fires
while an object is rubber-banding hard against a server position
correction, closing the last piece of #167.
Housekeeping:
- Delete register row TS-35 (retired: the write side is no longer stubbed).
- Rewrite the stale doc comments on PhysicsBody.IsFullyConstrained,
ConstraintManager (class + IsFullyConstrained), PositionManager.ConstrainTo,
EntityPhysicsHost.PositionManager, and PlayerMovementController.PositionManager
that described the leash as permanently unarmed/stubbed.
- Close#167 in ISSUES.md citing the research doc and commits e0629145 /
7719d25b.
- Add an "as-ported" addendum to
docs/research/2026-07-30-constraint-leash-constants.md naming the actual
current seam owners (the doc's own open question flagged this as
implementer-verify-required post-J-slices).
- Update docs/plans/2026-07-29-physics-parity-campaign.md's P5 status and
CLAUDE.md's Campaign P summary to reflect #167's closure (items #153/#72
remain open in P5).
Verification: complete solution suite green - 9,978 tests, 5 skips, 0
failures across all 9 test projects (Core.Tests, Runtime.Tests, App.Tests,
Headless.Tests, Core.Net.Tests, Content.Tests, UI.Abstractions.Tests,
Bake.Tests, Cli.Tests).
Wire ConstraintManager.ConstrainTo at every current acdream inbound-position
acceptance seam, matching retail SmartBox::HandleReceivedPosition
(0x00453fd0):
- Remote (player + NPC): LiveEntityNetworkUpdateController arms right after
the hard-teleport branch (remotePlacementRequired) returns - reaching that
point already means MoveOrTeleport did NOT hard-place - anchored to the
object's own live IPhysicsObjHost.Position.
- Local player teleport: PlayerMovementController.SetPositionCore now runs
UnConstrain (retail teleport_hook 0x00514ed0, previously a no-op because
nothing armed the leash) then re-arms anchored to the just-snapped
position, composing with the existing StopCompletelyAtPhysicsObjectBoundary
velocity zero rather than duplicating it. CommitPreparedPosition mirrors
the same pair for the deferred player-mode-entry commit path.
- Local player ForcePosition: PlayerMovementController.BlipPosition arms
with NO preceding UnConstrain (retail BlipPlayer/SetPositionSimple
survives motion/velocity/stick, and the leash is no different).
Push PhysicsBody.IsFullyConstrained from PositionManager.IsFullyConstrained
at the SAME per-tick chokepoint each pump already runs AdjustOffset
(PlayerMovementController.Update, RuntimeRemotePhysicsUpdater.Tick/TickHidden)
so TS-35's read gate in jump_is_allowed sees live state instead of a stub
that is never written.
Tests: local-player arm/teardown/rearm/taper/jump-refusal (Runtime.Tests,
PlayerMovementControllerTests), remote-tick IsFullyConstrained push
(Runtime.Tests, RuntimePhysicsStateTests). Full Core/Runtime/App suites
green with no regressions.
Add ConstraintDistance (outdoor/indoor start=10/5, max=50/20), byte-decoded
from the matching retail binary (GetStartConstraintDistance 0x0050ebc0,
GetMaxConstraintDistance 0x0050ec10 - both x87-return functions BN elided).
Deliberately omits the vestigial player-vs-remote branch the disassembly
shows loads identical constants either way. Pins the ACE-inversion (ACE's
start mapping is outdoor 5/indoor 10, the opposite of the binary - the
binary wins). Adds a full-chain conformance test proving an armed,
over-strained leash actually blocks jump_is_allowed (0x47), not just the
bare stub-property regression already covered.
See docs/research/2026-07-30-constraint-leash-constants.md.
P4's original AP-71 landing shipped CanMoveInto deliberately unmodeled
(fail-closed default, AP-129). The review found this locks the entire
housing estate (103,766 of 729,888 installed EnvCells) for every player
including its own owner. Records the fix (7a0f836a) and the updated gate
totals.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Campaign P Slice P4 Opus review verdict: FIX-FIRST. RestrictionObjPrevalenceInspectionTests
(commit 3b5e0992) found 103,766 of 729,888 installed EnvCells (1,293 landblocks -
the whole housing estate) carry a baked RestrictionObj. The AP-71 gate's
unconditional fail-closed default (CanMoveInto unmodeled) would have locked
every apartment/cottage/villa interior for every player, including its own
owner - a live regression, not the "inert in dev content" the original
register row assumed.
Ports ACCWeenieObject::CanMoveInto (0x0058da40, pc:407982-408056) and
RestrictionDB::IsAllowedIn (0x005ae8f0, pc:444493-444516) verbatim into
ObjectInfo.CheckEntryRestrictions:
- owner_iid == 0 or == mover's own guid -> admit (open/owner)
- no RestrictionDB (retail _db == 0, i.e. never authored or not yet
received) -> admit
- present RestrictionDB -> IsAllowedIn: open-to-public flag, OR mover
shares the house's allegiance monarch, OR mover's own guid is a
guest-table member
- unresolved restriction object -> fails CLOSED, exactly retail's own
fallback when GetObjectA can't resolve it (pc:704-716)
Wire feed (Core.Net):
- CreateObject.cs: HouseOwner (WeenieHeaderFlag 0x02000000), HouseRestrictions
(0x04000000), and Monarch (0x40) PWD-tail fields were parsed-and-skipped;
now captured. Also fixes the HouseRestrictions PHashTable header
misconception: the wire is ONE packed u32 (low 24 bits = entry count),
not a separate count(u16)+numBuckets(u16) pair - verified against
Chorizite's RestrictionDB.generated.cs. The old skip's byte-count
happened to match for realistic guest-list sizes, but a future
numBuckets value >255 would have corrupted the parse; now correct
regardless.
- GameEvents.cs/GameEventWiring.cs: new House_UpdateRestrictions (0x0248)
parser + wiring - retail's live guest-list refresh, whole-unit replace.
No-ops if the house object hasn't arrived via CreateObject yet.
- ClientObject/WeenieData/ClientObjectTable: HouseOwnerId, MonarchId,
Restrictions (new HouseRestrictionRecord) fields + merge-preserving
Ingest + targeted UpdateHouseRestrictions.
Physics wiring:
- PhysicsEngine gains an Objects (ClientObjectTable?) property, mirroring
the existing DataCache pattern - acdream's GetObjectA equivalent, used
ONLY by the entry-restriction gate.
- RuntimeEntityObjectLifetime wires Physics.Engine.Objects = Objects in
all three constructors, right alongside the table's own construction -
the same canonical table every other subsystem borrows from, never a
second one. This is the production fix: without it the gate still fails
closed on every restricted cell (unresolvable object), so the wiring is
load-bearing, not cosmetic.
Register: AP-129 narrowed (not retired) to the genuine remaining residual -
House_UpdateRestrictions' Sequence byte isn't used for staleness/reordering
rejection (low-probability, self-correcting), and outdoor CLandCell
restriction (a separate DAT structure) remains unported and unaffected by
this fix.
Tests: 15 new/updated in Ap71EntryRestrictionGateTests.cs (resolved-unowned
admits, owner admits, present-list-excluded blocks, present-list-included
admits, open-to-public admits, shared-allegiance-monarch admits, unresolved
blocks via null and via an empty table, plus two new end-to-end
PhysicsEngine.Objects-wired scenarios); 2 new CreateObject parser tests +
2 new GameEventWiring tests for the wire feed.
AcDream.Core.Tests: 4049 passed, 2 skipped, 0 failed.
AcDream.Core.Net.Tests: 761 passed, 0 skipped, 0 failed.
Complete solution suite: 9,961 total, 9,956 passed, 5 skipped, 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Two tests proved "these two unrelated DAT reads ran concurrently" by
racing a fixed Thread.Sleep(40) window against .NET thread-pool
scheduling latency for a second Task.Run. Under the CPU contention of
a full `dotnet test AcDream.slnx` run (all 9 test projects' VSTest
hosts launch concurrently) plus a busy machine, thread-pool injection
can occasionally miss the window, making MaxConcurrentReads read 1
instead of 2 and failing the assertion with no underlying code defect.
