Commit graph

21 commits

Author SHA1 Message Date
Erik
cf3deff7c2 feat(phys): A6.P3 slice 5 — [place-fail] probe + sharpened #98 diagnosis
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>
2026-05-22 20:02:15 +02:00
Erik
134c9b87f3 capture(research): retail cellar-up trace for issue #98 — SHARP diagnosis
User walked retail UP the same Holtburg cottage cellar that acdream
gets stuck on. cdb captured retail's BSP behavior for paired
comparison against the acdream polydump trace (0b44996).

Retail (successful walk):
  BP1 transitional_insert: 2,651
  BP2 step_up:                29  (incl. 1 hit on the ramp slope, n.z=0.6950)
  BP4 find_collisions:     4,032
  BP5 adjust_sphere:          30  (ALL on FLAT planes; ZERO on the ramp)
  BP6 check_walkable:         25
  BP7 set_contact_plane:      18  (ALL set the SAME flat plane:
                                   (0,0,1) d=-93.9998 = world Z=94 =
                                   cottage main floor)

Acdream (stuck — from scen4_cottage_cellar_polydump):
  cp-write:                  229,300
  push-back:                  ~1000 (270 on the RAMP slope poly 0x0008)
  step_up_slide:                159

THE DIVERGENCE — pinpointed:

Retail's BSP path-selection for the cellar ramp picks Path 6 (find_walkable
land) — the ramp is treated as a walkable floor to LAND ON. Result:
BP7 sets the contact plane to the cottage main floor (Z=94). No push-back
needed on the ramp.

Our BSP picks Path 5 (Contact → step_up → adjust_sphere push-back) for the
SAME ramp polygon. Result: 270 push-backs against the ramp slope; step_up
keeps failing → step_up_slide loop → player stuck.

NEXT STEP (new session): trace why our BSP picks Path 5 instead of Path 6
for the ramp. Likely in BSPQuery.FindCollisions dispatcher's
path-selection logic. The ramp is walkable (N.Z=0.695 > FloorZ=0.6642) so
Path 6 should fire. Maybe a wrong ObjectInfo state flag, or a sub-step
order issue, or the ramp polygon's BSP-side classification is wrong.

This capture + the polydump capture give a complete picture for the next
investigation session. No more guess-fixes today — the data is now sharp.

Test suite: 1148 + 8 (unchanged this commit).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 13:25:57 +02:00
Erik
ceeb06be7d ship(phys): A6.P3 slice 3 — cell-resolver ping-pong CLOSED + #98 re-diagnosed
Slice 3 v2 (3e140cf) added point-in cell-stickiness in
ResolveCellId's indoor branch. User verification + slice3v2 capture
confirms: cell-resolver ping-pong is FULLY CLOSED.

Data:
- scen2_v2 capture (pre-slice-3): 20+ cell-transit events with
  rampant ping-pong (0xA9B4014B ↔ 0xA9B4014A ↔ 0xA9B4013F at the
  cellar boundary, Z stable ~96.4 — same tick re-classification)
- slice3v2 capture (post-fix): 1 cell-transit event (login teleport
  only) — ping-pong fully eliminated

Findings:
- A6.P2 Finding 3 (cell-resolver sling-out family) CLOSED.
- Issue #90 (sphere-overlap stickiness workaround in same function)
  now redundant; can be removed in A6.P4 after broader visual
  verification.
- Issue #97 (phantom collisions + fall-through on 2nd floor) hypothesis
  pending: same instability family, likely closed as side-effect of
  this fix. Re-test on next happy-test session.
- Issue #98 (cellar-up stuck) PERSISTS but with NEW DIAGNOSIS.
  Originally filed as cell-resolver ping-pong (which was true and now
  fixed), but user verification shows the cellar-up symptom remains
  with a DIFFERENT root cause: BSP step-physics at the cellar stair
  TOP. Push-back trace from slice3v2 capture:
    n=(0, -0.719, 0.695) sloped face (walkable per FloorZ=0.664)
    delta=(0, 0, 0.75) step-down probe lifts sphere by 0.75m
    winterp=1.0->0.0 entire walk-interp consumed per tick
  Player progresses up most of the stairs but blocks at top step
  where the cellar transitions to the cottage main floor. #98 issue
  updated with this re-diagnosis.

