Commit graph

1397 commits

Author SHA1 Message Date
Erik
96f8bd2bd7 Revert "fix(render): Phase A8 — animated entities exempt from stencil-gated outdoor pass"
This reverts commit a2ad5c1ac4.
2026-05-26 09:38:37 +02:00
Erik
c897a179fa Revert "fix(render): Phase A8 — mark-and-punch BEFORE indoor draw (correct WB order)"
This reverts commit b76f6d112e.
2026-05-26 09:38:36 +02:00
Erik
b76f6d112e fix(render): Phase A8 — mark-and-punch BEFORE indoor draw (correct WB order)
Second visual verification surfaced three depth-ordering bugs all from
one cause: the IndoorOnly dispatcher Draw ran BEFORE MarkAndPunch, so
the far-depth punch (gl_FragDepth = 1.0 at stencil=1 portal silhouettes)
overwrote any indoor depth that had been written there. Result:

  • Closed doors leaked outside terrain — door mesh wrote depth 0.6 at
    the portal silhouette, then the punch overwrote it to 1.0, then
    terrain at 0.99 won the depth test.
  • Walls between rooms leaked the far-side door/window opening —
    same mechanism: wall depth at the far-portal silhouette destroyed
    by the punch.
  • Animated character body bled to terrain where it overlapped a
    portal silhouette on screen — same mechanism: character depth
    destroyed by the punch.

Re-reading WB's RenderInsideOut (VisibilityManager.cs:73-239) confirms
the correct order is mark-and-punch FIRST, then indoor cells. Indoor
geometry drawn AFTER the punch wins the depth test against 1.0 and
correctly occludes the subsequent stencil-gated outdoor pass.

The swap is a single block move; MarkAndPunch was already correctly
leaving the GL state stencil-disabled for the indoor pass to follow.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 09:18:13 +02:00
Erik
a2ad5c1ac4 fix(render): Phase A8 — animated entities exempt from stencil-gated outdoor pass
Visual verification of A8 (commit 41c2e67) surfaced a showstopper:
player + NPCs disappeared when the camera entered a building. Root
cause: live server-spawned entities (animated player/NPCs/monsters)
have ParentCellId == null. The EntitySet partition classified them
as "outdoor" and stencil-gated them in the OutdoorOnly pass — so
they only rendered where stencil bit 1 was set (portal silhouettes),
producing partial-body and head-backwards artifacts at doorway
transits and full invisibility everywhere else inside.

Fix: animatedEntityIds overrides the ParentCellId-based partition.
Animated entities always belong in the IndoorOnly pass (stencil OFF),
never in OutdoorOnly. Three changes:
- WalkEntitiesInto full-walk path: compute isAnimated up front, use
  it in both partition checks
- WalkEntitiesInto animated-only path: skip the entire path on
  OutdoorOnly (every iterated entity is animated by definition)
- WalkEntitiesForTest: add optional animatedEntityIds parameter,
  mirror the new partition logic

Two new tests cover:
- EntitySet_IndoorOnly_IncludesAnimatedEntitiesEvenWithNullParentCellId
- EntitySet_OutdoorOnly_ExcludesAnimatedEntities

Known remaining limitation: dropped items / static-but-live objects
have ParentCellId == null AND are NOT in animatedEntityIds, so they
still classify as outdoor scenery and stencil-gate. Addressing this
requires a "live entity" flag on WorldEntity — deferred.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 08:55:45 +02:00
Erik
41c2e67cd8 feat(render): Phase A8 — wire stencil pipeline into render frame
Replaces the pre-A8 "terrain-always + depth-clear-when-inside" pattern
with WB's stencil-aware ordering when cameraInsideCell:

  1. Upload portal triangle mesh from VisibleCellIds → LoadedCell.
  2. Draw indoor entities (EntitySet.IndoorOnly) — stencil OFF.
  3. Mark portal stencil + punch far depth (MarkAndPunch).
  4. Draw terrain — stencil-gated to portal silhouettes.
  5. Draw outdoor entities (EntitySet.OutdoorOnly) — stencil-gated.
  6. DisableStencil before particles/weather/UI.

Outdoor path unchanged (EntitySet.All, no stencil work).

Adds CellVisibility.TryGetCell(uint) for the VisibleCellIds → LoadedCell
materialization. Removes the now-redundant DepthBufferBit Clear that
was the old approximation.

Retail oracle: PView::DrawCells at
acclient_2013_pseudo_c.txt:432709 ("outside_view.view_count > 0" gate).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 08:29:45 +02:00
Erik
dcf69a1feb feat(render): Phase A8 — WbDrawDispatcher.EntitySet partition
Adds EntitySet { All, IndoorOnly, OutdoorOnly } and a Draw parameter to
partition the per-entity walk by ParentCellId presence. EntitySet.All
preserves pre-A8 behavior; IndoorOnly drops null-ParentCellId entities;
OutdoorOnly drops ParentCellId.HasValue entities. The visibleCellIds
filter is still applied on top.

Used by Task 7 to split the render frame's single Draw call into two
(indoor stencil-OFF, outdoor stencil-gated).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 08:20:45 +02:00
Erik
a1c393ee14 hardening(render): Phase A8 — IndoorCellStencilPipeline robustness
Three small improvements from Task 5 code review:
- MarkAndPunch now enables DepthTest explicitly (was relying on
  GameWindow's startup enable; this makes the method self-contained).
- Uniform location fields marked readonly (set once in ctor).
- AllocateVbo gets a comment noting that mid-session reallocation is
  safe because the VAO bakes the VBO association at ConfigureVao time.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 08:16:42 +02:00
Erik
3973596468 feat(render): Phase A8 — IndoorCellStencilPipeline + PortalMeshBuilder
The pipeline class owns the portal_stencil shader + a dynamic VBO/VAO
for per-frame portal triangle uploads. MarkAndPunch runs WB's two-step
stencil setup (mark portals = 1, then write gl_FragDepth=1.0 into
stencil=1 regions). EnableOutdoorPass switches to read-only stencil
for the subsequent terrain + outdoor-entity passes.

PortalMeshBuilder.BuildTriangles is the pure-math triangle-fan
extractor — unit-testable without a GL context. Only exit portals
(OtherCellId == 0xFFFF) are emitted; inner portals are skipped to
prevent outdoor geometry from bleeding into adjacent rooms.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 08:02:14 +02:00
Erik
f3d7b13664 docs(render): Phase A8 — document portal_stencil.vert pos.w omission
WB's PortalStencil.vert has a pos.w clamp for the camera-coplanar-with-
portal degenerate. We exclude it per spec (matches retail intent), but
the file should note the omission so future readers don't wonder.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 07:58:26 +02:00
Erik
344034bcd3 fix(render): Phase A8 — remove over-engineered shader guards (Task 4)
Removes the pos.w clamp in portal_stencil.vert and the FragColor
declaration in portal_stencil.frag added in 2d31d49. Both were
speculative defensive code not in the spec or the WB reference. The
shaders now match the spec verbatim (except the locally-conventional
`core` profile qualifier which is correct).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 07:55:15 +02:00
Erik
2d31d490d1 feat(render): Phase A8 — portal_stencil vert/frag shaders
Minimal pair for the indoor-cell stencil pipeline (#78). Vert transforms
world-space portal polygon vertices through uViewProjection; includes a
near-zero pos.w guard for coplanar-camera robustness (matches WB pattern).
Frag either passes through gl_FragCoord.z or writes gl_FragDepth=1.0
based on uWriteFarDepth; FragColor declared but suppressed via ColorMask
on the CPU side.

