The "consumed by nobody (zero behavior change)" / "INERT in Stage 1 (no writer)"
comments predate the UCG becoming load-bearing. Verified against the call sites:
CellGraph is populated unconditionally in CacheCellStruct (before the idempotency
+ null-BSP guards, so BSP-less cells are included) and consumed for the player
render/lighting root (CurrCell, written at the PhysicsEngine.UpdatePlayerCurrCell
player chokepoint; read by GameWindow:7502/7717), the universal id->cell resolver
(GetVisible), the 3rd-person camera cell (FindVisibleChildCell), and the
block-local terrain origin (TryGetTerrainOrigin, read by CellTransit:484/736).
Comments only — no behavior change. Core suite 1445 passed / 2 skipped.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
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>
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>
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>
The 10 stair-step cyls (entities 0x40B5008A..0x40B50095 in Holtburg
cells 0xA9B40159/A) are synthesized by the mesh-aabb-fallback path
from the visual mesh AABB of GfxObj 0x0100081A — which has
HasPhysics=False and no PhysicsBSP. Retail's CPartArray::InitParts
emits no collision in this case; acdream now matches that by
consulting PhysicsDataCache.IsPhantomGfxObjSource (added in the
previous commit) and skipping synthesis when the predicate fires.
The actual staircase collision is on entity 0x40B50089 (GfxObj
0x01000C16, hasPhys=True, BSP radius 2.645m) — same staircase BSP
that retail uses. After this fix, only that BSP fires; the
phantoms are gone.
Visual verification pending (next step in plan); the BSP dump
from ACDREAM_DUMP_GFXOBJS=0x01000C16 will confirm whether
0x01000C16 has walkable inclined polys for the climb to actually
land. If not, a follow-up issue is needed; the cyl phantom is
closed either way.
Also updates PhysicsDataCache.cs XML doc line reference from
6116 to 6127 (drifted by the 11-line isPhantomGfxObj block
inserted above the guarded if).
Refs docs/research/2026-05-25-a6-stairs-cyl-retail-investigation.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Retail's CPartArray::InitParts emits collision shapes only from
Setup-level CylSpheres/Spheres or per-Part PhysicsBSP — never
from visual mesh AABBs. The predicate captures the retail rule:
a stab whose source is a GfxObj (high byte 0x01) with no cached
GfxObjPhysics is phantom (no collision). Wired into GameWindow's
mesh-aabb-fallback synthesis in the next commit.
Refs docs/research/2026-05-25-a6-stairs-cyl-retail-investigation.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Mirror the existing ACDREAM_DUMP_CELLS pattern for GfxObj-owned geometry:
when ACDREAM_DUMP_GFXOBJS lists a hex GfxObj id, the first
PhysicsDataCache.CacheGfxObj for that id writes the full resolved
polygon table to a JSON fixture under
tests/AcDream.Core.Tests/Fixtures/issue98/0x{id:X8}.gfxobj.json (override
dir via ACDREAM_DUMP_GFXOBJS_DIR).
Motivation: the existing [resolve-bldg] probe captures GfxObj-level
metadata (id, BSP root radius, entity origin) but emits
"hitPoly: n/a (BSP path — side-channel not written)" because the
BSPQuery wire site that would populate LastBspHitPoly never landed.
A polygon-level dump at cache time bypasses that gap — one capture run
yields the FULL polygon table, fixture-loadable by the harness's
RegisterCottageGfxObj helper (next commit).
See docs/research/2026-05-23-a6-p3-issue98-comparison-harness-findings.md
for the cottage GfxObj 0x01000A2B context: landblock-baked static at
entity origin (130.5, 11.5, 94.0), responsible for the head-sphere cap
from below at world Z=94.0 that issue #98 is documenting.
Test baseline: 1183 + 8 pre-existing failures (serial run; +5 new tests
all pass; was 1178 + 8 pre-session).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Step 2 of the apparatus plan at
C:\Users\erikn\.claude\plans\i-did-some-work-sharded-acorn.md. Adds a
one-shot cell-dump probe so the issue #98 replay harness can load real
cellar / cottage geometry as JSON fixtures, eliminating live-client
iteration from every fix attempt.