Includes:
- scen4_cottage_cellar_slice3 acdream.log (slice 3 v1 evidence;
  ping-pong already closed by v1's sphere-overlap stickiness, but
  v1 over-corrected by holding player in cellar during legitimate
  transitions)
- scen4_cottage_cellar_slice3v2 acdream.log (slice 3 v2 evidence;
  point-in stickiness fixes the over-correction; cellar-up reveals
  the deeper BSP step-physics bug)

Docs updated:
- ISSUES.md — #98 re-diagnosed
- docs/plans/2026-04-11-roadmap.md — A6.P3 slice 3 marked SHIPPED;
  slice 4 (or A6.P4) scoped for #98 step-physics investigation
- CLAUDE.md — Currently-working-toward block updated

Test suite: 1148 pass + 8 pre-existing fail (baseline maintained).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 12:11:56 +02:00
Erik
d868946537 ship(phys): A6.P3 slice 2 — L622 seed investigation + #98 filed
Slice 2 v1 (`892019b`) attempted to close issue #96 by removing the
PhysicsEngine.cs L622 per-tick CP seed. v1 build/test green, CP-write
count dropped 91% in scen3 re-capture, BUT user happy-test surfaced
a regression: BSP step_up at the last step of stairs failed because
sub-step 1's AdjustOffset had no ContactPlane to compute the lift
direction.

Slice 2 v2 (`f8d669b`) reverted the seed removal + added a no-op-if-
unchanged guard inside CollisionInfo.SetContactPlane. The guard
early-returns when called with values matching current ci state.

Outcome:
- #96 PARTIALLY ADDRESSED, scope updated in ISSUES.md to "accepted as
  documented retail divergence." The seed is load-bearing for step_up;
  closing #96 fully would require deeper refactor (AdjustOffset
  fallback to body.ContactPlane). Guard is benign improvement.
- Slice 2 v2 verification capture (scen3_inn_2nd_floor_slice2v2/
  acdream.log) committed as evidence — 226,464 cp-writes from L624
  seed confirms guard doesn't trigger for fresh-ci-per-tick pattern.
- Slice 2 v1 verification capture (scen3_inn_2nd_floor_slice2/
  acdream.log) also committed — confirms v1 actually reduced cp-writes
  (2,690 total) but the step_up regression made it unshippable.

NEW M1.5 BLOCKER FILED — issue #98: cellar ascent stuck at last step.
Evidence in slice2v2 capture's cell-transit chain:
  0xA9B4014B → 0xA9B4014A → 0xA9B4013F → 0xA9B4014A → 0xA9B4014B → ...
  (Z stable ~96.4; CellId ping-pongs every tick)
This is Finding 3 family (cell-resolver hysteresis missing) — same
root cause as #90 workaround + scen4 sling-out. Retail oracle:
CObjCell::find_cell_list Position-variant at
acclient_2013_pseudo_c.txt:308742-308783.

NEXT — A6.P3 slice 3:
- Port retail's cell-array hysteresis into ResolveCellId +
  CheckBuildingTransit.
- Closes #98 (cellar-up), possibly #97 (phantom collisions same
  instability family), enables #90 workaround removal.

Documents updated:
- ISSUES.md — #96 scope updated, #98 filed
- docs/plans/2026-04-11-roadmap.md — A6.P3 slice 2 marked SHIPPED,
  slice 3 scope added
- CLAUDE.md — Currently-working-toward block updated to slice 3

Test suite: 1148 pass + 8 pre-existing fail (baseline maintained).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 11:58:05 +02:00
Erik
f04ea90050 ship(phys): A6.P3 slice 1 — Indoor ContactPlane retention COMPLETE
Slice 1 ships the strip-synthesis + Mechanism B (LKCP restore) fix
addressing A6.P2 Finding 2. Includes:

  - scen3_inn_2nd_floor_postfix paired capture (retail.log + decoded
    + acdream.log) as verification artifact. acdream cp-write count
    dropped from 86,748 to 25,082; per-unit-of-activity rate dropped
    63x (164.61 -> 2.60 cp-writes per cell-cache event).