Matches WorldBuilder's PortalStencil.vert/.frag at
references/WorldBuilder/Chorizite.OpenGLSDLBackend/Shaders/.
Uses #version 430 core consistent with acdream's mesh_modern shaders.
Deployed to bin/ via existing Rendering\Shaders\*.* .csproj glob.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 07:52:55 +02:00
Erik
6577c0a21c feat(render): Phase A8 — RenderingDiagnostics.ProbeVisibilityEnabled
Adds the ACDREAM_PROBE_VIS=1 env-var-toggleable flag for the indoor-cell
visibility culling pipeline (#78). Mirrors the existing ProbeIndoor*
pattern. DebugVM checkbox follows.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 07:47:56 +02:00
Erik
d834188a4e feat(render): Phase A8 — populate LoadedCell.PortalPolygons
BuildLoadedCell now reads the full portal polygon vertices from
cellStruct.Polygons[portal.PolygonId].VertexIds and stores them in
local-space on the LoadedCell. Empty arrays for unresolved polygons.
Same source as the ClipPlane block; no new dat read.

Unit test covers the data-class invariant (parallel indexing) since
the full integration is exercised only at runtime with live dat data.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 07:43:24 +02:00
Erik
fee878f292 feat(render): Phase A8 — LoadedCell.PortalPolygons field
First slice of the indoor-cell visibility culling pipeline (#78). Adds
PortalPolygons: List<Vector3[]> to LoadedCell, parallel-indexed to the
existing Portals + ClipPlanes lists. Empty arrays for portals whose
polygon could not be resolved. Field is populated in Task 2.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 07:39:31 +02:00
Erik
4cbfbf98af docs: #100 ship + indoor-cell culling investigation handoff
Session-end documentation for the issue #100 ship and the visibility-
culling investigation handoff for the next session.

Three documents land together:

  - docs/superpowers/plans/2026-05-25-issue-100-terrain-cutout.md
    (the 3-task plan that drove this session's f48c74a / a64e6f2 /
    84e3b72 — never committed by Tasks 1-2)

  - docs/research/2026-05-25-issue-100-terrain-cutout-handoff.md
    (the predecessor session's smoking-gun research that drove the
    #100 fix — never committed by the prior session)

  - docs/research/2026-05-25-issue-100-shipped-and-culling-handoff.md
    (THIS session's handoff: what shipped, what visual-verification
    surfaced, the issue family map for #78 + #95 + the new cellar-
    stairs finding, root-cause hypothesis, retail anchors, WB
    references, do-not-retry list, and pickup prompt for the next
    session's investigation + plan + implementation)

Plus two updates to existing files:

  - CLAUDE.md — adds a ship paragraph for #100 to the M1.5 progress
    block. References the new handoff doc as the next-session pickup
    point.

  - docs/ISSUES.md #78 — broadens scope from "outdoor stabs visible
    through floor" to "outdoor stabs + terrain mesh visible inside
    EnvCells". Adds the 2026-05-25 cellar-stairs evidence (per user
    direction: not filed as new issue; treated as evidence
    reinforcing #78's hypothesis #2). Promotes hypothesis #2 to
    "high confidence as of 2026-05-25" and adds the retail anchor
    (acclient_2013_pseudo_c.txt:311397 CEnvCell::find_visible_child_cell).
    Acceptance criteria broadened to include the cellar-stairs case.

Next session: pickup prompt at the bottom of the new handoff doc
drives a /investigate → writing-plans → subagent-driven-development
pass on indoor-cell visibility culling — the work that closes #78
+ cellar-stairs together, and possibly #95 if the infrastructure
overlaps.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 22:17:51 +02:00
Erik
84e3b72b27 docs: #100 — stabilize Task 2 SHA reference in ISSUES.md
Task 2's commit landed at 64518d59, then an amend (to fix the original
placeholder SHA in the same file) produced the new HEAD a64e6f2 with
identical content. The in-file SHA still pointed at the pre-amend
64518d59 — reachable today only via reflog, unreachable after the next
git gc. Switch to a64e6f2 which is on the branch and survives gc.

This is a follow-up commit (not an amend) so the canonical SHA is
itself stable on the branch from this commit forward.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 21:47:37 +02:00
Erik
a64e6f20da refactor: #100 — remove hiddenTerrainCells / BuildingTerrainCells plumbing
Retired in favour of Task 1's retail-faithful terrain shader Z nudge.
Pure removal — ~50 LOC of dead surface area across:

  - src/AcDream.Core/Terrain/LandblockMesh.cs (drop parameter +
    cell-collapse block)
  - src/AcDream.Core/World/LoadedLandblock.cs (drop field)
  - src/AcDream.Core/World/LandblockLoader.cs (drop method + call)
  - src/AcDream.App/Rendering/GameWindow.cs (3 sites)
  - src/AcDream.App/Streaming/GpuWorldState.cs (6 ctor sites)
  - src/AcDream.App/Streaming/LandblockStreamer.cs (1 ctor site)
  - tests/AcDream.Core.Tests/World/LandblockLoaderTests.cs (drop test)
  - tests/AcDream.Core.Tests/Terrain/LandblockMeshTests.cs (drop test)

No retail anchor — the deleted mechanism never had one; this commit
rolls our code back to the actual retail behaviour established in
the prior commit's shader nudge.

ISSUES.md #100 moved to Recently closed.

Cross-ref:
  docs/research/2026-05-25-issue-100-terrain-cutout-handoff.md
  docs/superpowers/plans/2026-05-25-issue-100-terrain-cutout.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 21:37:53 +02:00
Erik
f48c74aa8b fix(render): #100 — render terrain 1 cm below physical Z (retail zFightTerrainAdjust)
Subtract 0.01 from every terrain vertex Z in the modern terrain vertex
shader, matching retail's per-draw nudge applied inside
ACRender::landPolysDraw(arg2=2). Coplanar building floors now always win
the depth test against the rendered terrain, so the visual "ground at
the building floor" reads as the building's floor, not as Z-fighting.

Constant 0.01f bit-equals retail's float literal 0.00999999978 when
rounded to single precision.

Render-only — physics reads the un-nudged heightmap via
TerrainSurface.SampleZ / SampleZFromHeightmap. The same render-vs-
physics split is already established for EnvCell render lift
(+0.02m at GameWindow.cs around the cell-mesh draw).

Retail anchors:
  docs/research/named-retail/acclient_2013_pseudo_c.txt:1120769
  docs/research/named-retail/acclient_2013_pseudo_c.txt:702254

Cross-ref:
  docs/research/2026-05-25-issue-100-terrain-cutout-handoff.md
  docs/superpowers/plans/2026-05-25-issue-100-terrain-cutout.md

Followed by Task 2 (delete the hiddenTerrainCells / BuildingTerrainCells
plumbing). Visible result of this commit alone: building floors stop
Z-fighting, but the 24m x 24m transparent rectangles persist until the
plumbing is removed.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 21:24:28 +02:00
Erik
2fc312eac3 docs: #101 — fix fabricated content in Recently closed entry
Code-review found four Important findings in the ISSUES.md entry
that landed in 381561f:
- broken relative link to the plan (../superpowers/... vs
  superpowers/...)
- wrong test class name (PhysicsDataCacheTests, the actual
  class is PhysicsDataCachePhantomSourceTests)
- wrong predicate description (referenced PhysicsRadius and
  vAabbR; the predicate only checks the high byte and the
  cached BSP root)
- fabricated method names (GameWindow.RegisterGfxObjShadow and
  ShadowShapeBuilder.FromGfxObj — neither exists)

