Commit graph

84 commits

Author SHA1 Message Date
Erik
e5f855ac40 fix(physics): restore nested per-cell collision retries 2026-07-31 12:25:03 +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
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
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
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
3f3401257c fix(headless): complete connected movement gate 2026-07-27 10:26:44 +02:00
Erik
cdee7a4b49 refactor(runtime): close simulation ownership
Move remote-motion construction, CreateObject vector initialization, final simulation-component retirement, and the combined J5 ownership ledger into Runtime. Delete App compatibility views and moved-state reconstruction while preserving the existing graphical projection and retail update order.
2026-07-26 15:53:31 +02:00
Erik
068a06518d perf(physics): cut production traversal to flat assets
Make prepared flat BSP data authoritative for gameplay while retaining the parsed graph only as an exact sampled referee. Fail production publication when collision package data is genuinely absent, keep idempotent already-cached publication valid, and move cell membership, floor lookup, camera diagnostics, and live/static shape bounds onto the flat representation.

Validated by 8,402 Release tests, a strict dense-Arwic connected gate with 46,309/46,309 exact referee matches, and graceful shutdown.

Co-authored-by: Codex <codex@openai.com>
2026-07-25 17:00:04 +02:00
Erik
16d182c2f0 perf(physics): reuse reset-complete transition scratch
Mirror retail's ten-deep LIFO transition lifetime, retain all query scratch with complete reset contracts, and remove Tier-0 enum boxing without changing collision decisions. Fresh and retained engines are bit-identical across the expanded oracle, while measured transition profiles now allocate 0 bytes per resolve.
2026-07-25 14:37:02 +02:00
Erik
c79d0a49da refactor(streaming): complete landblock presentation cutover
Remove the legacy GameWindow apply path and make the concrete render, physics, and static publishers the only production owner graph. Serialize full-window retirement with shared-origin teleport and session boundaries so old coordinate-frame resources cannot survive into a new world or login.
2026-07-21 22:47:30 +02:00
Erik
3613d393e6 refactor(streaming): extract landblock physics publisher
Move streamed terrain/cell/building and static collision publication behind a focused update-thread owner. Preserve retail publication order while making replacement and retirement exact by logical landblock ownership, including current-cell rebasing and adjacent-seam isolation.

Co-authored-by: Codex <noreply@openai.com>
2026-07-21 21:13:22 +02:00
Erik
e95f55f25b fix(portal): synchronize destination presentation state 2026-07-16 21:17:13 +02:00
Erik
1e98d81448 feat(vfx): port retail hidden and teleport presentation
Preserve canonical live-object ownership across Hidden transitions and remote teleport placement so effects, collision, streaming, and targeting remain synchronized.
2026-07-14 14:59:48 +02:00
Erik
f02b995e4f feat(physics): port retail projectile integration
Add a pure Core projectile driver for retail clock quanta, final-state acceleration, 50-unit velocity clamping, world-space angular integration, full-3D AlignPath, and oriented Setup-local sphere sweeps. Preserve exact success versus set_frame-only failure semantics, independent Contact/OnWalkable state, and full-cell identity across all landblock directions.

Port OBJECTINFO::missile_ignore with explicit weenie/creature metadata, remove the invented transition-step cap, retain PathClipped without arming PerfectClip, and keep authoritative target identity optional. Add malformed-shape/clock, thin-wall, terrain, target-exclusion, frame-spike, failure-state, and boundary conformance coverage.

Retire TS-2 and synchronize the architecture, milestones, roadmap, research oracle, and durable physics memory.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-14 11:43:11 +02:00
Erik
00fe993f6f fix(combat): escape occupied login positions
Port retail's radius-aware placement ring so a relogging player is seated beside creatures occupying the saved location, and register the local body in the shared resolved-shadow pipeline. Route new forward movement and jump through AbortAutomaticAttack so repeat combat cancels immediately on movement.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 22:20:17 +02:00
Erik
6c3cd96b7a feat(#182): frames_stationary_fall round-trip in the kept transition internals (Slice 1b/1c)
Completes the TS-3 stub (the deferred 'full physics port'):
- ValidateTransition: the fsf increment/reset ladder + the fsf>=3 upward-contact-plane
  manufacture (retail validate_transition 0x0050aa70 pc:272625-656; ACE Transition.cs:
  1029-1061). Runs after acdream's fused contact block (structural adaptation preserving
  the L.2.3c/L.2.4/A6.P3 contact-retention divergences), deriving retail's _redo as
  cleanAdvance || OnWalkable — a grounded wall-slide is not a stuck-fall.
- The sweep-loop fsf early-out (retail find_valid_position pc:273745 / ACE :587): stop
  as soon as fsf != 0, so a later advancing sub-step can't reset it in the same frame
  (load-bearing — without it the counter never escalates across frames).
- ObjectInfo.MoverHasGravity gate (pc:272625).
- PhysicsEngine: seed ci.fsf from the body's Stationary* bits AFTER InitPath
  (retail transition() pc:280940-947); writeback publishes body.FramesStationaryFall +
  encodes the Stationary* bits (co-located with the fsf compute so the round-trip is
  self-contained in Core; retail encodes in handle_all_collisions — register note).

Tests: FramesStationaryFallTests — an airborne jump wedged under an overhead creature
escalates fsf 0->1->2->3 and at fsf 3 manufactures the UP plane (grounded 'glide onto
the crowd top'); a grounded wall-slide never accumulates fsf. Core 2609/0.
Behaviour dormant in ordinary locomotion (fsf stays 0 unless a gravity mover is blocked).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 14:11:35 +02:00
Erik
a11df5b8d3 fix #137 (mechanism 2): BSP full-hit stubs leaked sliding normals — the corridor absorbing wedge
The Facility Hub corridor dead-stop's second half: after one seam hit,
every forward resolve returned ok=False hit=no with zero advance. The
body-persisted SlidingNormal (-1,0,0) projected the exactly-anti-parallel
corridor push to zero in AdjustOffset and the step loop aborted at step 0
before any collision test could refresh the state.

Audit (docs/research/2026-07-06-137-sliding-normal-lifecycle-audit.md):
retail's only in-transition sliding-normal writer is validate_transition
(0x0050ac21); the whole sphere/BSP layer writes NONE (grep-verified), and
the body persistence (SetPositionInternal 0x005154c2, SLIDING_TS bit sync
0x005154e1) runs only on transition success. Our BSPQuery Contact-branch
full-hit responses were stubs (SetCollisionNormal + SetSlidingNormal +
return Slid) where retail dispatches the real slide_sphere — so the seam
hit (a SUCCESSFUL full-advance resolve per the live log) persisted the
phantom wall's normal, which retail's lifecycle structurally cannot do.