RetailAnimationLoader and RetailPhysicsScriptLoader both coalesce
same-key reads correctly via ConcurrentDictionary<K, Lazy<T>>.GetOrAdd,
which is atomic and timing-independent (verified by reading, not just
running) - only the test's method of proving cross-key overlap was
timing-fragile. DecodedTextureCacheTests already uses the correct
deterministic-gate pattern; this brings RetailDatLoaderTests in line
with it via a Barrier-backed rendezvous instead of a sleep race.
Filed as #248 (docs/ISSUES.md) with the full attempt matrix: could not
catch the originally-reported AcDream.Content.Tests failure in the act
despite ~72 Content.Tests executions across four contention strategies
over ~30 full-suite-equivalent runs, though the general mechanism
reproduced 3x in AcDream.App.Tests's already-known zero-allocation
flake class (left untouched, out of scope here).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
103,766 of 729,888 EnvCells (14%, 1,293 landblocks - the entire housing
estate, 0x70xxxxxx GUIDs) carry a baked RestrictionObj. The AP-71 gate
as wired (CanMoveInto unmodeled, fail-closed) would therefore lock every
housing interior for everyone; retail's CanMoveInto (0x0058da40) is
fail-OPEN for unowned houses and for a null RestrictionDB. Fix directed
back to the P4 implementer.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Both P4 items landed (d6c3f865 AP-71, cc8d57a2 AP-10). Records the slice-gate
complete solution suite totals: 9,946 total across 9 test projects, 9,941
passed, 5 skipped, 0 failed on a clean run. One flaky unrelated failure
(AcDream.Content.Tests parallel-cache-coalescing timing test, untouched by
this slice) observed on an earlier run in the same session; reproduces 0/2
in isolation and passed clean on immediate re-run, confirming full-suite
parallel-contention flakiness rather than a regression.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Campaign P Slice P4 item 2. TerrainSurface.SampleWaterDepth now returns 0.1
(was collapsed to 0) for a partially-water cell's dry corner, matching
retail's ObjCell.get_water_depth / calc_water_depth (via ACE's unambiguous
C# port). ValidateWalkable's formula was already byte-for-byte verbatim
(ACE ObjectInfo.ValidateWalkable line 124); only the constant was collapsed.
The old collapse's justification ("0.1 destabilizes the feet-exactly-on-plane
contact-touch check because dist > EPSILON skips SetContactPlane that tick")
is structurally true of retail too - traced and confirmed this slice: in ALL
THREE implementations (retail, ACE, acdream) a skipped touch-reassertion is
NOT a fall, because Contact/OnWalkable are STICKY -
PhysicsEngine.ResolveWithTransition's onGround computation ORs the fresh
per-call ContactPlaneValid with the seeded, persistent
PhysicsBody.TransientState.OnWalkable bit (itself written back by the
caller's own sticky TransientState). PhysicsEngine.SampleTerrainWalkable's
isWater = waterDepth >= 0.45f threshold means the restore does not flip the
dry corner's water classification (0.1 still < 0.45) - only the sink-in
depth changes. Full Core.Tests suite green (4038/2 skips, up from 4026)
proves the sticky-bit argument held in practice.
WATER_CONTACT_TS (TransientStateFlags.WaterContact, declared but never
written) is now mirrored alongside CONTACT_TS/ON_WALKABLE_TS at every commit
point that writes them: PhysicsObjUpdate.ApplySetPositionContact (projectiles
+ remote teleport), PhysicsObjUpdate.CommitSetPositionTransition (remote
teleport placement), and PhysicsEngine's per-resolve body-state commit (local
player + remote dead-reckoning + ordinary movers via ResolveWithTransition -
the actual SetPositionInternal-equivalent path). No signature changes needed:
body.ContactPlaneIsWater is already fresh by the time each function runs.
CollisionShadowVerifier audit: no change needed. It diffs graph-vs-flat BSP
traversal outcomes (ObjectInfo/CollisionInfo/SpherePath fields already
including ContactPlaneIsWater); it never touches PhysicsBody.TransientState,
and the water-depth constant is computed identically upstream of both
traversal modes, so it cannot introduce a new graph/flat divergence.
Filed #264 for the three items research explicitly left open (none block
this port): no confirmed retail consumer of WATER_CONTACT_TS was found (an
xref scan wasn't attempted - bitmask reads aren't text-greppable); the
CLandCell ENTIRELY_WATER ethereal/swim exemption from terrain collision was
not cross-checked; jump-in-water/swim-animation effects were not
investigated (out of physics/collision scope).
Conformance: Ap10WaterSemanticsTests covers SampleWaterDepth golden values
(NotWater/EntirelyWater/PartiallyWater wet+dry corners), the isWater
threshold non-flip, WaterContact mirroring in both PhysicsObjUpdate
functions, and two settle-to-rest end-to-end PhysicsEngine.ResolveWithTransition
scenarios (water: sinks exactly waterDepth below the plane and sets
WaterContact; dry: rests exactly on the plane and clears any stale
WaterContact bit).
Register: retired AP-10 (92 active AP rows, down from 93).
AcDream.Core.Tests: 4038 passed, 2 skipped, 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Campaign P Slice P4 item 1. Ports retail's CObjCell::check_entry_restrictions
(pc:308873-308912, 0x0052b6d0), called FIRST by CEnvCell::find_env_collisions
(pc:309576) before any BSP work, as ObjectInfo.CheckEntryRestrictions wired at
the top of the indoor branch of Transition.FindEnvCollisions.
Resolves the research doc's open question on restriction_obj's source: the
ACE cross-check (references/ACE/Source/ACE.DatLoader/FileTypes/EnvCell.cs:32,
66-67) plus an independent reflection probe of Chorizite.DatReaderWriter
2.1.7's own EnvCell.RestrictionObj field confirm it is a plain DAT-baked
uint32 gated by EnvCellFlags.HasRestrictionObj (0x8) - not a live wire
override. The BN pseudo-C's "count for an array alloc" read at the same
UnPack offset was the mis-attributed field-name collision
feedback_bn_decomp_field_names warned about.
CellPhysics.RestrictionObj is wired from envCell.RestrictionObj in BOTH the
dev/graph-fixture path (CacheCellStruct) and the production/prepared path
(CachePreparedCellStruct) - the latter already receives a live parsed
envCell for Position/EnvironmentId, so no bake-format change was needed.
The mover's own CanBypassMoveRestrictions (BF_ADMIN 0x100000 AND
BF_IMMUNE_CELL_RESTRICTIONS 0x400000, acclient.h:6452-6454) is decoded via
the same PWD-bitfield pipeline TS-23 established for PK/PKLite/Impenetrable
(EntityCollisionFlags -> ToMoverState -> ObjectInfoState moverFlags).
Remaining gap (filed as AP-129, replacing the retired AP-71 row): CanMoveInto
(house owner IID + guest/ban list) is unmodeled, so a genuinely restricted
cell fails CLOSED for everyone, not just intruders - matching retail's own
fallback when the restriction weenie can't be resolved (pc:704-716). Outdoor
CLandCell restriction (LandblockInfo.RestrictionTables, a separate DAT
structure) is explicitly out of scope for this gate.
Conformance: Ap71EntryRestrictionGateTests covers the pure gate logic
(NPC bypass, admin bypass, fail-closed, ordinary-cell no-op), the PWD-bitfield
two-bit AND decode, and three end-to-end Transition.FindEnvCollisions
scenarios proving zero behavior change for ordinary cells.
AcDream.Core.Tests: 4026 passed, 2 skipped, 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
TS-46/AD-25/TS-23 retirements verified: sphere-list conformance decoy
pair proves the list drives the sweep; mover bits map the retail
OBJECTINFO::init 0x80/0x800/0x1000 space with the non-PK invariant
pinned; #165 correctly stopped at the render-lag candidate with (a)/(b)
ruled out by evidence. The PK-timer's process-uptime clock is a sound
precision choice but a latent cross-timebase compare against the wire's
server-basis PropertyFloat 0x91 - inert against ACE (neither property
modeled), filed as AP-128 rather than guessed at.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Campaign P Slice P3 item 4. Per the plan's explicit instruction, this
is diagnose-only: the research's candidate (a)/(b) mechanisms did not
confirm, so no fix lands here.
