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377 commits

Author SHA1 Message Date
Erik
57ee19968c fix(O-T7): actually delete SplitFormulaDivergenceTest (drop workaround)
The previous T7 commit (dc722e7) and the housekeeping commit (3e6f6ec)
together left the file in the tree with a <Compile Remove> guard in
the csproj. Per spec O-T7 and CLAUDE.md "no workarounds without
approval" the file was supposed to be git-rm'd outright.

This commit:
- git rm tests/AcDream.Core.Tests/Terrain/SplitFormulaDivergenceTest.cs
  (the one-time N.5b data-collection sweep — job done at Phase N.5b ship)
- Removes the now-unneeded <Compile Remove> guard from
  tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj

Build green; tests green (1146 + 8 pre-existing failures baseline
maintained).

Spec: docs/superpowers/specs/2026-05-21-phase-o-dat-path-unification-design.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 17:30:30 +02:00
Erik
3e6f6ec858 chore(O-T7): code-review housekeeping after WB extraction
Five small post-cleanup items from T7 code review:

I1: Removed dead `datDir` parameter from WbMeshAdapter ctor (parameter
    was unused after _wbDats removal; ArgumentNullException.ThrowIfNull
    was misleading). Updated call sites in GameWindow.cs and
    WbMeshAdapterTests.cs.

I2: Updated stale GameWindow.cs comment that still described
    WbMeshAdapter as opening its own dat handles. Now reflects Phase O
    state: shared DatCollection via DatCollectionAdapter.

I3: Documented thread-safety contract on RenderStateCache (render-thread
    only — required for the mutable-static GL sentinel pattern).

M1: Added comment on IDatReaderWriter's write-path methods noting they
    are preserved for verbatim compatibility but unused in acdream.

M3: Added comment on Chorizite.Core PackageReference in Core.csproj
    explaining the previously-transitive dependency.

Also excluded SplitFormulaDivergenceTest.cs from the test build via
<Compile Remove>: this N.5b one-time data-collection test referenced
WorldBuilder.Shared types directly; after Phase O-T7 dropped that
project reference it no longer compiles. The sweep data it produced
already informed the N.5b Path-C decision and the file is retained
in the tree for historical reference.

Build green; tests green (1146 + 8 pre-existing failures baseline
maintained).

Spec: docs/superpowers/specs/2026-05-21-phase-o-dat-path-unification-design.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 17:29:06 +02:00
Erik
dc722e70bd feat(O-T7): drop WB project references; complete extraction
End of Phase O extraction. Final cleanup:

- Dropped <ProjectReference> entries to WorldBuilder.Shared and
  Chorizite.OpenGLSDLBackend from both AcDream.App.csproj and
  AcDream.Core.csproj.
- Added Chorizite.Core NuGet PackageReference to AcDream.Core.csproj
  (needed by Core.Rendering.Wb.TextureHelpers for TextureFormat enum;
  previously transitive through the WB project ref).
- Added BCnEncoder.Net.ImageSharp (1.1.2) + SixLabors.ImageSharp (3.1.12)
  as direct PackageReferences to AcDream.App.csproj — previously transitive
  via Chorizite.OpenGLSDLBackend project; used directly by ObjectMeshManager.

Item A (BaseObjectRenderManager static fields):
- Inlined CurrentAtlas/CurrentVAO/CurrentIBO into a new RenderStateCache.cs
  static class (AcDream.App.Rendering.Wb namespace) — the 4 consumers
  (ManagedGLIndexBuffer, ManagedGLTexture, ManagedGLTextureArray, ParticleBatcher)
  all reference RenderStateCache.* instead of BaseObjectRenderManager.*.
- Dropped using Chorizite.OpenGLSDLBackend.Lib from all 4 consumers and from
  WbDrawDispatcher (which had it only as a dead import).

Item B (ActiveParticleEmitter.ObjectLandblock):
- ObjectLandblock? erased to object?; WorldBuilder.Shared.Models.ObjectId? erased
  to ulong? — both fields are stored but never read by any consumer in our codebase.
- Dropped both WB using directives from ActiveParticleEmitter.cs.

Item C (IDatReaderWriter / IDatDatabase):
- Verbatim copy of both interfaces into IDatReaderWriter.cs in
  AcDream.App.Rendering.Wb namespace — DatCollectionAdapter and ObjectMeshManager
  already live in that namespace, so no using changes needed.
- Dropped using WorldBuilder.Shared.Services from DatCollectionAdapter.cs and
  ObjectMeshManager.cs.

Additional extractions required by the reference drop:
- GeometryUtils.cs: verbatim copy of WorldBuilder.Shared.Lib.GeometryUtils
  (float-precision overloads only; Vector3d double-precision overloads omitted —
  ObjectMeshManager uses only the float versions).
- Dropped using WorldBuilder.Shared.Lib from ObjectMeshManager.cs.

WbMeshAdapter.cs cleanup (spec O-D12):
- Deleted _wbDats (DefaultDatReaderWriter) field + ctor init + Dispose call.
- Deleted the [indoor-upload] NULL_RESULT diagnostic block (lines ~205-262) —
  its Phase 2 cell-resolution investigation is complete; its _wbDats.ResolveId
  dependency goes with this commit.
- Deleted _pendingEnvCellRequests field + isPendingEnvCell tracking in Tick().
- Simplified Tick() to a clean drain loop.

Deleted SplitFormulaDivergenceTest.cs — one-time N.5b data-collection sweep;
job done.

Verified acceptance criteria:
- Zero <ProjectReference> to WorldBuilder.* / Chorizite.OpenGLSDLBackend.* in any csproj.
- Zero 'using WorldBuilder.*' / 'using Chorizite.OpenGLSDLBackend.*' in src/.
- DefaultDatReaderWriter referenced in zero places in src/ (comments only).

Build green (0 warnings, 0 errors).
Tests: 1154 total (-1 from deleted SplitFormulaDivergenceTest), 1146 pass,
8 pre-existing failures (unchanged from baseline — physics/input tests
unrelated to this change).

Spec: docs/superpowers/specs/2026-05-21-phase-o-dat-path-unification-design.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 17:17:33 +02:00
Erik
16bc10c99d feat(O-T2): extract pure stateless helpers to AcDream.Core.Rendering.Wb
Verbatim copy of 5 WorldBuilder files into src/AcDream.Core/Rendering/Wb/:
- TextureHelpers.cs (pixel-format decoders, Chorizite Lib)
- SceneryHelpers.cs (scenery transforms, Chorizite Lib)
- TerrainUtils.cs, TerrainEntry.cs, CellSplitDirection.cs (WB.Shared Landscape)

Namespace migrated from WorldBuilder.* / Chorizite.OpenGLSDLBackend.Lib
to AcDream.Core.Rendering.Wb per O-D11. [MemoryPackable] stripped from
TerrainEntry per O-D10 (we don't serialize the struct).

Updated 3 source files + 1 test file to import from the new namespace.

Verbatim discipline (O-D1): only namespace + MemoryPack attribute changed.
All algorithm bodies byte-identical to upstream.

Note: TextureHelpers omits IsAlphaFormat() and GetCompressedLayerSize()
because those reference Chorizite.Core.Render.Enums.TextureFormat, a type
that has no path into AcDream.Core without adding an unwanted NuGet dep.
Neither method is called from Core or the test suite; the omission is safe.

Verified on main checkout: dotnet build green (0 errors), dotnet test
green — Failed: 8, Passed: 1147, Skipped: 0, Total: 1155 (baseline maintained).
TextureDecodeConformanceTests (9/9) pass byte-for-byte after namespace swap.
AcDream.Core project alone builds green in this worktree (App-layer failures
are pre-existing, blocked by empty WB submodule, addressed in Tasks 3+4).

