Commit graph

6 commits

Author SHA1 Message Date
Erik
dbfbf8506c T6 (BR-7) C3: per-cell shadow architecture - flood registration, building channel, per-cell query; b3ce505 stopgap DELETED (closes #99)
The A6.P4 port, fused into one installment per the BR-2 half-port lesson
(registration and query are co-dependent: flood-registering shells under
the old radial query would re-open #98 through the vestibule).

REGISTRATION (ShadowObjectRegistry rewritten):
- Register/RegisterMultiPart/UpdatePosition compute the cell set via
  CellTransit.BuildShadowCellSet (the C2 find_cell_list flood) seeded by
  the entity's m_position cell id; the private 24m XY-grid rectangle and
  its single-landblock clamp are deleted. Flood spheres follow retail's
  CylSphere rule (base point + cyl radius, cap 10; BSP bounding-sphere
  fallback - Ghidra 0x0052b9f0). Statics flood with the do_not_load
  prune; dynamics (server spawns, isStatic:false) without.
- Keep-when-empty (SetPositionInternal num_cells gate, pc:283540): a
  failed flood leaves the previous registration in place.
- RefloodLandblock: streaming-race hook re-runs the flood when a
  landblock's cells hydrate (retail init_objects -> recalc_cross_cells,
  Ghidra 0x0052b420/0x00515a30); wired at GameWindow's hydration tail.
- GameWindow sites pass the server position's full cell id as the seed
  (spawn + UpdatePosition); the five static sites pass ParentCellId.

BUILDING CHANNEL (CSortCell.building shape):
- Building SHELLS are not shadow objects in retail (only caller of
  find_building_collisions is CSortCell::find_collisions 0x005340aa;
  one building per origin landcell, init_buildings 0x0052fd80 verified
  verbatim + ACE cross-ref). IsBuildingShell entities skip the registry;
  Transition.FindBuildingCollisions runs the shell part-0 BSP off
  cache.GetBuilding(cellId) with bldg_check set around it
  (find_building_collisions 0x006b5300), CollidedWithEnvironment on
  non-Contact non-OK. BuildingPhysics.ModelId = pre-resolved part-0
  GfxObj (0x02 Setups resolved at the CacheBuilding site).
- Placement/ethereal weakening: BSPQuery Path 1 passes center_solid=0
  when BldgCheck && HitsInteriorCell (BSPTREE::find_collisions 0x0053a82e
  + placement_insert 0x005399d8) so doorway crossings don't hard-fail
  against shell solids. SpherePath gains both retail fields;
  HitsInteriorCell is rebuilt at every cell-array build
  (build_cell_array reset 0x00509ef2 + find_cell_list/check_building_
  transit set sites).

QUERY (retail per-cell order, transitional_insert 0x0050b6f0):
- TransitionalInsert per attempt: env -> building (LandCell only) ->
  objects on the PRIMARY cell, then on OK the check_other_cells pass
  (env -> building -> objects per OTHER overlapped cell) + the
  carried-cell advance - the advance now happens AFTER all per-cell
  object passes (the WF1 ordering divergence), with Adjusted/Slid
  feeding the retry exactly like retail's OK_TS case.
- FindObjCollisionsInCell = CObjCell::find_obj_collisions (0x0052b750):
  iterate ONLY the asked cell's list. DELETED: the radial 9-landblock
  sweep, the +5m query pad, the b3ce505 indoor-primary gate, and the
  isViewer exemption (the camera is bounded by interior cell-BSP env
  collision - retail's own channel; CameraCornerSealReplayTests pins it
  against real dat, and the new building-channel camera test pins the
  outdoor stop).

TESTS: Core 1416/0/2 (was 1398 + 4 pre-existing #99-era fails + 1 skip),
App 225, UI 420, Net 294 - all green.
- 3 of the 4 #99-era reds flipped green as designed: the door apparatus
  (Apparatus_Grounded_50cmOffCenter_FrontApproach_Blocks) and tick-13558
  (indoor walkthrough) now assert the door BLOCKS; tick-22760 pins the
  outdoor blocking invariant.
- The 4th (BSPStepUp D4) + 22760's lateral-slide delta are NOT cell-set
  problems (probes prove the door is found + BSP-only dispatched;
  BR-7 left both byte-identical) - filed as issue #116 (slide-response
  family), D4 skipped with the issue reference.
- FindEnvCollisionsMultiCellTests migrated to the public entry (the A4
  multi-cell halt now lives at the retail call site).
- New registry pins: per-cell query surface, outdoor-footprint-never-
  indoor (#98 architectural), door-outdoor-cell membership, reflood.
- CameraCollisionIndoorTests rewritten against the building channel
  (the isViewer-exemption pins died with the exemption).