Built the dat-free/dat-backed fixtures the plan asked for (no live
client) to test the two mechanisms a physics fixture CAN discriminate:
- (b) ruled out by code reading: RuntimeRemotePhysicsUpdater.Tick's
resolve gate reads RuntimeEntityRecord.FullCellId live. Every
FullCellId = 0 write site (TryApplyPickup, CommitAcceptedParentCellless,
CommitWithdrawal in RuntimeEntityObjectLifetime.cs) is a pickup/
parent-attach/delete path, never reachable for a live, freely moving
remote mid-session. The "one-frame grace" is genuinely first-spawn-only.
- (a) tested directly and does not reproduce, on two independent
geometries: InterpolationManager's unclamped stall-fail "tail delta"
snap (node_fail_counter > 3) can hand ResolveWithTransition an
arbitrarily large single-tick targetPos. New fixture tests replace a
proven small-step sweep (many 0.08-0.10 m ticks) with ONE resolve call
spanning the entire distance, against both a synthetic creature sphere
and the real Holtburg door BSP slab (Setup 0x020019FF/GfxObj
0x010044B5, the existing door-apparatus dat fixture) already used by
DoorCollisionApparatusTests. Both stop at the identical surface
distance the small-step tests pin, with a valid collision normal --
the sweep is not distance-limited and does not tunnel on a large
single-tick delta.
Candidate (c) -- render/interpolation presentation lag on the App side --
is the remaining hypothesis and is out of scope for a physics-fixture
pass (it's a claim about what gets drawn relative to the committed
PhysicsBody.Position, not something a Core fixture observes). #165
stays OPEN with (a)/(b) struck from the candidate list by the evidence
above and (c) named as the next concrete step (an App-layer render-vs-
physics-position diff, or a fresh live ACDREAM_PROBE_RESOLVE capture).
New tests: Issue165RemoteWallPenetrationDiagnosticTests (dat-free,
3 tests) and DoorCollisionApparatusTests.
Apparatus_SingleLargeTickJump_DeadCenter_StillBlocksOnBSP (dat-backed,
1 test, skips gracefully without the local dat directory).
dotnet build + dotnet test (Core.Tests 4012/2 skip, Runtime.Tests
425/0) green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Campaign P Slice P3 item 3. The wire parse (CreateObject's
PublicWeenieDesc._bitfield), the decode (EntityCollisionFlagsExt.
FromPwdBitfield), the per-GUID storage (ClientObjectTable.
PublicWeenieBitfield), and the exemption logic (CollisionExemption.
ShouldSkip) all already existed and were already correct -- every
mover-flags call site just fed a GUID-prefix IsPlayer heuristic instead
of the real per-entity PK/PKLite/Impenetrable state (retail
OBJECTINFO::init 0x0050cf30 state |= 0x80/0x800/0x1000).
Port:
- EntityCollisionFlagsExt.ToMoverState translates the decoded PWD
bit-space into the ObjectInfoState bit-space FindObjCollisions
actually reads -- two different numberings that must not be
confused. Deliberately does not translate IsPlayer (every call site
already derives that correctly from its own GUID heuristic per
#184 Slice 2b).
- EntityCollisionFlagsExt.ResolveMoverPvpState is the one shared
ClientObjectTable-backed lookup (guid -> ObjectInfoState), replacing
what would otherwise have been three separate inline copies across
GameWindow/LivePresentationComposition/RemoteTeleportController.
- Threaded as a new optional moverPvpState parameter through
RuntimeRemotePhysicsUpdater.Tick/TickHidden and
RuntimeOrdinaryPhysicsUpdater.TryBegin (default None preserves every
pre-P3 caller unchanged), and as PlayerMovementController.OwnPvpFlags
for the local player's own two resolve call sites.
- TS-23 section 12b: PlayerWeenie.JumpStaminaCost's pk parameter now
reads the real PlayerKillerStatus(0x86)/LastPkAttackTimestamp(0x91)
pair against retail's 20-second recency window
(pkStatus in {4, 0x40} && (timestamp + 20.0) >= now), replacing the
P1 hardcoded false. RuntimeMovementSkillState/Snapshot and
LiveSessionEventRouter.RecomputePvpStatus push both the PWD bitfield
and the PlayerKillerStatus pair reactively, riding the SAME
ClientObject event triggers RecomputeBurden already uses.
- A conformance test caught a genuine precision bug in the first
PK-timer clock choice: DateTimeOffset.UtcNow's Unix-epoch seconds
(~1.7 billion) loses ~128 seconds of precision in a 32-bit float,
silently swallowing the entire 20-second window. Switched to
Environment.TickCount64 (small, monotonic magnitude) -- also the more
retail-plausible basis, since LastPkAttackTimestamp is itself a wire
PropertyFloat and retail's Timer::cur_time is almost certainly a
process/session-relative counter for the same precision reason, not
an absolute epoch.
Non-PK invariant (the acceptance criterion): an entity with no
ClientObjectTable row, or a row whose PublicWeenieBitfield is null or
0, resolves to ObjectInfoState.None -- a no-op OR into moverFlags,
bit-identical to every pre-P3 caller's hardcoded value. A dedicated
test drives two real ClientObjectTable rows through
CollisionExemption.ShouldSkip and confirms PK-vs-PK collides while
PK-vs-non-PK and non-PK-vs-non-PK both stay exempt (walk through).
Register: TS-23 retired (both the collision-flags and PK-timer halves);
the stale "M2 combat must land TS-23" phase-gate note removed.
dotnet build + dotnet test (Core.Tests 4008/2 skip, Runtime.Tests
425/0, App.Tests 3968/3 skip, complete solution build) all green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Campaign P Slice P3 item 2. CPhysicsObj::handle_all_collisions
(0x00514780, pc:282647) is one uniform function retail calls
unconditionally after every SetPositionInternal, player or remote. The
gate is shouldReflect = !(prevOnWalkable && nowOnWalkable && !sledding).
RuntimeRemotePhysicsUpdater.Tick's post-resolve reflect was still the
2026-07-05 (#173) hand-inlined block, gated on
resolveResult.CollisionNormalValid and using two ad-hoc branches that
diverge from retail in exactly the cases the register row named:
- non-sledding: old = "!prevOnWalkable && !nowOnWalkable" (reflects
ONLY airborne-before-AND-after); retail reflects on every transition
except grounded-before-AND-after.
- sledding: old = "!(prevOnWalkable && nowOnWalkable)" (suppresses the
bounce exactly when both grounded); retail's "!sledding" term forces
shouldReflect = true unconditionally when sledding, the opposite
polarity.
Both gaps meant a remote's post-landing reflect never ran on a
grounded-transition tick at all -- the "acdream lands clean and dead"
half of #166's slope-landing composite.
Replace the hand-inlined block with a direct call to
PhysicsObjUpdate.HandleAllCollisions -- the same verbatim port the
local player and every ordinary body already use via
CommitSetPositionTransition -- passing the same
prevContact/prevOnWalkable/nowOnWalkable values the old code already
computed. Narrower swap per the research's explicit recommendation:
does not fold in CommitSetPositionTransition's HitGround/LeaveGround
dispatch, leaving the remote's bespoke landing-detection block
(interp-queue-clear, animation-hook-specific logic) untouched. The call
is now unconditional (matching retail's own unconditional call site)
rather than gated behind CollisionNormalValid, since HandleAllCollisions
already no-ops the reflect step internally when no normal was found but
still runs the frames-stationary-fall bleed regardless.
PhysicsObjUpdate.HandleAllCollisionsTests already exhaustively pins the
retail formula in isolation; this change is a mechanical wiring swap to
the already-tested function using values the removed block already
computed. Full regression suites (Core.Tests 3991/2 skip, Runtime.Tests
425/0, App.Tests 3968/3 skip) pass unchanged -- no existing test pinned
the old broken formula.