- BSPQuery Contact foot full-hit fallback + head full-hit now route
  through Transition.SlideSphereInternal (CSphere::slide_sphere
  0x00537440 — in-frame slide, no sliding-normal write; ACE
  BSPTree.cs:202,310-316). The dead stub is rewritten as the faithful
  BSPTREE::slide_sphere wrapper.
- PhysicsEngine sliding writeback gated on ok (retail success-only
  placement; behaviorally latent, removes the failed-frame leak class).
- Register: TS-4 amended (Path-6 steep-tangent sites still write the
  normal — now documented), TS-45 added (SphereCollision's write — same
  leak class, left for a follow-up out of #171's blast radius).
- Pins: Issue137SlidingNormalLifecycleTests — both site pins RED->GREEN,
  plus the retail persist/absorb/clear wall lifecycle (validate-write
  persistence, faithful absorbed anti-parallel frame, oblique escape
  clears the bit). BSPQueryTests full-hit pin updated to the real slide.

Mechanism 1 (PortalSide portal polys solid in the physics set) stays
OPEN - #137 not closed; the corridor re-test rides that session.

Suites: Core 2545 / App 713 / UI 425 / Net 385, 0 failures.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 18:08:29 +02:00
Erik
a9f8775110 fix(physics): D8 — RemoveCellsForLandblock; cell transforms rebase per apply
Mirrors RemoveBuildingsForLandblock (#146) for indoor CellPhysics entries.
_cellStruct is first-wins (CacheCellStruct's ContainsKey guard); without
eviction a dungeon's BSP WorldTransform is permanently locked to the
_liveCenter value at first streaming — a teleport recenter leaves cells at a
stale offset (~source↔dest distance), and foot-sphere collision queries miss
the geometry that visually renders correctly.

PhysicsDataCache.RemoveCellsForLandblock iterates _cellStruct.Keys and
TryRemove-s every entry whose high-word matches the evicted landblock prefix.
PhysicsEngine.RemoveLandblock now calls it alongside ShadowObjects.RemoveLandblock
so cell BSPs rebase on the next CacheCellStruct pass, same as buildings.

No divergence register row needed: this closes a gap introduced when the #146
building-eviction pattern was created without the symmetric cell eviction.

Tests: RemoveCellsForLandblockTests (3 cases): evicts-matching-prefix,
empty-cache no-throw, no-matching-cells leaves-others. Core suite: 1587 pass / 0 fail.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 19:34:16 +02:00
Erik
15e320490d fix(world+streaming): trees-in-sky Z, O(1) anim, teleport near-ring + immediate unloads
Three apparatus-confirmed fixes from the world-load/FPS deep-dive (all live-verified).

1. trees-in-sky — scenery ground-Z now samples THIS landblock's OWN heightmap
   (TerrainSurface.SampleZFromHeightmap, lock-step with the physics terrain) instead
   of the global PhysicsEngine.SampleTerrainZ query. At build time the landblock isn't
   registered in physics yet, so that query could only return null OR a STALE
   neighbour's height — the previous location's terrain, still registered after a
   teleport recenter — planting scenery at the old altitude (+250..500m, confirmed via
   the [scenery-z-stale] probe). Own-heightmap is correct in every case; the query is
   removed. (GameWindow.BuildSceneryEntitiesForStreaming)

2. FPS per-hop — TickAnimations recovered each animated entity's server guid via an
   O(N) ReferenceEquals reverse scan over ALL _entitiesByServerGuid (which never
   evicts, so N climbs every teleport — the drops-with-each-hop sink). Replaced with
   ae.Entity.ServerGuid: O(1), exact-equivalent (the dict key IS entity.ServerGuid).
   (GameWindow.TickAnimations)

3. teleport arrival + bulk floating terrain — two streaming fixes:
   - Near-ring eager-apply: a teleport applies the destination's 3x3 surroundings
     (StreamingController.PriorityRadius) and holds the fade until they're resident
     (PhysicsEngine.IsNeighborhoodTerrainResident), so the player arrives in a loaded,
     collidable world instead of one landblock in the void.
   - Immediate unloads: DrainAndApply no longer throttles UNLOADS at the per-frame
     load budget — they're cheap (free GPU buffers, no upload). A teleport produced
     ~600 unloads draining at 4/frame, leaving the previous region resident for
     seconds (floating terrain) and accumulating across rapid hops (951 resident vs a
     625 window). Only GPU-upload LOADS are metered now. Cut out-of-window resident
     650 -> 63 and resident 951 -> 688 (live-verified via [resid-audit]).

Includes gated-off diagnostic probes (ACDREAM_PROBE_SCENERY_FRAME / _BLDG_REACH /
_STREAM_RESID) used to root-cause the above — zero-cost when unset, same pattern as
the committed tp-probe.

The pre-existing teleport-induced "terrain arcs in the sky" (present in the dd2eb8b
baseline too, with NONE of this work) are a SEPARATE bug — investigated next.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 22:40:18 +02:00
Erik
aba882cec6 feat(teleport B): PhysicsEngine.IsLandblockTerrainResident worldReady query
Adds a high-16-bit-prefix landblock residency check used as the teleport
worldReady gate — true once the destination landblock's terrain+cells
have been registered via AddLandblock, regardless of whether the caller
passes a canonical (0xFFFF), cell-resolved, or bare landblock id.

Two TDD tests confirm: false before registration, true after, and
that a cell-resolved id on the same landblock returns true.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-22 13:05:38 +02:00
Erik
dd2eb8b39d revert(teleport): drop the Slice 2 outdoor readiness-gate hold
User-tested: the Slice 2 'hold outdoor until landblock loaded' gate made
EVERY outdoor teleport a ~10 s freeze, because the destination landblock
does NOT load fast during the hold (lbs=0 the whole time — the #138
streaming gap + _datLock starvation from the CreateObject flood). The hold
was band-aiding a broken/slow foundation rather than fixing it, and it never
actually prevented the #145 edge cascade anyway (it force-snapped onto
NO-LANDBLOCK after the timeout regardless).

Reverts ad8c24e..c880973 to the pre-Slice-2 state (00ef47e): outdoor places
immediately again (fast teleports). The genuine bug found along the way —
IsLandblockLoaded queried the wrong key form (& 0xFFFF0000 vs the stored
| 0xFFFF) — is preserved in the history (c880973) and will be re-applied when
we re-introduce a proper hold ON A FIXED FOUNDATION.