This commit corrects all four. The verification evidence in
the entry was accurate and is preserved.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 20:43:02 +02:00
Erik
381561f5cf docs: #101 — A6.P8 ship + ISSUES.md update (Outcome A)
Records the A6.P8 mesh-aabb-fallback suppression ship outcome
in CLAUDE.md and moves issue #101 to Recently closed. Visual
verification confirmed end-to-end ramp climb on GfxObj 0x01000C16's
BSP (walkable inclined polygon, Normal.Z=0.717).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 20:31:30 +02:00
Erik
6ca872feba docs(test): #101 — sync stale GameWindow.cs line ref in test class doc
Task 2's 11-line insertion shifted the synthesis gate from line
6116 to 6127. The implementation XML doc was updated in the same
commit; the parallel test-class-level reference was missed.
Code-review minor finding; one-character fix.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 19:56:35 +02:00
Erik
5240d654df fix(physics): #101 — suppress mesh-aabb-fallback for phantom GfxObj stabs
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>
2026-05-25 19:51:45 +02:00
Erik
f6305b1e3c feat(physics): #101 — add IsPhantomGfxObjSource predicate
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>
2026-05-25 19:45:18 +02:00
Erik
8795655250 docs: issue #101 — broken stairs cyl phantom (post-A6.P7 finding)
Visual verification of A6.P7 at Holtburg cottage door passed cleanly
(1187 [cyl-skip-bsp] guard fires, 0 [cyl-test] on doors, 30/30
axis-aligned hits, smooth NE/SE slide along door face). While
exploring post-verification, the user discovered a different
staircase in cells 0xA9B40159 + 0xA9B4015A where the sphere cannot
climb at all.

Captured working baseline (stairs-working.jsonl, cottage cellar
stairs in cells 0xA9B40143/146/147 — clean ↔ Z=90.95-94.00 traversal)
and broken scenario (stairs-broken.jsonl, Z stays at 94.00 the entire
4216-record capture).

Root cause is NOT a regression of A6.P7. It's a different bug shape:
the staircase is built as a multi-part EnvCell entity (entityId
0x0040B500, ~150 parts), with 10 of those parts being 0.80m-radius
cylinders forming the steps. Each cyl carries state=0x00000000 — no
HAS_PHYSICS_BSP_PS — so A6.P7's BspOnlyDispatch guard correctly
doesn't fire. Cyl height 0.80m exceeds A6.P6's step-up budget 0.60m
so grounded step-over fails. Falls through to wall-slide which
produces the same diagonal radial phantom A6.P7 closed for the door.

The [resolve-bldg] lines reveal gfxObj=0x0100081A hasPhys=False
bspR=0.00 vAabbR=0.82 — the underlying GfxObj has NO physics BSP;
we appear to be synthesizing a cyl from the visual AABB radius. That
synthesis path is the suspected misregistration.

Filed as issue #101 with severity HIGH. Investigation handoff written
covering 4 retail-research questions (cdb on retail at this stair
location, Setup trace via entity-source probe, ShadowShapeBuilder
vAabbR fallback audit, cell BSP poly dump), do-not-retry list, and 3
candidate fix shapes (don't synthesize cyl from vAabbR / cell BSP for
stairs / cyl-height-tolerant step-over). The handoff explicitly
defers implementation to a later session pending retail evidence.

Files:
- docs/research/2026-05-25-stairs-cyl-investigation-handoff.md (new)
- docs/ISSUES.md — added #101 entry

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 19:03:58 +02:00
Erik
888272aad1 fix(phys): A6.P7 — retail-binary cyl-vs-BSP dispatch (HAS_PHYSICS_BSP_PS gate)
Closes the door-cyl phantom slide where a sphere approaching a closed
cottage door at NE/SE headings could be blocked by the cyl's radial
normal contaminating the slide tangent into the slab face (live
evidence in door-a6p6-v2.utf8.log: 12 resolves with
cn=(0.86,0.51,0) attributed to door entity 0x000F4245).

Retail anchor: CPhysicsObj::FindObjCollisions at
acclient_2013_pseudo_c.txt:276861 dispatches BINARILY between
BSP-only and cyl+sphere based on HAS_PHYSICS_BSP_PS (0x10000 in
acclient.h:2833). For non-PvP, non-missile movers — every M1.5
scope walking-vs-static scenario — an entity with the flag set
tests its BSP exclusively; the foot cyl is never tested. ACE
confirms the truth table at PhysicsObj.cs:412-450 (HasPhysicsBSP,
missileIgnore, exemption).

Our dispatcher iterated every ShadowEntry independently and tested
both the cyl AND the BSP for a closed door. Cyl was registered
first (FromSetup walk order), and its diagonal radial slide normal
"won" attribution at the early-return on first non-OK. Result was
out=in for tangential motion along the door face.

Changes (~15 LOC + 7 unit tests):
- PhysicsStateFlags.HasPhysicsBsp = 0x00010000 (PhysicsBody.cs)
- Transition.BspOnlyDispatch(uint state) static predicate
  (TransitionTypes.cs) — mirrors retail's branch with M1.5 scope
  defaults (ebp_1 and eax_12 treated as false; wire PvP / missile
  refinements when those scopes ship)
- Per-entry guard in FindObjCollisions cyl/sphere branch
  (TransitionTypes.cs:2433) — continue when BspOnlyDispatch fires,
  with [cyl-skip-bsp] diagnostic line gated on ProbeBuildingEnabled
- A6P7DispatchRulesTests (7 tests, all GREEN): flag value + 6
  parameterized predicate cases

Verification: 14-test keep-green list from the 2026-05-25 handoff
passes (5 BSPQueryTests.FindCollisions_Path5_*, 2 CellTransitTests.A6P5_*,
2 DoorCollisionApparatusTests.Apparatus_DeadCenter_*,
5 DoorBugTrajectoryReplayTests, 1
CellarUpTrajectoryReplayTests.LiveCompare_FirstCap_FixClosesCottageFloorCap).
Total: 20/20 pass including the new 7-test predicate suite.

The DocumentsBug test (Apparatus_Grounded_50cmOffCenter) fails
post-fix BUT was already failing pre-fix in the worktree baseline
(verified by stashing the fix and re-running — same failure mode:
sphere blocks at start with floor normal (0,0,1)). Not in the
keep-green list, so this is a known pre-existing condition; the
test's own header comment instructs flipping the assertion when
the fix lands.

Investigation:
docs/research/2026-05-25-a6-door-cyl-retail-dispatch-investigation.md

Needs visual verification at Holtburg cottage door (NE/SE approach
should now slide smoothly along the door face — zero [cyl-test]
log lines attributed to door entity, replaced by [cyl-skip-bsp]).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 16:35:32 +02:00
Erik
b36eff1c10 docs(handoff): A6.P7 door-cyl + slab interaction — retail investigation needed
A6.P5 (cellSet fix, 3b1ae83) + A6.P6 (cyl step-over, 3d4e63f) shipped
and verified. Original phantom radial-push is gone. Residual symptom:
sphere blocked at NE/SE headings approaching closed cottage door
because cyl's radial normal drives slide direction into the slab.

Handoff covers:
  - What landed today (don't redo)
  - Concrete evidence from door-a6p6-v2.utf8.log (12 resolves with
    cn=(0.86,0.51,0) on door entity post-A6.P6)
  - 3 fix options (BSP-first per-entity / per-physobj dispatch port /
    door-cyl-informational)
  - 3 retail investigation questions for next session (state bit
    0x10000 semantics, cdb trace on door cyl in retail, Setup parsing
    comparison)
  - Files to read first + tests to keep green + do-not-retry list
  - Pickup prompt with brainstorming-only discipline

Next session's deliverable: a research report, NOT an implementation.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 14:54:59 +02:00
Erik
3d4e63f9c8 fix(phys): A6.P6 — cylinder step-over for Contact movers (CCylSphere::step_sphere_up)
Retail's CCylSphere::intersects_sphere at acclient_2013_pseudo_c.txt
:324626-324641 routes the Contact-state branch through step_sphere_up
(line 324516), not slide. The step-up check at line 324519-324524:

  cyl_clearance = sphere.radius + cyl.height - offset.z
  if (step_up_height < cyl_clearance) → slide  (cyl too tall)
  else → DoStepUp, on failure → step_up_slide

For the cottage door's foot cyl (h=0.20m, r=0.10m) at standing height,
cyl_clearance = 0.30m and player step_up_height = 0.60m, so the sphere
steps over the cyl easily — no radial push-out.

