Commit graph

318 commits

Author SHA1 Message Date
Erik
88348f6791 fix(physics): #299 — port retail's mover-side IsImpenetrable exemption branch
CollisionExemption checked only the TARGET's IsImpenetrable, and the class doc
asserted "retail's pseudo-C only checks the target's IsImpenetrable(); acdream
follows retail" while blaming ACE for checking both. That was backwards: ACE was
retail-faithful and acdream was missing half the check.

Retail short-circuits on EITHER the mover's own state & IS_IMPENETRABLE (0x80)
OR the target's IsImpenetrable(); either alone exempts. Verified at the byte
level rather than from the decompiler's rendering — Binary Ninja shows the mover
test as `int16_t state_1 ... if (state_1 < 0)`, which reads like a 0x8000 test,
but decoding the PDB-paired binary at the mapped offset gives:

    8b 43 04   mov  eax,[ebx+4]     ; mover object_info.state
    f6 c4 01   test ah,1            ; 0x100  IsPlayer
    84 c0      test al,al           ; sign bit of AL = state & 0x80
    78 3d      js   ...             ; -> collide

`test al, al; js` is a byte-level sign test on AL, i.e. 0x80, not 0x8000.
Corroborated downstream in the same block (`test ah,8` = 0x800 IsPK,
`test ah,0x10` = 0x1000 IsPKLite) and by OBJECTINFO::init @0x0050cf30 setting
state |= 0x80 from the object's own IsImpenetrable().

Also corrected: ACCWeenieObject::IsImpenetrable @0x0058c8c0 returns
(_bitfield >> 0x15) & 1 — retail genuinely conflates BF_FREE_PKSTATUS with
"impenetrable", so acdream's FromPwdBitfield decode was already right.

Both retail arms set collide, so ordering between them is semantically free and
a misreading here could only ever produce spurious collisions, never a
walk-through.

Found while investigating #297; not symptom-causing on its own. No divergence
row: this retires a missing port rather than introducing a deviation, and
nothing in the register or the collision digest's DO-NOT-RETRY tables covers it.

Gates: complete Release solution 10,887 passed / 4 skipped / 0 failed
(baseline 10,867/4/0). Adversarial + retail-conformance review PASS on this
change specifically. Both new tests discrimination-verified by reverting the
branch and confirming failure.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 20:13:05 +02:00
Erik
529e0e9d88 feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8)
Campaign P remaining-physics-divergence, placement cutover slice C3c
(docs/plans/2026-08-02-placement-cutover.md). Both production hosts now
register every initial Create through the residence + continuation-
executor + first-entry-conductor machinery (C0-C3b):

- Graphical (route 1): RegisterEntityWithInitialResidence at Create; the
  shared RuntimeFirstEntryDriveController pumps both conductors from the
  placement-receipt flow; MaterializeProjection and RebucketLiveEntity
  are presentation-only while a residence is ACTIVE (ExecutorCompleted is
  the presentation-binding receipt); post-residence entities take the
  full legacy path including the prepare_to_enter_world clock edges.
  PlayerModeController attaches presentation to the Runtime-published
  controller; its legacy resolve/step-heights/host-construction path is
  deleted; presentation-only rollback (retail has no entry-flow rollback).
- Headless (route 8): OnSpawned registers with residence when a drive
  exists; content-less sessions keep the pre-flip direct registration;
  SynchronizeLocalPlayer/CreateController/ApplySetupStepHeights deleted;
  prepared-collision read failure is a typed AwaitingCollisionSource
  retry; far remotes outside the service window complete celless.
- RuntimeLocalPlayerMovementState.Controller setter sealed internal; all
  controller mutation flows through the publication lifecycle.