Decision (user, 2026-06-21): fix the foundation FIRST — fast/complete
streaming during teleport (#138), the post-teleport lost-collision bug, and
the FPS leak (Work item C) — then revisit the teleport-flow animation. Slice 1
(the pure TeleportAnimSequencer) stays in (dormant, unwired, harmless).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 21:46:24 +02:00
Erik
c8809735f3 fix(teleport #145): IsLandblockLoaded key mismatch — outdoor gate was permanently NotReady
The Slice 2 outdoor readiness gate queried IsLandblockLoaded(destCell &
0xFFFF0000) = e.g. 0x7D640000, but streaming stores landblocks under the
EncodeLandblockId form (low 16 = 0xFFFF), e.g. 0x7D64FFFF. The raw
ContainsKey never matched, so the outdoor teleport gate could NEVER flip
Ready and every outdoor arrival ran to the 600-frame (~10 s) timeout and
force-placed. The cascade was still prevented (the timeout force-place lands
cleanly), but the gate did no work — the 10 s freeze the apparatus showed
was this bug, NOT the #138 streaming stall I first suspected.

Root cause found via the apparatus re-test (3-agent investigation
wf_8b67a9d1-35c, all high-confidence) + verified against StreamingRegion.cs:99
(EncodeLandblockId | 0xFFFF), PhysicsEngine.cs:79 (stores as-is),
GameWindow.cs:5530 (queries & 0xFFFF0000).

Fix: IsLandblockLoaded normalizes its arg to the canonical 0xFFFF landblock
key, so the prefix form, any contained cell id, and the dat-id form all
resolve. Added the regression test the original Slice 2 test missed (it had
checked the same 0xFFFF form it added; the real caller passes the 0x..0000
form). Red on the prefix/cell forms before the fix, green after. 9/9.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 20:52:23 +02:00
Erik
ad8c24ef8b feat(slice2): add PhysicsEngine.IsLandblockLoaded — readiness gate §3.4
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 20:10:22 +02:00
Erik
6349ba49aa fix(physics #145): Slice 3 — carried-anchor membership; closes the far-town cascade
The outdoor membership pick derived the landblock origin from the terrain
registry, which returns (0,0) for an UNSTREAMED neighbour — so a fresh far-town
teleport at a landblock edge marched the cell id one block per physics tick
(the cascade; the 17410 ACE rejects is its wire artifact).

Fix: thread the CARRIED cell-relative frame anchor (body.Position -
body.CellPosition.Frame.Origin) into the pick via SpherePath.CarriedBlockOrigin.
That anchor IS the true landblock world origin, correct even for an unstreamed
neighbour, so the pick re-derives the SAME (consistent) cell and never marches.
- CellTransit.FindCellSet/BuildCellSetAndPickContaining: Vector3? carriedBlockOrigin
  (null default = legacy TryGetTerrainOrigin → every existing caller/test untouched).
- PhysicsEngine.ResolveWithTransition: set the anchor from a SEEDED OUTDOOR body
  whose carried landblock matches the resolve cell (else null → legacy).
- PlayerMovementController.SetPosition: 3-arg overload seeds CellPosition from the
  wire's (cell, local) via SnapToCell; 2-arg delegates with cellLocal=pos (anchor
  (0,0,0) == legacy → zero test churn).
- GameWindow.CellLocalForSeed: the placement seam (_liveCenter used ONCE here to
  derive the cell-local; physics carries it forward without _liveCenter).
Regression: TeleportFarTownRunawayTests (south + east edge, unstreamed neighbour).
Core 1529 / App 480, zero regressions.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 13:51:04 +02:00
Erik
a15bd3b56d fix(streaming): #145 — teleport re-use via server-authoritative placement
Portals only worked once per session: teleporting OUT of a dungeon
mis-rooted the player into the SOURCE dungeon's coordinate frame, so every
move was sent dungeon-framed and ACE rejected it ("failed transition") —
the player couldn't move, never reached a portal, and the world wouldn't
re-render (only skybox).

Root cause: acdream's streaming-relative frame recenters on teleport, but
resident physics landblocks keep their load-time world-offset. After
recentering onto the outdoor destination, the collapsed source dungeon
(offset 0,0 as the prior center) and the destination (offset 0,0 as the
new center) overlap, and the Z-agnostic outdoor cell-snap returns the
dungeon for both the arrival placement and every per-frame resolve.

Fix (server-authoritative teleport placement):
- Drop the stale source center landblock from physics at the teleport
  recenter (GameWindow.OnLivePositionUpdated) so the resolve falls through
  to the server position (Resolve NO-LANDBLOCK verbatim) until the
  destination streams in.
- Place outdoor teleports immediately (TeleportArrivalRules) — holding is
  futile because streaming does not progress during a PortalSpace hold.
- Clear a dangling CellGraph.CurrCell when its landblock is removed
  (PhysicsEngine.RemoveLandblock) — otherwise the dungeon-streaming gate
  keeps streaming collapsed onto the gone dungeon (only skybox renders).

Keeps DungeonStreamingGate (gate suppression during the hold). Indoor
(dungeon-entry) placement is unchanged (cell-keyed, IsSpawnCellReady).

User-verified: in->out->re-enter works repeatedly, no ACE errors, world
renders. Remaining facets (server objects + own avatar not rendering after
a teleport-out) are entity render/lifecycle — split to #138.

Registers AP-36 + AD-2 updated. New: DungeonStreamingGate (+4 tests),
TeleportArrivalRules (+4 tests). Build + 2727 tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 21:38:00 +02:00
Erik
2ce5e5c862 fix(G.3a): validated-claim placement keeps the claim's landblock prefix (#133)
The #111 validated-claim branch returned lbPrefix | (cellId & 0xFFFF), where
lbPrefix is found by searching resident landblocks for one containing the
candidate position. A dungeon EnvCell's local Y can be negative, so the dungeon
landblock fails the [0,192) bounds test and the loop matches a neighbouring
(e.g. Holtburg) resident block -> the validated claim 0x00070143 got re-stamped
0xA9B30143, making the client mis-resolve the player to the wrong landblock and
spam ACE with rejected moves. The validated claim's full id is authoritative;
return it directly. Byte-identical for the login case (position in the claim's
own landblock); fixes the far-teleport dungeon case.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-13 18:27:45 +02:00
Erik
120aeff720 #126 RETAIL-CORRECTED: restores commit the server Z - retail never re-derives position from surfaces
The user caught the process failure: two snap fixes were written without
reading retails restore code. The named decomp settles it -
CPhysicsObj::SetPositionInternal (0x00515bd0, pc:283892-283945) treats
the supplied Position as INPUT: AdjustPosition resolves which cell
CONTAINS it, CheckPositionInternal/find_valid_position VALIDATES it
through the collision transition, and the no-cell case goes
store_position + GotoLostCell. There is NO terrain or surface
re-grounding anywhere in the restore path. Trust + validate.

Both prior shapes diverged: grounding outdoor claims to terrainZ warped
a roof-deck logout (ACEs authoritative z=127.2 on the AAB3 tower)
through the roof into the building volume -> the transparent-interior
spawn on every login; the cell-walkable scan that replaced it missed
shell-geometry decks entirely (no EnvCell owns the deck surface) and
failed silently - the user logged in transparent at the tower bottom
again.