Probe gate:
ACDREAM_DUMP_CELLS=0xA9B40143,0xA9B40146,0xA9B40147
ACDREAM_DUMP_CELLS_DIR=tests/AcDream.Core.Tests/Fixtures/issue98 (default)
When set, the first time PhysicsDataCache.CacheCellStruct sees a matching
envCellId, it serializes the resulting CellPhysics to
<dir>/0x<cellid>.json and prints one [cell-dump] line. Zero cost when
unset (gate is a static-readonly IReadOnlySet<uint>.Count check).
DTOs (CellDump.cs):
- CellDump: top-level record holding cell id, WorldTransform,
InverseWorldTransform, resolved polygons, portal polygons, portal
infos, visible cell ids.
- PolygonDump / PortalDump / Vector3Dto / PlaneDto / Matrix4x4Dto:
System.Text.Json-friendly records with explicit From / To converters.
What is intentionally NOT dumped: the DAT-native PhysicsBSPTree and
CellBSPTree trees. The replay harness drives the leaf-level walkable
predicates (WalkableHitsSphere, FindCrossedEdge, PolygonHitsSpherePrecise)
directly on the resolved polygon list, which is enough to expose the
issue #98 rejection (poly 0x0004 in 0xA9B40143 reports
insideEdges=False / overlapsSphere=False at the failing-frame sphere).
If a future replay needs BSP traversal we can extend the DTO + Hydrate
together without breaking fixtures.
Tests (CellDumpRoundTripTests):
- Capture → Hydrate preserves WorldTransform / InverseWorldTransform /
every polygon's plane + vertices + NumPoints + SidesType.
- Capture → Hydrate preserves portal list + visible cell ids.
- Write to disk → Read back → Hydrate preserves content.
- Hydrate leaves BSP / CellBSP null by design (replay uses leaf-level
predicates).
Verification:
- dotnet build: green, 0 errors.
- dotnet test: 1160 passed + 8 pre-existing failed (was 1156 + 8 before
this commit; +4 from CellDumpRoundTripTests). Same 8 pre-existing
failures, no new regressions.
Next: capture the three cells from the live client (Step 2 acceptance),
then build the replay harness against the fixtures (Step 3).
Extends the existing [cell-cache] probe (gated by ACDREAM_PROBE_CELL_CACHE=1)
to also dump the list of portal targets per cell: which other cells
each portal connects to, the portal polygon id, and the flags.
Output format (appended to existing [cell-cache] line):
portalTargets=[(cell=0xNNNN,poly=0xNNNN,flags=0xNNNN),...]
Purpose: investigating issue #98 (cellar-up stuck at top of ramp).
We now know the polygon geometry is correct (per slice 4 polydump
capture: the cellar is a real 46° ramp). Question is whether the
cellar cell has a portal to the cottage main floor cell, and where
that portal is. If portalTargets shows no connection to the expected
upstairs cell, that's the bug.
Test suite: unaffected (probe is gated off by default).
Build: green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds a polygon-geometry dump probe that fires alongside [push-back]
whenever AdjustSphereToPlane lands a push-back. Gated by
ACDREAM_PROBE_POLY_DUMP=1.
Output format:
[poly-dump] cell=0xA9B40147 polyId=0x0042 numPts=4 sides=Single
n=(0.000,-0.719,0.695) d=-0.1007
verts=[(x1,y1,z1),(x2,y2,z2),(x3,y3,z3),(x4,y4,z4)]
Purpose: investigate #98 (cellar-up stuck at top step). The push-back
trace shows the player hitting a sloped surface n=(0,-0.719,0.695) at
the cellar stair top. Two possibilities:
1. The polygon really IS sloped 44° in the dat (genuine geometry).
2. Our dat-read produces wrong vertices → wrong normal → wrong plane.
The dump lets us:
- Identify which dat polygon was hit (cell + poly ID)
- Compare our extracted vertices against WorldBuilder's straight-from-
dat read for the same poly
- Or spawn the cell in ACViewer to visually verify the geometry
Changes:
- Added `ushort Id` property to ResolvedPolygon (defaults to 0 for test
fixtures that don't care; production code in PhysicsDataCache.cs +
BSPQuery.cs sets it from the dictionary key).