Fix slices landed within this cutover, each dual-gated:
- F1: live movement-stat/server-physics application routed through the
  Runtime ownership seam (post-logout ingest crash on the retired
  controller eliminated; RuntimeMovementSkillProjection deleted).
- F2: login activation wedge - collision-admission prefix gate factored
  out of the seal (reentrant-commit RejectedAuthority), rearm generation
  identity corrected, PlayerModeAutoEntry requires the Runtime-published
  controller (world reveal can no longer seal unmaterialized).
- F3: landblock-prefix 0-sentinel replaced by explicit absent-id guards;
  map-corner landblocks (grid row/col 0) fully legal through admission,
  park/rearm/retire, quiescence, and outdoor shadow seeds.
- F5: local-player first-entry ground contact seeded by the shared
  SpawnPlacementSettler (moved App->Core) at FinalizeActivation - the
  retail first-gravity-frame touch (enter_world 0x00516170 carries no
  seed); the legacy unconditional force-seed is overwritten by a real
  floor-found contact; airborne spawns stay airborne; outbound contact
  bit verified end-to-end. Fixes the standing-cast 'You can't do that
  while in the air!' rejections.
- R1 (dual-review round): login constraint leash armed at the committed
  placement (HandleReceivedPosition 0x00453FD0 analog); register rows
  AD-61 (settle-timing compression now covering the local player) and
  AD-42 (repointed off the deleted resolve split) in this commit;
  residence-conversion owner API; wire-landblock guards; drive-pending
  ledger in IsConverged; route attach/detach latch; executor-drain drift
  model documented + source-pinned.

Gates: Runtime 1,003, App 4,039/3 skips, Headless 79, complete solution
10,816/0 failed/4 skips (Release, -m:1); connected lifecycle/reconnect
gate PASS (logs/connected-world-gate-20260802-175401; graceful exits,
world-visible, zero airborne rejections). The nine-stop soak remains red
for the pre-existing 6b28ff99 whole-world collision-clone throughput
regression (attributed with evidence; scheduled as its own slice before
C5). Dual Opus reviews (retail-conformance + adversarial): delta PASS.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 18:10:33 +02:00
Erik
38fd4b8dc9 feat(runtime): own initial create residence transaction 2026-08-01 19:35:08 +02:00
Erik
0fbc7a1fb7 fix(runtime): preserve hidden setposition collision ownership 2026-08-01 18:22:45 +02:00
Erik
5785a07b3e feat(runtime): commit dormant SetPosition activation 2026-08-01 14:25:02 +02:00
Erik
99f867f053 feat(runtime): seal dormant SetPosition evaluations 2026-08-01 11:31:58 +02:00
Erik
4c02ac4259 feat(runtime): own deferred set-position residence 2026-07-31 22:32:49 +02:00
Erik
e84a388e6f feat(physics): port canonical retail set-position core 2026-07-31 20:44:03 +02:00
Erik
6b28ff999c fix(physics): make collision activation starvation-free 2026-07-31 18:34:46 +02:00
Erik
3e0f3b6206 fix(physics): validate retail cell containment roots 2026-07-31 14:48:26 +02:00
Erik
7716c2ee89 fix(physics): restore retail cell availability semantics 2026-07-31 14:22:45 +02:00
Erik
d3c0d9ec0e test(physics): harden TS-4 production chronology 2026-07-31 14:08:51 +02:00
Erik
75b6f6b6c9 fix(physics): restore retail path-6 collision response 2026-07-31 13:44:55 +02:00
Erik
acec33eca8 fix(physics): preserve retail step-down probe state 2026-07-31 13:24:25 +02:00
Erik
1fd5da67b4 fix(physics): restore retail step-down placement validation 2026-07-31 13:13:09 +02:00
Erik
4fbd93ecdb fix(physics): preserve retail edge-slide stop semantics 2026-07-31 13:03:46 +02:00
Erik
c559c48d80 fix(physics): restore retail edge-response ordering 2026-07-31 12:55:49 +02:00
Erik
4ca7230b36 fix(physics): hold retail cell across inner retries 2026-07-31 12:40:50 +02:00
Erik
67d1e9b331 fix(physics): preserve refreshed cell retry state 2026-07-31 12:31:34 +02:00
Erik
e5f855ac40 fix(physics): restore nested per-cell collision retries 2026-07-31 12:25:03 +02:00
Erik
10b55d7485 test(physics): harden tight-gap collision controls 2026-07-31 12:17:35 +02:00
Erik
c24bc571cf fix(physics): enforce retail step-down support radius (#273) 2026-07-31 12:10:03 +02:00
Erik
2dcb4f1d94 fix(physics): port retail stair edge backprobe 2026-07-31 09:26:28 +02:00
Erik
5a0f9868a6 fix(physics): port retail slope landing stop 2026-07-31 09:10:53 +02:00
Erik
2d611b2b01 fix(physics): #265 landing-bounce family - retail check_contact seed + velocity-free landing commit
Retail jump landings BOUNCE: the floor touch records both a contact plane
(grounding) AND a collision normal (collided_with_environment), and
handle_all_collisions reflects the unmodified impact velocity off it at
5% elasticity (v += -(v.n)(elasticity+1).n, DEFAULT_ELASTICITY 0.05
@0x007c6a7c). Our transition already recorded both facts; the bounce was
suppressed by the AD-25 adaptation stack in the per-tick commit: a
Velocity.Z<=0 landing gate (needed because the resolver glued ascending
movers to the ground) plus a landing Velocity.Z=0 hand-zero whose stated
purpose was making the reflect a no-op. Downhill glided instead of
bouncing, flat-ground landings had no pop, and uphill jumps flapped
between grounded/airborne against the animation machine.