Pre-fix bug (live trace door-phantom.utf8.log 2026-05-25 PM):
when the player slid along the closed cottage door's slab face, the
foot cyl fired Slid with radial outward push at the door's middle X
(cn=(0.64,0.77,0) etc.) — a "phantom collision" that broke the slide.
Cause: A6.P5's cellSet expansion made the door reliably visible from
all approach angles, exposing this pre-existing behavior. Pre-A6.P5
the cyl wasn't visible from many approach angles so the phantom rarely
fired; the underlying mismatch with retail was always there.

Fix: in CylinderCollision, when oi.Contact && !sp.StepUp && !sp.StepDown
and engine is non-null, compute cyl_clearance, and if step_up_height
allows it, call DoStepUp with the cyl's radial collision normal. On
success the sphere is repositioned past the cyl (returns OK). On
failure (no walkable surface beyond — e.g., a wall behind the cyl),
fall back to StepUpSlide which uses SlideSphereInternal's crease
projection — smoother tangent slide than the radial push.

Conformance:
  - All A6P5 unit tests + Path 5 tests + Apparatus_50cmOffCenter_* +
    Apparatus_DeadCenter_* + Directional_OutsideIn/InsideOut + issue #98
    LiveCompare_FirstCap_FixClosesCottageFloorCap pass in isolation.
  - Full Core suite failure count unchanged (17 baseline → 17 with-fix);
    diff is documented static-leak flakiness, no real regressions.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 14:29:54 +02:00
Erik
3b1ae83931 fix(phys): A6.P5 — unconditional outdoor expansion in CellTransit BFS
Retail's CObjCell::find_cell_list at acclient_2013_pseudo_c.txt:308742-
308869 walks vtable[0x80] on every cell in the array and adds portal-
reachable cells unconditionally — without testing each portal plane
against the sphere. Our exit-portal branch in FindTransitCellsSphere
gated outdoor inclusion on sphere-plane overlap (exitOutside fired
only when the sphere physically straddled the exit portal plane).

That gate produced the cottage-door over-penetration bug verified in
A6P5_BuildCellSetFromIndoorStart_ReachesDoorOutdoorCell: BFS from
indoor cell 0xA9B4013F expanded to 0xA9B40150 (which has an exit
portal) but the sphere — in 0xA9B4013F's volume — wasn't at 0xA9B40150's
exit portal plane, so exitOutside stayed false and the door's outdoor
cell 0xA9B40029 wasn't added to the cellSet. The cell-crossing tick's
collision query missed the door and the sphere committed 0.27 m INTO
the slab.

Fix: exit portals contribute exitOutside=true by topology
(OtherCellId == 0xFFFFu), not by sphere overlap. AddAllOutsideCells
is deduped to once per BFS so the radial pattern is added exactly
once when any BFS-visited cell has an exit portal.

Conformance: A6P5_BuildCellSetFromIndoorStart_ReachesDoorOutdoorCell
now passes. A6P5_BuildCellSetFromAlcove_AlsoReachesDoorOutdoorCell
(regression guard for the previously-sometimes-working case) stays
green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 12:53:31 +02:00
Erik
2a890e6bde test(phys): A6.P5 RED — BFS from indoor cell doesn't reach door outdoor cell
Adds CellTransitTests with two A6P5_* unit tests:
  A6P5_BuildCellSetFromIndoorStart_ReachesDoorOutdoorCell  (RED — the bug)
  A6P5_BuildCellSetFromAlcove_AlsoReachesDoorOutdoorCell   (passes today)

The RED test reproduces the over-penetration tick's cellSet build:
sphere at (132.594, 16.350) in cell 0xA9B4013F, BFS portal-walks to
0xA9B40150 (alcove) but does NOT add the door's outdoor cell 0xA9B40029.
Pre-fix cellSet: 0xA9B4013F, 0xA9B40150, 0xA9B4014C — no outdoor cells.
Sphere wasn't straddling 0xA9B40150's exit portal so exitOutside stayed
false.

Also removes the 3 A6P5_* replay tests added to
DoorBugTrajectoryReplayTests in the previous commit (3253d84's
follow-up). Those tests didn't reproduce the bug — the harness's
BuildFaithfulDoorEngine has no cell fixtures, so cellSet returned empty
and GetNearbyObjects treated it as "no filter" → door always visible
→ over-penetration test trivially passed for the wrong reason. The
CellTransitTests version pins the bug at the BFS layer directly.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 12:51:33 +02:00
Erik
82781c272b test(phys): A6.P5 fixture — 3 ticks from live door-stuck capture
over-penetration-capture.jsonl is 3 records extracted from
door-stuck-capture.jsonl: the cell-crossing over-penetration tick
(0xA9B4013F -> 0xA9B40150, sphere committed 0.27m INTO slab), a
stuck-position hit=yes tick, and a stuck-position hit=no tick. Drives
the A6.P5 replay tests that prove the cellSet gate removal closes both
the over-penetration and the intermittent-visibility bugs.

extract-records.ps1 is a one-shot extractor; reusable if we capture more.
Source captures (door-stuck-*.jsonl, door-stuck-*.launch.log) gitignored.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 12:43:51 +02:00
Erik
7910d51e7a diag(phys): A6.P5 [cellset-build] probe — log BuildCellSetAndPickContaining output
One [cellset-build] line per call when ACDREAM_PROBE_CELLSET=1: seed cell,
sphere world XY, candidate count, full candidate id list. Used to prove
the cellSet for the player's start cell doesn't include the door's outdoor
cell across the over-penetration tick.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 12:40:58 +02:00
Erik
2dc4cfd3e6 docs(claude): A6.P4 door — pos_hits_sphere fix shipped status
Records what landed in 3253d84 + what still needs visual verification.
Notes that the swept-sphere framing in the handoff was wrong and the
fix is a one-line ordering matching retail's actual code.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 11:06:20 +02:00
Erik
3253d841ac fix(phys): A6.P4 door — pos_hits_sphere records near-miss polygon
Retail's CPolygon::pos_hits_sphere at
acclient_2013_pseudo_c.txt:322974-322993 records the polygon pointer
(*arg5 = this at line 00539509) on STATIC overlap BEFORE the front-
face cull (dot(N, movement) >= 0 return 0 at line 0053952f). So when
a sphere statically overlaps a wall but is moving parallel/away from
the wall normal, retail returns 0 (no full hit) but the polygon
pointer IS set so Path 5's set_neg_poly_hit dispatch at
acclient_2013_pseudo_c.txt:0053a6ea fires and the outer
transitional_insert loop slides the sphere along the wall.

Pre-fix our PosHitsSphere set hitPoly only when both the static-
overlap AND the front-face cull passed. Near-miss polygons were
dropped → Path 5's `if (hitPoly0 is not null)` branch never fired →
NegPolyHit stayed false → outer loop never slid → inside-out cottage
doors let spheres squeeze through walls they were touching.

The handoff (docs/research/2026-05-25-door-bug-cdb-retail-trace-findings.md)
hypothesized swept-sphere intersection + closest-considered-polygon
tracking. Reading the actual retail decomp of pos_hits_sphere AND
polygon_hits_sphere_slow_but_sure (acclient_2013_pseudo_c.txt:322504-
322635) showed both functions are STATIC tests; the motion vector is
used only for the front-face cull. The fix is a one-line reordering.