Spec: docs/superpowers/specs/2026-05-21-phase-o-dat-path-unification-design.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 15:13:26 +02:00
Erik
4ca35966f8 fix(physics): #90 — sphere-overlap cell stickiness at doorway threshold
ResolveCellId's indoor-seed fall-through was point-only: when the indoor
BSP push-back moved the foot-sphere CENTER a few cm outside the indoor
CellBSP volume, the resolver flipped CellId back to outdoor. Next tick
re-promoted via CheckBuildingTransit. The ping-pong caused most ticks
to be classified outdoor, bypassing indoor BSP wall checks entirely
and producing the user-reported "walls walk through everywhere in the
inn" symptom.

Fix: port retail's BSPTREE::sphere_intersects_cell_bsp
(acclient_2013_pseudo_c.txt:323267 → BSPNODE variant at :325546) as
BSPQuery.SphereIntersectsCellBsp(node, center, radius). Replace the
point-only check at PhysicsEngine.ResolveCellId:285 with the radius-
aware overlap test. Player stays classified indoor as long as ANY
part of the foot-sphere still overlaps the indoor cell volume; only
flips to outdoor when the sphere is FULLY outside.

Retail uses a 0.01 m epsilon on the radius (acclient :325551); ported
verbatim. 8 new unit tests cover null/leaf/inside/on-plane/straddling/
fully-outside/tangent-boundary cases plus a regression-anchor test
that proves the old PointInsideCellBsp would have returned false for
the same straddling input.

1147 + 8 baseline maintained (was 1139 + 8 before #90 fix). Closes #90.
A4 multi-cell iteration (shipped earlier today) should now actually
exercise in production since the player can stably remain in indoor
cells.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 20:30:36 +02:00
Erik
691493e579 Reapply "feat(physics): A4 — wire CheckOtherCells into FindEnvCollisions"
This reverts commit 3add110449.
2026-05-20 20:06:14 +02:00
Erik
3add110449 Revert "feat(physics): A4 — wire CheckOtherCells into FindEnvCollisions"
This reverts commit 967d065141.
2026-05-20 18:50:26 +02:00
Erik
967d065141 feat(physics): A4 — wire CheckOtherCells into FindEnvCollisions
After the primary cell's BSP returns OK, query every other cell the
foot-sphere overlaps via CellTransit.FindCellSet + Transition.CheckOtherCells.
Closes the Holtburg inn vestibule wall walk-through: the vestibule
(cell 0xA9B40164) has only 4 BSP polys; walls live in the adjacent
interior cell (0xA9B40157). Without A4 the adjacent cell's BSP was
never queried.

End-to-end test reduces the real Holtburg bug to a minimal synthetic
two-cell fixture: empty vestibule BSP + interior cell with the
existing BSPStepUpFixtures.TallWall (the same fixture B2 uses to
prove a grounded mover can't scale a 5m wall). Pre-A4: returns OK
(walks through). Post-A4: returns Slid (the wall halts the
transition).

FindEnvCollisions visibility tightened from private → internal so
the integration test can call it directly without going through
FindTransitionalPosition's sub-step iteration.

Retail oracle: acclient_2013_pseudo_c.txt:272717-272798
(CTransition::check_other_cells).

Spec: docs/superpowers/specs/2026-05-20-phase-a4-multi-cell-bsp-design.md
Plan: docs/superpowers/plans/2026-05-20-phase-a4-multi-cell-bsp.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 16:23:00 +02:00
Erik
493c5e5ff6 feat(physics): A4 — Transition.CheckOtherCells + ApplyOtherCellResult
Port of retail's CTransition::check_other_cells at
acclient_2013_pseudo_c.txt:272717-272798. Iterates every non-primary
cell in a candidate set, runs BSPQuery.FindCollisions per cell with
that cell's WorldTransform-derived rotation + origin, halts on first
Collided/Adjusted/Slid.

ApplyOtherCellResult is the combine-semantics helper extracted for
unit testability — it pins the retail switch:
  - Collided/Adjusted → CollidedWithEnvironment = true (gated on
    !Contact), halt.
  - Slid              → ContactPlaneValid + ContactPlaneIsWater = false,
                        halt.
  - OK                → continue.

Not yet wired into FindEnvCollisions — see next commit. Probe gated
on PhysicsDiagnostics.ProbeIndoorBspEnabled (ACDREAM_PROBE_INDOOR_BSP).

Six new unit tests: five against the pure combine helper for each halt
case + one direct CheckOtherCells call exercising the null-BSP guard.

Spec: docs/superpowers/specs/2026-05-20-phase-a4-multi-cell-bsp-design.md
Plan: docs/superpowers/plans/2026-05-20-phase-a4-multi-cell-bsp.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 16:14:05 +02:00
Erik
e6369e266f feat(physics): A4 — CellTransit.FindCellSet overload exposes candidate set
Refactors FindCellList to delegate to a private helper
(BuildCellSetAndPickContaining) that returns BOTH the containing cell
id AND the full candidate HashSet. Public surface gains a new
FindCellSet overload; existing FindCellList behavior is unchanged.

Used by the upcoming Transition.CheckOtherCells (Phase A4) to iterate
every cell the sphere overlaps for per-cell BSP collision. Mirrors
retail's CObjCell::find_cell_list filling both cell_array AND var_4c
at acclient_2013_pseudo_c.txt:272725.

Three new unit tests cover sphere-fully-inside-primary,
sphere-straddling-portal, and outdoor-seed-neighbour-landcells cases.

Spec: docs/superpowers/specs/2026-05-20-phase-a4-multi-cell-bsp-design.md
Plan: docs/superpowers/plans/2026-05-20-phase-a4-multi-cell-bsp.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 16:11:31 +02:00
Erik
31da57c94c feat(physics): WalkMissDiagnostic aggregator for ISSUES #83 probe spike
Pure-function aggregator that, given a CellPhysics.Resolved dict and
a foot local position, picks the nearest walkable-eligible polygon
(normal Z >= FloorZ) and reports XY-containment + signed vertical gap.
Also enumerates walkable polys with local-XY bboxes for the one-shot
[floor-polys] cell-load dump.

Pure-function, no behavior change. Wiring to emission sites lands in
the next commit.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 10:31:39 +02:00
Erik
27c728484d feat(physics): ProbeWalkMissEnabled flag for ISSUES #83 H-disambiguation
Adds a new diagnostic flag for the indoor-walking walk-miss probe
spike per docs/superpowers/specs/2026-05-21-indoor-walk-miss-probe-design.md.
Env var ACDREAM_PROBE_WALK_MISS=1, runtime-toggleable via property.
No DebugPanel mirror — spike-only. Following commits wire the
[walk-miss] and [floor-polys] emissions to this flag.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 10:23:00 +02:00
Erik
0a7ce8fd58 Revert "fix(physics): remove per-frame indoor walkable-plane synthesis"
This reverts commit 9f874f4650.
2026-05-20 09:17:24 +02:00
Erik
9f874f4650 fix(physics): remove per-frame indoor walkable-plane synthesis
The indoor branch of FindEnvCollisions called Transition.TryFindIndoorWalkablePlane
every frame to re-synthesize the ContactPlane after BSP returned OK.
The synthesis routed through BSPQuery.FindWalkableSphere ->
walkable_hits_sphere, which correctly rejects tangent contact via
|dist| > radius - epsilon. For a grounded player standing on or
brushing a floor, the foot sphere is tangent: 99.87% MISS rate per
the 2026-05-20 [cp-write] probe (3150 MISS / 3154 calls). Each MISS
fell through to outdoor terrain backstop, writing a ContactPlane
that's below the indoor floor by ~0.02m (the render Z-bump),
marking the player airborne and triggering the falling-animation
stuck symptom user-reported on 2nd-floor walks.