Three retail mechanisms replace the stack:
- check_contact (0x0050f5b0) seeding in ResolveWithTransition: a body in
  CONTACT seeds the transition's contact only while v.contactPlane.N <=
  0.0002; moving away seeds the last-known plane alone (get_object_info
  0x00511cc0). Ascending jumps therefore run contact-free (ballistic, no
  glue) - the gate's reason-for-being is gone. The plane requirement is
  strict: Contact-without-plane is unrepresentable in retail.
- SetPositionInternal-shaped commit (0x00515330, byte-read end-to-end,
  velocity-sign-FREE): contact purely from the transition's contact
  plane, HitGround on the airborne->walkable edge, HandleAllCollisions
  with unmodified impact velocity. Whole commit gated on Ok &&
  candidateMoved (retail pc:283657 skips SetPositionInternal entirely
  when the candidate did not move) - a standing body's contact state is
  never re-derived, which is what keeps rest bit-stable (AD-41 updated).
- Byte decodes: gate override state&0x800000=Sledding, zero branch
  state&0x20000=Inelastic, reflect strictly dot<0 - our port already had
  all three correct.

Settle: real landings (>=0.25 m/s) bounce and decay geometrically;
smaller impacts are consumed by retail's unconditional small-velocity
zero, so standing never micro-bounces. Re-baselines documented in place:
landing-survival pin measures decay post-settle; LiveCompare_Tick0/376
pin the new IsOnGround=false on zero-move ticks (captured true was the
retired seed echo; tick 376's captured body carries an 11.8 m/s grounded
velocity from the deleted get_state_velocity-overwrite era); de-overlap
fixture now carries the plane real grounded bodies always have. New
pins: LandingBounceSeedingTests (ascent no-seed, rest keeps contact,
strict plane, slope 5% reversal + tangential preservation, Sledding
override).

Investigation + implementation record:
docs/research/2026-07-30-landing-bounce-family.md. Complete Release
suite: 10,031 passed / 5 skips / 0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 20:12:06 +02:00
Erik
06c76009f1 fix(physics): #265/#166 - stop zeroing grounded residual velocity, wire GroundNormal
Capture bisect (docs/research/2026-07-30-265-capture-bisect.md, mined
from artifacts/matrix-session2-resolve.jsonl records 3415-3434) traced
#265's lost roof slides / permanent landing freeze and #166's missing
downhill sled to a pre-existing (2026-07-20, ten days before Campaign P
- not a regression) mechanism in PlayerMovementController.cs's grounded
quantum block: it hand-zeroed Velocity.X/Y to exactly zero every tick
once OnWalkable whenever animation root motion drives the walk (the
production graphical local-player path), discarding any residual
horizontal momentum a fall left on the body before calc_friction
(AP-7/AD-55, already correctly ported) or PhysicsBody.
UpdatePhysicsInternal's Euler integrator ever got a chance to act on it.

Two changes:

1. PhysicsEngine.cs now syncs body.GroundNormal (the vector
   calc_friction dots velocity against, per retail
   CPhysicsObj::calc_friction 0x0050ee70's `contact_plane.Normal` read)
   from the committed ContactPlane.Normal at the same commit point that
   already publishes ContactPlane. GroundNormal had zero production
   writers before this and silently defaulted to Vector3.UnitZ forever
   - even surviving velocity would have been tested against a fake
   flat-ground normal on any real slope. Core-level, so player, remote,
   ordinary, and projectile movers all benefit uniformly.