  - Findings doc (docs/research/2026-05-21-a6-cdb-capture-findings.md)
    appended with slice 1 SHIPPED section: commit map, scen2/scen3
    pre/post comparison tables, user happy-test results, status of
    each A6.P2 finding (Finding 1 CLOSED as side-effect, Finding 2
    PARTIALLY CLOSED with remaining 99.3% from L622 seed flagged
    as #96, Finding 3 + #95 still open), slice 2 recommendation.

  - Issue #96 filed: "Per-tick PhysicsEngine.ResolveWithTransition CP
    seed contributes 99.3% of post-slice-1 CP writes." Slice 2 target.
    Sketch options: remove entirely / gate by change-detection / no-op
    guard inside SetContactPlane.

  - Issue #97 filed: "Phantom collisions + occasional fall-through on
    indoor 2nd floor." User-reported during happy-testing. HYPOTHESIS:
    side-effect of #96; falsifiable by re-testing post-slice-2.

  - CLAUDE.md updated: Currently-working-toward block now points at
    A6.P3 slice 2 (#96) as the active phase. M1.5 building/cellar
    demo half is ACHIEVABLE NOW (slice 1 unblocked the physics).

  - Roadmap updated: A6.P3 broken into 3 slices, slice 1 marked
    SHIPPED with commit history.

KEY USER-VISIBLE OUTCOME: stairs + cellar descent now WORK in acdream
(user happy-test confirmed walking up/down inn stairs multiple times,
walking down to cellar). A6.P2 Finding 1 (dispatcher entry frequency
mismatch) confirmed as secondary effect of Finding 2 — closed without
explicit Finding 1 work, as A6.P2 hypothesized.

REMAINING CONCERNS for slice 2 + future:
  - L622 per-tick seed (#96) still firing 24,906 times in scen3 postfix
  - Phantom collisions + fall-through on 2nd floor (#97)
  - See-through-walls indoors (#95, separate scope)
  - Indoor lighting broken (A7 scope)

Test suite: 1148 pass + 8 pre-existing fail (baseline maintained;
T3 IndoorContactPlaneRetentionTests adds the +1).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 10:11:44 +02:00
Erik
066568a711 capture(research): A6.P3 slice 1 — scen2 postfix proves stairs now work
Unexpected slice 1 win: the synthesis-strip + Mechanism B (LKCP
restore) fix didn't just close Finding 2 (CP-write blowup) — it also
unblocked stair-walking, which A6.P2 had categorized as Finding 1+3
territory expected to need separate fixes. User reports walking up
and down the inn stairs multiple times in acdream post-fix.

Shape shift in tag distribution:

  Tag                  Pre-fix (FAIL)  Post-fix (SUCCESS)  Signal
  ----                 -------------   ------------------  ------
  indoor-walkable        859              0                synthesis gone
  push-back-cell        1478            879 (-40%)         multi-cell relaxed
  push-back               51            345 (+577%)        real step-up firing
  push-back-disp        4156           6055 (+46%)         real traversal
  cp-write             33969          57846                L622 seed (slice 2)

Pre-fix: synthesis firing while physics hammers BSP trying to resolve
stair-step (failure mode). Post-fix: real BSP queries succeeding, real
step-up + step-down landing. Same shape as retail's stair-climb
(retail scen2: BP2 step_up=188, push-back-disp dominates).

A6.P2 Finding 1 (dispatcher entry frequency mismatch) hypothesis was
"likely secondary effect of Finding 2 — may close as side effect of
the fix." Confirmed empirically: dispatcher activity now matches
retail-like shape without explicit Finding 1 work.