- Added ProbePolyDumpEnabled + LogPolyDump in PhysicsDiagnostics.
- Wired the dump into AdjustSphereToPlane's apply-branch (after the
existing push-back log; same gating pattern).
Test suite: 1148 pass + 8 pre-existing fail (baseline maintained).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Wires the WalkMissDiagnostic aggregator + flag into the two emission
sites per docs/superpowers/specs/2026-05-21-indoor-walk-miss-probe-design.md.
- [walk-miss] (per-frame, MISS branch of TryFindIndoorWalkablePlane):
foot world+local position, nearest walkable poly with XY-containment
flag and vertical gap, and LandCell terrain probe at the same XY.
- [floor-polys] (one-shot per cell at cache time): walkable poly id,
normal Z, local-XY bbox, plane Z at bbox center.
Both gated on ACDREAM_PROBE_WALK_MISS=1. No physics behavior changes.
The live capture at the Holtburg cottage doorway + inn 2nd floor +
cellar descent disambiguates H1 (multi-cell iteration), H2 (probe
distance), H3 (poly absent / walkable_hits_sphere rejection) for
ISSUES #83.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Closes the outdoor→indoor entry path. New BuildingPhysics type holds
the per-SortCell BldPortal list + building world transform; PhysicsDataCache
caches it (CacheBuilding + GetBuilding); CellTransit.CheckBuildingTransit
tests each portal's destination cell via PointInsideCellBsp.
PhysicsEngine.ResolveCellId's outdoor branch now hooks CheckBuildingTransit
after the terrain-grid lookup: if the matched landcell has a cached
building stab, check whether the sphere has crossed into one of its
interior EnvCells before returning.
GameWindow at landblock-load time iterates LandBlockInfo.Buildings and
caches each via PhysicsDataCache.CacheBuilding. The landcell-id derivation
uses retail's row-major cell-index formula (gridX * 8 + gridY + 1).
Polish items from Subagent B/C reviews folded in:
- visited HashSet in FindCellList's BFS (avoids O(N^2) re-enqueue)
- ResolveCellId_NoDataCache_ReturnsFallback test (closes coverage gap)
- DataCache-asymmetry comment in PhysicsEngine.ResolveCellId
- Replaced misleading FindCellList outdoor-branch TODO with explicit
note that ResolveCellId bypasses this branch — wired in ResolveCellId
directly.
- Removed unused 'using DatReaderWriter.Types;' from CellTransit.cs
- 2 new CellTransitFindCellListTests integration tests
- 1 new CellTransitCheckBuildingTransitTests test (null-CellBSP guard
case; happy path deferred to visual verification).
Spec: docs/superpowers/specs/2026-05-19-indoor-portal-cell-tracking-design.md
Plan: docs/superpowers/plans/2026-05-19-indoor-portal-cell-tracking.md
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Adds PortalInfo struct and extends CellPhysics with CellBSP (third BSP
for point-in-cell tests, typed CellBSPTree from DatReaderWriter),
Portals (from envCell.CellPortals), PortalPolygons (resolved
cellStruct.Polygons — portals reference visible polys, not
PhysicsPolygons), and VisibleCellIds (populated for future use;
envCell.VisibleCells is List<UInt16>, not Dictionary).
Deletes CellPhysics.LocalAabbMin/Max and PhysicsDataCache.TryFindContainingCell
— Phase D's AABB shortcut is gone. CacheCellStruct's AABB compute
removed; the [cell-cache] diagnostic updated with portal/visible counts
instead.
CacheCellStruct signature gains an EnvCell parameter (one call site in
GameWindow.cs:5384 updated). ResolveOutdoorCellId drops the
TryFindContainingCell call; portal-graph CellTransit replaces it next.
