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Author SHA1 Message Date
Erik
235de3322a feat(physics): #32 L.5 30Hz physics tick + retail debugger toolchain (#35) + Phase 3 retail-faithful kill_velocity
Three intertwined changes from a single investigation session driven by
attaching cdb to a live retail acclient.exe (v11.4186, Sept 2013 EoR
build) and tracing what retail actually DOES on the steep-roof wedge
scenario the user reported in acdream.

═══════════════════════════════════════════════════════════
1. L.5 — physics-tick MinQuantum gate (PlayerMovementController)
═══════════════════════════════════════════════════════════

Retail's CPhysicsObj::update_object subdivides per-frame dt into 1/30 s
sized integration steps and SKIPS entirely when accumulated dt is below
MinQuantum. Live trace evidence:

  update_object        = 40,960 calls
  UpdatePhysicsInternal = 25,087 calls   (61%)

i.e., 39% of update_object calls return early via the MinQuantum gate.
Retail's effective physics tick rate is 30Hz even at 60+ Hz render.

acdream's PlayerMovementController bypassed the existing PhysicsBody.
update_object and called UpdatePhysicsInternal(dt) directly each render
frame, which compressed bounce-energy / gravity-tangent accumulation
into half the time and amplified our steep-roof wedge dynamics.

Fix: add `_physicsAccum` accumulator. Integrate only when accumulated
dt ≥ MinQuantum (clamped to MaxQuantum to bound stale-frame jumps).
HugeQuantum drops accumulated time to discard truly stale frames
(debugger break, GC pause). Render still runs at full rate; only the
physics step is gated.

═══════════════════════════════════════════════════════════
2. Phase 3 reset retail-faithful kill_velocity (TransitionTypes)
═══════════════════════════════════════════════════════════

Retail's reset path (acclient_2013_pseudo_c.txt:273231-273239) gates
kill_velocity on `last_known_contact_plane_valid`:

  if (last_known_valid == 0) {
      set_collision_normal(step_up_normal); return COLLIDED;
  }
  kill_velocity(this);
  last_known_valid = 0;
  return COLLIDED;

Earlier in this session I deviated to "unconditional kill_velocity" as
a hypothesis-driven wedge fix. The live trace then showed the
deviation CAUSED a different wedge by zeroing V every frame, leaving
the body with no tangent momentum to escape (V = (0,0,0) for 169
consecutive frames while position pre/resolved frozen). The retail-
faithful gate is restored.

Note: the gate rarely fires in normal airborne play because our L.2.4
proximity guard clears last_known_valid soon after the body separates
from its remembered floor. Live retail trace also showed
kill_velocity = 0 hits over an entire play session — same behavior. So
acdream's kill_velocity is correct as ported now.

The supporting ObjectInfo.VelocityKilled flag + StopVelocity wiring +
PhysicsEngine.ResolveWithTransition consumer that actually zeros
body.Velocity when the flag is set — these were a no-op stub before
this session and are now correctly wired. Retail anchor:
OBJECTINFO::kill_velocity → CPhysicsObj::set_velocity({0,0,0}, 0) at
acclient_2013_pseudo_c.txt:274467-274475.

═══════════════════════════════════════════════════════════
3. Retail debugger toolchain (#35)
═══════════════════════════════════════════════════════════

When the question is "what does retail actually DO at runtime?" — not
"what does retail's code SAY" — the decomp at docs/research/named-retail/
is invaluable but doesn't capture state interactions across frames.
This commit ships infrastructure to attach Windows' cdb.exe to a live
retail acclient.exe with full PDB symbols and capture state at any
breakpoint.

  - tools/pdb-extract/check_exe_pdb.py — reads any PE's CodeView entry
    and reports MATCH / MISMATCH against refs/acclient.pdb's GUID.
    Always run before attaching cdb. The matching v11.4186 build's
    GUID is 9e847e2f-777c-4bd9-886c-22256bb87f32.

  - tools/pdb-extract/dump_pdb_info.py — dumps a PDB's expected
    build timestamp + GUID + age. Used to figure out which acclient.exe
    build pairs with our PDB.

CLAUDE.md gets a Step -1 in the development workflow ("ATTACH cdb
TO RETAIL when behavior is the question, not code") and a full
"Retail debugger toolchain" section with the workflow, sample .cdb
script structure, and watchouts (PDB names use snake_case for some
classes / PascalCase for CPhysicsObj; ; is cdb's command separator;
killing cdb kills the debuggee; high-hit-rate breakpoints lag the game).

memory/project_retail_debugger.md captures the workflow + key findings
so future sessions inherit the toolchain by reading project memory.