Adds 3 unit tests in BSPQueryTests covering:
  - Sphere overlaps wall + moves parallel → NegPolyHit fires (RED→GREEN)
  - Sphere overlaps wall + moves away    → NegPolyHit fires (RED→GREEN)
  - Sphere overlaps wall + moves into    → Slid (regression guard, already
                                            passed)

Verification:
  * 3 new Path 5 tests pass.
  * Full Core suite: 14 failures with-fix vs 17 failures baseline-no-fix.
    The with-fix failure set is a STRICT SUBSET of baseline — zero
    regressions. The 14 remaining failures are pre-existing static-leak
    flakiness between test classes (documented in CLAUDE.md) and 2 stale-
    capture LiveCompare_* document-the-bug tests.
  * All handoff "must-stay-green" tests pass:
    - Directional_OutsideIn_SouthApproach_BlocksAtSlabSouthFace
    - Directional_InsideOut_NorthApproach_BlocksAtSlabNorthFace
    - CornerSlide_AlcoveEastToCottageNorth_ShouldBlock
    - Geometric_DoorSlabAtSphereHeight_OverlapsInZ
    - CellarUpTrajectoryReplayTests.LiveCompare_FirstCap_FixClosesCottageFloorCap
      (issue #98 CRITICAL — no regression).

Per CLAUDE.md: needs visual verification at Holtburg cottage door
inside-out off-center (~50 cm) scenario before the A6.P4 phase is
marked complete.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 11:05:04 +02:00
Erik
2deb539953 docs(handoff): add second door-bug symptom (over-penetration before block) 2026-05-25 10:45:41 +02:00
Erik
fd1548af61 feat(phys): A6.P4 door — cdb-driven NegPolyHit dispatch (incomplete; needs BSP near-miss recording)
cdb attached to retail at a Holtburg cottage door while user walked the
inside-out off-center scenario. Three trace iterations identified that
retail's collision-recording happens via SPHEREPATH::set_neg_poly_hit
(fires hundreds of times during inside-out walk), NOT via the more
obvious-named COLLISIONINFO setters (which fire 0 times). Apparatus
scripts at tools/cdb/door-inside-out-v[1-3].cdb + symbol-probe.cdb.

Our codebase has NegPolyHitDispatch defined but never called. The
downstream TransitionalInsert NegPolyHit handler was a stub. Two-part
fix landed:

1. BSPQuery.FindCollisions Path 5 (Contact branch) restructured —
   distinguishes full hit (hit0 == true → StepSphereUp) from near-miss
   (hit0 == false but hitPoly0 != null → NegPolyHitDispatch). Mirrors
   retail BSPTREE::find_collisions at
   acclient_2013_pseudo_c.txt:0053a630-0053a6fb.

2. Transition.TransitionalInsert NegPolyHit handler — dispatches to
   step_up + step_up_slide (NegStepUp=true) or records collision
   normal + returns Collided (NegStepUp=false). Mirrors retail
   CTransition::transitional_insert at
   acclient_2013_pseudo_c.txt:0050b7af-0050b7e6.

Tests: all 11 fix-relevant + regression tests pass including issue #98.

VISUAL VERIFICATION (user-driven inside-out off-center): still squeezes
through. Diagnostic [neg-poly-dispatch] probe shows ZERO hits in
production. The Path 5 restructuring doesn't surface NegPolyHit
because our SphereIntersectsPolyInternal only sets hitPoly on FULL
hits — retail's sphere_intersects_poly sets var_5c (closest polygon)
even on near-misses via BSP-traversal side effect.

Remaining fix (next session): add near-miss polygon recording to
SphereIntersectsPolyInternal. Once it sets hitPoly on near-miss BSP
traversal, the Path 5 NegPolyHit dispatch (this commit) will fire
and the TransitionalInsert handler (this commit) will block.

Full handoff with cdb trace table + next-step plan:
docs/research/2026-05-25-door-bug-cdb-retail-trace-findings.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 10:36:22 +02:00
Erik
a657ca946c test(phys): A6.P4 door — corner-slide hypothesis falsified, bug is state-related
CornerSlide_AlcoveEastToCottageNorth_ShouldBlock test:
- Registers cottage GfxObj 0x01000A2B (contains north exterior walls)
- Registers cell 0xA9B40150 BSP via dat-direct load (alcove walls)
- Places sphere at (132.95, 16.8, 94) inside alcove near east wall
- Walks sphere +Y 50 times at walk speed (0.05 m/tick)

Result: sphere STAYS at (132.95, 16.8) for all 50 ticks with collision
normal cn=(0.71, -0.71, 0) — the average of alcove east wall normal
and cottage north wall normal at their meeting corner. The corner
handling works correctly in the harness.

So production's inside-out walkthrough is NOT a geometric or BSP
collision-detection bug. The geometry exists, the collision detection
fires symmetrically at corners. The discrepancy must be a STATE
difference between harness and production:
- Real walkable polygons with edges (harness uses big quad)
- Real terrain (harness uses Z=-1000 stub)
- Accumulated body state across many prior ticks (harness uses fresh)
- Possibly cell ping-pong between 0x0150 and 0x0029 in production

Cottage GfxObj wall polygons at the doorway area confirmed:
- North exterior wall east of doorway: polys 0x0032, 0x0033
  X=[133.5, 136.3], Y=17.10, Z=[94, 97], normal +Y
- North exterior wall west of doorway: polys 0x0030, 0x0031, 0x0034,
  0x0035 (X<131.6 various ranges)
- Lintel polys above doorway: 0x0037, 0x0038, 0x003A, 0x003B at Z>96.5

Next-session moves (per handoff):
1. Replay captured tick 2586 (where sphere went from cell 0x0150 to
   0x0029 at X=134.022, way past alcove east wall). Inspect engine
   behavior at exactly that tick's body state.
2. cdb attach to retail at Holtburg cottage doorway — verify whether
   retail also lets sphere walk through at off-center, OR blocks
   cleanly. If retail also allows walkthrough, this might be
   retail-faithful behavior we should accept.

Updated handoff: docs/research/2026-05-25-door-bug-inside-out-geometry-gap.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 08:37:31 +02:00
Erik
fe29db5691 test(phys): A6.P4 door inside-out — locate cottage wall, identify corner-slide hypothesis
Followed up the geometry-gap diagnosis with a wider polygon search.
Result: the cottage's north exterior wall east of doorway DOES exist
in cottage GfxObj 0x01000A2B (polys 0x0032, 0x0033) at
world X=[133.5, 136.3], Y=17.10, Z=[94, 97], normal +Y. Symmetric
polys cover the west side and above the doorway lintel.

The wall SHOULD block sphere at X=133.655 (sphere west edge at 133.175
overlaps wall X range; sphere south edge at 17.11 aligns with wall
at Y=17.10).

New hypothesis: the bug is sphere-vs-corner collision at the meeting
point of cell 0x0150's east wall (X=133.5, Y=[16.5, 17.1]) and the
cottage's north exterior wall (X=[133.5, 136.3], Y=17.10). Cell
transit data shows sphere going from X=132.859 entering alcove to
X=134.022 leaving alcove — sphere reached X=134.022 INSIDE cottage
geometry somehow. The sliding along the slab east face (cn=(+1,0,0)
in captured tick 3254) gradually pushes sphere east. Eventually it
shifts past X=133.5 — the corner where alcove east wall meets cottage
north wall. The corner-handling in our BSP collision may incorrectly
let the sphere slide past, or the alcove cell's east wall and cottage
GfxObj's north wall don't compose correctly at the corner.