ResolveOutdoorCellIdTests object initializers had the deleted AABB
properties stripped temporarily so the build stays green; the file gets
replaced wholesale in the next commit (CellTransit integration). Those
2 AABB-containment tests continue to fail (they were pre-broken on this
branch); no new failures introduced.
Spec: docs/superpowers/specs/2026-05-19-indoor-portal-cell-tracking-design.md
Plan: docs/superpowers/plans/2026-05-19-indoor-portal-cell-tracking.md
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The original Phase E [cell-cache] probe (fda6af7) only showed the BSP root
node's direct poly count, which was always 0 for non-trivial trees (internal
node root). Extending the probe to:
- Recursively walk the BSP tree and count total leaf polys
- Detect unmatched poly IDs (BSP leaves referencing IDs not in our resolved dict)
- Dump the BSP root bounding sphere (center + radius)
- Dump the cell's local AABB (min/max from poly vertices)
- Dump the cell's world origin (cellTransform * (0,0,0))
The extended data made the route-δ diagnosis definitive: Holtburg cells DO
have full physics polygons in their BSPs (e.g. 0xA9B40143 has 14 polys all
resolved, full Z range 0-2.8 m). The bug is upstream — AABB-based cell
containment is too tight to capture a standing player at most thresholds
between rooms, so the indoor cell-BSP branch fires only intermittently.
Retail uses portal traversal (CObjMaint::HandleObjectEnterCell + cell-side
portal data) which propagates CellId at door crossings. Our AABB-containment
shortcut is partial. This diagnostic stays in place as infrastructure for
the follow-up "Indoor portal-based cell tracking" phase.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Every [indoor-bsp] probe line reports result=OK poly=n/a, meaning
BSPQuery.FindCollisions never records a hit polygon. Four hypotheses:
(a) PhysicsPolygons.Count == 0 for all cached EnvCells (empty data),
(b) BSP leaf Polygons IDs don't match PhysicsPolygons dict keys,
(c) ResolvePolygons filters out all polygons (vertex lookups fail or
degenerate normals), or (d) sphere is too far from BSP leaf bounds.
Format analysis rules out (b): retail BSPLEAF::PackLeaf writes
poly_id (not array index) into the BSP leaf ushort list; CPolygon::Pack
writes poly_id as first field; DatReaderWriter reads it as dictionary
key. ACE DatLoader does the same. Keys are consistent end-to-end.
Add ProbeCellCacheEnabled (ACDREAM_PROBE_CELL_CACHE=1) to
PhysicsDiagnostics and a [cell-cache] log line at the end of
CacheCellStruct. One line per cached EnvCell:
[cell-cache] envCellId=0x... physicsPolyCount=N resolvedCount=M
bspRootPolyCount=K bspRootHasChildren=true|false
physicsPolyCount=0 -> hypothesis (a).
resolvedCount < physicsPolyCount -> hypothesis (c).
Non-zero counts + bspRootPolyCount=0 + bspRootHasChildren=true ->
expected (internal node, leaves hold poly refs); then investigate (d).
Non-zero counts + bspRootPolyCount=0 + bspRootHasChildren=false ->
leaf with empty Polygons list, deeper investigation needed.
Cross-referencing cell-cache lines with indoor-bsp lines (same
envCellId) will pin the root cause in the next launch.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
ResolveOutdoorCellId only resolved outdoor terrain landcells. A player
geometrically inside an EnvCell stayed in outdoor-landcell range, so
FindEnvCollisions' indoor cell-BSP branch (gated on cellLow >= 0x0100)
never fired. Both #84 (blocked by air indoors) and #85 (pass through
walls outside→in) are downstream of this — without indoor cell-BSP
collision the player gets stuck against outdoor-stab back-faces of the
building shell, and walls only block from one side.
Adds an indoor-cell-containment check via PhysicsDataCache: at
CacheCellStruct time, compute each cell's local AABB from its resolved
polygon vertices; at ResolveOutdoorCellId time, transform the world
position into each cached cell's local space and return the matched
cell's full id when contained. Falls through to the existing outdoor
terrain logic when no EnvCell contains the position.