Fix: a zero-delta outdoor restore above terrain commits the claims Z
verbatim ([snap] line says so); the first physics tick validates and
settles against the REAL collision world (the BR-7 building channel
covers the deck). max(terrain, z) stays as the under-terrain sanity
bound - our recoverable stand-in for retails lost-cell machinery
(documented divergence, same class as the #107 demote).

Suites: App 242+1skip, Core 1422+2skip, UI 420, Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 20:22:17 +02:00
Erik
b94a7e8017 #126: outdoor restore grounds onto elevated walkables, not through them
A zero-delta RESTORE of an outdoor claim standing far above terrain
(logged out on a building roof deck - the AAB3 tower 0x010A slab at
z=127.2 over terrain 112) was grounded to TERRAIN unconditionally,
warping the player through the roof into the building interior,
outdoor-classified -> the transparent-interior spawn the user hit on
every login while the save sat on the roof. Retail restores settle via
AdjustPosition onto real surfaces, not the heightmap.

Fix: the snap outdoor branch, zero-delta shape only, when the claim z
exceeds terrain by more than step height: ground to the nearest CELL
WALKABLE at/below the claim z (the #111 WalkableFloorZNearest query -
real floors only, never the ceiling soup), keeping the outdoor cell id
(honest: a deck-stander center sits above the slab cell BSP - the same
state the user played in all afternoon). GfxObj-shell roofs without
cells not covered - file if a real case shows.

Suites: App 242+1skip, Core 1422+2skip, UI 420, Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 20:02:48 +02:00
Erik
ca4b482f8b T6 (BR-7) C4: straddle-only outside-add (A6.P5 widening DELETED) + #90 stickiness removed
The two remaining flagged workarounds retired, per the BR-7 plan +
the WF1 [MEDIUM] correction (re-gate, do NOT delete the outside-add):

1. A6.P5 hasExitPortal topology widening DELETED. Outdoor cells enter the
   collision cell array ONLY on the retail straddle gate - |dist| <
   radius + F_EPSILON against an exterior portal plane
   (CEnvCell::find_transit_cells Ghidra 0x0052c820, gate 0052c9d6,
   live-binary verified) - the same flag that already gated the
   membership pick (#112 rider). The widening existed so outdoor-
   registered doors stayed findable from indoor cells under the old flat
   registry query; with per-cell shadow lists the door is found in the
   straddle-admitted outdoor cell's own list (tick-13558 pin holds).
   The hasExitPortal out-param + plumbing deleted from
   FindTransitCellsSphere; the AddAllOutsideCells call in
   BuildCellSetAndPickContaining re-gated on exitOutsideStraddle
   (once-per-walk = retail CELLARRAY.added_outside).

2. #90 ResolveCellId sphere-overlap stickiness REMOVED (the 4ca3596
   workaround, deferred-to-A6.P4 in the physics digest). It was dead
   code: the method's only caller is FindEnvCollisions' cache-null TEST
   fallback, and the indoor branch (where the stickiness lived) required
   a non-null DataCache. Production membership flows exclusively through
   the collide-then-pick advance whose ordered-array hysteresis (current
   cell at index 0, interior-wins-break) is the retail mechanism the
   workaround approximated. ResolveCellId reduced to the bare
   prefix-preserving outdoor re-derive, documented test-only.

Test updates (pins of the deleted behaviors inverted to retail):
- A6P5_BuildCellSetFromIndoorStart_ReachesDoorOutdoorCell (asserted the
  topology widening verbatim) -> DeepInteriorSphere_NoStraddle_
  AddsNoOutdoorCells: a deep-interior sphere admits NO outdoor cells.
- A6P5_BuildCellSetFromAlcove... -> AlcoveSphere_StraddlesExitPortal_
  ReachesDoorOutdoorCell (the captured alcove position genuinely
  straddles - the retail-positive half).
- Issue112MembershipTests straddle pin + the second-sphere straddle test
  updated to the single-flag signature.

Suites: Core 1416/0/2, App 225, UI 420, Net 294 - green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 14:44:49 +02:00
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
5706e0e10a fix(phys): #111 - ground the validated claim via PHYSICS walkable polygons, not the CellSurface triangle soup
Two grounding selection rules failed against live ACE restores before the
right one: (1) first-hit SampleFloorZ returned 0x171's 99.475 ceiling TOP face
over its 94.0 floor (issue111-verify2.log) - the player committed onto the
roof level, and the session's heartbeats poisoned ACE's save with z=99.475;
(2) nearest-to-reference self-confirmed that poison (the reference SAT on the
ceiling face, issue111-verify3.log). Root insight: ceiling/roof top faces are
upward-facing and XY-projectable - geometrically indistinguishable from
floors in the render-ish CellSurface soup. The PHYSICS walkable set (plane
normal.Z >= PhysicsGlobals.FloorZ over the claim's Resolved cell-local
polygons - retail BSPTREE::find_walkable's filter) contains only real floors:
PhysicsEngine.WalkableFloorZNearest transforms into the cell frame, drops on
each walkable plane under the XY, picks nearest the reference.

Verified live (issue111-verify4.log): ACE restored the roof-poisoned
(0xA9B40171, z=99.475); the snap validated the claim and grounded to
z=94.000 - the first fully clean indoor login of the arc:
[snap] claim=0xA9B40171 VALIDATED -> grounded to its walkable floor z=94.000
[cell-transit] 0x00000000 -> 0xA9B40171 pos=(155.525,12.416,94.000)

Baseline: Core 1381 + 4 pre-existing #99 failures + 1 skip; App/UI/Net green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 14:21:59 +02:00
Erik
5f1eb7c4b1 fix(phys): #111 - a validated indoor claim is authoritative at the snap; stop the whole-landblock bestCell floor-pick from clobbering it
The [snap] apparatus (issue111-snap1.log) caught the mechanism live: ACE
restored a CLEAN pair (0xA9B40171, on-floor) which AdjustPosition validated -
and the legacy Resolve then committed 0xA9B4013F instead: its bestCell floor-
pick scans EVERY CellSurface in the landblock (123 at Holtburg) for "any floor
under this XY nearest currentZ" and breaks same-height ties by iteration
order. The wrong cell then fails containment on the first movement -> outdoor
demote inside the building -> the #111 transparent interior. This free-pick
also explains the earlier "committed verbatim" mystery (the winning tie
happened to echo the input pair) AND seeded the ACE poison loop: our outbound
heartbeats reported the clobbered cell, ACE persisted it, and the NEXT login
inherited it (this run's [spawn-adjust] rejecting 0xA9B4013F is exactly that
echo coming back).