Diagnostic apparatus extensions:
- HoltburgLandblockStatics_DatInspection: dumps LandBlockInfo for
  landblock 0xA9B4. Shows 114 stabs + 12 buildings. The cottage IS
  Building[6] with modelId=0x01000A2B (the GfxObj we already loaded).
- Diagnostic_CottagePolys_NearWalkthroughPosition: widened search
  reveals the cottage's full north exterior wall geometry.
- HoltburgCottage_CellPortals_DatInspection: extended with cell
  PhysicsPolygon world-frame dump (already in prior commit).

Full updated handoff: docs/research/2026-05-25-door-bug-inside-out-geometry-gap.md

Next-session move: add a "sphere walks +Y from inside alcove at
X near 133" test. If harness slides past the corner like production,
investigate BSPQuery's sphere-vs-edge case. If harness blocks at
corner, the bug is elsewhere (cell 0x0150 BSP not queried, or
cottage GfxObj BSP traversal misses the wall poly).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 08:34:52 +02:00
Erik
da798b2071 test(phys): A6.P4 door inside-out — collision-geometry gap diagnosis
Added diagnostic apparatus that pinpoints the inside-out walkthrough
as a collision-geometry GAP, not a collision-detection bug.

New tests in DoorBugTrajectoryReplayTests:
- InsideOut_Tick3254_WithCottageWalls_ShouldBlock: hypothesis test that
  registered cottage GfxObj 0x01000A2B and replayed the captured tick.
  Cottage blocked sphere but with cn=(0,0,1) floor-cap normal, not a
  wall normal — first signal that cottage geometry near the sphere
  isn't a wall.
- Diagnostic_CottagePolys_NearWalkthroughPosition: dumps cottage polys
  near sphere XY=(133.655, 17.59) at any Z. Result: ZERO cottage
  polygons in that area. The cottage GfxObj has no geometry where the
  sphere walks through.

DoorSetupGfxObjInspectionTests.HoltburgCottage_CellPortals_DatInspection
extended to dump cell 0xA9B40150's 4 physics polygons in world frame:
- floor (Z=94), ceiling (Z=96.5), west wall (X=131.6), east wall (X=133.5)
- All walls only span Y=[16.5, 17.1] — the small doorway alcove volume
- North of Y=17.1, no wall

Captured sphere at (133.655, 17.59) is 0.155 m east of cell east wall
AND 0.49 m north of the wall's Y range. No collision geometry exists
at that XY past Y=17.1. The collision representation has a gap that
the visual cottage covers with a wall.

Production capture confirms the diagnosis: cottage GfxObj fires
[bsp-test] 425 times during inside-out walking — visibility IS
correct post-AddAllOutsideCells fix. Door slab fires 245 times. But
the BSP queries find no polygon at (133.655, 17.6+, 94-95.20). The
slab's east face blocks WEST motion (cn=(+1,0,0) as captured), sphere
free to move +Y past it because no wall is there to block.

Three candidates for next-session investigation:
1. Different cottage GfxObj (Holtburg cottages may be multi-piece)
2. Landblock-baked stab static at the cottage exterior wall location
3. Cottage GfxObj's visual polygons wider than physics polygons (dat fact)

Cheapest next step: add LandblockStatics_DatInspection test that
loads LandBlockInfo 0xA9B4FFFE + iterates StaticObjects + prints
every entity at world XY in [131,135] x [16,19]. Reveals what other
entities live at the cottage doorway.

Full handoff: docs/research/2026-05-25-door-bug-inside-out-geometry-gap.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 08:27:52 +02:00
Erik
85a164f4a8 fix(test): correct geometric pin test for door slab Z math
The Geometric_DoorSlabZRange_AbovePlayerSphereTop test was computing
slabWorldZBottom as (entity.Z + partFrame.Z) — assuming the slab's
local Z=0 was its bottom. Actually checking the dat shows the slab's
PhysicsPolygons local AABB is min=(-0.954, -0.134, -1.236) max=(0.971,
0.127, 1.255) — the slab's local origin is at its GEOMETRIC CENTER,
not the bottom. With partFrame.Z=1.275 lifting the origin, the slab
world Z is actually [94.139, 96.630], not [95.375, 97.865].

Corrected test now computes both slabLocalZMin and slabLocalZMax from
the polygon vertices and asserts the opposite (correct) geometric fact:
the slab IS at sphere height — overlap from Z=94.139 to Z=95.20 (1.061
m of vertical overlap with the player's sphere). The slab is NOT a
lintel that misses the sphere; it should collide.

Test renamed: Geometric_DoorSlabZRange_AbovePlayerSphereTop →
Geometric_DoorSlabAtSphereHeight_OverlapsInZ.

Handoff doc 2026-05-25-door-bug-partial-fix-shipped.md updated with
the corrected analysis. The "next investigation candidates" list now
points toward cdb attach to retail as the highest-ROI option, since
the BSP collision IS active at sphere height but production still
shows asymmetric walkthrough behavior. The bug is in either the
GetNearbyObjects coverage at primary-cell boundaries, the BSP
polygon partial-overlap handling, or missing cell-BSP collision for
cottage doorway walls.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 08:14:49 +02:00
Erik
c27fded61e test(phys): A6.P4 door — directional + geometric pin tests reframe inside-out bug
Built three new tests to investigate the inside-out asymmetric collision
that persists after the AddAllOutsideCells coord fix:

1. Directional_OutsideIn_SouthApproach_BlocksAtSlabSouthFace — sphere
   south of door moving NORTH; expects block with cn.Y less than -0.5
2. Directional_InsideOut_NorthApproach_BlocksAtSlabNorthFace — sphere
   north of door moving SOUTH; expects block with cn.Y greater than +0.5
3. Geometric_DoorSlabZRange_AbovePlayerSphereTop — pins the slab Z
   range vs sphere top math

BOTH directional tests PASS — collision is symmetric at unit-test level.
The asymmetric production bug therefore comes from something the unit
tests do not capture (multi-tick state, cell-tracking flicker, walkable
polygon edge interactions).

The geometric pin test reveals the real story: Setup 0x020019FF places
the part-0 BSP slab 1.275 m ABOVE the entity origin via
PlacementFrames[Default][0].Origin. With the cottage door entity at
world Z=94.1, the slab world Z range is [95.375, 97.865]. Player sphere
top reaches Z=95.20. The slab BOTTOM is 0.175 m ABOVE the sphere top —
the slab NEVER collides with the player.

The slab is a LINTEL (door frame above the doorway), not a leaf. The
door's only effective collider at sphere height is the 0.10 m radius
foot cylinder. The directional tests pass because the cylinder blocks,
not the BSP.

User-reported inside-out off-center walkthrough is the sphere walking
AROUND the foot cylinder (sphere reach 0.48 + cyl 0.10 = 0.58 m; any
sphere center over 0.58 m from cylinder center passes freely). The
visual "body partially intersects door" is the character model
occupying the visual door volume while the collision sphere passes
beside the cylinder.

Reframed handoff in docs/research/2026-05-25-door-bug-partial-fix-shipped.md
points to three candidate next-step investigations:
- Retail-faithfulness audit on setup.Radius / setup.Height interpretation
- Re-inspect door parts 1+2 (GfxObj 0x010044B6) for missed physics shapes
- Test the cottage cell BSP (cell 0x0150 walls) + door together — the
  COMBINED collision may be what retail relies on

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 08:08:42 +02:00
Erik
28cd97be62 fix(phys): A6.P4 door bug — AddAllOutsideCells coord convention + replay apparatus
CellTransit.AddAllOutsideCells assumed sphere coords were absolute world
coords (subtracting lbXf = 0xA9 * 192 = 32448 from the sphere position).
Production has used landblock-local coords since Phase A.1
(streaming-center landblock at world origin), so the subtraction
produced localX = -32316, gridX = -1346 → out-of-range → early return
→ ZERO outdoor cells added.