2. PlayerMovementController.cs's grounded block no longer reconstructs
   Velocity at all for the animation-root-motion case (only the
   headless/test-controller get_state_velocity fallback still does,
   unchanged). Root motion continues to fully own commanded locomotion;
   this only stops destroying whatever Velocity already holds, letting
   it compose with root motion through the same ResolveWithTransition
   sweep exactly as retail's CPhysicsObj::UpdatePositionInternal
   composes both channels.

Symptom (a), the uphill-jump bounce, traces to a SEPARATE, byte-exact
(re-verified against acclient_2013_pseudo_c.txt:282647-282760),
already-closed retail mechanism (AD-25, PhysicsObjUpdate.
HandleAllCollisions's shouldReflect gate) - confirmed orthogonal to this
fix, not addressed here (see the research doc's as-fixed addendum §9.5).

Issue265SteepSlopeCaptureBisectTests.cs gains a composed harness
(ReplayRealRoofLandingComposed) mirroring PlayerMovementController.cs's
per-tick composition against Core types only, proving: the old model
reproduces the mined freeze exactly; the new model survives the landing
and slides continuously (the real captured geometry glides at constant
velocity per retail's own dot>=0.25 early-return - AP-7); a synthetic
dot<0.25 case shows genuine exponential decay via calc_friction; and a
synthetic uphill-bounce case proves the fix changes nothing about
HandleAllCollisions's reflection decision.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 19:28:28 +02:00
Erik
61e959169b fix #266: retail run-rate 800 branch is exact-equality sentinel, not a cap
Raw byte decode of MovementSystem::GetRunRate (0x006b0950, PDB-paired
binary): fild skill; fcom [800f]; fnstsw; test ah, 0x44; jp general —
the C2/C3 parity idiom whose 18/4 fall-through executes ONLY at
skill == 800 exactly. ACE read this as >= 800 ('max run speed?') and
Campaign P P1 inherited that misread when BN dropped the arithmetic,
flat-lining every maxed character at 4.5 (retail-true ~3.70, +21%) and
erasing the vitae differential (both 10200 and 15225 sat above 800).

The [stat-chain] live capture proved the enchant chain correct end to
end (vitae 0.67 -> eff run 10200 -> controller), isolating the formula.
General path byte-verified: (loadMod*(skill/(skill+200)*11)+4)/scaling/4.
InqMaxRunRate's skill=9999 probe gets ~3.6961, not 4.5.

Golden tests pin the 799/800/801 straddle and the maxed-skill vitae
differential; pseudocode doc §6 carries the decode plus a do-not-
reimport-ACE warning. Complete Release suite: 10,025 passed / 5 skips.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 19:22:41 +02:00
Erik
909bff0aa5 test(physics): #265 mining tool + real-trajectory replay harness for the steep-slope response family
Adds tools/analyze_265_steep_slope_capture.py (segment miner for the
ACDREAM_CAPTURE_RESOLVE JSONL captures: uphill-jump-bounce and
lost-slide/edge-wedge signature scans) and
tests/AcDream.Core.Tests/Physics/Issue265SteepSlopeCaptureBisectTests.cs (a
synthetic single-polygon PhysicsEngine that replays the EXACT real captured
ballistic approach + landing from artifacts/matrix-session2-resolve.jsonl
records 3415-3434, driving PhysicsEngine.ResolveWithTransition directly at
the Core boundary).

Mining found two dramatic real "velocity annihilation + permanent freeze"
events (records 3153/3159 and 3433/3434): a high-speed fall lands on a
moderate roof slope (normal.Z=0.857, ABOVE PhysicsGlobals.FloorZ — walkable
by threshold), and the very next tick shows Velocity forced to exactly
(0,0,0) with the position frozen byte-identical for the rest of the capture
(12,292 ticks to EOF for the second event).