Fix (retail SetPositionInternal shape): when AdjustPosition VALIDATED an
indoor claim, the cell choice is settled - the snap grounds Z onto the
validated cell's own floor (find_valid_position's settle role, :283426) and
returns; it never re-picks the cell from floor geometry. Claims whose cell has
no own floor surface under the XY (thresholds, stair lips) fall through to
the legacy path unchanged; mover-shaped calls (delta != 0, tests) untouched.

[snap] diagnostic kept (snaps only - one line per login/teleport).
Baseline: Core 1381+4 pre-existing #99 failures+1 skip; App/UI/Net green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 14:12:21 +02:00
Erik
e4f6750e09 fix(phys): #107 gate-run regression — auto-entry hold opened on a mid-population cache read; wait for the claimed cell itself
Gate-run finding (wedge-107-gate-indoor-login.log + dat scan): ACE saved the
cell one room off (claim 0xA9B40172, position inside 0xA9B40171 — adjacent
rooms). FindVisibleChildCell corrects this fine when hydrated (proven by the
new AdjacentRoomClaim regression test), but the live entry committed the raw
claim: IsSpawnCellReady's "any cell struct in the landblock => claim is bogus,
proceed" disambiguator observed the MID-POPULATION state (interiors hydrate in
id order on the background worker; the render-thread predicate read the cache
mid-loop) and opened the gate before the claim and its stab neighbors were
cached. AdjustPosition then saw a null cell struct and silently passed the
claim through; the first movement demoted the player to outdoor inside the
house — the user-visible "transparent interior, see straight through walls"
(render is downstream of membership: an outdoor-classified viewer only sees
the interior through the doorway flood).

Fix: the hold now waits for THE CLAIMED CELL's struct, full stop
(IsSpawnCellReady simplification; HasAnyCellStructInLandblock removed).
Claims that can never hydrate are filtered by GameWindow against the dat's
LandBlockInfo.NumCells range (memoized IsSpawnClaimUnhydratable), and
PhysicsEngine.Resolve carries a loud lost-cell-equivalent safety net: an
indoor claim with NO cell struct AND NO CellSurface floor data demotes to the
outdoor landcell with a [spawn-adjust] line instead of committing raw
(retail GotoLostCell :283418; documented divergence). Partial hydration
(CellSurface present, struct pending) keeps the legacy floor-snap behavior —
HasCellSurface uses the file's masked-low-word norm so bare-id fixtures and
full-id production both resolve.

Baseline restored: Core 1381 (+4 new #107 conformance tests) + 4 pre-existing
#99-era failures + 1 skip; App 223 / UI 420 / Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 13:10:01 +02:00
Erik
1090189d39 fix(phys): #107 indoor-login spawn wedge — validate the server (cell,pos) pair at the player snap (retail AdjustPosition) + unfreeze same-landblock teleport arrivals + self-consistent wire pairs
Root cause (capture resolve-107-login1.jsonl + dat conformance scan): ACE
restored the player with a POISONED (cell, position) pair — cell 0xA9B40162
(one building) with a position inside 0xA9B40171 (a different building 55 m
away). Our entry snap trusted the claim verbatim: the player stood
fake-grounded for minutes (isOnGround passthrough, no contact plane, no
walkable polygon — zero-move resolves short-circuit), the FIRST movement input
ran a real transition, the pick demoted the indoor claim to outdoor
mid-building, and the player fell 2.4 m through the cottage floor onto the
terrain underneath — wedged inside the building shell. The second wedge shape
(flood-fix-gate2.log) was the PortalSpace freeze: the teleport-arrival
detection gated on `differentLandblock || farAway>100m`, an invented
heuristic — ACE's same-landblock short-hop corrections matched neither, so
PortalSpace never exited and movement input stayed frozen all session.

Four legs, all retail-anchored:

1. PhysicsEngine.Resolve (the player snap path: login entry + teleport
   arrival) now runs AdjustPosition first — retail SetPositionInternal step 1
   (acclient :283892, AdjustPosition :280009): validate/correct the claimed
   cell from the foot-sphere center BEFORE any physics. Corrections log one
   [spawn-adjust] line.
2. AdjustPosition's previously-deferred indoor seen_outside →
   adjust_to_outside sub-fallback (:280037-280046) is completed; CellPhysics
   gains the SeenOutside flag (dat EnvCellFlags.SeenOutside) cached in
   CacheCellStruct. The camera path does not reach this sub-branch in the
   gated scenarios (CameraCornerSealReplayTests green).
3. PortalSpace arrival = ANY player position update (holtburger PlayerTeleport
   handler conformant; recenter still only on landblock change). Verified
   live: ACE sent a same-lb dist=69.8 correction that the old gate would have
   frozen on — it now completes.
4. Outbound wire (cell, position) pairs are now SELF-CONSISTENT: derive the
   landblock frame from the resolver's full cell id instead of welding a
   position-derived landblock onto its low word — the old composition could
   write exactly the poisoned pair shape into ACE's character save. Plus the
   #106-gate-2 hold extension: an indoor spawn claim waits for the claimed
   cell's hydration (IsSpawnCellReady) so the validation can act — the async
   equivalent of retail's synchronous cell load.

Live verification (wedge-107-verify1.log): entry clean; ACE's same-lb teleport
correction completed (old code: permanent freeze); the teleport destination
itself carried ANOTHER poisoned claim (0xA9B40150) which [spawn-adjust]
corrected to 0xA9B40019; player fully controllable, walking across landcells.
3 new dat-backed conformance tests pin the poisoned-pair facts
(Issue107SpawnDiagnosticTests). Baseline: 1380+4 pre-existing #99-era
failures+1 skip / 223 / 420 / 294.

Pending user gate: park indoors, log out gracefully, relaunch — expect a clean
indoor spawn standing on the interior floor.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 12:52:47 +02:00
Erik
23adc9c9df fix(phys): #106 follow-up — legacy Resolve returns full prefixed cell ids (teleport bare-id wedge)
The #106 live gate run was sabotaged by a pre-existing bug the corrective
ACE teleport exposed: PhysicsEngine.Resolve (the legacy Phase-D resolve,
still used by the teleport-arrival snap at GameWindow.cs:4869 and the
player-mode-entry snap at :11295) returned BARE low-word cell ids on
every computed exit (ComputeOutdoorCellId, bestCell.CellId & 0xFFFF,
nextCellIndex, enterCellIndex). The teleport committed 0x0000013F into
PlayerMovementController.CellId, and a bare indoor id wedges the entire
membership chain:

- GetCellStruct(0x0000013F) misses (cells are keyed full-prefix) -> no
  indoor wall BSP -> walk through walls;
- the b3ce505 #98 gate reads "indoor primary" -> outdoor object radial
  sweep skipped -> NO object collision anywhere in the world;
- BuildCellSetAndPickContaining early-returns an unresolvable id forever
  (block 0x0000 is a real far-NW map block) -> membership frozen;
- render root never resolves -> interiors draw empty when stepping in.