═══════════════════════════════════════════════════════════
4. BSPQuery Path 6 slide-tangent restored (b1af56e behavior)
═══════════════════════════════════════════════════════════

After this session's retail-strict experiments showed that retail-
faithful Path 6 (SetCollide + Phase 3 reset chain) produces a
"lands on roof in falling animation, can't slide off" half-state in
acdream — because our acdream port of step_up_slide / cliff_slide is
incomplete for grounded-on-steep movement — the L.4 slide-tangent
deviation from commit b1af56e is restored as the pragmatic ship state.

The deviation: when an airborne sphere hits a polygon whose normal Z
is below FloorZ (≈ 0.6642, slope > ~49°), project the move along the
steep face to remove the into-wall displacement, set CollisionNormal +
SlidingNormal, return Slid. Body never gets ContactPlane on the steep
poly, never gets the half-state, slides off the slope under gravity's
tangent contribution.

Retail-strict requires the deeper step_up_slide / cliff_slide audit
(filed under #32). Until that lands, slide-tangent is the right
deviation — produces user-acceptable "slide off the roof" behavior.

═══════════════════════════════════════════════════════════
Test status: 833/833 green.

Refs:
  acclient_2013_pseudo_c.txt:283950 (CPhysicsObj::update_object)
  acclient_2013_pseudo_c.txt:273231-273239 (Phase 3 reset path)
  acclient_2013_pseudo_c.txt:274467-274475 (OBJECTINFO::kill_velocity)
  acclient_2013_pseudo_c.txt:323783-323821 (BSPTREE::find_collisions Path 6)

Closes #35. Updates #32 with L.4/L.5 status.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 22:41:12 +02:00
Erik
83b020499b docs(research): #9 sweep acclient_function_map.md against PDB symbols
Pure-docs sweep. Cross-checked 63 hand-curated entries in
acclient_function_map.md against docs/research/named-retail/symbols.json
(the PDB-derived authoritative name table) using the new helper at
tools/pdb-extract/check_function_map.py.

Findings:
  - Zero entries matched address-and-name exactly. Confirms the
    PDB build is from a different revision than the binary that
    produced our Ghidra chunks (~0x800-0xC10 byte delta varies by
    function cluster). Match by NAME, not by raw address.
  - 38 entries corrected by PDB name lookup. The "Was" column
    preserves the old address for traceability against existing
    code comments. Old entries pointed mid-body of the actual
    function; new column heads point to function starts.
  - 25 entries have no PDB match. Either inlined / non-public
    (no S_PUB32 record) or our hand-derived names were synthesized
    from call-site analysis and don't match the MSVC mangled form
    in the PDB. Several had wrong class assignments (e.g. 0x5387C0
    claimed as CTransition::find_collisions, actually
    CPolygon::polygon_hits_sphere). Flagged for re-derivation in
    acclient_2013_pseudo_c.txt.

Pattern: kept the table format with two address columns (PDB +
legacy) so existing code references using the old addresses can
still be looked up. Added a sweep-summary section at the bottom of
the file documenting the methodology + findings.

Helper script at tools/pdb-extract/check_function_map.py is reusable
for future re-runs (re-run after every PDB regeneration / function
map edit).

Closes #9.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 17:44:07 +02:00
Erik
69d884a3d6 tools(pdb-extract): #8 PDB -> symbols.json + types.json sidecar
Pure-Python MSF 7.00 PDB extractor (no deps, stdlib only). Reads
refs/acclient.pdb directly:
  - DBI stream (3) -> symbol record stream index + section header
    stream index
  - Section headers stream (9) -> per-segment image VA bases
  - Symbol record stream (8) -> S_PUB32 records with image VAs
  - TPI stream (2) -> LF_CLASS / LF_STRUCTURE named records (not
    forward-declared), with size leaf + name

Includes a best-effort MSVC C++ demangler so symbols.json is
grep-friendly:
  ?EnchantAttribute@CEnchantmentRegistry@@QBEHKAAK@Z
  -> CEnchantmentRegistry::EnchantAttribute

Both demangled `name` + raw `mangled` emitted per entry so callers
can choose. Operator overloads, vtables, and other special forms
where a partial demangle would be misleading are kept mangled.

Outputs committed to docs/research/named-retail/:
  - symbols.json (2.9 MB) — 18,366 named public function symbols
  - types.json (506 KB) — 5,371 unique named class/struct records

Spot check (matches discovery agent's earlier finding):
  CEnchantmentRegistry::EnchantAttribute -> 0x00594570 ✓

Updated docs/research/acclient_function_map.md header preamble to
direct readers at the new symbols.json as the authoritative name
source; the hand-curated table stays as the cross-port (ACE/ACME)
index. Several addresses there are wrong vs the PDB and will be
swept in the issue #9 close (Phase E).

Closes #8 (filed in Phase D's commit). Foundation for the address
sweep + name-driven workflows from here on.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 17:31:52 +02:00