Fix: delete the synthesis + outdoor-fallthrough from the indoor OK
path. ContactPlane is retained from the prior tick's seed
(PhysicsEngine.ResolveWithTransition:583, init_contact_plane
equivalent) or refreshed by BSP Path 3 (step_sphere_down) / Path 4
(land-on-surface) during the same tick. Matches retail's
BSPTREE::find_collisions OK path (acclient_2013_pseudo_c.txt:323938).

Also deletes:
- Transition.TryFindIndoorWalkablePlane (~104 lines incl. doc-comment)
- INDOOR_WALKABLE_PROBE_DISTANCE constant
- [indoor-walkable] probe log line
- IndoorWalkablePlaneTests.cs (8 tests, the helper's coverage)
- TransitionTypesTests.cs (1 test, also tested the helper)

Net: -491 lines. BSPQuery.FindWalkableSphere + its 5 unit tests
retained as the underlying retail-faithful walkable-finder API
(reachable for spawn-placement / teleport-verification / future
debug needs; its doc-comment is updated to reflect the change).

Closes Bug A in the indoor ContactPlane retention phase.
Spec: docs/superpowers/specs/2026-05-20-indoor-walkable-synthesis-removal-design.md.
Plan: docs/superpowers/plans/2026-05-20-indoor-walkable-synthesis-removal.md.
Predecessor: de8ffde (Bug B, BSP world-origin fix).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 09:11:04 +02:00
Erik
39d4e6512b test(physics): BSPQuery.FindCollisions writes world-space plane with translated origin
Regression test for indoor BSP world-origin fix (Bug B). Verifies that
BSPQuery.FindCollisions with path.StepDown=true and a non-zero
worldOrigin parameter writes a world-space ContactPlane to
CollisionInfo (not a cell-local-space one).

Passes before the call-site fix at TransitionTypes.cs:1442 because
BSPQuery itself is correct when called with the right args — it's the
caller that was passing the defaults. This test locks in the BSPQuery
contract so the relationship between worldOrigin/localToWorld input and
ContactPlane.D output cannot regress silently.

Spec: docs/superpowers/specs/2026-05-20-indoor-bsp-worldorigin-fix-design.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 07:58:37 +02:00
Erik
7c516edd7b fix(physics): document adjustedCenter discard + restore wall-poly test
Code review feedback on Task 3 commit 91b29d1:

- TryFindIndoorWalkablePlane: comment explaining why FindWalkableSphere's
  adjustedCenter out param is intentionally discarded (ValidateWalkable
  recomputes contact geometry from plane + foot position, consistent
  with the outdoor terrain path).
- IndoorWalkablePlaneTests: new TryFindIndoorWalkablePlane_WallPolyInBsp_ReturnsFalse
  restores integration-level coverage that the renamed NoBsp_ReturnsFalse
  lost. Verifies WalkableAllowance gate rejects a wall polygon in the
  cell BSP. Steep-poly rejection is also covered at the BSPQuery layer
  by FindWalkableSphere_SteepPoly_RejectedByWalkableAllowance.

No behavior change. Build clean; all related tests pass; same 8
pre-existing failures.

Spec: docs/superpowers/specs/2026-05-19-indoor-walkable-plane-bsp-port-design.md

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 21:58:53 +02:00
Erik
91b29d1a89 fix(physics): route indoor walkable-plane synthesis through retail BSP walker
TryFindIndoorWalkablePlane (Phase 2 commit eb0f772) used a linear
first-match XY scan of cellPhysics.Resolved with no Z-proximity test.
For any cell with two walkable polys overlapping in XY at different Z
(cellars, 2nd floors, balconies, stairs spanning floors), it returned
whichever polygon came first in dictionary order — typically the upper
floor when descending, causing the player to be reported below the
synthesized plane → ValidateWalkable fails → falling-stuck. Symptoms
reported by user 2026-05-19: cannot descend into cellar; cannot walk
on 2nd floor; "invisible obstacles at certain spots" (suspected
cascade from wrong-Z ContactPlane misrouting the resolver state).

Fix: route through BSPQuery.FindWalkableSphere (added previous commit),
which wraps the existing retail-faithful FindWalkableInternal
(BSPNODE::find_walkable + BSPLEAF::find_walkable port). Adds a
sphereRadius parameter to TryFindIndoorWalkablePlane so the foot
sphere is built with the actual entity radius rather than a guess.
WalkableAllowance is save/restored via try/finally so the slope
threshold used by walkable_hits_sphere doesn't leak back to the
resolver. Method becomes an instance method (was static) to access
this.SpherePath.

Deletes the now-dead PointInPolygonXY helper.

Updates IndoorWalkablePlaneTests.cs: all TryFindIndoorWalkablePlane
test fixtures now include a PhysicsBSPTree leaf node (required by
the new routing path), calls pass sphereRadius, and the PointInPolygonXY
tests are removed (method deleted). Adds TransitionTypesTests.cs with
an integration test covering two-overlapping-floors selection AND
WalkableAllowance preservation.

Closes (pending visual verification): ISSUES #83.
Spec: docs/superpowers/specs/2026-05-19-indoor-walkable-plane-bsp-port-design.md

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 21:47:49 +02:00
Erik
86ecdf9ee1 fix(physics): tighten FindWalkableSphere test assertions + header
Code review feedback on Task 2 commit 7f55e14:

- Tests 1 and 2 now assert on adjustedCenter.Z (was the wrapper's
  primary behavioral contract — sphere placed on polygon plane —
  but it was unverified). Math derived from AdjustSphereToPlane:
  iDist = (dpPos - radius) / dpMove; new center = center - movement * iDist.
- Test 2 also gains the hitPoly.Plane.Normal.Z assertion that
  Test 1 already had.
- Test 4 comment slope-angle clarification.
- BSPQuery.cs FindWalkableSphere section header now notes this is
  not a direct retail port (it wraps BSPNODE::find_walkable +
  BSPLEAF::find_walkable via the existing FindWalkableInternal).

No behavior change. Build clean; 4/4 tests pass; same 8 pre-existing
failures.

Spec: docs/superpowers/specs/2026-05-19-indoor-walkable-plane-bsp-port-design.md

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 21:41:13 +02:00
Erik
7f55e14cd7 feat(physics): add BSPQuery.FindWalkableSphere wrapper
Thin public wrapper over the existing retail-faithful
FindWalkableInternal (BSPNODE::find_walkable + BSPLEAF::find_walkable
port). Probes downward by probeDistance along up, returns the closest
walkable polygon the sphere would rest on plus the adjusted center.

Will replace Transition.TryFindIndoorWalkablePlane's linear first-match
scan (next commit). The wrapper is callable from any "stand here, find
my floor" use case; current intent is indoor walkable-plane synthesis.

4 unit tests covering: two-floors-foot-between (sphere overlapping lower
floor), only-upper-floor-foot-above (sphere overlapping upper floor),
no-walkable-in-probe-range (sphere out of overlap distance for all
polygons), steep-poly-rejected-by-WalkableAllowance. Note: find_walkable
requires sphere to overlap the polygon plane (|dist| <= radius);
the tests use geometry that exercises this correctly, unlike the spec's
illustrative values which assumed a "nearest below" scan.

Spec: docs/superpowers/specs/2026-05-19-indoor-walkable-plane-bsp-port-design.md

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 21:33:27 +02:00
Erik
eb0f772f0f fix(physics): Phase 2 — synthesize indoor walkable plane from cell floor
When the indoor cell-BSP query returns OK (no wall collision), the player
is standing on a floor poly inside the cell. Previously the code fell
through to outdoor terrain (SampleTerrainWalkable + ValidateWalkable),
which used the OUTDOOR terrain plane — below the indoor floor due to the
+0.02f Z-bump applied for render z-fight prevention. ValidateWalkable
saw the player 0.5m above the outdoor plane → marked them as airborne
→ walkable=False → falling animation, never recovers.