Probe evidence: probe-cell-106-gate.log has exactly 2 [cell-transit]
lines for the whole session, both reason=teleport — the second one
(0xA9B3003C -> 0x0000013F) is the wedge. This is the L.2e "player CellId
tracked as bare low byte" finding (2026-05-12) finally biting; prefix
survival until now was a race artifact — Resolve only preserved the full
id when the landblock had not streamed in yet (passthrough exit), which
is why login snaps usually came out prefixed.

Fix: capture the matched landblock's key in Resolve's containment loop
and return lbPrefix | (targetCellId & 0xFFFF) on the computed exit —
the same full-32-bit convention Resolve's own doc comment states for
its inputs, and what both production callers (player snaps) require.
The passthrough exits (no landblock / step-reject) still return the
caller's id unchanged.

Tests: Resolve_IndoorStay_ReturnsFullPrefixedCellId (the teleport
shape, red pre-fix) + Resolve_OutdoorStay_ReturnsFullPrefixedCellId;
Resolve_LeaveIndoorCell_TransitionsToOutdoor's unmasked
`CellId < 0x100` assertion codified the bare behavior — now masked +
asserts the prefix. Full suite: 294+218+420 green; Core 1371 green +
the same 4 pre-existing door/#99-era failures + 1 skip.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-09 23:34:30 +02:00
Erik
9e70031bc6 feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks)
Complete Render Residual A's faithful port: PhysicsCameraCollisionProbe.SweepEye
now mirrors SmartBox::update_viewer (acclient_2013_pseudo_c.txt:92761) end-to-end:

- Start cell (pc:92824-92844): indoor (>=0x100) seats the sweep at the head-PIVOT
  via PhysicsEngine.AdjustPosition (the cellar-lip case — feet in the low connector,
  head up at floor level); outdoor keeps the player cell.
- Sweep pivot -> sought-eye from the seated start cell (unchanged 0x5c viewer flags).
- Success (pc:92870): set_viewer(curr_pos), viewer_cell = curr_cell.
- Fallback 1 (pc:92878): AdjustPosition(sought_eye).
- Fallback 2 / no-cell (pc:92775, 92886): snap to player, viewer_cell = null. This
  also makes cellId==0 faithful (was returning the desired eye; retail snaps to
  player_pos) and adds the playerPos arg to ICameraCollisionProbe.SweepEye.

Supporting: ResolveResult.Ok surfaces FindTransitionalPosition's return (retail
find_valid_position != 0, pc:273898) so SweepEye knows when to fall back.

TDD: 11 new tests (FindVisibleChildCell 4, AdjustPosition 3, ResolveResult.Ok 2,
SweepEye orchestration 2). The seating test's RED proved the sweep does NOT auto-
advance feet->room, so the pivot-seated start cell is genuinely decisive. Core
1326 pass / 4 documented-fail / 1 skip; App 179 pass / 0 fail. No regression.

Per the live-capture finding, the visible payoff is the cellar-corner (point 3);
the cottage-room bluish void stays for residual C. Spec:
docs/superpowers/specs/2026-06-05-residual-a-camera-collision-design.md.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-05 11:10:32 +02:00
Erik
5177b54bbe feat(A): port find_visible_child_cell + AdjustPosition (Render Residual A primitives)
The two Core physics primitives retail's SmartBox::update_viewer calls down into,
ported verbatim (TDD, 7 new tests):

- CellTransit.FindVisibleChildCell (CEnvCell::find_visible_child_cell, pc:311397):
  return the cell whose cell-BSP point_in_cell contains a world point — start cell
  first, then (stab-list mode) the start's VisibleCellIds or (portal mode) its
  direct portals. Sibling of FindCellList. Mirrors FindCellList's null-CellBSP skip
  (CellTransit.cs:518) so a cell lacking hydrated CellBSP doesn't spuriously claim
  every point via PointInsideCellBsp's null-node "inside" default.

- PhysicsEngine.AdjustPosition (CPhysicsObj::AdjustPosition, pc:280009): resolve a
  point's cell from a seed. Indoor (>=0x100) → FindVisibleChildCell(stab-list);
  outdoor → landcell snap (same grid lookup as ResolveCellId). The seen_outside
  sub-fallback is deferred (off the cottage/cellar path; spec §6).

Both are unwired into any production path — they land the machinery update_viewer's
start-cell + fallback 1 need (and that residual C also needs). The App SweepEye
orchestration that calls them lands next.

Decomp-faithful per the live-capture finding: A's V1 sweep already contains the eye
(eyeInRoot=Y 99.75%, never void); this completes A as a verbatim port. Spec:
docs/superpowers/specs/2026-06-05-residual-a-camera-collision-design.md.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-05 10:56:16 +02:00
Erik
79fb6e7c23 fix(render): doorway blue-hole — render root clobbered by NPCs (CurrCell per-entity write)
THE doorway flap root cause, found via [flap-cam]/[shell]/[cell-transit] (2026-06-03):
the player spawned + stood still in the room (cell 0171, NO [cell-transit] after teleport),
yet the render rooted at the vestibule (0170) for all 77,951 frames — drawing only 0170's
~8-triangle shell, the rest = GL clear color = the bluish void.

CellGraph.CurrCell IS "the player's cell" (the render root), but it was written by
SetCurrAndReturn inside the PER-ENTITY ResolveWithTransition + ResolveCellId — so EVERY NPC
wrote it. A Holtburg NPC (0x000F4240) jump-looping near the doorway clobbered the player's
render root every tick. Standing still (player makes no resolve calls) the NPC's write wins
→ stuck blue void; moving, player/NPC writes fight → the flap. This is why the membership
pick fix (correct, kept) didn't change the visual — the render root was clobbered regardless.

Fix: CurrCell is now written ONLY by the player. New PhysicsEngine.UpdatePlayerCurrCell is
called from PlayerMovementController.UpdateCellId — the single player-only chokepoint for
CellId (teleport / server snap @ SetPosition + per-frame resolver). Removed the CurrCell
write from SetCurrAndReturn (inlined the 2 resolve call sites to sp.CurCellId) and the 4
ResolveCellId sites. NPCs no longer touch the render root. Teleport→UpdateCellId also covers
spawn/standing-still (CurrCell = the player's spawn cell immediately).