Remaining (slice 2 territory):
- L622 per-tick PhysicsEngine.ResolveWithTransition seed fires 99.3%
  of remaining cp-writes; retail's equivalent fires zero times on
  flat-floor walks. Gate this seed to close the remaining CP-write
  gap.
- Phantom collisions + occasional fall-through on 2nd floor reported
  by user during happy-testing. New issue to file.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 10:07:35 +02:00
Erik
90fbdc02df docs(roadmap+milestones): mark A6.P1/A6.P2 shipped; update M1.5 demo
A6.P1 (cdb probe spike) + A6.P2 (analysis report) both SHIPPED this
session. Updated:

  docs/plans/2026-04-11-roadmap.md — M1.5 phase block now shows A6.P1
  + A6.P2 SHIPPED with commit refs; A6.P3 entry expanded with the
  Finding-2-first sequencing recommendation from A6.P2; A6.P4 entry
  notes the original "Holtburg Sewer end-to-end" acceptance walk is
  unreachable (sewer doesn't exist).

  docs/plans/2026-05-12-milestones.md — M1.5 demo scenario split into
  building/cellar half (achievable post-A6.P3) + dungeon half (blocked
  on issue #95 visibility blowup; promote to post-M1.5 if #95 isn't
  fixed in scope). Issue list updated: added #95 + indoor sling-out
  (new from scen4); marked stairs/2nd-floor/cellar as characterized by
  A6.P2 Finding 2 family.

  CLAUDE.md — Currently-working-toward block now points at A6.P3 as
  the active phase. A6.P1 + A6.P2 ship noted with the findings doc
  pointer. Demo-scenario note updated to reflect the sewer + #95
  reality. Issues-in-scope updated.

Also includes a 1-line trailing-prompt addition to scen3 + scen4
retail.log files (cdb wrote one more `0:000>` after the kill that
landed after the original capture commits).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 21:17:21 +02:00
Erik
35d5c58c7b capture(research): A6.P1 scen5 — town network portal entry paired traces
Substituted "Holtburg Sewer" portal with Town Network Portal — no
sewer entry exists in this world (user-verified). Town Network is
also an outdoor->indoor portal transition with the same physics
signature.

Both clients walked to the portal, entered, walked 2 m inside.
Retail: clean traversal. Acdream: also clean (no failure mode).

Retail (decoded, 23,890 raw / 9,769 BP lines):
  BP1 transitional_insert: 13,863
  BP4 find_collisions:      9,552
  BP5 adjust_sphere:           97
  BP6 check_walkable:          55
  BP7 set_contact_plane:       65  (moderate, portal threshold + indoor)
  BP2 step_up:                  1

Acdream (31,914 lines, no failure):
  [cp-write]:        20,956  (vs retail BP7 = 65 — ~322x ratio)
  [cell-cache]:       9,642  (Holtburg landblock streaming)
  [check-bldg]:         740
  [push-back-disp]:      34  (flat-ground walking)
  [push-back]:            1
  [cell-transit]:        12  (CLEAN traversal, no thrashing)

cell-transit event chain — captures the portal entry signature:
  0x00000000 -> 0xA9B30030  (login teleport)
  0xA9B30030 -> 0xA9B40029 -> 0xA9B40021 -> 0xA9B40019 ->
  0xA9B40011 -> 0xA9B40012 -> 0xA9B4000A -> 0xA9B4000B ->
  0xA9B40003  (walked across Holtburg, all reason=resolver)
  0xA9B40003 -> 0x00070143 reason=teleport  (PORTAL ENTRY)

scen5 is the "control" — both clients reached their target, no
visible failure. The CP-write blowup persists as the only A6.P2
divergence. Useful baseline for separating "indoor physics broken
during walking" (scen2, scen3, scen4) from "indoor physics okay
when portal-delivered" (scen5).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 20:59:00 +02:00
Erik
46c6e08ee5 capture(research): A6.P1 scen4 — cottage cellar paired traces
Asymmetric pair (scenario-level, not protocol-failure):
- Retail: user walked UP out of the cellar (ascent of 2 cellar
  steps + exit through doorway) — captures ascent + indoor-to-
  outdoor transition.
- Acdream: user teleported INTO the cellar, walked a few meters,
  the resolver flung +Acdream OUTSIDE the cottage entirely
  (landblock prefix changed A9B4 -> A9B3 mid-walk) — captures
  a real indoor physics failure that's not a stair issue per se.

Both traces are valuable to A6.P2 even though they don't match
walk-for-walk.