Adds TryFindIndoorWalkablePlane (internal static for testability): scans
the cell's resolved physics polys for a walkable floor poly (normal.Z >=
0.6664, walkable-slope threshold matching retail) under the player's XY,
transforms its plane + vertices to world space via WorldTransform, and
calls ValidateWalkable with the indoor plane. Adds PointInPolygonXY
(ray-casting even-odd rule, ignores Z). Both are wired just after the
BSP OK branch in FindEnvCollisions; outdoor terrain remains a defensive
backstop if no floor poly is found under the player indoors (rare).

Matches retail's CEnvCell::find_env_collisions behavior: no fall-through
to terrain when the cell BSP successfully completes a query.

Evidence: launch-phase2-verify5.log captured 12,141 walkable=False
events during an indoor session where the player never managed to walk
back outdoor through a door — they got stuck against the indoor wall
and the resolver never re-established a walkable contact plane.

Adds 13 unit tests in IndoorWalkablePlaneTests.cs covering:
- player over floor poly (returns true, plane normal up, plane at correct Z)
- player outside poly XY (returns false)
- no walkable polys (returns false)
- empty Resolved dict (returns false)
- cell with world translation (plane + vertices in world space)
- PointInPolygonXY cases (centre, near corner, on boundary, outside, Z ignored)

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 19:13:13 +02:00
Erik
702b30a63e refactor(physics): Phase 2 — code-review polish on BuildingPhysics commit
Five reviewer-flagged items addressed:

- Fix #1: GameWindow building-loop now reuses TerrainSurface.ComputeOutdoorCellId
  instead of re-deriving the row-major cell-index formula. DRY win; no risk
  of the two formulas drifting.
- Fix #2: BuildingPhysics.ExactMatch decoder now references
  DatReaderWriter.Enums.PortalFlags.ExactMatch instead of magic 0x0001.
- Fix #3: ExactMatch XML doc clarified as "reserved per retail's
  CBldPortal::exact_match; not currently consumed by CheckBuildingTransit".
- Fix #4: CheckBuildingTransit docstring now explicitly documents the
  retail divergence — retail's sphere_intersects_cell (radius-aware) vs.
  our PointInsideCellBsp (radius-less). The sphereRadius parameter is
  reserved for the future sphere_intersects_cell port. Practical effect
  noted: entry fires ~sphereRadius (~0.48m) deeper than retail.
- Fix #5: Test method `SphereInsideBuildingPortalDestination_AddsInteriorCell`
  renamed to `BuildingPortalWithUnloadedCellBSP_NoCandidateAdded` — the
  test asserts Empty(candidates), not that the cell is added. Comment
  updated.

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 Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 18:01:44 +02:00
Erik
069534a372 feat(physics): Phase 2 — BuildingPhysics + CheckBuildingTransit
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>
2026-05-19 17:34:38 +02:00
Erik
aad697602e feat(physics): Phase 2 — port CellTransit + wire into ResolveCellId
New CellTransit static class ports retail's portal-graph cell traversal:
- FindTransitCellsSphere — indoor portal-neighbour walk
- AddAllOutsideCells     — outdoor 24m grid expansion
- FindCellList           — top-level driver (BFS through portals;
                           PointInsideCellBsp for final containment)

PhysicsEngine.ResolveOutdoorCellId renamed to ResolveCellId. Body
rewritten: indoor seeds delegate to CellTransit.FindCellList (portal-
graph BFS + BSP containment test); outdoor seeds keep the landblock
terrain grid lookup from the original implementation (preserving the
L.2e prefix-preservation fix). Signature extended with sphereRadius
parameter (needed by the sphere-vs-portal-plane test). Three call
sites updated (PhysicsEngine x2, TransitionTypes x1).

BSPQuery.PointInsideCellBsp retyped from PhysicsBSPNode? to CellBSPNode?
— the function operates on the cell-BSP tree (CellPhysics.CellBSP.Root
is a CellBSPNode). The previous PhysicsBSPNode typing was dead code, so
retype is safe.

Deletes the Phase D ResolveOutdoorCellIdTests.cs file. New ResolveCellIdTests
covers the equivalent contracts (fallback zero, outdoor seed with no
landblock).

Outdoor->indoor entry (check_building_transit) is stubbed pending the
BuildingPhysics infrastructure landing in the next commit.

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>
2026-05-19 17:14:04 +02:00
Erik
1969c55823 feat(physics): Phase 2 — wire CellBSP + Portals into CellPhysics
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>
2026-05-19 16:52:20 +02:00
Erik
c19d6fb321 fix(physics): Cluster A #84 + #85 — indoor cell tracking
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>
2026-05-19 15:20:36 +02:00
Erik
4e308d567a test(picker): Cluster A #86 — screen-rect cell-occlusion tests
Phase B's WorldPicker change added cellOccluder to both Pick overloads,
but the integration test suite only covered the legacy ray-sphere
overload. The production code path (GameWindow.PickAndStoreSelection)
uses the screen-rect overload, and its clip.W depth-conversion math
had no direct test. Adds two integration tests mirroring the existing
ray-sphere variants:

- Pick_ScreenRect_EntityBehindWall_OccludedByCellBsp — entity dead-
  ahead, wall between, with cellOccluder → null.
- Pick_ScreenRect_NoWall_HitsEntity — same scene, null occluder → hit.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 14:56:51 +02:00
Erik
3764867566 fix(picker): Cluster A #86 — cell-BSP ray occlusion in WorldPicker
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>
2026-05-19 14:41:56 +02:00
Erik
27d7de11d8 feat(physics): Cluster A — indoor BSP collision probe
Adds the [indoor-bsp] probe + ProbeIndoorBspEnabled toggle for the
Indoor walking Phase 1 BSP-cluster investigation. Mirrors the existing
[resolve] / [cell-transit] / [indoor-*] pattern: one log line per
BSPQuery.FindCollisions call from FindEnvCollisions' cell branch,
capturing cell id, sphere local-pos, result TransitionState, and the
hit poly's normal + side-type via the LastBspHitPoly side-channel
(already wired for ProbeBuildingEnabled, now also fires for the indoor
flag).

Toggle via ACDREAM_PROBE_INDOOR_BSP=1 env var or DebugPanel checkbox.
Zero-cost when off.

Predecessor for the three fix commits that will close ISSUES.md
#84/#85/#86 after the capture session.

Spec: docs/superpowers/specs/2026-05-19-indoor-walking-phase1-bsp-cluster-design.md
Plan: docs/superpowers/plans/2026-05-19-indoor-walking-phase1-bsp-cluster.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 14:24:07 +02:00
Erik
9f152d9754 test(diagnostics): restore RenderingDiagnostics state in try/finally
Final code review of Phase 1 flagged that the three flag-mutating
tests leaked static state across test boundaries. Wrap each in
try/finally that snapshots IndoorAll on entry and restores it on
exit, matching the PhysicsDiagnosticsTests pattern at line 30-49.
Tests now safe under parallel test runs + future additions.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 12:08:51 +02:00
Erik
b57cb42fd7 test(diagnostics): RenderingDiagnostics cascade + IsEnvCellId rows
Covers the master IndoorAll cascade (both directions) and the IsEnvCellId
helper's 0x0100 boundary check across outdoor cells, indoor cells, and
landblock-prefixed forms.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 11:27:32 +02:00
Erik
67e64c79cf feat(camera): flip retail chase camera to default-on after visual ship
After visual verification 2026-05-18 (turn lag, coast-and-settle,
slope-tilt, jump tracking with contact-plane projection all working),
make the retail chase camera the default. Legacy ChaseCamera stays
available via the DebugPanel toggle (ACDREAM_RETAIL_CHASE=0 or the
checkbox) pending a follow-up deletion commit.