For outdoor primary cells the bug was masked by GetNearbyObjects's
radial sweep. For indoor primary cells (where #98 gates the outdoor
sweep), the door's outdoor cell 0xA9B40029 never reached
portalReachableCells, the door's BSP was never queried, and the player
walked through Holtburg cottage doors unimpeded.

Fix: AddAllOutsideCells treats worldSphereCenter as landblock-local
directly. Matches retail CLandCell::add_all_outside_cells which uses
the per-cell 6-byte landblock-relative position struct.

Existing CellTransitAddAllOutsideCellsTests + CellTransitFindCellSetTests
updated to use landblock-local sphere coords (they were the only callers
using the world-coord convention; production never did).

Apparatus shipped:
- DoorBugTrajectoryReplayTests — live-capture-driven replay harness
  that pinpointed the bug per-field at unit-test speed (<500ms iteration)
- AddAllOutsideCells_LandblockLocalSphere_AddsDoorOutdoorCell — direct
  unit test that demonstrates the fix
- FindTransitCellsSphere_IndoorExitPortal_AddsOutsideForCapturedSpherePos
  — verifies cell-portal traversal at the captured sphere position
- DoorSetupGfxObjInspectionTests.HoltburgCottage_CellPortals_DatInspection
  — dat-direct EnvCell + Environment.Cells + portal-poly inspector
- Fixture: tests/AcDream.Core.Tests/Fixtures/door-bug/live-capture.jsonl
  (tick 13558 walkthrough + tick 22760 outdoor block)

Visual verification (user-driven at Holtburg cottage door, ~50cm off-center):
- outside→inside RUN: now BLOCKS (was: walks through)
- outside→inside WALK: presumed blocks (not retested)
- inside→outside RUN: PARTIAL — body intersects door, sphere slides through
- inside→outside WALK: same partial behavior

The remaining inside→outside asymmetry is a SEPARATE bug in BSP
collision response for two-sided polygons. The [bsp-test] probe now
fires 245 times for the door entity from indoor (was 0 pre-fix) —
door IS being queried; the BSP polygon-level collision response is
the new bug. Handoff at
docs/research/2026-05-25-door-bug-partial-fix-shipped.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 07:53:34 +02:00
Erik
6a2c432e5a docs(handoff): door collision session end — honest accounting
Replaces the puffed-up framing in the prior task7-shipped handoff.
Honest summary: no user-visible bug fixed this session. Off-center
and inside-out door walk-through still 100% reproducible. The 4
commits shipped real infrastructure (multi-part registration + the
GetNearbyObjects dedup fix that would have silently broken any
future multi-part feature) but no observed behavioral change.

Also explicitly retracts the "step-up is the bug" hypothesis from
the prior handoff doc — ACDREAM_DUMP_STEPUP=1 in the apparatus
produced no stepup: ENTER lines, so DoStepUp wasn't even being
called. That hypothesis was over-reach from an inference I should
not have inflated to a conclusion.

Recommends the apparatus-replay pattern (same one that closed issue
#98 after 6+ speculation rounds): live capture via
ACDREAM_CAPTURE_RESOLVE → harness replay test → first per-field
divergence names the broken assumption.

DO-NOT list for the next session: do not redo the multi-part work,
do not speculate-and-fix, do not relaunch with more probes hoping
for an obvious signal.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-24 20:52:53 +02:00
Erik
163a1f0d35 diag(phys): [bsp-test] probe + grounded apparatus test + handoff
Visual verification of Task 7 ship: doors block at dead-center (the
small Cylinder catches) but the BSP slab doesn't catch off-center
or inside-walking-out approaches. Probe-instrumented live capture
proves multi-part registration is correct — every door spawns with
shapes=cyl1+bsp1, and the BSP part is visited 135 times for a single
door at player approaches as close as 0.42 m, with cacheHit=True.
But zero [resolve-bldg] attributions for the BSP shape.

Three artifacts added:

1. TransitionTypes.cs — new [bsp-test] probe in the BSP collision
   dispatch, fires BEFORE the cache lookup. Mirrors [cyl-test] on
   the Cylinder branch. Distinguishes "cache miss → silent skip"
   from "queried but no hit" (the latter doesn't show up in
   [resolve-bldg] which only fires on attributed hits).

2. DoorCollisionApparatusTests.cs — new grounded test
   (Apparatus_Grounded_50cmOffCenter_*) attempts to reproduce the
   production bug via a seeded PhysicsBody (Contact + OnWalkable
   + ContactPlane + WalkablePolygon). Currently doesn't reproduce
   because the apparatus's stub-terrain + synthetic-floor setup
   diverges from production's real Holtburg geometry. Captured as
   "documents-the-bug" — flip the assertion shape when the fix
   lands.

3. docs/research/2026-05-24-door-collision-task7-shipped-but-bug-remains.md
   — full session handoff. Identifies the remaining bug as a Path 5
   (Contact branch + StepSphereUp) misbehavior at thin tall
   obstacles, not in the multi-part registration we just shipped.
   Leading hypothesis: DoStepUp's downward probe finds the same
   flat floor on the OTHER side of the door (Holtburg cottages have
   no Z change between exterior and interior floor), declares
   step-up success, BSP collision returns OK, sphere walks through.
   Recommended next move: relaunch with ACDREAM_DUMP_STEPUP=1 to
   verify the hypothesis.

What this commit DOES NOT do: fix the remaining step-up bug. The
A6.P4 multi-part registration foundation is correct and stays.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-24 19:22:45 +02:00
Erik
ca9341c2cb feat(phys): A6.P4 Task 7 — RegisterLiveEntityCollision uses ShadowShapeBuilder + RegisterMultiPart
Closes the M1.5 "doors don't block in production" bug (alongside the
foundation fix at 3b7dc46). Server-spawned entities (doors, NPCs,
chests, items) now register one ShadowEntry per collision shape —
matching retail's CPhysicsObj-with-CPartArray model
(acclient_2013_pseudo_c.txt:286236) — instead of one Cylinder
approximation per entity.

Before:
  RegisterLiveEntityCollision picked ONE shape via a CylSphere → Radius
  → Sphere cascade, registered as a single Cylinder. Doors got a
  14 cm × 20 cm cylinder from setup.Radius — far too narrow to span
  the doorway gap. Players could walk through closed doors.

After:
  - ShadowShapeBuilder.FromSetup emits N shapes:
    • one Cylinder per CylSphere
    • one Cylinder per Sphere (only when no CylSpheres — retail
      convention)
    • one BSP shape per Part with a non-null PhysicsBSP
  - Caller substitutes the real BoundingSphere.Radius from
    PhysicsDataCache for BSP shapes (pure builder's 2.0 placeholder
    is tightened to the actual cached value).
  - setup.Radius fallback preserved: if the builder produces zero
    shapes but Radius > 0, register a Radius-based Cylinder so simple
    decorative props don't silently lose collision.
  - ShadowObjects.RegisterMultiPart adds N rows, all sharing
    entity.Id so the existing UpdatePhysicsState (ETHEREAL flip on
    door Use) propagates to every part without changes.

Door 0x020019FF (Holtburg cottage) now registers:
  - Cylinder r=0.10 h=0.20 (from the single Sphere)
  - BSP from Part 0 = GfxObj 0x010044B5, the 6-face 1.925 m × 0.261 m
    × 2.490 m two-sided slab confirmed by
    DoorSetupGfxObjInspectionTests
  Parts 1 + 2 (GfxObj 0x010044B6, the visual leaves) are visual-only
  in the dat by retail design and correctly skipped.

Test impact: 53/53 pass in the shape / registry / door /
cellar-replay scope. App-layer 41/41 pass.