Closes #99 (doors block both ways via registration-time cell membership
+ the straddle-spanning player cell array). #97 likely closed (the +5m
radial pad that produced phantom-collision candidates is gone) - verify
at T5. #98 stays closed ARCHITECTURALLY (outdoor footprints structurally
cannot reach interior cells; the cellar harness stays green).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 14:37:50 +02:00
Erik
b49ed904c3 feat(phys): A6.P4 slice 1 — portal-reachable cellSet includes outdoor cells
Closes #99 (run-through doors regression from b3ce505).

The b3ce505 stopgap for #98 gates the outdoor 24m radial sweep on indoor
primary cells. Combined with ShadowObjectRegistry.GetNearbyObjects'
"skip outdoor ids" filter on the cellScope-pass loop, this meant doors
registered at outdoor cells (default cellScope=0u for server-spawned
entities at GameWindow.cs:3139) were invisible to spheres on the indoor
side of a doorway threshold — walk-through.

Pre-flight reads found that CellTransit.FindCellSet already adds
outdoor cells to its candidate set when the sphere straddles an
OtherCellId=0xFFFF exit portal (via AddAllOutsideCells triggered by
exitOutside=true inside the indoor-seed BFS). The fix is to stop
filtering those outdoor ids out before iterating, and rename the param
to portalReachableCells to reflect what the set actually contains.

- Q1: Indoor EnvCell.VisibleCellIds is indoor-only in all 16 cottage
  fixtures (low 16 bits ≥ 0x0100). OtherCellId=0xFFFF on portals
  marks "exit to outdoor world" without naming a specific cellId; the
  specific outdoor cell is computed by AddAllOutsideCells from world
  XY when the sphere straddles the exit portal.
- Q2: GameWindow.cs:3139 ShadowObjects.Register for server-spawned
  entities passes no cellScope → default 0u → outdoor 24m grid
  registration. UpdatePosition (line 145) does the same on movement.
  Doors are confirmed outdoor-registered.

Slice 1 makes a smaller change than the spec proposed (no new
parameter; just drop the existing filter), because FindCellSet's
existing exit-portal logic already exposes the needed outdoor cells.
The retail-faithful registration-side BuildShadowCellSet refactor and
the b3ce505 gate removal stay scheduled for slices 2-3.

Verification:
- 24/24 ShadowObjectRegistryTests pass (incl. two new slice 1 tests:
  IndoorPrimary_OutdoorCellInPortalSet_DoorReturned closes #99;
  IndoorPrimary_IndoorOnlyPortalSet_OutdoorRadialStillSkipped
  regression-pins #98)
- 11/11 CellarUpTrajectoryReplayTests pass (LiveCompare_FirstCap_
  FixClosesCottageFloorCap stays green)
- dotnet build AcDream.slnx: 0 errors, 0 warnings
- Pre-existing 6-8 static-state-leakage failures in serial physics
  suite verified unchanged by stash+retest baseline check

Visual verification pending: walk Holtburg cottage doorway from both
sides; door blocks both directions; cellar still climbable.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-24 08:10:32 +02:00
Erik
d53891557d feat(phys L.2g slice 1): ShadowObjectRegistry.UpdatePhysicsState
New mutator that overwrites cached PhysicsState bits on every shadow copy
of the named entity. The existing CollisionExemption.ShouldSkip(...) check
(acclient_2013_pseudo_c.txt:276782) reads the same cached field, so a
post-spawn ETHEREAL flip is now honored on the next resolver tick without
any resolver-path change.

Retail anchor: CPhysicsObj::set_state at acclient_2013_pseudo_c.txt:283044.
Slice 1 scopes to the bare state-write — retail's cosmetic side-effect
handlers (0x800 lighting, 0x20 nodraw, 0x4000 hidden) don't fire for the
ETHEREAL bit and stay deferred.

Three TDD tests cover: ETHEREAL flip from 0->0x4; unregistered-entity
no-op; entity spanning multiple cells gets all copies updated.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 22:22:32 +02:00
Erik
ffefc6977f feat(physics): live-entity collision plumbing (Commit A)
Plumbing-only foundation for the upcoming live-entity (NPC / monster
/ player) collision port. No behavior change — the new fields default
to zero/None so the 5 existing static-entity Register call sites in
GameWindow.cs are untouched.