Env var polarity now matches AlignToSlope: default-on if unset, off
only when explicitly "0".

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 09:47:33 +02:00
Erik
b7e954e50b fix(camera): retail-faithful jump-tracking via contact-plane projection
Original symptom: jumping made the camera swing around the player
vertically — the basis tilted up/down with the player's Z velocity.

Root cause: ComputeHeading used the raw 3D velocity vector as the
heading direction. During a jump, velocity has a substantial Z
component (vy ≈ jump speed), and `normalize((vx, vy, vz))` produced
a heading pointing up. The basis tilted accordingly and the camera
went under/over the player.

Retail's actual ALIGN_WITH_PLANE algorithm (decomp at
acclient_2013_pseudo_c.txt:95644-95795) is different:

  1. Velocity is only used as a gate. If |vx| AND |vy| > epsilon
     (player is moving in XY), proceed; otherwise fall back to the
     LOOK_IN_DIRECTION path (player's facing direction unchanged).
  2. The base heading is `localtoglobalvec(player, (0, 1, 0))` —
     the player's local +Y axis in world space, which in our
     convention is `(cos yaw, sin yaw, 0)`.
  3. Pick a surface normal:
       grounded:  contact_plane.N
       airborne:  (0, 0, 1)  [world up]
  4. Project the base heading onto the plane perpendicular to that
     normal:  projected = forward - normal * dot(forward, normal).
  5. Normalize. Fall back to the base if projection collapses.

Behaviorally:
  * Standing jump (vx≈0, vy≈0):  gate fails → base heading. Camera
    doesn't move with the jump.
  * Running jump (vx, vy, vz all nonzero, airborne):  projects onto
    world up → no-op since base is already horizontal. Camera basis
    stays horizontal; player visibly rises in frame.
  * Walking uphill (grounded, slope normal tilted):  projection
    adds a Z component matching the slope angle. Camera basis tilts
    with the terrain.
  * Walking on flat ground:  projection is a no-op. Camera basis
    horizontal.

Surface changes:
  * RetailChaseCamera.ComputeHeading gains `isOnGround` and
    `contactPlaneNormal` parameters.
  * RetailChaseCamera.Update gains the same two parameters and
    threads them through.
  * GameWindow's two Update call sites pass `result.IsOnGround` and
    `_playerController.ContactPlane.Normal` (already exposed on
    PlayerMovementController — no plumbing change there).
  * Tests: 2 existing heading tests reshaped (Moving* and Uphill);
    2 new tests added (AirborneJumping straight-up + running-jump);
    1 renamed (SlopeAlignDisabled). Net 25 → 27 tests in
    RetailChaseCameraTests; full AcDream.App.Tests: 39 → 41.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 09:32:50 +02:00
Erik
91086adbac feat(camera): InputAction + DebugVM surface for retail chase camera
Four new InputAction entries for held-key offset integration
(CameraZoomIn/Out, CameraRaise/Lower; default unbound). Six new
DebugVM mirror properties forwarding to CameraDiagnostics so the
upcoming "Chase camera" DebugPanel section can drive them live.

Also folds in four small cleanups from the Task 4 code review:
- Both CameraDiagnostics-mutating tests in CameraControllerTests now
  use try/finally save/restore (consistency with Task-3 follow-up B)
- Drop unused `using System.Numerics` from CameraControllerTests
- Reword the XML doc on CameraController.Active to explain WHY both
  cameras are held simultaneously (flag flip takes effect on the
  next Active access without re-entry) rather than restating the
  getter logic

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 20:04:34 +02:00
Erik
e5a5916679 feat(camera): CameraController carries both legacy + retail chase cams
EnterChaseMode now takes (ChaseCamera, RetailChaseCamera); Active
consults CameraDiagnostics.UseRetailChaseCamera to pick which to
expose. Flag flip at runtime swaps cameras instantly (both are kept
warm). GameWindow's two EnterChaseMode call sites get a temporary
stub RetailChaseCamera; Task 7 wires proper construction +
per-frame updates.

Also folds in two minor cleanups from the Task 3 code review:
- Update() discards the unused `right` axis from BuildBasis (no
  caller in the chase-cam math; viewer_offset.X is always 0)
- The three CameraDiagnostics-mutating integration tests now
  save and restore the static state in try/finally to avoid
  ordering-dependent contamination

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 19:56:24 +02:00
Erik
0c1403f2e6 feat(camera): wire RetailChaseCamera Update() + tunables + state
Adds the per-frame Update(playerPos, yaw, velocity, dt) entrypoint
that composes the math primitives into a renderable View matrix +
PlayerTranslucency. State: 5-frame velocity ring, damped eye + forward
unit vector, first-frame snap flag, mouse-filter shared state.
Public surface: Distance/Pitch/YawOffset/PivotHeight tunables,
AdjustDistance/Pitch (with clamps), FilterMouseDelta entry, View +
Position + PlayerTranslucency outputs. 5 new integration tests, all
pass; total RetailChaseCamera test count 25.

Also folds in two minor cleanups from the Task 2 code review:
- AverageVelocity uses ring.Length instead of hardcoded 5
- Basis_NearVerticalHeading test asserts orthogonality of right & up

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 19:44:13 +02:00
Erik
8ebd33dc8f feat(camera): add RetailChaseCamera math primitives
Seven pure-math helpers in the new RetailChaseCamera class:
ComputeHeading (slope-align with flat fallback), BuildBasis (heading
→ orthonormal frame, near-vertical fallback), PushVelocity +
AverageVelocity (5-entry FIFO ring), ComputeDampingAlpha (retail's
stiffness*dt*10), FilterMouseAxis (0.25s low-pass), ComputeTranslucency
(linear ramp 0.20..0.45 m). 20 tests, all pass. State machine + Update()
land in the next commit.

Per spec docs/superpowers/specs/2026-05-18-retail-chase-camera-design.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 19:36:24 +02:00
Erik
5945f1d915 feat(camera): add CameraDiagnostics static tunable owner
Six knobs for the upcoming retail chase camera: UseRetailChaseCamera
master toggle (env ACDREAM_RETAIL_CHASE), AlignToSlope (env
ACDREAM_CAMERA_ALIGN_SLOPE, default on), TranslationStiffness +
RotationStiffness (both 0.45 retail default), MouseLowPassWindowSec
(0.25), CameraAdjustmentSpeed (40.0). DebugPanel mirror lands later;
this commit just stands up the static surface + defaults + tests.

Per spec docs/superpowers/specs/2026-05-18-retail-chase-camera-design.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 19:29:11 +02:00
Erik
9f069e14c9 fix(animation): close #61 + smooth stop from backward/sidestep-left/turn-left
Two related AnimationSequencer fixes for visible animation glitches at
motion-cycle boundaries.

1. Link-tail blend hold (closes #61). BuildBlendedFrame was wrapping
   nextIdx unconditionally to rangeLo at the high-frame boundary —
   correct for looping cyclic nodes (idle/run/walk loops), wrong for
   one-shot links and action overlays. During the ~30 ms fractional
   tail before the sequencer transitions to the next queue node, the
   blend mixed frame[end] with frame[0], producing a one-frame flash
   through the anim's starting pose. Symptoms: door swing-open flap
   (frame 0 = closed pose) and player run-stop twitch (frame 0 =
   mid-stride). Fix: gate the wrap on curr.IsLooping; non-looping
   nodes hold the boundary frame until AdvanceToNextAnimation fires.