Retail (decoded, 22,536 raw / 12,875 decoded BP lines):
  BP1 transitional_insert:  9,402
  BP4 find_collisions:     12,596  (ended in mem-access error
                                    @ hit#12596 - cdb hit a null
                                    transition arg, dropped to
                                    interactive prompt; worth a
                                    note for A6.P2 retail edge)
  BP5 adjust_sphere:          136
  BP6 check_walkable:         128
  BP2 step_up:                 13  (2-step cellar = 13 vs scen2
                                    4-step inn = 188; non-linear)
  BP7 set_contact_plane:        3  (Finding 2 holds)

Acdream (42,001 lines, ended with sling-out):
  [cp-write]:        35,624
  [check-bldg]:       5,495  (CheckBuildingTransit fired
                              constantly trying to re-resolve
                              which building +Acdream was in)
  [cell-cache]:         540
  [push-back-disp]:      82  (very few dispatcher hits)
  [push-back]:            1  (almost no sphere-adjustment)
  [indoor-bsp]:           2  (indoor BSP barely queried!)
  [cell-transit]:         3  (3 transit events captured the sling:
                              0xA9B40148 -> 0xA9B40029 -> 0xA9B30030
                              all reason=resolver)

Sling-out signature: indoor BSP never engaged (only 2 indoor-bsp
hits), but the cell resolver fired 3 transit events crossing a
landblock boundary, with check-bldg thrashing in between. This is
distinct from scen2's stair-attempt pattern (which hammered the
BSP); scen4 shows the resolver pushing the character out of indoor
space entirely without triggering the indoor BSP collision path.

A6.P2 fix surface: investigate why ResolveCellId / CheckBuildingTransit
push a player from indoor cell 0xA9B40148 to outdoor cell 0xA9B30030
through routine walking. Likely the same family as the M1.5 hypothesis:
indoor cell membership isn't sticky (the ping-pong bug from the
2026-05-20 A4 handoff in a different guise).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 20:50:09 +02:00
Erik
4b5aebc61f capture(research): A6.P1 scen3 — inn 2nd floor paired traces
User reached the 2nd floor in acdream via ACE @teleport (stair-physics
unblocked separately by scen2). Retail walked normally to 2nd floor.
Both clients performed the same walk: forward 3 m, sidestep 1 m,
walk back. Flat-floor scenario, no stairs, no transitions.

Retail (decoded, 21,337 lines):
  BP1 transitional_insert: 10,217 hits
  BP4 find_collisions:     10,636 hits
  BP5 adjust_sphere:          113 hits
  BP6 check_walkable:         113 hits  threshold=0.6642
  BP2 step_up:                  0 hits  (no stairs)
  BP3 set_collide:              0 hits  (no walls)
  BP7 set_contact_plane:        0 hits  (KEY: zero CP updates)

Acdream (93,558 lines):
  [cp-write]:        86,748  (vs retail BP7 = 0 — INFINITE ratio)
  [push-back-disp]:   2,752
  [push-back]:          320
  [push-back-cell]:     550
  [other-cells]:        550
  [indoor-bsp]:       1,061
  [indoor-walkable]:    707

KEY FINDING for A6.P2: scen3 is the strongest CP-write blowup
evidence yet. On a flat 2nd-floor walk where retail's
set_contact_plane fires ZERO times across the entire scenario,
acdream rewrites the contact plane 86,748 times. This is the
exact pattern Finding 2 hypothesized (M1.5 design spec §1.2):
acdream resynthesizes CP every frame instead of retaining it
through the documented retention mechanisms (LKCP-restore,
Path-6 land write, post-OK step-down probe).

scen3 pair confirms CP-write blowup isn't stair-specific — it
fires equally for ordinary flat-floor walking inside any indoor
cell. A6.P3 fix surface: same as Finding 2 — stop resynthesizing
CP per frame.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 20:39:46 +02:00
Erik
297d1c54e8 capture(research): A6.P1 scen2 — replace acdream pair with stair-attempt
Original acdream capture (a9a427f) was a doorway-walk because acdream's
indoor stair physics doesn't work. For A6.P2 to characterize the
divergence we need the FAILURE captured, not a substitute walk.