Register: AD-25 retired (both the local-player and remote halves are now
the ported HandleAllCollisions); #166's reattribution note updated to
reflect the closure, leaving only TS-4 as the remaining blocker on that
issue's downhill-jump-glide acceptance.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Campaign P Slice P3 item 1. Retail CPhysicsObj::transition (0x00512dc0)
seeds the collision sweep from CPartArray::GetSphere (the Setup's own
<=2-sphere list, each origin+radius scaled by m_scale) via
SPHEREPATH::init_sphere (0x0050c670) -- not from a symmetric two-scalar
(radius, height) capsule reconstruction. The human Setup 0x02000001's
authored spheres are (0,0,0.475) r=.48 and (0,0,1.350) r=.48; the old
reconstruction from (0.48, 1.835) produced (0,0,0.48) + (0,0,1.355), a
5 mm head-center offset the TS-46 register row documented as a residual.
Port:
- SpherePath.InitPath gains a sphere-list overload (ImmutableArray<
FlatCollisionSphere>, scale) sharing a new InitPathCore with the
existing (radius, height) overload, which is now the degenerate
2-scalar case of the same code -- byte-for-byte unchanged, so every
captured-fixture replay (CellarUpTrajectoryReplayTests,
DoorBugTrajectoryReplayTests, CellarLipWedgeTests) keeps passing
unmodified.
- PhysicsEngine.ResolveWithTransition gains optional sphereList/
sphereScale parameters; empty/default preserves the legacy scalar
path for every pre-existing caller.
- LiveEntityMotionRuntimeController.GetSetupMoverShape is a new sibling
of GetSetupCylinder (left untouched) that resolves the Setup's own
sphere list plus Setup-derived step-up/step-down
(CPartArray::GetStepUpHeight/GetStepDownHeight, 0x005180d0/0x005180f0,
x ObjScale, 0.4 m fallback matching the pre-existing literal).
- Threaded through PlayerMovementController (both resolve call sites,
new SphereList property set by PlayerModeController.ApplyStepHeights
and the Headless world projection), RuntimeRemotePhysicsUpdater
(Tick + TickHidden), and RuntimeOrdinaryPhysicsUpdater.TryBegin.
Remote/ordinary step heights are now Setup-derived instead of a
hardcoded 0.4f literal. Projectile and camera-probe sweeps are
untouched (already single-sphere-exact).
- PlayerModeController.ApplyStepHeights also now applies the x ObjScale
multiply to the player's own step heights (previously only the
remote/ordinary paths did), closing an adjacent gap the P3 research
flagged.
Ts46SphereListConformanceTests proves the sphere-list overload sees the
exact dat spheres (not the reconstruction), that the scalar overload is
unchanged, and that ResolveWithTransition's sphereList parameter
actually drives the sweep (a decoy-scalar control pair using a
head-height obstacle sphere).
Register: TS-46 retired (both residuals it named are closed); header
count corrected to 40 active TS rows.
dotnet build + dotnet test (Core.Tests 3991/2 skip, Runtime.Tests
425/0, App.Tests 3968/3 skip, complete solution build) all green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The render-alpha clamp test compared physics vs render position with
xunit precision:4 (Math.Round semantics); the AP-7 friction port shifts
the velocity-fallback trajectory by 7.6 um, landing two essentially
equal values on opposite sides of a 5e-5 rounding boundary. Assert with
a 1 mm tolerance instead. Merged-tree full Release suite: 9,887 passed /
0 failed / 5 skips including Headless (the exposed velocity-fallback
path holds).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
All seven review lenses pass. CanJump's polarity is upgraded from
plausibility to proof: raw bytes of 0x00591b50 show fld load / fcomp
[0x007c5e24 = 2.0f] / test ah,5 / jp -> return 0, i.e. return 1 iff
load < 2.0 with unordered refusing - exactly the shipped code, NaN edge
included. UN-8 deleted. CACQualities::JumpStaminaCost's pk flag decoded
for P3: PlayerKillerStatus in {4,0x40} AND PropertyFloat 0x91 + 20 s >=
now.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
docs/research/2026-07-30-response-layer-edge-family-pseudocode.md §3, §6
Step 6. Corrects two things in the original AD-25+AP-7+TS-4 framing:
AD-25's local-player half was already ported by the #182 rebuild
(2026-07-07) and the remaining gap is remote/NPC-only (Campaign P P3
scope); and no client-side PhysicsState.Sledding auto-toggle exists
anywhere in the named-retail decomp or ACE's PhysicsObj.cs -- the only
Sledding write site in any reference repo is a per-weenie game-data
property, not a physics landing response, so this issue must not wait on
inventing one.
AP-7 landed this session. TS-4's removal was attempted per its own
fixture-first requirement and reproduced the historical 2026-04-30 wedge,
so it stays deferred (see its register row and the research doc's §7 item
6). Closure pends TS-4 actually landing and a fresh capture against the
campaign's final visual-matrix item 5.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Campaign P Slice P2 step 2-3
(docs/research/2026-07-30-response-layer-edge-family-pseudocode.md §4, §6
Step 3). Per the research doc's own port order, TS-4's Path-6 steep-poly
shortcut may only be removed after a fixture reproduces the original
"stuck in falling animation on a steep roof" symptom cleanly with the
shortcut disabled. No surviving live-session fixture exists from the
2026-04-30 L.4 commit (b1af56e); this adds a dat-free multi-frame capture
(Ts4SteepRoofWedgeCaptureTests) using BSPStepUpFixtures.SlopedUnwalkable's
63.4 degree slope, replayed at 30 Hz with gravity integrated between
PhysicsEngine.ResolveWithTransition calls -- the same idiom as
Issue185OutdoorStairsSeamReplayTests.
Against today's baseline (shortcut active) the capture is green, as
expected (the shortcut's explicit AddOffsetToCheckPos keeps the body
moving every tick by construction).
Scratch-removed the shortcut (both BSPQuery.cs sphere0/sphere1 branches,
not committed -- reverted after capture) and re-ran the same test: the
body falls and lands cleanly on the steep polygon at tick 17 (InContact,
OnWalkable=false, via retail's own permissive CTransition::check_walkable
LandingZ gate, pc:273202), then freezes at that exact position for the
rest of the run -- the exact historical wedge shape, tripping the test's
own >0.5s-frozen threshold at tick 33.
Root-cause diagnosis via ACDREAM_DUMP_EDGE_SLIDE=1: the freeze is upstream
of EdgeSlideAfterStepDownFailed/CliffSlide entirely (none of that
dispatch's diagnostics fire). TransitionalInsert's Phase 2 object-collision
check returns Adjusted on every retry attempt because Path 6's retail-
faithful SetCollide returns ADJUSTED_TS without repositioning the sphere
(unlike the interim shortcut, which explicitly pushes the sphere off the
face) -- the same steep polygon re-triggers Path 6 on the immediate retry,
forever, and Phase 3 (the sp.Collide handling that contains DoCheckWalkable,
the Placement re-test, and the TS-1 CliffSlide chain) is gated on Phase 1
AND Phase 2 both returning OK, so it is structurally unreachable from this
state. TS-1's completeness is moot here -- the code path that would call
into it never runs.
Per the mission's explicit escape valve: STOP here, keep the shortcut, and
report -- do not improvise a third variant. Full diagnosis, the exact
capture, and the concrete next research question (does retail's own
transitional_insert loop check sphere_path.collide on every iteration
regardless of Phase 2's own return value, or only when Phase 2 returns OK?)
are recorded in the research doc's §7 item 6 and the doc's headline; the
campaign plan's P2 section gets a matching status note.
Physics test suite: 1841 passed, 1 skipped (D4, pre-existing/unrelated), 0
failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
[snap] now permanently wired; three instrumented fresh logins against
local ACE reproduce nothing (consistent with the Coldeve rarity). Next
recurrence self-diagnoses; matrix scenario 11 is the structured re-test.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
PhysicsEngine.DiagnosticLog was never assigned in production, so the #111
[snap] apparatus (one line per entry-snap Resolve, low volume by design)
was structurally silent - including on the Coldeve run-on-the-spot login.