2. Stop-anim direction fallback. Stopping from WalkBackward /
   SideStepLeft / TurnLeft hit a null linkData from GetLink (the dat
   authors a single forward/right stop link and reuses it for both
   directions). SetCycle then enqueued only the Ready cycle, snapping
   straight to idle with no leg-settle blend. Fix: when the primary
   GetLink lookup is null, retry with the substate's low byte remapped
   to its forward/right peer (0x06→0x05, 0x10→0x0F, 0x0E→0x0D).

Both fixes are pinned by new regression tests in
AnimationSequencerTests that fail against the prior code (Y=5.02 for
the link tail wrap → frame 0 blend; Y=0 for the backward stop snapping
to Ready cycle).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 15:16:20 +02:00
Erik
eda936dc4d refactor(app): extract typed RuntimeOptions for startup env vars (Step 1)
Lifts 13 startup-time environment variables out of GameWindow.cs into a
single typed AcDream.App.RuntimeOptions record read once in Program.cs.
Behavior-preservation only — no live behavior change, no visual change.
Verified end-to-end against ACE on 127.0.0.1:9000: full M1 demo loop
(walk Holtburg, click door, click NPC, portal entry) plus DEVTOOLS
ImGui panels load cleanly.

Why: GameWindow.cs is 10,304 LOC and scattered Environment.GetEnvironmentVariable
calls were one of the structural smells called out in the new
"Code Structure Rules" doc. Typed options is the safest cut to make
first because the substitution is mechanical and parsing semantics
get pinned by unit tests.

What lands:
  - CLAUDE.md: removed stale R1→R8 execution-phases line, replaced with
    pointers to the milestones doc + strategic roadmap (the actual
    source of truth). Tightened the "check ALL FOUR references"
    section to describe WB as the production rendering base, not
    just a reference. New "Code Structure Rules" section (6 rules)
    captures the discipline we're committing to.
  - docs/architecture/acdream-architecture.md: removed dangling link
    to the deleted memory/project_ui_architecture.md.
  - docs/architecture/code-structure.md (NEW, 376 LOC): rationale for
    the 6 rules + 6-step extraction sequence
    (RuntimeOptions → LiveSessionController → LiveEntityRuntime →
    SelectionInteractionController → RenderFrameOrchestrator →
    GameEntity aggregation). This PR is Step 1.
  - src/AcDream.App/RuntimeOptions.cs (NEW, 100 LOC): typed record
    with FromEnvironment(string) factory and Parse(datDir, env)
    overload for testability. Covers ACDREAM_LIVE, _TEST_HOST/PORT/
    USER/PASS, _DEVTOOLS, _DUMP_MOVE_TRUTH, _NO_AUDIO,
    _ENABLE_SKY_PES, _HIDE_PART, _RETAIL_CLOSE_DEGRADES,
    _DUMP_SCENERY_Z, _STREAM_RADIUS.
  - src/AcDream.App/Program.cs: builds RuntimeOptions once, passes
    to GameWindow.
  - src/AcDream.App/Rendering/GameWindow.cs: ctor takes RuntimeOptions;
    7 startup-cached env-var fields become expression-bodied
    properties or direct _options.X reads; TryStartLiveSession,
    audio init, legacy stream-radius branch all route through
    _options.
  - tests/AcDream.App.Tests/ (NEW project, 10 unit tests + csproj):
    pins parser semantics — default-off bools, the literal "0"
    gate for RETAIL_CLOSE_DEGRADES, the >=0 guard for
    STREAM_RADIUS, null-vs-empty for user/pass, exact-"1" check
    for diagnostic flags. Registered in AcDream.slnx.

Out of scope (per code-structure.md §4):
  - Per-call-site ACDREAM_DUMP_* / _REMOTE_VEL_DIAG diagnostic reads
    sprinkled through GameWindow (~40 sites). Rule 5 in CLAUDE.md
    commits us to migrating these opportunistically as larger
    extractions land, not in a bulk pass.
  - AcDream.Core's project-reference to Chorizite.OpenGLSDLBackend.
    Only the stateless .Lib namespace is used; tightening the project
    reference is documented as future work in code-structure.md §2.

Build: green.
Tests: AcDream.App.Tests 10/10 ✓, Core.Net.Tests 294/294 ✓,
       UI.Abstractions.Tests 419/419 ✓,
       AcDream.Core.Tests 1073/1081 (8 pre-existing failures verified
       against pre-refactor baseline by stash-and-rerun).

Visual verification: full M1 demo loop against ACE +Acdream login
including DEVTOOLS panel host load.

Next: Step 2 — extract LiveSessionController per code-structure.md §4.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-17 09:16:55 +02:00
Erik
b5da17db76 feat(retail): Commit B — retail-faithful AP cadence + screen-rect picker
Retires divergences flagged in the 2026-05-16 faithfulness audit:

1. AP cadence. Replaces the 1 Hz idle / 10 Hz active flat heartbeat
   with a diff-driven model gated on `Contact && OnWalkable`
   (acclient_2013_pseudo_c.txt:700327 SendPositionEvent). Sends on
   position or cell change while grounded on walkable, plus a 1 sec
   heartbeat; suppressed entirely airborne. PlayerMovementController
   exposes `NotePositionSent(pos, cellId, now)` which GameWindow stamps
   after each AutonomousPosition / MoveToState send — mirrors retail's
   shared `last_sent_position_time` between SendPositionEvent
   (0x006b4770) and SendMovementEvent (0x006b4680). Known divergence
   from retail: ours is per-frame-while-moving, retail's effective rate
   is ~1 Hz during smooth motion (cell/plane checks). Filed as #74,
   blocked by #63 — when #63 lands we revert to retail's narrower gate.

2. Workaround retirement. Removes TinyMargin (0.05 m inside arrival)
   and the AP-flush before re-send (`SendAutonomousPositionNow`). The
   diff-driven cadence makes both obsolete. Close-range turn-first
   deferred Use is kept (it IS retail — ACE Player_Move.cs:66-87
   mirrors retail's CreateMoveToChain pre-callback rotation), renamed
   `OnAutoWalkArrivedSendDeferredAction` to clarify it's a FIRST send.
   `isRetryAfterArrival` parameter dropped.

3. Far-range Use/PickUp retry. Restored — was load-bearing, not the
   "redundant cleanup" the Group 2 audit thought. Issue #63 means ACE
   drops the first Use as too-far without re-polling on subsequent APs;
   the arrival re-send is what makes far-range Use complete. Logs
   include `(queued for arrival re-send pending #63)` to make this
   explicit. Removes when #63 closes.

4. Screen-rect picker. New `AcDream.Core.Selection.ScreenProjection`
   helper shared by `WorldPicker` and `TargetIndicatorPanel`. The
   `Setup.SelectionSphere` projects to a screen-space square (retail
   anchor `SmartBox::GetObjectBoundingBox` 0x00452e20); picker
   hit-tests the mouse pixel against the same rect the indicator draws,
   inflated by 8 px (`TriangleSize`). Guarantees what-you-see is
   what-you-click — including rect corners that were dead zones under
   the old ray-sphere picker. Per-type radius (1.0/1.6/2.0 m) and
   vertical-offset (0.2/0.9/1.0/1.5 m) heuristic lambdas retired;
   `IsTallSceneryGuid` deleted; `EntityHeightFor` trimmed to 1.5 m × scale
   defensive default. No defensive sphere synth — entities without a
   baked `SelectionSphere` are skipped, matching retail's
   `GfxObjUnderSelectionRay` (0x0054c740).

5. Rotation rate run multiplier (Commit A precursor). `TurnRateFor(running)`
   helper applies retail's `run_turn_factor = 1.5f` (PDB-named
   0x007c8914) under HoldKey.Run, matching `apply_run_to_command` at
   0x00527be0 (line 305098). Effective: walking ≈ 90°/s, running ≈ 135°/s.
   Keyboard A/D + ApplyAutoWalkOverlay both use it.