User re-attempted the inn stairs in acdream (whatever it produces:
bumping, sliding, stuck). Failure signature is dramatic vs door-walk:

  Tag             | door-walk | stair-attempt | ratio
  ----------------+-----------+---------------+------
  push-back-disp  | 1,141     | 4,156         | 3.6x
  push-back-cell  | 87        | 1,478         | 17x
  other-cells     | 87        | 1,478         | 17x
  indoor-bsp      | 343       | 1,286         | 3.7x
  indoor-walkable | 227       | 859           | 3.8x
  cp-write        | 70,244    | 33,969        | 0.5x (!)

The 17x explosion on push-back-cell / other-cells says acdream's
CheckOtherCells loop fires constantly when physics can't resolve a
stair-step — the indoor BSP query fails, then the multi-cell
fallback fails, then the next tick repeats. The cp-write DROP
(half the door-walk volume) is the inverse signal: when no ground
plane resolves, no CP gets written. Both are A6.P2 fix-surface
indicators.

Now scen2 pair = retail successfully climbs (BP2 step_up=188) vs
acdream tries and fails (push-back-cell explosion).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 20:26:20 +02:00
Erik
a9a427fff9 capture(research): A6.P1 scen2 — inn stairs paired traces
Walked +Acdream up 4 steps of Holtburg inn, stopped on landing,
shuffled briefly to push past 50K cdb threshold. Acdream walk
exceeded the minimal scenario script (user explored further) —
scen2 dataset is a superset of the protocol; A6.P2 analysis can
window to the comparable section.

Retail (decoded, 110,104 lines):
  BP1 transitional_insert: 60,289 hits  (~5x scen1)
  BP2 step_up:                188 hits  (vs scen1 = 1 — stair signal)
  BP4 find_collisions:     47,783 hits  (~8x scen1)
  BP5 adjust_sphere:          780 hits  (~65x scen1)
  BP6 check_walkable:         677 hits  threshold=0.6642 confirmed
  BP7 set_contact_plane:      136 hits  (~7x scen1)

Acdream (73,937 lines):
  [cp-write]:        70,244 — CP-write blowup persists on stairs
  [push-back-disp]:   1,141
  [push-back]:          101
  [push-back-cell]:      87
  [indoor-bsp]:         343
  [indoor-walkable]:    227

Note: cdb's qd-in-BP-action threshold doesn't actually self-detach
(documented CLAUDE.md cdb watchout) — user closed retail manually.
Three remaining workflow steps work cleanly (decode + acdream pair
+ graceful close).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 20:21:05 +02:00
Erik
194ed3ef21 feat(cdb): A6.P1 — decode_retail_hex.py hex→float decoder
Python tool that decodes the retail.log hex-bits float fields produced
by a6-probe.cdb v4 into IEEE 754 single-precision values. Required
because cdb's .printf %f doesn't reliably format floats from dwo()
reads — v4 works around this by emitting 32-bit hex, this script
reinterprets via struct.unpack('<f', struct.pack('<I', value)).

Verified against scen1 retail.log:
  BP6 threshold_h=0x3F2A0751 → threshold=0.6642 (= FloorZ exactly)
  BP5 hit#1 Nz_h=0x3F800000 → Nz=1.0 (ground normal)
  9,517 float fields decoded across 9,331 lines.

Output written next to input as .decoded.log. Format matches
acdream-side [push-back] probe (4-decimal floats), so A6.P2
analysis can compare line-for-line.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 20:03:03 +02:00
Erik
8ca718a56d capture(research): A6.P1 scen1 — acdream.log paired with retail.log
Acdream-side capture for the Holtburg inn doorway walk, paired with
the v4 retail capture committed at 180b4a5. 84,130 lines total.

Probe line distribution (~30 sec session, ~2 sec actual walk):
  [push-back] (adjust_sphere): 8 hits   — vs retail BP5 12 hits
  [push-back-disp] (dispatch): 295      — vs retail BP4 5818 (!)
  [push-back-cell] (other_cells): 5     — vs retail's check_other_cells
  [indoor-bsp]: 26
  [cell-transit]: 30 (cell ID changes)
  [cp-write]: 73,304 (per-field writes) — vs retail BP7 18 fn calls (!)
  [cell-cache]: 540

Two major divergences already visible from this single scenario:

1. DISPATCH FREQUENCY: retail's BSPTREE::find_collisions fires 20×
   more than acdream's BSPQuery.FindCollisions. Could reflect either
   different physics tick rate, different sub-step cadence, or
   different call paths into the dispatcher.