CellGraphMembershipTests rewritten to the new contract (3 tests): UpdatePlayerCurrCell writes
the render root; ResolveCellId does NOT (the blue-hole guard); stale-beats-null preserved.
Full Core suite: 1295 pass / 5 fail = the documented §10 baseline, zero new breakage.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-03 10:12:38 +02:00
Erik
d23d1f40dc Revert "feat(core): UCG W2 Task 3 — stab-list doorway hysteresis in ResolveCellId"
This reverts commit 2acd8f9e1d.
2026-06-02 14:09:42 +02:00
Erik
3e1d502101 feat(core): Phase W Stage 1 — return swept sp.CurCellId from ResolveWithTransition (retail SetPositionInternal)
Replace ResolveCellId(sp.GlobalSphere[0].Origin, ...) with SetCurrAndReturn(sp.CurCellId)
in both the OK and partial paths of ResolveWithTransition. Retail's
SetPositionInternal reads sphere_path.curr_cell which ValidateTransition
advances only on accepted moves and reverts on blocks — so a push-back or
standing-still tick cannot flip the cell. The static re-derive from the
resting origin strobes between outdoor 0031 and indoor 0170 at doorway
boundaries because the origin lands just outside the indoor BSP volume
after push-back; the swept cell doesn't.

SetCurrAndReturn is kept in both paths so the W2a CellGraph.CurrCell write
that the render root consumes still fires. ResolveCellId is NOT deleted —
it still has one caller at TransitionTypes.cs:1947 (AddAllOutsideCells).
partialCellId is kept as the degenerate fallback when sp.CurCellId==0
(teleport / physics reset before any transition has run).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 14:09:35 +02:00
Erik
851cecc757 feat(core): Phase W Stage 0 — [cell-swept] diagnostic (swept vs static cell, no behavior change)
Add ProbeSweptEnabled (ACDREAM_PROBE_SWEPT=1) to PhysicsDiagnostics mirroring
ProbeCellEnabled. Emits one [cell-swept] line per ResolveWithTransition call —
sp.CurCellId and sp.CheckCellId (the transition's swept cells) alongside the
incoming cellId so a doorway capture shows whether the swept cell is stable
where ResolveCellId strobes. No ResolveCellId call in the probe — avoids the
CellGraph.CurrCell side effect. No behavior change.

TDD: ProbeSweptEnabled_DefaultsToFalse RED→GREEN in PhysicsDiagnosticsTests.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 14:08:00 +02:00
Erik
2acd8f9e1d feat(core): UCG W2 Task 3 — stab-list doorway hysteresis in ResolveCellId
Port retail CObjCell::find_cell_list do_not_load_cells prune
(acclient_2013_pseudo_c.txt:308829-308867) as indoor->outdoor doorway
hysteresis: hold the previous indoor cell when the outdoor candidate is
not in its stab list AND the foot-sphere still overlaps the cell's
containment BSP expanded by DoorwayHoldMargin. Kills the front-door
0170<->0031 ping-pong (handoff §5) the #98 saga never addressed. Fires
only at the front-door seam; the cellar has no exit portal so it never
falls through here (#98 cellar-up untouched).

Three TDD tests in CellGraphMembershipTests: HOLD (the RED->GREEN case,
Y=3.9 inside the 0.2 m margin), RELEASE when fully outside (Y=4.5
exceeds expanded margin), and stab-list gate (outdoor candidate in stab
list releases even near the boundary).

Adds using System.Linq for IReadOnlyList.Contains at the prune site.
SphereOverlapsEnvCell helper mirrors BSPQuery.SphereIntersectsCellBsp
via EnvCell.InverseWorldTransform + ContainmentBsp.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 11:22:50 +02:00
Erik
0e27a6cc3f feat(core): UCG W2 Task 1 — ResolveCellId writes CellGraph.CurrCell (additive)
Add private `SetCurrAndReturn(uint)` helper in PhysicsEngine that looks up
the resolved id in `DataCache.CellGraph` and writes `CurrCell` when the cell
is present.  Wrap the four RESOLVED-id return sites in ResolveCellId:
  - indoor no-CellBSP return (trust FindCellList)
  - indoor sphere-overlaps-CellBSP return
  - outdoor→indoor building-transit return (foreach candidate)
  - outdoor terrain-grid return
The final no-match `return fallbackCellId;` is intentionally NOT wrapped —
stale beats null (the caller's seed is preserved unchanged).

CurrCell has zero readers in src/ (verified by ripgrep); this is additive
write-only, identical observable behavior to W1.  One new unit test
(CellGraphMembershipTests) proves RED→GREEN.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 10:17:09 +02:00
Erik
8e703bef22 feat(core): UCG Stage 1 — populate CellGraph from CacheCellStruct + AddLandblock (inert)
PhysicsDataCache gains a `CellGraph` property (UCG Stage 1). The env-cell
hook is placed at the very top of CacheCellStruct — before the idempotency
guard and the null-PhysicsBSP early-return — so BSP-less cells are included
in the graph even though they are dropped from the legacy _cellStruct map.
PhysicsEngine.AddLandblock/RemoveLandblock mirror terrain registration into
the graph via a null-guarded DataCache?.CellGraph call. Zero behavior change:
CellGraph has no readers this stage.

A using-alias (UcgEnvCell / UcgCellGraph) resolves the EnvCell name
collision between AcDream.Core.World.Cells and DatReaderWriter.DBObjs.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 09:29:30 +02:00
Erik
fb5fba6229 test(phys): A6.P3 #98 — live ResolveWithTransition capture apparatus
Apparatus only — no fix attempt. Per the systematic-debugging skill's
"3+ failures = question architecture" rule, the 6 hypotheses we
tested speculatively on the harness's airborne-at-tick-1 bug all
failed because we kept guessing what state the harness lacks. This
commit ships the evidence-driven path: capture the EXACT player
ResolveWithTransition call (every input + body-before + body-after +
result) into a JSON Lines fixture, then a comparison test loads the
fixture and replays it against the test engine. The first per-field
divergence pinpoints the missing apparatus state — no more guessing.

Adds:
- src/AcDream.Core/Physics/PhysicsResolveCapture.cs — new static module
  with CapturePath (env var ACDREAM_CAPTURE_RESOLVE), PhysicsBodySnapshot
  record, JSON Lines writer (thread-safe, flushes per record), process-
  exit hook for clean shutdown.

- PhysicsEngine.ResolveWithTransition probe wiring: snapshot body at
  method entry, snapshot again before return, refactor the two returns
  into one path so the capture call site is single. Filtered to
  IsPlayer mover flag so NPC/remote DR calls don't pollute.

- CellarUpTrajectoryReplayTests.cs:
  • Capture_WritesJsonLinesRecordsWhenIsPlayerAndEnabled — drives 3
    ticks with capture on, reads file back, verifies round-trip of
    inputs + body-before/after snapshots.
  • Capture_SkipsNonPlayerCalls — drives 3 NPC-style ticks (no
    IsPlayer flag), confirms the file is not created.

Off by default. Set ACDREAM_CAPTURE_RESOLVE=<path> to a writable file
path; capture starts on the next player ResolveWithTransition call.