Also fixes a pre-existing prefix-preservation bug in the outdoor branch:
the function now always applies the matched landblock's high-16 prefix
even when the input fallbackCellId arrived bare-low-byte (the L.2e
finding from CLAUDE.md). Updated two existing PhysicsEngineTests that
encoded the old bare-low-byte output.
Evidence: launch-cluster-a-capture.log @ 2026-05-19 — player at
worldPos (155.376, 14.010, 94.000) geometrically inside cottage cell
0xA9B40172, but sp.CheckCellId stuck at 0x00000031 (outdoor landcell)
across 454 [resolve] lines; zero [indoor-bsp] lines because the gate
never opened.
Closes#84.
Closes#85.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
WorldPicker.Pick previously had no occlusion test — any entity along
the click ray within maxDistance was a candidate, including ones
behind walls. Adds the CellBspRayOccluder static helper that
Möller-Trumbore-tests the click ray against every polygon in every
currently-cached EnvCell BSP, returning the nearest wall-hit `t`.
Both Pick overloads gate candidate selection by that wall-t (legacy
ray-sphere via world-space `t`, screen-rect via camera-space clip.W
depth — matching ScreenProjection.TryProjectSphereToScreenRect's
convention).
PhysicsDataCache exposes a new CellStructIds snapshot accessor so the
caller can iterate without needing the private cache dictionary.
CellPhysics.BSP/PhysicsPolygons/Vertices relaxed from required to
nullable so test fixtures can construct a CellPhysics from Resolved
alone without a real DAT BSP object. GameWindow snapshots the loaded
cell physics on each Pick call and passes the occluder callback.
Closes#86.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds two files under tests/:
BSPStepUpFixtures.cs — synthetic PhysicsBSPNode trees for four canonical
collision shapes: low step (25 cm), too-tall wall (5 m), flat roof (3 m),
and steep slope (60deg). Pre-builds ResolvedPolygon dicts with correct
polygon_hits_sphere_precise winding (CCW relative to outward normal).
BSPStepUpTests.cs — 11 conformance tests:
A1-A6: baselines that pass before and after implementation (no-hit, geometry
fixture sanity checks).
B1-B3: Phase L.2.1 targets, currently RED (Path 5 wall-slides).
C1-C3: Phase L.2.2 targets, currently RED (Path 6 wall-slides).
Retail refs in test docstrings:
BSPTREE::find_collisions Path 5 acclient_2013_pseudo_c.txt:323849 /
ACE BSPTree.cs:192-196.
CTransition::step_up acclient_2013_pseudo_c.txt:273099-273133 /
ACE Transition.cs:746-777.
SPHEREPATH::set_collide acclient_2013_pseudo_c.txt:321594-321607 /
ACE SpherePath.cs:279-286.
CTransition::transitional_insert Collide branch
acclient_2013_pseudo_c.txt:273193-273239 / ACE Transition.cs:891-930.
Also adds PhysicsDataCache.RegisterGfxObjForTest() for test-only GfxObjPhysics
injection without real DAT content.
Test delta: 811 -> 823 (+12). 6 passing (A1-A6 + B2), 5 intentionally failing.
Pre-flight: object-translation plane D is in object-local space. Bug is dormant
for outdoor movement where terrain sets the world-space ContactPlane. Tagged TODO.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Adds the first on-screen HUD for the dev client plus today's mouse-control
refinements. Also lands yesterday's scenery-alignment changes that were
left uncommitted in the working tree.