Wire it at session composition; a session reset constructs a fresh engine
and re-wires.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Ports the retail CACQualities/EncumbranceSystem/MovementSystem chain
(named-retail decomp pc 256393/412901-414050/416169-416320/695958+) so
PlayerWeenie's run rate, jump height, jump permission, and jump stamina
cost are real functions of burden, current stamina, and vitae/skill
enchantments instead of stubs.
Core:
- New EncumbranceSystem.cs (delegates to the already-verified
BurdenMath formulas — one source of truth for the burden HUD and
movement physics) and MovementSystem.cs (GetRunRate/GetJumpHeight/
JumpStaminaCost/GetJumpPower, decomp-cited; ACE cross-referenced
where BN dropped the general-case arithmetic entirely).
- PlayerWeenie rewritten as the CACQualities-shaped composition:
CanJump gates on burden (<2.0 load, UN-8 — x87 polarity resolved by
plausibility, Ghidra MCP unavailable this slice), JumpStaminaCost
returns the real ceil((load+0.5)*power*8+2) cost and always affords
it (matches decomp — retail's own function never refuses; "weak"
jump comes entirely from the stamina==0 skill-zeroing gate inside
InqRunRate/InqJumpVelocity, not a hard refusal), SetStamina wires a
null="unknown, don't gate" sentinel preserving every pre-P1 test.
- EnchantmentMath.GetMod gained an optional StatModType flag filter
(GetSkillMod convenience wrapper) so the SAME vitae/family-stacking
machinery already used for vital-max buffs now also answers "what's
the vitae+skill-enchantment-adjusted Run/Jump skill" — reusing the
M3 active-enchantment state, not a new engine.
Runtime:
- RuntimeCharacterState now stores the pre-EnchantSkill base run/jump
skill and recomputes the adjusted value (vitae first, then matching
Skill-flagged buffs, floor 0.5, truncate) on every base push AND on
every Spellbook.EnchantmentsChanged notification — a vitae change
alone moves the produced rate without a fresh PlayerDescription.
- RuntimeMovementSkillState extended with Burden/CurrentStamina
(RuntimeMovementSkillProjection.ApplyTo pushes both through the
existing seam); LiveSessionEventRouter recomputes burden from the
same Strength+aug-property+EncumbranceVal inputs the burden HUD
already assembles (reacting to the same ClientObjectTable events)
and pushes current stamina from LocalPlayerState vital updates.
- Wires the previously dead-lettered ReportExhaustion() R3-W4 seam:
LiveSessionRuntimeFactory's OnMovementStatsUpdated callback re-
applies the current snapshot to the live controller and forces an
immediate movement re-evaluation on any skill/burden/stamina change.
Register: retires TS-5 (CanJump/JumpStaminaCost stubs) and AP-25 (no
vitae in pushed skill). Adds AP-127 (two minor unmodeled retail bonus
properties + the stamina-buff-adjusts-local-copy nuance, deliberately
out of the bounded "run/jump query path only" scope) and UN-8 (the
CanJump x87 polarity call, flagged for a future Ghidra MCP
confirmation pass). Extends TS-23 (PlayerKillerStatus not parsed) to
cover JumpStaminaCost's new pk parameter, hardcoded false pending P3.
Full pseudocode + retail citations + the vitae/skill-level finding in
docs/research/2026-07-30-stat-coupled-movement-pseudocode.md.
Release suite: Core.Tests 3977/2 skips, Runtime.Tests 425/0 skips,
App.Tests 3968/3 skips — all green. (One pre-existing, unrelated Debug-
only flake in LandblockBuildOriginTests reproduces on the pre-P1
baseline and passes in Release; not touched here.)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Campaign P Slice P2 step 3 (docs/research/2026-07-30-response-layer-edge-family-pseudocode.md
§1, §6 Step 5). The named retail decomp (CPhysicsObj::calc_friction,
pseudo-C:276694-276822, 0050ee70) independently re-confirms the 0.25f
threshold (derived twice, once per BN-rendered branch); the in-code claim
that "the decompile uses 0.0" traced to the older, unnamed FUN_0050f940
Ghidra chunk at a different address -- per CLAUDE.md the named decomp wins.
calc_friction now reads angle = dot(Velocity, GroundNormal); if (angle >=
0.25f) return; then unconditionally removes the normal-aligned velocity
component, then applies the existing (already-present but previously
unreachable) PhysicsState.Sledding-gated friction overrides. The BN-rendered
"two duplicated branches" around the state check is adopted as a single
linear function matching ACE's PhysicsObj.calc_friction shape -- the branch
split is most likely a BN decompiler artifact around one `if (state &
SLEDDING_PS)` block (ACE-derived, Ghidra-verify; low implementation risk
either way since ACE's reading is adopted regardless).
Why this doesn't repeat the reverted 2026-04-30 L.3c regression (naive 0.0
-> 0.25f bump dropped forward locomotion 3 -> 0.16 m/s): that test predates
the 2026-07-17 R6 "local player animation-owned grounded movement" landing.
PlayerMovementController (Runtime/Gameplay, out of this slice's scope) zeroes
Velocity.X/Y to exactly zero every tick before calc_friction runs whenever
animation root motion drives the walk, so friction has nothing horizontal
left to hammer on the production graphical local-player path. Pinned at the
PhysicsBody level (the only file this slice may touch) by
GroundedRootMotion_FrictionThreshold_DoesNotHammerLocomotionTests. The
headless/get_state_velocity path and remote/NPC movers still feed real
velocity into this function and remain the ones to watch if a similar
regression resurfaces there -- flagged in the retired AP-7 row for future
sessions working in Runtime/Gameplay.
Left an open, explicitly-flagged discrepancy: the raw decomp's Sledding
slope-flatness test computes cos(10 deg) (~0.984808) while ACE's port (and
acdream's prior dead code) compares GroundNormal.Z > 0.99999536f (~0.175 deg
from flat) -- physically different tests, neither confirmed this pass
(Ghidra MCP down). Kept 0.99999536f provisionally (least churn) and filed
AD-55 for just that constant rather than silently picking one.
Register: AP-7 retired with a corrected citation; AD-55 filed for the
cos(10 deg) question. Core.Tests: 3916 passed, 2 skipped (both pre-existing
and unrelated), 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Campaign P Slice P2 step 1 (docs/research/2026-07-30-response-layer-edge-family-pseudocode.md
§2, §6 Step 1/2). The TS-1 register row (retail-divergence-register.md:238)
described work that is already done: SpherePath.PrecipiceSlide,
Transition.CliffSlide, and Transition.EdgeSlideAfterStepDownFailed are real,
tested ports of retail's edge_slide -> precipice_slide/cliff_slide chain
(pc:274316, pc:272397, pc:273001-273090). Its cited :1254 line was stale
stepping-loop code the file moved past.
The one real remaining gap (the back-probe fallback skipping retail's
walkable_check_pos/localspace_sphere recache before its second
precipice_slide call, pc:274318-274326 / 0050b4e0-0050b507) needed no
production code change: a fresh read of SPHEREPATH::get_walkable_pos
(0050a8f0), cache_localspace_sphere (0050c9d0), and set_walkable_check_pos
(00509ce0) shows that machinery exists to re-project a sphere across
retail's PER-CELL local coordinate frames. acdream's SpherePath.WalkableVertices
and GlobalSphere are populated in UNIFIED WORLD SPACE at assignment time
(SetWalkable/SetWalkableTransformed, SetCheckPos/RestoreCheckPos), so both
operands BSPQuery.FindCrossedEdge compares are already commensurable --
retail's recache is a no-op correction under this architecture, and
FindCrossedEdge never reads a sphere radius, so retail's walkable_scale
radius correction has no acdream counterpart either. Documented in-code at
the back-probe site with full citations, and pinned with
EdgeSlideBackProbePrecipiceSlideTests: a walkable polygon rediscovered near
GlobalCurrCenter, tested against GlobalSphere[0] restored to the original
failed target, crosses the edge and slides -- it does not wedge into
Collided (and the inverse case, standing inside the polygon with no edge
crossed, correctly still returns Collided matching retail's own
precipice_slide on a false find_crossed_edge).