Visual verification needed: launch the client, walk into a closed
Holtburg cottage door from outside (dead center AND ~50 cm
off-center), then walk into it from inside. Door should block all
three approaches. Use the door (click + Use) → door swings open →
walking through passes (ETHEREAL flip via existing SetState path).

Foundation fix dependency:
  3b7dc46 fix(phys): GetNearbyObjects dedup-by-entityId silently
                     drops multi-part shadows
Without 3b7dc46 in place, the BSP shape registered here would be
dropped by GetNearbyObjects's dedup. They land together.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-24 18:52:36 +02:00
Erik
3b7dc46219 fix(phys): GetNearbyObjects dedup-by-entityId silently drops multi-part shadows
Apparatus test (DoorCollisionApparatusTests) loads door GfxObj 0x010044B5
from the real dat, builds the door entity's shape list via
ShadowShapeBuilder, registers via RegisterMultiPart, and sweeps a player
sphere into the door from three angles. Pre-fix: all three assertions
fail — the sphere walks straight through. The [cyl-test] probe fires
every tick (the small Sphere shape is queried) but no [resolve-bldg] —
the per-Part BSP entry is never reached.

Root cause: ShadowObjectRegistry.GetNearbyObjects deduplicates on
entry.EntityId via HashSet<uint>. Pre-RegisterMultiPart each entity had
exactly one shadow row, so dedup-by-entityId correctly suppressed
multi-cell duplication. After Task 4's RegisterMultiPart introduced
multi-shape rows (1 Sphere + 1 per-Part-BSP for doors; potentially more
for creatures + items), the dedup silently drops everything after the
first. ShadowShapeBuilder emits Sphere shapes before Part-BSPs, so the
Sphere wins and the BSP is dropped — exactly the "Task 7 produced zero
[resolve-bldg] hits" finding from the 2026-05-24 evening handoff.

Fix: dedup on the full ShadowEntry. record-struct equality compares
all fields (EntityId, GfxObjId, Position, Rotation, Radius,
CollisionType, CylHeight, Scale, State, Flags, LocalPosition,
LocalRotation). Distinct shapes of the same entity are not equal and
make it through; the same shape registered in multiple cells (its
fields identical across calls) dedups exactly as before.

Apparatus verification post-fix: all 4 tests pass.
  - Dead-center front approach: BLOCKED at Y=11.5 normal=(0,-1,0).
  - 50 cm off-center: BLOCKED at Y=11.5 normal=(0,-1,0).
  - Back approach from inside: BLOCKED at Y=12.8 normal=(0,+1,0).
  - Diagnostic dump: BSP fires at tick 5.

What this fix DOES NOT do: switch live RegisterLiveEntityCollision to
use ShadowShapeBuilder + RegisterMultiPart. That's Task 7 of the
original plan, still reverted. With this foundation fix in place,
Task 7 should now actually deliver door blocking in production.

Test impact: 44/44 in the shape/registry/door scope pass. The broader
Physics suite shows the pre-existing PhysicsResolveCapture
static-state flakiness documented in CLAUDE.md — 6 baseline failures
without my new tests, 10 with them (4 extra are my apparatus tests'
IsPlayer-flag resolves getting captured by a concurrent Capture-test
race). Independent of this fix; verified by isolating each test
class.

Findings + apparatus reasoning:
docs/research/2026-05-24-door-dat-inspection-findings.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-24 18:47:04 +02:00
Erik
e1d94d7094 test(phys): door setup + GfxObj dat-inspection — Hypothesis A falsified
Read-only deterministic test that opens the real client dat and
dumps Setup 0x020019FF + every GfxObj id it references. Bypasses
PhysicsDataCache's four early-return filters so we see WHAT is in
the dat, not what got into the cache. Skips gracefully when the
dat directory isn't present (keeps CI green).

Result reframes the prior session's investigation:

GfxObj 0x010044B5 (part 0 of the door) DOES have a full door-slab
PhysicsBSP — 6 two-sided (SidesType=Landblock) polygons forming a
1.925m × 0.261m × 2.490m collision volume at frame[0] offset
(-0.006, 0.125, 1.275). Bounding sphere radius 1.975. HasPhysics
flag set. So the handoff's Hypothesis A ("0x010044B5 has no
collision-bearing polygons, only visual") is FALSE.

GfxObj 0x010044B6 (parts 1 + 2, the swinging leaves) IS visual-only
by retail design — HasPhysics clear, PhysicsBSP null, 0 PhysicsPolygons,
but 87 visual Polygons. Our ShadowShapeBuilder skipping these matches
retail's CPhysicsPart::find_obj_collisions short-circuit on
physics_bsp==0 (acclient_2013_pseudo_c.txt:275051) — not a bug.

So the door collision bug is in INTEGRATION, not data. The Task 7
experiment last session registered 0x010044B5's BSP but got zero
[resolve-bldg] attributions. With the data confirmed good, the
next apparatus is a deterministic harness that hydrates 0x010044B5
from a dat dump, registers it via RegisterMultiPart, and sweeps a
player sphere into the door to confirm whether BSP collision fires
in isolation.

Pickup prompt + full reading in
docs/research/2026-05-24-door-dat-inspection-findings.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-24 18:34:41 +02:00
Erik
c89df8e4c0 docs(handoff): door collision per-part BSP session handoff (2026-05-24)
Long session that shipped A6.P4 infrastructure (Tasks 1-6 of the
per-part BSP plan) but discovered the specific shapes we register
from door setup 0x020019FF don't catch the player. Per-part BSP at
0x010044B5 produced ZERO collision attributions in 188K+ resolve
lines despite player walking at doors. Cylinder still blocks
center-only.

Task 7 (refactor RegisterLiveEntityCollision) was implemented and
visually tested, but reverted because the new per-part BSP shape
didn't actually fix the door bug. The infrastructure stays — it's
correctly modeling retail's CPhysicsObj-with-parts model — but the
shapes we feed it need to be re-investigated apparatus-first.

Three hypotheses ranked: (A) part BSPs are visual-only, no collision
polys; (B) building BSP has a wide doorway gap our tiny cylinder
doesn't fill; (C) retail uses Setup.Radius/Height directly. Next-
session move: dump GfxObj 0x010044B5's PhysicsBSP first, then cdb
retail at a doorway.

Recommends: stop speculation, build apparatus, decide fix from
evidence.

#99 stays OPEN. Slice 1's "Closes #99" claim was premature; the real
close requires the per-part BSP work + correct shape identification.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-24 18:16:02 +02:00
Erik
1498697bc5 diag(phys): [cyl-test] probe — log every Cylinder shadow collision test
Adds a one-line diagnostic per Cylinder ShadowEntry tested in
FindObjCollisions, gated on ProbeBuildingEnabled. Useful for the
door-collision investigation surfaced 2026-05-24: tells us whether
the broadphase returned a candidate door AND what CylinderCollision
decided (OK / Collided / Adjusted / Slid).

Off in normal play (probe flag off by default). General-purpose; not
door-specific.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-24 18:14:29 +02:00
Erik
3e5dc8ce4c test(phys): Task 6 regression — Deregister clears _entityShapes cache
Adds the regression pin for the _entityShapes cleanup that fca0a13
already implemented (Task 4 folded Task 6's Deregister change in for
the multi-part tests to pass). Verifies that a stray UpdatePosition
after Deregister is a no-op — entity is NOT resurrected via the
_entityShapes rebuild path.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-24 15:22:30 +02:00
Erik
d5ffb0331b feat(phys): UpdatePosition handles multi-part entities
Multi-part entities cached via RegisterMultiPart's _entityShapes now
recompose all part transforms on UpdatePosition (called when the server
broadcasts UpdatePosition (0xF748) for a moving entity). Legacy
single-shape path preserved unchanged for tests + entities that never
went through RegisterMultiPart.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-24 15:21:35 +02:00