Overlay:
- BitmapFont rasterizes a system TTF via StbTrueTypeSharp into a 512x512
R8 atlas at startup (Consolas on Windows, DejaVu/Menlo fallbacks)
- TextRenderer batches 2D quads in screen-space with ortho projection;
one shader + two draw calls (rect then text) for panel backgrounds
under glyphs
- DebugOverlay composes info / stats / compass / help panels on top of
the 3D scene; toggles via F1/F4/F5/F6; transient toasts for key events
- DebugLineRenderer and its shaders (carried over from the scenery work)
are properly committed in this commit
Controls:
- Per-mode mouse sensitivity (Chase 0.15, Fly 1.0, Orbit 1.0); F8/F9 to
adjust the active mode multiplicatively (x1.2)
- Hold RMB to free-orbit the chase camera around the player; release
stays at the new angle (no snap-back)
- Mouse-wheel zooms chase distance between 2m and 40m
- Chase pitch widened to [-0.7, 1.4] so mouse-Y tilts both ways from
the default neutral angle
Scenery alignment (carried from yesterday's session):
- ShadowObjectRegistry AllEntriesForDebug + Scale field
- SceneryGenerator uses ACViewer's OnRoad polygon test + baseLoc +
set_heading rotation
- BSPQuery dispatchers accept localToWorld so normals/offsets transform
correctly per part
- TransitionTypes.CylinderCollision rewritten with wall-slide + push-out
- PhysicsDataCache caches visual-mesh AABB for scenery that lacks
physics Setup bounds
Replace the patched collision system (~60-70% retail) with a faithful
port of ACE's BSPTree/BSPNode/BSPLeaf/Polygon collision pipeline.
BSPQuery.cs completely rewritten (1808 lines):
- Polygon-level: polygon_hits_sphere_precise (retail two-loop test),
pos_hits_sphere, hits_sphere, walkable_hits_sphere, check_walkable,
adjust_sphere_to_plane, find_crossed_edge, adjust_to_placement_poly
- BSP traversal: sphere_intersects_poly, find_walkable, hits_walkable,
sphere_intersects_solid, sphere_intersects_solid_poly
- BSP tree-level: find_collisions (6-path dispatcher), step_sphere_up,
step_sphere_down, slide_sphere, collide_with_pt, adjust_to_plane,
placement_insert
PhysicsDataCache.cs: Added ResolvedPolygon type with pre-computed
vertex positions and face planes (matching ACE's Polygon constructor
which calls make_plane() at load time). Populated at cache time to
avoid per-collision-test vertex lookups.
TransitionTypes.cs: FindObjCollisions rewritten to use the retail
per-object FindCollisions 6-path dispatcher instead of the old
"find earliest t, then apply custom response" approach. BSP objects
now go through the same collision paths as indoor cell BSP.
The previous approach was explicitly rejected by the user after ~10
iterations of patches. This port follows the CLAUDE.md mandatory
workflow: decompile first → cross-reference ACE → port faithfully.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Indoor CellStruct PhysicsBSP collision for room walls/ceilings.
Dual sphere (body+head) from Setup dimensions.
StepUp attempts before sliding when hitting low obstacles.
FindTimeOfCollision for exact parametric BSP contact time.
Full 6-path BSP dispatcher wired into FindEnvCollisions.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Load PhysicsBSP and PhysicsPolygons from GfxObj dats during streaming.
BSPQuery.SphereIntersectsPoly traverses the tree for collision detection.
Ported from decompiled FUN_00539270, cross-ref ACE BSPNode.sphere_intersects_poly.
- PhysicsDataCache: thread-safe ConcurrentDictionary-backed cache of GfxObjPhysics
(BSP tree + polygon dict + vertex array) and SetupPhysics (capsule dimensions).
CacheGfxObj/CacheSetup are idempotent — safe to call at every dat load site.
- BSPQuery.SphereIntersectsPoly: recursive BSP descent with bounding-sphere broad
phase, leaf polygon test via existing CollisionPrimitives.SphereIntersectsPoly
(FUN_00539500), and splitting-plane classification for internal nodes.
- GameWindow: _physicsDataCache populated at all GfxObj/Setup dat load sites
(streaming worker path, live-spawn path, ApplyLoadedTerrain render-thread path).
- 6 new unit tests covering null node, bounding-sphere miss, leaf hit, no-contact,
internal node recursion, and empty cache behaviour. All 447 tests green.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>