TS-1's other two flagged gaps are real acdream-only compensating branches,
not retail reads, and get their own rows rather than being silently
retired alongside it:
- AD-53: CliffSlide's three-source reference-normal fallback chain
(LastWalkablePlane -> LastKnownContactPlane -> world-up) vs retail's
direct last_known_contact_plane.N use. A fresh read of
last_known_contact_plane's maintenance (pc:272659-272668) confirms retail
overwrites it unconditionally every validate_transition pass, including
with a steep plane -- so the fallback chain compensates for AP-4's
incomplete OnWalkable bookkeeping, not a retail-matching read.
- AD-54: the walkable-steepness reroute to CliffSlide before PrecipiceSlide
when the stored walkable polygon itself is steeper than FloorZ. Retail's
raw edge_slide has no such branch; the permissive LandingZ acceptance
that makes this state reachable IS retail-faithful (TS-4's own
BSPTREE::find_collisions citation), but whether retail's outer
transitional_insert retry loop absorbs the resulting COLLIDED_TS some
other way is not yet independently verified -- flagged open in the row.
Physics test suite: 1836 passed, 1 skipped (D4, unrelated to this change).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
AP-7's gate is the Sledding branch; ACE's linear calc_friction (0.25 dot
threshold, unconditional small-angle subtraction, Sledding overrides) is
the correct reading and the L.3c walking regression is architecturally
moot for the root-motion path. TS-1's register cite is stale dead code -
the PrecipiceSlide/CliffSlide/EdgeSlide chain is substantially ported
with one precise back-probe re-cache gap. #166 is a composite of
AD-25+AP-7+TS-4, not a missing Sledding auto-toggle (no client write site
exists). TS-4 removal is sequenced AFTER the TS-1 gap closes with
captured fixtures. #116 stays oracle-first. Port order + 8 open
Ghidra-verify questions recorded.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The one user stop of the campaign: each scenario names its setup, the
retail-correct outcome, and the register rows / issues it closes,
including the stale #172-#175/#41 gate reconciliation via scenario 8 and
the #167 leash check riding scenario 12.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Outbound 0xF61C requires the published movement controller, so the login
seed ran; the residual suspect is a seeded (cell,pos) pair the resolver
cannot operate on. PhysicsEngine.DiagnosticLog has no production
assignment, so the #111 [snap] lines were structurally absent from the
Coldeve log - wiring it is a P6 prerequisite.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Zero landblock loads occurred before the login recenter (worker gated
until the real spawn center), so no stale Holtburg-frame physics blocks
ever existed. Remaining: (f) login SnapToCell seed race -> NO-LANDBLOCK
verbatim resolves, (e2) CellGraph/_landblocks skew, (g) root-motion Frame
not reaching the transition. The probe run's [resolve] line pattern
discriminates all three.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Log facts: outbound MTS/AP flowed all through the run-on-spot window;
reveal collision=True is attested by the SAME _landblocks dict the
resolver walks; the 'unattributed' recenter is the default Holtburg
pre-login center -> first real position. Deduction: local display is
client-authoritative, so ACE rejection cannot pin the local body - the
defect is local zero-advance resolves. Prime suspect: login recenter may
not route through Slice E generation retirement, leaving stale
Holtburg-frame neighbor landblocks overlapping the new frame (#145
stale-offset class, neighbors were explicitly left by the 2026-06-20
center-only fix).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The 2026-06-21 residual predates its own fix: AD-30's verbatim hold +
the #145 carried anchor kill the pick march, R3-W6 StopCompletely kills
the stale arrival velocity, canonical outbound position ownership kills
the 17410 wire artifact class, and the reveal barrier holds incomplete
destinations in the tunnel. Pinned by TeleportFarTownRunawayTests
(south+east unstreamed-edge); connected evidence: 20-teleport Coldeve
session 2026-07-29 + K3/K4 portal routes. Carried-debt lists updated.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Byte-decoded GetStart/MaxConstraintDistance (0x0050ebc0/0x0050ec10) from
the PDB-paired v11.4186 binary: start = outdoor 10 m / indoor 5 m, max =
outdoor 50 m / indoor 20 m; the player-vs-remote branch is vestigial
(identical constant pairs). ACE's start mapping is inverted - do not
copy. Full SmartBox::HandleReceivedPosition 0x00453fd0 arming flow
transcribed (remote self-anchor post-MoveOrTeleport, player anchors to
received position, teleport branch zeroes velocity). TS-35 + #167 retire
together at the P5 port.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
TS-46: init_sphere 0x0050c670 seeds the Setup's own sphere list; step
heights come from setup step_up/step_down x scale (0x005180d0/f0) and the
local player already ports this (PlayerModeController.ApplyStepHeights) -
remote/ordinary 0.4f pins are a plumbing gap. AD-25: handle_all_collisions
0x00514780 is one uniform CPhysicsObj function; the remote reflect block
should swap to the existing PhysicsObjUpdate.HandleAllCollisions port.
TS-23: parse/storage/exemption machinery exists; only moverFlags call
sites read a GUID heuristic. AP-71: check_entry_restrictions 0x0052b6d0
transcribed; restriction_obj write-site field collision flagged OPEN
(Ghidra MCP unreachable). AP-10: ValidateWalkable verbatim-correct; only
the dry-corner constant collapsed, plus WATER_CONTACT_TS declared but
never written.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The issue's premise (HasOmega cleared, pi/2 fallback) was disproved by
the R6 complete-root-frame cutover: MotionTable 0x09000001 authors
omega.Z = -1.5 rad/s literally. The run turn multiplier is the verbatim
FUN_00527be0 port (RunTurnFactor = 1.5). No cdb capture needed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
User-directed pre-vendor detour from the 2026-07-29 physics audit. Goal:
Retail Movement Parity v1 - zero physics TS rows, no unargued
feel-affecting AP rows, issues #262/#165/#166/#116/#167/#72/#153 closed,
one batched connected visual matrix. Sonnet implements, Opus reviews at
slice boundaries. Roadmap gains the Campaign P entry and records Campaign
N's user-accepted closure; CLAUDE.md current-state pointer updated.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Slice 4 passed its two-client Coldeve visual gate and was user-accepted;
world-interaction program resumes at Slice 5 (vendor browsing) after the
physics parity campaign.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The user reported crystal shards hovering in the air above every Bind
Stone on Coldeve (setup 0x020010AC) that do not exist in the retail
client. The DAT truth, extracted with the new tools/SetupInspect probe:
the model authors SEVEN parts - pedestal, spinning column, inner
crystal, and four shard meshes parked in a static ring at Z=3.0 in the
placement frame and every frame of the idle cycle - and frame 0 of that
idle cycle fires four TransparentPartHooks (parts 3-6, start=end=1.0)
each loop. Retail hides the shards through those hooks; the model
simply ships with permanently-hooked-invisible parts.
acdream's hook chain was intact end to end - the static-animating
workset captures the hooks (RetailStaticAnimatingObjectScheduler ->
AnimationHookFrameQueue -> TranslucencyHookSink), and
TranslucencyFadeManager committed translucency 1.0 for parts 3-6 -
but BOTH dispatchers' bare-GfxObj branch read the fade with a
hard-coded part index 0 under a false #188-era assumption ("a bare
GfxObj entity has exactly one part"). Every live server object is a
FLATTENED multi-part entity in exactly that branch: SetupMesh.Flatten
emits one bare-GfxObj MeshRef per Setup.Parts[i], order preserved,
AnimPartChanges replacing in place - so the MeshRef ordinal IS the
retail CPartArray ordinal TransparentPartHook.PartIndex addresses.
The committed invisibility for parts 3-6 was never consulted and the
shards drew forever. Proof the ordinal was trustworthy all along:
click-selection in the same loops already publishes it as the part
identity (Slice 4 picking runs on it in production).