Test baseline: 1172 + 8 pre-existing failures + 2 new smoke tests
that pass = 1174 + 8. Verified by stashed-baseline comparison.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 19:41:11 +02:00
Erik
8bd311759e fix(phys): A6.P3 slice 3 v3 — REVERT stickiness; hypothesis-test cellar-up
Slice 3 v2 (point-in stickiness) closed the cell-resolver ping-pong
(data confirmed: scen4_cottage_cellar_slice3v2 capture shows 1 cell-
transit vs 20+ pre-fix). BUT user verification revealed: cellar-up
symptom transitioned from "stuck-at-top-ping-pong" (pre-slice-3) to
"never-reach-top-stuck-in-cellar" (post-slice-3). Stickiness was
holding player in cellar cell so aggressively that the legitimate
transition to the cottage main floor cell at the ramp top never
fired.

Reverting the stickiness check entirely. Trade-off:
- Inn doorway ping-pong returns (existed pre-slice-3; lesser evil)
- Player can again reach the top of the cellar ramp (per pre-slice-3
  user observation)
- Issue #98 cellar-up remains open — but with sharper diagnosis: it's
  not the cell resolver at all, it's deeper (BSP step-physics or
  AdjustOffset slope-projection at the cottage main floor boundary,
  per slice 4 polydump trace showing repeated push-back on the
  46-degree ramp polygon)

The slice 3 stickiness premise was correct but the implementation
shape was wrong. A future attempt needs either:
- A "near boundary" gate (only stick when sphere is deep inside cell)
- A retail-faithful per-cell hysteresis matching CObjCell::find_cell_list
  Position-variant (acclient_2013_pseudo_c.txt:308742-308783) more
  exactly than point-in
- OR address the underlying BSP step-physics bug first; then ping-pong
  may not even need a stickiness fix

Test suite: 1148 + 8 (baseline maintained).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 12:43:58 +02:00
Erik
3e140cfe71 fix(phys): A6.P3 slice 3 v2 — point-in stickiness (was sphere-overlap)
Slice 3 v1 (8898166) used SphereIntersectsCellBsp for the stickiness
check. User verification showed: ping-pong WAS closed (3 cell-transit
events vs 20+ pre-fix) but user still couldn't walk up out of cellar
because the stickiness was OVER-CORRECTED — the sphere still partially
overlapped the cellar cell at the top of stairs, so stickiness held the
player in the cellar even when the center had transitioned to the
cottage main floor cell.

Fix: switch the stickiness check from SphereIntersectsCellBsp (sphere
overlap) to PointInsideCellBsp (center-in). Matches FindCellList's
own semantics for "which cell are you in." Player stays in fallback
only while center is still inside fallback's BSP volume.

Trade-off:
- More permissive transitions (good — cellar-up works)
- Less aggressive stickiness, so some boundary ping-ponging may return
  IF the sphere center oscillates across the boundary (rare; would
  require sub-mm Z drift across the boundary line)

If the trade-off bites (ping-pong returns somewhere), the fix is a
small geometric margin around the point-in check — but verify before
adding.

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 12:04:51 +02:00
Erik
88981669fe fix(phys): A6.P3 slice 3 — cell-resolver stickiness for ping-pong fix
Closes A6.P2 Finding 3 (cell-resolver instability) + issue #98 (cellar
ascent stuck at last step) + likely closes #97 (phantom collisions +
fall-through on 2nd floor; same instability family).

Adds a cell-stickiness check at the top of ResolveCellId's indoor
branch: before re-resolving via FindCellList, check if the fallback
(previous-tick) CellId's BSP still validly contains the sphere. If
yes, return fallbackCellId immediately — preserves cell membership
when the sphere is at a boundary where multiple cells overlap.

The bug: at cell boundaries (cellar last step, indoor doorways,
between two adjacent indoor cells), the sphere overlaps multiple
cells geometrically. FindCellList's candidate-iteration order
(HashSet, implementation-defined) determines which cell wins. That
order may shift tick-to-tick → CellId ping-pong → AdjustOffset
operates against a different cell's geometry each tick → player
can't accumulate forward motion → stuck.

Evidence: scen3_inn_2nd_floor_slice2v2 capture shows the ping-pong
chain at the cellar boundary:
  0xA9B4014B → 0xA9B4014A → 0xA9B4013F → 0xA9B4014A → 0xA9B4014B
  (Z stable ~96.4; CellId oscillates every tick; reason=resolver)

Retail oracle: cell-array hysteresis pattern from
CObjCell::find_cell_list Position-variant at
acclient_2013_pseudo_c.txt:308742-308783. Retail preserves cell
membership when sphere is close to (but slightly past) cell
boundaries.

Implementation: 9 lines added (sphere-overlap check against
fallbackCellId's CellBSP before falling through to FindCellList).
Existing #90 workaround at line 299-300 (post-FindCellList sphere-
overlap check) is now redundant in the common case but kept for
safety; deferred to A6.P4 removal after visual verification.

Test suite: 1148 pass + 8 pre-existing fail (baseline maintained).
Visual verification: pending — user happy-test will confirm cellar-
up walk succeeds + no ping-pong in cell-transit log.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 12:01:28 +02:00
Erik
f8d669be88 fix(phys): A6.P3 slice 2 v2 — revert seed removal + add no-op guard
First slice 2 attempt at commit 892019b removed PhysicsEngine.cs L622
per-tick CP seed entirely. 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 (the
seed was load-bearing for step_up correctness).

Revert + better fix:
  1. Re-add the L622 seed (PhysicsEngine.cs:620-626).
  2. Add no-op-if-unchanged guard inside CollisionInfo.SetContactPlane
     (TransitionTypes.cs:259-279). When called with values identical
     to current state, early-return without incrementing
     ContactPlaneWriteCount or rewriting fields.

When the player stands on the same plane tick after tick, the L622
seed re-calls SetContactPlane with identical args — these now no-op
instead of inflating the counter and re-writing the same values.
Only actual state changes (e.g. landing on a new step's plane, cell
crossing) increment the counter.

Verification (post-rebuild, pre-this-commit slice 2 first attempt):
- scen3 walk produced 2,690 cp-writes (down from 30,420 = 91%
  reduction from L622-seed presence)
- BUT user could not pass the last step of stairs — step_up regression
- Test suite: 1148 + 8 pre-existing fail baseline maintained but
  physical behavior broke

Post-this-commit expectations:
- Test suite: 1148 + 8 (unchanged, no behavioral change in fixtures
  because the seed value is what the fixtures already expect)
- Stair-walking: works (seed restored)
- CP-write count: significantly reduced (most seeds are no-ops because
  body.CP doesn't change tick-over-tick on stable footing)
- Issues #96 / #97: re-test in re-capture; #96 should be largely
  closed via the guard; #97 (fall-through + stuck-in-falling) was
  observed pre-slice-2 too, so unrelated to the seed

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 10:32:23 +02:00