No production code changes. Full Core.Tests suite: 4070 passed / 2 skipped.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 17:55:49 +02:00
Erik
a8a7d64b47 Revert "fix(physics): TS-4 retired — Path-6 steep-poly shortcut deleted"
This reverts commit 5e2be19b4e.
2026-07-30 17:02:22 +02:00
Erik
2e27d066e8 Revert "test(physics): #116 shape-2 — un-skip D4 airborne wall hard-stop pin"
This reverts commit 0149220506.
2026-07-30 17:02:02 +02:00
Erik
c0afcacbb2 fix(physics): movement-parity fixes - adjusted catch-up cap, autorun retail semantics, AP-30 retired
Ports CMotionInterp::get_adjusted_max_speed (0x00527D00, byte-decoded:
bare rate unless RunForward; forward_speed x 4.0 when running;
current_speed_factor proven a ctor-constant 1.0 at 0x00528C34) and swaps
all five interpolation catch-up call sites to it - retail's
fUseAdjustedSpeed_ static (.data 0x0081F418 = 1) makes this the live
branch, so standing/walking remotes now catch up at ~2x runRate instead
of 4x too fast (the #41/#165 presentation family). Autorun now hard-
forces Run for its duration and cancels on every fresh forward press
(CommandInterpreter::HandleNewForwardMovement 0x006b3d60 is literally
SetAutoRun(0,1)); the old test pin codified the divergence. AP-30
retired: retail Frame::is_equal genuinely uses the 0.0002 epsilon - the
row recorded a non-divergence. Three catch-up test pins re-baselined to
retail semantics with citations. Full Release suite 9,983/0.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 15:04:17 +02:00
Erik
252e806804 fix(physics): AD-55 retired — Sledding fast-sled constant is cos(10 deg)
Per docs/research/2026-07-30-ts4-116-oracle-plan.md Addendum (byte-proven
2026-07-30). Raw bytes of CPhysicsObj::calc_friction @ 0x0050ee70's
Sledding fast-sled branch (0x0050ef52-0x0050ef6a):

  d9 86 38 01 00 00   fld  dword [esi+0x138]    ; contact_plane.Normal.Z
  dd 05 28 6b 7c 00   fld  qword [0x007c6b28]   ; = 0.17453292519943295 (10 deg RADIANS)
  d9 ff               fcos                       ; st0 = cos(10 deg) = 0.984807753
  de d9               fcompp

confirm a genuine fcos opcode over a real 10-degrees-in-radians double
literal -- not a BN misdecompile of a raw float load. Retail truly
computes cos(10 deg) ~ 0.9848078 at runtime; ACE's 0.99999536f equals
cos(0.1745 DEGREES) -- the same radian literal evaluated in degree mode,
a proven ACE porting error carried into this port provisionally.

PhysicsBody.calc_friction's Sledding near-flat override now compares
GroundNormal.Z > 0.98480775f (cos 10 deg). Feel impact: retail's 0.2f
fast-sled friction override engages on any ground within 10 degrees of
flat; the old constant engaged only within ~0.175 degrees (never, in
practice).

Tests: two new boundary pins
(calc_friction_sledding_fast_override_engages_at_5_degrees_from_flat /
..._does_not_engage_at_15_degrees_from_flat) construct a tilted
GroundNormal with velocity purely orthogonal to the tilt plane (dot=0
exactly, isolating the Sledding-band friction value from the outer 0.25f
gate and the normal-removal step) and assert the exact pow(1-friction, dt)
decay on each side of the new 10-degree boundary.

Register: AD-55 retired (struck through, retirement note with the byte
decode).

Full AcDream.Core.Tests suite: 4063 passed / 1 skipped, no regressions.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 12:56:26 +02:00
Erik
0149220506 test(physics): #116 shape-2 — un-skip D4 airborne wall hard-stop pin
Per docs/research/2026-07-30-ts4-116-oracle-plan.md §3, §3.3 step 1.
Test-only change with zero production code in this commit: TS-4's
retirement (5e2be19b, the previous commit) is what actually unblocks
this test's routing.