6. Useability gate (Commit A precursor). `IsUseableTarget` corrected to
   `useability != 0` per `ItemUses::IsUseable` at 256455 — ANY non-zero
   passes (USEABLE_NO=1, USEABLE_CONTAINED=8, etc.), not just the
   USEABLE_REMOTE bit. Cross-checked against 4 call sites in retail
   (ItemHolder::UseObject 0x00588a80, DetermineUseResult 0x402697,
   UsingItem 0x367638, disable-button-state 0x198826). Added
   `ProbeUseabilityFallbackEnabled` diagnostic
   (`ACDREAM_PROBE_USEABILITY_FALLBACK=1`) to measure how often the
   creature/BF_DOOR fallback fires for ACE-seed-DB entities with
   null useability.

CLAUDE.md updated with the graceful-shutdown rule for relaunch:
Stop-Process bypasses the logout packet, leaving ACE's session marked
logged-in for ~3+ min. CloseMainWindow() sends WM_CLOSE so the
shutdown hook runs and the logout packet reaches ACE.

Tests: +3 ScreenProjectionTests + 6 WorldPickerRectOverloadTests = +9.
Core.Net 294/294 pass; Core 1073/1081 (8 pre-existing Physics failures
unchanged). Visual-verified 2026-05-16: rotation rate, useability,
screen-rect click area, double-click + R-key + F-key Use/PickUp at
short and long range — dialogue/door/pickup fire on arrival.

Filed follow-ups #70 (triangle apex/size DAT sprite), #71 (picker
Stage B polygon refine), #72 (cdb omega.z probe), #73 (retail-message
sweep pattern), #74 (per-frame AP chattier than retail — blocked by
#63). Old ray-sphere `WorldPicker.Pick(origin, direction, ...)`
overload kept for back-compat; no callers in acdream proper.

Plan: docs/superpowers/plans/2026-05-16-retail-faithfulness-fixes.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 13:56:08 +02:00
Erik
e0d5d271f3 fix(retail): rotation rate, useability gate, retail toast strings
Two retail divergences fixed from the 2026-05-16 faithfulness audit
(Commit A of the plan at docs/superpowers/plans/2026-05-16-retail-faithfulness-fixes.md).

1. Rotation rate ignored HoldKey.Run. Retail's CMotionInterp::
   apply_run_to_command (decomp 0x00527be0 line 305098) multiplies
   turn_speed by run_turn_factor (1.5, PDB-named symbol at 0x007c8914)
   when input is TurnRight/TurnLeft under HoldKey.Run. Effective
   running rotation is 50% faster (~135°/s vs walking ~90°/s).
   Our keyboard A/D and ApplyAutoWalkOverlay used a fixed walking
   rate.

   New: RemoteMoveToDriver.TurnRateFor(running) helper. Keyboard
   path passes input.Run; auto-walk overlay passes
   _autoWalkInitiallyRunning. The walking-rate base
   (BaseTurnRateRadPerSec = π/2) is unchanged; TurnRateRadPerSec
   constant is preserved as the walking-rate alias for callers
   that don't have run/walk state (NPC remotes).

2. IsUseableTarget gated on `useability & USEABLE_REMOTE (0x20)`,
   which was stricter than retail. Per ItemUses::IsUseable
   (acclient_2013_pseudo_c.txt:256455) cross-referenced with 4
   call sites, retail's IsUseable() semantic is `_useability != 0`.
   But visually retail's USEABLE_NO (1) entities don't approach
   either, because ACE never broadcasts MovementType=6 for them.
   Our client installs a speculative auto-walk BEFORE the server
   responds, so we'd visibly approach + face signs before the
   wire packet was rejected.

   Pragmatic fix: block USEABLE_UNDEF (0) AND USEABLE_NO (1) in
   IsUseableTarget — slightly stricter than retail's
   IsUseable but matches retail's user-visible behaviour
   ("R on sign does nothing"). Documented in the doc-comment so
   a future implementer knows the gap.

3. New IsPickupableTarget gate for F-key path — requires
   USEABLE_REMOTE (0x20) bit. Null-useability fallback for
   BF_CORPSE + small-item ItemTypes (preserves M1 ground-item
   pickup flow when ACE seed DB doesn't publish useability).

4. R-key (UseCurrentSelection) upfront gate now ALWAYS uses
   IsUseableTarget. R is conceptually "use" with smart-routing
   to pickup as a downstream optimization. F-key (SendPickUp)
   uses IsPickupableTarget directly.

5. Retail toast strings on block, centralised in new
   src/AcDream.Core/Ui/RetailMessages.cs:
   - "The X cannot be used" (data 0x007e2a70, sprintf 0x00588ea4)
     fires on UseCurrentSelection / SendUse gate block.
   - "The X can't be picked up!" (sprintf 0x00587353) fires on
     SendPickUp non-pickupable block.
   - "You cannot pick up creatures!" (data 0x007e22b4) fires on
     SendPickUp creature block (was previously silent).
   - Plus 4 inactive retail strings ready for future call sites:
     CannotBeUsedWith (two-target Use), CannotBePickedUp (formal
     pickup variant), CannotBeUsedWhileOnHook_HooksOff +
     CannotBeUsedWhileOnHook_NotOwner (housing). All cite their
     retail data addresses + runtime sprintf addresses.

6. ProbeUseabilityFallbackEnabled diagnostic (env var
   ACDREAM_PROBE_USEABILITY_FALLBACK=1) logs every time the
   null-useability fallback fires. Settles whether the
   fallback for creature + BF_DOOR/LIFESTONE/PORTAL/CORPSE
   entries in ACE's seed DB without useability is hot code
   or theoretical defense.

Test coverage:
- +3 RemoteMoveToDriverTests cover TurnRateFor walking/running/back-compat.
- +7 RetailMessagesTests cover each retail string with retail anchor.
- +1 CreateObjectTests TryParse_WeenieFlagsUsable_ReadsUseableNoValue
  pins parser correctness for USEABLE_NO=1.
- 294/294 Core.Net pass; 24/24 new+touched Core tests pass.
- Pre-existing baseline of 8 Physics test failures unchanged
  (BSPStepUp + MotionInterpreter regression noise from prior
  sessions; out of scope here).

Deferred to a separate session per user direction:
- Click area = indicator-rect retail fidelity. Retail's picker
  uses per-part CGfxObj.drawing_sphere + polygon refine
  (0x0054c740); ours uses single Setup.SelectionSphere ray-
  intersect. The rect corners are dead zones today. Three fix
  options analyzed: screen-space rectangle hit-test, sqrt(2)
  sphere inflation, polygon refine Stage B.

Plan: docs/superpowers/plans/2026-05-16-retail-faithfulness-fixes.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 12:17:54 +02:00
Erik
58e155615d feat(B.8): retail useability gate + tall-scenery indicator scaling
Two retail divergences fixed end-to-end:

1. R-key Use on non-useable entities (signs, banners, decorative
   scenery) was silently sending Use/PickUp to ACE, triggering
   auto-walk + NPC-style chat fallback. Retail's client checks
   ITEM_USEABLE (acclient.h:6478) and silently ignores Use when
   the USEABLE_REMOTE (0x20) bit isn't set. Now ports that gate.

2. Holtburg town sign indicator + click sphere only covered the
   base of the pole because the "everything else" default in
   EntityHeightFor was 1.5 m and the picker's vertical offset
   for default class was 0.2 m. A 3 m sign on a pole was almost
   entirely outside both shapes.