Fix: both the legacy classifier and the packed oracle now pass the
per-part ordinal (partIdx / packedPart.PartIndex) to the translucency
lookup. Single-part objects still read index 0; the #188 door fades
are unchanged; the Setup-expanded branch already indexed correctly.
Any other object hiding authored parts via idle-loop hooks gets its
retail appearance from the same change.
tools/SetupInspect is the new reusable DAT probe that cracked this:
dumps a Setup's parts, parent indices, GfxObj vertex bounds, placement
frames, motion-table default cycle, sampled animation frames, and all
animation hooks.
Closes task #32's code side; the connected visual gate (shards gone at
the Bind Stone, base crystals and spin retained) is the acceptance.
App Release suite 3,968 / 3 skips.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
General composite-translucency fix (16ed6e7c) user-verified on other items; the orb keeps traces. Remaining hypotheses (ClipMap-opaque shell / unattached-emitter scope split) and the discriminating probe set are recorded in the issue.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The user reported wielded items subtly hiding particle effects, as if a
translucent texture were missing. Root cause verified in source: the
DAT authors a per-surface Translucency float, and the shared-atlas
extraction honors it by baking (1 - Translucency) into the texture
alpha (MeshExtractor). But a surface with an appearance override -
ObjDesc subpalettes or texture changes, which wielded loot typically
carries - routes through the per-instance composite paths instead
(WbDrawDispatcher.ResolveTexture -> TextureCache
GetOrUploadWithPaletteOverrideBindless /
GetOrUploadWithOrigTextureOverrideBindless -> DecodeFromDats), and the
textured decode there never saw the authored value: only the
Base1Solid branch passed it (SurfaceDecoder.DecodeSolidColor);
DecodeRenderSurface has no translucency input at all.
Consequence: the part still classified translucent, still sorted in
the RetailAlphaQueue, still drew with depth writes off - but with
texture alpha = 1 it overwrote everything already composited behind
it. Particles behind the part vanished; particles in front survived.
The same GfxObj without overrides (atlas path) rendered correctly,
which is why the loss was so selective and subtle.
Fix: SurfaceDecoder.ApplyAuthoredTranslucency mirrors the atlas bake
(in-place alpha scale, caller-owned buffers, Magenta sentinel
guarded), and DecodeFromDats applies it behind an opt-in flag set by
exactly the two world composite paths. The sky path stays unbaked (its
shader applies the authored opacity separately - baking would
double-apply, the AP-89 compounding class) and particle sheets stay
unbaked (emitter-driven alpha, no authored-translucency consumer).
Composite cache keys already include the surface id, so the baked
alpha is cache-coherent.
This closes an unregistered divergence (no register row existed; the
fix restores parity with the shipped atlas mechanism, so none is
added). Investigation evidence: equipped children and world objects
share the same classification chain (ClassifyPackedBatches/GroupKey),
so the gap was override-driven, not attachment-driven - a dropped item
with the same ObjDesc was equally affected.
Core SurfaceDecoder tests 22/22 (3 new); App Release suite 3,968 / 3
skips. Visual gate: a wielded item with authored-translucent parts
must let its particle effects show through.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The dragbar port (e4c99f54) armed the press path but the combat/spell
bar still would not move in the live client, and the move cursor kept
showing with the UI locked. Two distinct causes, both reported from
the user's connected session:
1. Snap-back: the combat/spell bar mounts ANCHORED (Left|Bottom), and
ApplyAnchor runs every frame before drawing children, recomputing
Left/Top from margins captured at mount. The drag wrote Left/Top and
the very next layout pass wrote them back - the window never visibly
moved. (The unit harness runs no per-frame layout, which is why the
original tests passed; unanchored windows like inventory never hit
this.) Interactive window moves AND resizes now re-baseline the
anchor capture on every applied change, and
RetailWindowManager.MoveTo/ResizeTo get the same rebase so
programmatic moves of anchored windows cannot be silently undone
either. ResetAnchorCapture is exactly the documented tool for this
("make the current geometry the new layout baseline after an
intentional change").
2. Locked cursor: the cursor the user saw was never the window-move
feedback path (which is lock-gated) - it was the dragbar's own
authored MD_Data_Cursor, revealed the moment the element began
claiming the pointer. Authored cursor resolution now suppresses a
WindowMoveHandle element's cursor while the UI is locked, matching
the radar's existing locked behavior of hiding its authored drag
affordance; movement itself was already gated.
Two inversion-sensitive regression tests: an anchored window dragged by
its handle must hold its position ACROSS an ApplyAnchor pass, and the
authored handle cursor must disappear when UiLocked flips on. App
Release suite 3,968 / 3 skips.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The combat bar and spell bar could not be moved at all: their window
mounts Draggable=false (correct - retail never whole-surface-drags
them) and the authored move mechanism was missing. Retail registers
element class 2 as UIElement_Dragbar (Register @ 0x0046C840); a press
inside it calls UIElement::StartMovement on its parent window
(StartMouseMoving @ 0x0046C760) and release calls StopMovement
(@ 0x0046C7C0). The combat/spell bar layout (LayoutDesc 0x21000073)
authors exactly one such element - a 600 x 5 strip along the top edge,
which is where the user expects the move cursor. The powerbar, vitals,
indicators, radar, and examination layouts author dragbars too, so
they all gain their retail handles from this one port.
Our importer knew Type 2 by name but built it as a generic
UiDatElement - ClickThrough decoration, so the strip never even
claimed the pointer. Now:
- UiElement.WindowMoveHandle marks an authored handle; the DAT factory
sets it for Type-2 elements and opts them out of ClickThrough.
- A left-press inside a handle subtree moves the handle's top-level
window (the outer frame directly under the root - the mounted
analogue of retail's dragbar parent) even when that window is not
whole-surface Draggable. Edge-resize still wins; UiLocked still
gates, matching the retail locked/fixed parent-flag check.
- HoverWindowMove reports the handle so the window-move cursor shows
over the strip - and only there - on non-Draggable windows.
Four new tests: handle press moves a non-Draggable window and stops on
release, hover shows the move cursor over the strip but not the body,
UiLocked suppresses both, and the factory builds Type 2 as a
pointer-claiming move handle. App Release suite 3,966 / 3 skips.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fixes the crash the user hit twice today (captured in
artifacts/coldeve-acceptance-20260729/crash-hunt.log): clicking into a
multiline UiField - the examination window's inscription field - after
the text had changed since the last draw threw an unhandled
ArgumentOutOfRangeException from String.Substring and took the whole
client down (UiField.MeasureRange <- HitChar <- OnEvent MouseDown).
Root cause: _wrappedLines is a DRAW-side cache (rebuilt only in
DrawMultiLine) consumed by the INPUT side (HitChar on MouseDown and
drag-select MouseMove). Input events are pumped before the frame's
draw, so a mutation (backspace, SetText, paste) followed by a click in
the same pumped frame handed HitChar wrap lines describing the OLD,
longer text; measuring those stale ranges ran past the end of the live
string.
Fix: text mutations now bump a version (the _text field became a
private property so every existing mutation site participates without
churn), the draw records which version its wrap lines describe, and
HitChar proves coherence via EnsureWrappedLinesCurrent() - rebuilding
with the last draw width when stale. Rebuilding rather than clamping
keeps caret placement CORRECT against the live text, not merely
non-throwing. Two inversion-sensitive regression tests reproduce the
exact crash sequence (wrap long text, shrink without a draw, click);
they throw without the HitChar coherence call.
App tests 3,962 passed / 3 skipped (3,960 + 2 new).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Slice 4 made a remote character's wielded weapon selectable, which made the
pickup chain reachable end to end for the first time: SelectionPickUp on
another player's weapon captured identity, passed ValidatePickupTarget (which
checked only the Stuck flag and the small-item mask, and a MeleeWeapon clears
both), installed a real non-autonomous approach through
PlayerInteractionMovementSink, and then sent a pickup request the server
rejects. Retail does none of that.