The plan's confirming instrumentation (probes added in 5e2be19b: which
BSPQuery.cs path fires, whether Path 4's FindWalkableInternal finds a
walkable candidate) traced D4's tall-vertical-wall scenario: Path 6 fires
(SetCollide, no reposition, Adjusted) -> the retry routes to Path 4
(find_walkable), which finds NO candidate for this sheer wall
(changed=false, confirmed) -> Path 4 returns OK -> TransitionalInsert's
Phase 3 sp.Collide block runs (reachable now that Phase 1/2 both return
OK): ContactPlaneValid is false (first airborne contact) so the reset
branch fires, LastKnownContactPlaneValid is false too (first frame), so
SetCollisionNormal(sp.StepUpNormal) runs and the function returns
Collided -- a hard stop, in place, with the wall's real normal. This
exactly reproduces the test's original (pre-Skip) expectation, confirming
the oracle plan's §3.1/§3.2 structural finding without a live cdb trace.

Full AcDream.Core.Tests suite: 4061 passed / 1 skipped (the remaining
skip is the unrelated Pvs_CottageInterior_MatchesRetailCellDrawList),
no regressions.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 12:52:37 +02:00
Erik
5e2be19b4e fix(physics): TS-4 retired — Path-6 steep-poly shortcut deleted
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>
2026-07-30 12:51:44 +02:00
Erik
e0629145ef feat(physics): P5 commit 1 - port ConstraintManager leash distance constants (#167)
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.
2026-07-30 11:54:35 +02:00
Erik
7a0f836af5 fix(physics): AP-129 review fix - port CanMoveInto/IsAllowedIn, stop failing closed
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>
2026-07-30 11:36:11 +02:00
Erik
3b5e099241 test(physics): P4 review - RestrictionObj prevalence inspection over the installed cell DAT
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>
2026-07-30 11:01:10 +02:00
Erik
cc8d57a26e fix(physics): AP-10 - restore retail's 0.1m dry-corner water sink-in; wire WATER_CONTACT_TS
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>
2026-07-30 10:52:39 +02:00
Erik
d6c3f8657a fix(physics): AP-71 - port check_entry_restrictions at the head of indoor FindEnvCollisions
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>
2026-07-30 10:30:45 +02:00
Erik
bc3277a8ec docs(physics): #165 diagnostic pass - rule out (a)/(b), stop at (c)
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>
2026-07-30 10:01:11 +02:00
Erik
bb7b899bfe fix(physics): TS-23 - plumb real PK/PKLite/Impenetrable mover flags
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>
2026-07-30 09:52:55 +02:00
Erik
dae5b1ea68 fix(physics): TS-46 - seed the sweep from the Setup's own sphere list
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>
2026-07-30 09:05:44 +02:00
Erik
26e0334af3 merge: Campaign P Slice P2 response-layer (TS-1 resolved, AP-7 ported, TS-4 stopped at escape valve)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

# Conflicts:
#	docs/architecture/retail-divergence-register.md
2026-07-30 08:33:18 +02:00
Erik
65de6921ce test(physics): TS-4 fixture-first attempt reproduces the 2026-04-30 wedge; shortcut stays
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>
2026-07-30 08:28:18 +02:00
Erik
9355ddcec6 feat(physics): Campaign P P1 - stat-coupled movement (burden/stamina/vitae)
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>
2026-07-30 08:18:06 +02:00
Erik
4f7e29f7cf fix(physics): AP-7 - port calc_friction's retail 0.25f threshold; retire AP-7, file AD-55
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>
2026-07-30 08:17:32 +02:00
Erik
325fee7cbb docs+test(physics): retire stale TS-1 row; file AD-53/AD-54 for its two acdream-only branches
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>
2026-07-30 08:13:20 +02:00
Erik
3f3401257c fix(headless): complete connected movement gate 2026-07-27 10:26:44 +02:00
Erik
4d095be286 fix(physics): traverse prepared indoor portal topology 2026-07-27 00:02:44 +02:00
Erik
7e6033d0ad refactor(runtime): own per-session physics simulation
Move the sole PhysicsEngine, production cache, collision admissions, canonical bodies and hosts, remote components, ordinary/remote worksets, simulation, cell commits, and shadow synchronization under RuntimeEntityObjectLifetime. Keep App as the prepared-asset, animation-input, and render-projection adapter while preserving the named-retail update and collision order.

Add exact-incarnation, object-clock, callback-reentrancy, GUID-reuse, two-runtime isolation, source ownership, collision publication, and graphical projection coverage. Release build and the complete 8,588-test solution pass.

Co-authored-by: Codex <noreply@openai.com>
2026-07-26 13:39:57 +02:00