2. CONTACTPLANE LIFECYCLE: acdream writes CP fields 73,304 times
   in 30 seconds (~2,400/sec). Retail calls set_contact_plane 18
   times (~0.6/sec). Even with a 6× field-write multiplier per
   set_contact_plane call, that's ~100 actual CP updates in retail
   vs ~12K in acdream — 100-1000× more frequent in acdream. This
   directly confirms the spec's hypothesis that FindEnvCollisions
   indoor branch is rewriting CP every frame (sub-step?) instead
   of retaining it across frames. Same family as the
   TryFindIndoorWalkablePlane workaround.

Per-call shape comparison (BP5 hit#1):
  Retail: plane=(0,0,1) d=-0.0, sphere=(0.0046,10.31,-0.27) r=0.48,
          mvmt=(0,-0,-0.75), winterp=1.0
  Acdream: plane=(0,0,1) d=-0.0, sphere=(-0.43,11.02,0.46) r=0.48,
           mvmt=Z-down, winterp 1.0→0.96 (small adjust applied)
Identical operation SHAPE (ground plane + vertical step-down probe
+ same radius). XY positions differ because walks were independent.

Scenario 1 complete. Remaining 8 scenarios deferred per user
direction. Python hex→float decoder + A6.P1 handoff doc to follow.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 20:02:08 +02:00
Erik
180b4a5010 capture(research): A6.P1 scen1 — retail.log with real hex-bits floats
v4 cdb probe captured paired field data for the Holtburg inn
doorway walk. 13,552 BP hits in ~2 sec of walking. Distribution:
  - BP1 transitional_insert: 7,686 (sub-step loop)
  - BP4 find_collisions:      5,818 (per cell per sub-step)
  - BP5 adjust_sphere_to_plane: 12 (the over-correction suspect)
  - BP6 check_walkable:        12
  - BP7 set_contact_plane:     18

Smoking-gun verification:
  BP6 threshold_h=0x3F2A0751 ≈ 0.664 = PhysicsGlobals.FloorZ
  BP5 plane normal = (0,0,1), movement = (0,-0,-0.75) — classic
       step-down probe against the ground polygon
  BP5 sphere radius = 0x3EF5C28F ≈ 0.480 m — player foot sphere

All hex-bits floats decode cleanly via Python struct.unpack('<f').
Decoder script TBD as part of the handoff.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 19:59:33 +02:00
Erik
2d841cb615 fix(cdb): A6.P1 — a6-probe.cdb v4 hex-bits floats
v3 with @@c++(*(float*)..) STILL produced 0.000000 across the board.
Conclusion: cdb's .printf %f is unreliable for our use case — possibly
doesn't handle the float-to-double promotion in varargs the way C
printf does, or has a deeper limitation we don't have time to debug.

Pivoting to: print all floats as 32-bit hex bits via %08X, reinterpret
in the Python analysis pipeline via struct.unpack('<f', bytes.fromhex(...))
to recover IEEE 754 single-precision values.

This bypasses cdb's float formatting entirely. Integer reads (which
work — substeps, insertType, collide flag, isWater) stay as %d.

The smoking gun: BP6's check_walkable threshold should be 0.0871556997
(cos 85°) per the decomp call site at acclient_2013_pseudo_c.txt:273202.
v4's BP6 should output threshold_h=0x3DB283D7. If it does, the
infrastructure is sound and we can proceed to all 9 scenarios.

v3 capture preserved as retail-v3-cpp-zero-floats.log audit trail.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 19:55:48 +02:00
Erik
1b6d49ea57 fix(cdb): A6.P1 — a6-probe.cdb v3 with C++ float reads
v2 dry-run produced correct hit counts but all %f field values
printed as 0.000000 — including BP6 threshold which the decomp says
must be 0.0871556997f (cos 85°). Root cause: cdb's MASM evaluator
returns dwo(addr) as a 32-bit integer; .printf %f expects a 64-bit
double; passing the integer to %f produces formatted-zero garbage.