ItemHolder::AttemptToPlaceInContainer @ 0x00588140 runs
AttemptToPlaceInContainer_IsItemLegal @ 0x005870C0 first, at 0x00588173 --
ahead of container legality, auto-merge, the container walk, and the only
CM_Inventory::Event_PutItemInContainer emitter
(ACCWeenieObject::UIAttemptPutInContainer @ 0x0058D680). IsItemLegal's arm at
0x005872B7 rejects `!ACCWeenieObject::IsOwnedByPlayer(item) &&
item->pwd._location != 0` with one local
ECM_UI::SendNotice_DisplayStringInfo(0x1a, ...), and
CPlayerSystem::PlaceInBackpack @ 0x0055D8C0 then withdraws the waiting slot it
had published (SetWaitingState(obj, 0) + SendNotice_EndPendingInPlayer at
0x0055D918). No request, no movement. acdream had never ported that arm; it
was harmless while wielded children were unpickable and stopped being harmless
at f6db964f.
The notice is data_7e2228, "The %s is being wielded by someone else!" -- WITH
the exclamation mark. IsItemLegal's six strings occupy one contiguous literal
block, 0x007e21f0 through 0x007e234c, one per arm in reverse code order, and
the two neighbours already ported here (0x007e227c "The %s cannot be picked
up!" at 0x00587264, 0x007e22b4 "You cannot pick up creatures!" at 0x005871f4)
pin it. The punctuation-free 0x007cd350 variant belongs to the wield/wear
block and is emitted from a different function at 0x00560aef.
pwd._location is the PublicWeenieDesc CurrentWieldedLocation field
(acclient.h:37175), which acdream projects as
ClientObject.CurrentlyEquippedLocation, and ACCWeenieObject::IsOwnedByPlayer
@ 0x0058D160 is IsOwnedByObject(this, player_id) -- already ported as
ClientObjectTable.IsOwnedByObject @ 0x0058CEB0 and reached here through the
existing ItemInteractionController.IsOwnedByPlayer. The arm reads pwd._location
verbatim rather than adding a WielderId belt-and-braces test, because retail's
predicate is the thing being ported.
The player's OWN wielded item is IsOwnedByPlayer, so retail passes it and takes
a different route. ACCWeenieObject::DeterminePositionState @ 0x0058BE70 gives
it PositionState.WIELDED (acclient.h:6802) rather than IN_3D_VIEW, and
UIAttemptPutInContainer records IR_PICK_UP only for IN_3D_VIEW, treating
WIELDED and IN_CONTAINER alike as a plain IR_PUT_IN_CONTAINER transfer. So an
own-wielded item is unwielded in place: the request goes out immediately with
no approach, joining the existing current-ground-object shortcut. The shortcut
carries an ownership conjunct so it can never outrun the 0x005872B7 gate.
TryGetApproach now refuses attached children outright, for the same
IN_3D_VIEW reason. An Attached projection's bookkeeping WorldEntity.Position
carries the PARENT's composed root (EquippedChildRenderController
.ApplyParentWorldPose), not the child frame CPhysicsObj::UpdateChild @
0x00512D50 composes, so an approach built from it walked toward the wielder.
Slice 4 de-parented the marker anchor but left this one parent-derived; no
approach can anchor on a wielder now.
The pick predicates are deliberately untouched. Picking, selecting, examining,
lighting-pulse identity, and the vivid-marker anchor on a remote's wielded
weapon all behave exactly as Slice 4 shipped them -- retail's sr_Select and
sr_Examine branches of RecvNotice_SmartBoxObjectFound @ 0x004E5AD0 never
consult IsItemLegal. The gate is the transaction, not the pick.
f6db964f's message asserted the slice introduced no deviation and owed no
retail-divergence-register row. That was wrong: the unported 0x005872B7 arm
was a deviation it made reachable. This commit ports the arm in full, matches
retail on the own-wielded path, and removes the parent-derived approach
anchor, so the record is corrected here and no register row is owed.
Gates: dotnet build green; AcDream.App.Tests 3,960 passed / 3 skipped;
complete Release solution 9,792 passed / 5 skipped;
tools\run-connected-world-lifecycle-gate.ps1 -SkipBuild RESULT=PASS.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A click on a remote character's wielded weapon reported nothing. The picker
was already correct: RetailSelectionScene publishes every drawn part under its
own live-entity server GUID and RetailWorldPicker returns the weapon as the
polygon winner. The failure was downstream eligibility - WorldSelectionQuery
required TryGetInteractionEligibleRecord, whose _visible set admits
LiveEntityProjectionKind.World only, so the winning hit was discarded.
Retail has no such gate. Render::GfxObjUnderSelectionRay @ 0x0054C740
accumulates each hit under the drawn part's own physics-object id
(CPhysicsPart::get_physobj_id @ 0x0050D490), and CPhysicsPart::Draw @
0x0050D7A0 admits any drawn part whose physobj id is nonzero. An equipped item
is a first-class CPhysicsObj with its own id and part array
(CPhysicsObj::add_child @ 0x0050F870 via CSetup::GetHoldingLocation @
0x005213F0). There is no parent redirection and no wielded-specific rule, so a
click on a wielded weapon returns THE WEAPON'S GUID. PositionState.WIELDED is
distinct from IN_CONTAINER (acclient.h:6802), so container suppression never
hid a wielded selection either.
LiveEntityRuntime gains two scoped predicates: TryGetAttachedProjectedRecord
(a current Attached projection that is spatially projected) and
TryGetPickEligibleRecord (that arm plus today's World visible-set arm, with
the same WorldEntity.Id staleness recheck). TryGetInteractionEligibleRecord
and the _visible set are deliberately NOT widened - they feed radar,
auto-target, sticky/MoveTo establishment, and CombatAttackTargetSource, and
retail's radar has no wielded blips. A regression test asserts an attached
child stays out of that set while picking admits it.
Marker anchoring had the twin problem. SmartBox::GetObjectBoundingBox @
0x00452E20 pushes the picked object's OWN m_position - which for a child is
the frame CPhysicsObj::UpdateChild @ 0x00512D50 recomposes each tick as
Frame::combine(parent part frame, holding frame) - and
CPartArray::GetSelectionSphere @ 0x00518B80 scales the authored sphere by that
object's own part-array scale. acdream stores the PARENT's root in the child
projection's Position/Rotation because the child's MeshRefs are
parent-relative, which put the vivid brackets at the wielder's feet. The
composed child root is already published per frame to EntityEffectPoseRegistry
by EquippedChildRenderController.PublishChildPose, so selection now borrows it
through an injected Func<uint, Matrix4x4?> wired in LivePresentationComposition
beside the existing selection-sphere hook. There is no parent fallback: a child
with no published composed root has no live frame this tick and no sphere. Its
part-array scale comes from the spawn record, the same source
EquippedChildRenderController.TryRealize reads, because an Attached WorldEntity
carries the parent-derived pose rather than its own ObjScale.
The sr_Use branch of RecvNotice_SmartBoxObjectFound @ 0x004E5AD0 guards
ItemHolder::UseObject with `found->pwd._wielderID != SmartBox::player_id` at
0x004E5BE9 while still selecting and flashing. Equipped-child picking makes
that click reachable, so the gate ships with it as
IWorldSelectionQuery.IsWieldedByPlayer.
CPhysicsObj::SetLighting @ 0x00511A80 is non-recursive, so the pulse lights the
clicked object's own part array only - clicking a weapon never flashes its
wielder. That follows from routing the pulse identity through the same
predicate.
RetailWorldPicker, RetailSelectionScene, WbDrawDispatcher, and
EquippedChildRenderController are untouched, as are all wire and physics paths.
The slice REMOVES an undocumented deviation (Attached projections excluded
from pick eligibility versus retail's part-id pick) and introduces none, so no
retail-divergence-register row is owed in either direction.
Gates: dotnet build green; AcDream.App.Tests 3,951 passed / 3 skipped;
complete Release solution 9,783 passed / 5 skipped;
tools\run-connected-world-lifecycle-gate.ps1 RESULT=PASS.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>