Wire layer:
- CreateObject parser now surfaces PhysicsState (acclient.h:2815 —
  ETHEREAL_PS=0x4, IGNORE_COLLISIONS_PS=0x10, HAS_PHYSICS_BSP_PS=0x10000,
  ...) which the parser previously dropped at line ~337 with a bare
  `pos += 4`.
- CreateObject parser now surfaces ObjectDescriptionFlags (the retail
  PWD._bitfield trailer per acclient.h:6431-6463), where
  acclient_2013_pseudo_c.txt:406898-406918 ACCWeenieObject::IsPK /
  IsPKLite / IsImpenetrable read bits 5 / 25 / 21 directly. Previously
  read-and-discarded.
- WorldSession.EntitySpawn carries both new fields through to subscribers.

Physics layer:
- New `EntityCollisionFlags` enum (IsPlayer / IsCreature / IsPK /
  IsPKLite / IsImpenetrable) + `FromPwdBitfield` helper. Bit
  positions verified against retail's SetPlayerKillerStatus (
  acclient_2013_pseudo_c.txt:441868-441890) which maps
  PKStatusEnum→bitfield exactly: PK=0x4→bit5, PKLite=0x40→bit25,
  Free=0x20→bit21.
- `ShadowEntry` extended with `State` (raw PhysicsState bits) +
  `Flags` (decoded EntityCollisionFlags). Backward-compatible — all
  five existing landblock-entity Register call sites omit them.
- `ShadowObjectRegistry.UpdatePosition(entityId, pos, rot, ...)` —
  fast-path for the 5–10 Hz UpdatePosition (0xF748) stream the server
  emits per visible entity. Reuses the entry's existing shape +
  state + flags. Mirrors retail's CPhysicsObj::SetPosition
  (acclient_2013_pseudo_c.txt:284276) which keeps the same shape and
  re-registers cell membership.
- `ObjectInfoState` adds `IsPK = 0x800` and `IsPKLite = 0x1000`
  matching retail's OBJECTINFO::state bits (acclient.h:6190-6194).
  Used by Commit C's PvP exemption gate.

Tests:
- `EntityCollisionFlagsTests` — 7 tests covering empty / each bit
  alone / PK+player combo / unrelated-bit ignore.
- `ShadowObjectRegistryTests` — 5 new tests: UpdatePosition moves
  entry to new cell, preserves State/Flags, unregistered no-op,
  Register stores State/Flags, defaults are zero/None.
- `CreateObjectTests` — 3 new tests verifying PhysicsState + PWD
  bitfield (with PK / PKLite bit cases) parse and surface.

1454 → 1454 + 15 = covered by suite. dotnet build + dotnet test
green.

Foundation for Commit B (live-entity registration) and Commit C
(PvP exemption block in FindObjCollisions).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 13:12:56 +02:00
Erik
e12d255d2e feat(physics): port full CTransition collision response from pseudocode
Replace simplified push-out with retail-faithful SlideSphere and
AdjustOffset from transition_pseudocode.md. Crease-projection between
collision normal and contact plane produces smooth wall-sliding.
Object collision uses proper rotation transform to object-local space.

SlideSphere (section 6): computes crease direction via cross product
of collision normal and contact plane normal, projects displacement
onto the crease, then applies the correction offset. Handles three
cases: crease exists, parallel same-direction, parallel opposing.

AdjustOffset (section 6): adds safety check to keep sphere above
contact plane by computing signed distance and pushing up along Z
when the sphere dips below.

FindObjCollisions: removes ad-hoc penetration push-out, now calls
SlideSphere after BSP hit detection for proper wall-slide behavior.

Also fixes: ShadowEntry gains Rotation field, tests updated to match
Register signature, unused variables removed from GameWindow.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 11:17:45 +02:00
Erik
e2f0c8580e feat(physics): cell-based ShadowObject collision
Register static entities into terrain cells during streaming.
Transition system queries nearby objects and runs BSP collision.
Player can no longer walk through trees and buildings.

- ShadowObjectRegistry: 24m×24m cell index, Register/Deregister/
  RemoveLandblock/GetNearbyObjects matching retail AC's approach
- PhysicsEngine: ShadowObjects property + DataCache wiring point;
  RemoveLandblock now also clears shadow objects; TryGetLandblockContext
  helper lets Transition resolve landblock id+offset for a world pos
- Transition.FindObjCollisions: queries registry, broad-phase sphere test,
  narrow-phase BSPQuery.SphereIntersectsPoly in object-local space,
  returns Slid on hit to redirect movement along the surface
- GameWindow.ApplyLoadedTerrainLocked: registers each static entity after
  physics BSP data is cached; selects radius from BSP bounding sphere or
  Setup.Radius; wires PhysicsDataCache into engine on OnLoad
- 16 new ShadowObjectRegistry unit tests, all 361 tests green

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-14 11:05:09 +02:00