Fix: switch all float-reading expressions to @@c++(*(float*)addr).
The C++ evaluator dereferences memory as a float pointer, returning
a proper float that .printf %f formats correctly. Integer reads (%d)
still use MASM dwo() — that works.

For double-indirect (pointer args), the form is
  @@c++(*(float*)(*(unsigned int*)(@esp+N)+offset))
which reads the pointer at [esp+N], adds the offset, and treats the
result as a float pointer.

v2 capture preserved as retail-v2-zero-floats.log audit trail.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 19:50:11 +02:00
Erik
d0c8c54d96 fix(cdb): A6.P1 — v1 dry-run lessons + v2 prep tooling
Dry-run of scenario 1 (retail-v1-broken-offsets.log preserved as
audit trail) surfaced three issues with the v1 cdb script:

1. STACK-ARG OFFSETS WRONG: BP actions used arbitrary registers
   (@edx, @edi) to read function args, but __thiscall puts non-this
   args on the stack ([esp+N] after the return address). All 12 BP5
   "adjust_sphere" hits printed Nx=0.0 Ny=0.0 ... — fields not read.
   Fixed by writing a type dumper (a6-types-dump.cdb + runner) that
   uses cdb's `dt` command against the loaded PDB to get authoritative
   struct offsets. v2 probe script (to be written next) will use
   double-indirect reads (dwo(poi(@esp+N)+offset)) with correct
   offsets from the dump.

2. TEE-OBJECT UTF-16 ENCODING: PowerShell's default Tee-Object writes
   UTF-16 LE with BOM, making logs unparseable by grep without
   conversion. Runner now uses Out-File -Encoding ASCII. Sacrifices
   live console echo; use `Get-Content -Tail 50 -Wait` in a separate
   shell if live monitoring is needed.

3. BP6 SYMBOL NOT FOUND: `acclient!CTransition::validate_walkable`
   doesn't exist in the PDB. Decomp at line 272811 has
   `CTransition::check_walkable` — likely the actual name. To be
   verified + fixed in v2.

The BP hit-count distribution from v1 is still meaningful diagnostic
data (14,318 transitional_insert + 16,558 find_collisions + 40
set_contact_plane + 12 adjust_sphere + 1 step_up + 1 set_collide in
a 2-second walk through the inn doorway). Preserved as a baseline
sanity-check the v2 distribution can be diffed against.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 19:38:31 +02:00
Erik
22e341faf6 docs(research): A6.P1 — refresh PDB verification to MATCH
User swapped in the correct Sept 2013 EoR build acclient.exe.
GUID {9e847e2f-777c-4bd9-886c-22256bb87f32}, linker UTC
2013-09-06T00:17:56 — exact match for refs/acclient.pdb.
T15 captures are unblocked.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 18:51:34 +02:00
Erik
260c60f8f5 docs(research): A6.P1 — capture directory structure + findings stub
Creates the 9 per-scenario capture directories (gitkeep stubs) and
the findings doc stub at docs/research/2026-05-21-a6-cdb-capture-findings.md.
A6.P1 fills the capture log slots (Task 15, user-driven); A6.P2
fills the analysis tables and findings section.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 18:46:56 +02:00
Erik
0e21f22fc5 docs(research): A6.P1 — record retail-PDB match verification (MISMATCH)
Audit trail for the A6.P1 capture session: the retail binary at
C:\Turbine\Asheron's Call\acclient.exe is the 2015-06-12 build
(GUID {08e25c14-e2a1-46d5-b056-92b2e43a7234}), not the Sept 2013
EoR build that pairs with refs/acclient.pdb
(expected GUID {9e847e2f-777c-4bd9-886c-22256bb87f32}).

BP-driven A6 captures cannot proceed until the matching binary is
installed. User needs acclient.exe v11.4186 (linker timestamp
2013-09-06) to match our PDB.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 18:45:32 +02:00