Wire change:
- CreateObject parser now walks the WeenieHeader optional tail
  (per ACE WorldObject_Networking.cs:87-114) up through Useability
  + UseRadius. Captures weenieFlags upfront, then conditionally
  skips PluralName, ItemCapacity, ContainerCapacity, AmmoType,
  Value before reading Useability (u32) and UseRadius (f32).
- CreateObject.Parsed + WorldSession.EntitySpawn record append two
  new optional fields (Useability uint?, UseRadius float?), both
  defaulting to null. Existing call sites unchanged.
- 3 new tests cover: no weenieFlags → null, weenieFlags=0x10 alone
  → useability read, weenieFlags=0x8|0x10|0x20 → walker skips Value
  then reads Useability + UseRadius in correct order.

Behaviour change:
- GameWindow.IsUseableTarget(guid) — authoritative path uses spawn
  .Useability when present (REMOTE bit gate); fallback when null
  permits Use on creatures + BF_DOOR/LIFESTONE/PORTAL/CORPSE for
  M1 flow continuity.
- UseCurrentSelection (R-key dispatcher) and SendUse + SendPickUp
  (double-click + F-key direct paths) gate on IsUseableTarget,
  silent early-return matching retail. isRetryAfterArrival skips
  the gate (re-fires only previously-gated actions).
- TargetIndicatorPanel.EntityHeightFor default branch 1.5 m → 3 m
  for non-creature non-flat non-small-item entities (sign-class).
  Scale > 1 still grows proportionally.
- WorldPicker callbacks: new IsTallSceneryGuid branch lifts sphere
  centre to 1.5 m with 1.6 m radius for sign-class entities,
  mirroring the indicator's 3 m default so click sphere matches
  the visible box.

Tests: 293/293 pass in AcDream.Core.Net.Tests (+3 new walker
tests). dotnet build clean.

Retail anchors:
- acclient.h:6478 — ITEM_USEABLE enum (USEABLE_REMOTE = 0x20)
- acclient.h:6431-6463 — PWD bitfield (BF_DOOR etc.)
- ACE WorldObject_Networking.cs:87-114 — wire field order
- ACE WeenieHeaderFlag — Usable = 0x10, UseRadius = 0x20

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 20:07:32 +02:00
Erik
8544a785d7 feat(B.7): RadarBlipColors — port of gmRadarUI::GetBlipColor
Static helper resolving a target indicator / radar blip colour from
ItemType + the raw PublicWeenieDesc._bitfield acdream already parses
onto EntitySpawn. Dispatch order matches retail decomp at 0x004d76f0:

  Portal (BF_PORTAL = 0x40000)              → cyan
  Vendor (BF_VENDOR = 0x200)                → green
  Creature && !IsPlayer                     → yellow
  Player + IsPK (BF_PLAYER_KILLER = 0x20)   → red
  Player + IsPKLite (= 0x2000000)           → pink
  Player (other)                            → white (Default)
  Otherwise (item / object)                 → light grey

RGBA values are hand-tuned to visually match retail screenshots; the
real RGBAColor_Radar* constants live in retail static data and can be
swapped in later without breaking call sites.

8 unit tests cover the full type/flag matrix (item, NPC, friendly
player, PK, PKLite, vendor, portal-priority-over-flags).

Next: TargetIndicatorPanel (App, ImGui draw) that uses this lookup.
2026-05-15 06:49:46 +02:00
Erik
f7636a9e78 fix(B.5): handle PickupEvent 0xF74A so picked-up items despawn locally
ACE sends GameMessagePickupEvent (opcode 0xF74A) instead of
GameMessageDeleteObject (0xF747) for items removed via player pickup
(Player_Tracking.RemoveTrackedObject with fromPickup=true).

Without this handler, BuildPickUp succeeded server-side (item moved
into the player's container, retail observers saw it disappear), but
our local client kept rendering it on the ground because the despawn
message went to the unhandled-opcode bucket.

PickupEvent's wire body adds an objectPositionSequence field on top
of DeleteObject's layout, so the parser is its own type. The
downstream view-removal semantics are identical to DeleteObject, so
the dispatcher routes both opcodes into the same EntityDeleted event
via a small adapter.
2026-05-14 16:13:16 +02:00
Erik
ced1b85c61 test(B.5): exercise i32 sign-correctness for BuildPickUp.placement
The original test only used placement=0, which encodes identically
under WriteInt32 and WriteUInt32. Add a -1 case so a future regression
to the unsigned writer would actually fail the test.

Flagged by Task 1 code review.
2026-05-14 15:05:07 +02:00
Erik
e8a20f26c7 feat(B.5): InteractRequests.BuildPickUp — PutItemInContainer 0x0019
TDD: failing test first (CS0117 on BuildPickUp + PutItemInContainerOpcode),
then implementation. Wire layout matches ACE GameActionPutItemInContainer:
0xF7B1 envelope + seq + 0x0019 opcode + itemGuid + containerGuid + placement
(24 bytes). For F-key ground-pickup, caller passes player's server guid as
containerGuid; Task 2 (GameWindow wiring) will handle that dispatch.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-14 15:01:24 +02:00
Erik
a6e4b5709f fix(phys L.2g slice 1b): widen CollisionExemption to ETHEREAL alone
B.4b visual test confirmed the L.2g slice 1 handoff's open question:
ACE's Door.Open() broadcasts state=0x0001000C (HasPhysicsBSP |
Ethereal | ReportCollisions), NOT the state=0x14+ that retail servers
send (Ethereal | IgnoreCollisions). The L.2g pipeline correctly
mutates ShadowObjectRegistry with the new state, but
CollisionExemption.ShouldSkip required both bits and the door stayed
solid.

Retail (acclient_2013_pseudo_c.txt:276782) wraps FindObjCollisions in
`if NOT (state & ETHEREAL && state & IGNORE_COLLISIONS)`. ETHEREAL
alone takes a different retail path at line 276795 that sets
sphere_path.obstruction_ethereal = 1 and lets downstream movement
allow passage despite the contact. We haven't ported that downstream
path yet.

Pragmatic shortcut: widen the early-out to ETHEREAL alone so doors
become passable when ACE flips the bit. Retail-server broadcasts
still hit the same branch correctly (both bits set implies ETHEREAL).
Compatible with both server styles.

Renames test EtherealOnly_NotSkipped -> EtherealOnly_Skipped and
flips its assertion. 13 CollisionExemption tests pass; full suite
1046 pass / 8 pre-existing baseline fail (unchanged).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 18:27:06 +02:00
Erik
242ce706ef feat(B.4b): InputDispatcher detects double-clicks
Visual test of the B.4b handler revealed the dispatcher never fired
SelectDblLeft. OnMouseDown was only looking up Press and Hold
activations — DoubleClick bindings in KeyBindings.cs were effectively
dead code.

Adds 500ms-threshold double-click detection: tracks last-mouse-down
button + Environment.TickCount64 timestamp; a same-button press within
the threshold additionally fires ActivationType.DoubleClick for the
matching binding (Press still fires normally for the second click).
Clears the pair-state after firing so a triple-click doesn't produce
a second DoubleClick.

Tests cover same-button within threshold, beyond threshold (no fire),
different-button (no fire), and triple-click (fresh pair required).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 18:10:25 +02:00
Erik
5821bdc9ea fix(B.4b): WorldPicker.Pick — handle inside-sphere origin + document normalize contract
Code review flagged two latent correctness bugs in Pick:

1. The single t = -b - sqrt(d) intersection skipped entities whose
   5m bounding sphere contained the ray origin. Realistic at
   point-blank range — if the player stands within ~5m of a door,
   the near-plane sits inside the door's bounding sphere and the
   door becomes unpickable. Standard fix: when t_near < 0 fall
   through to t_far = -b + sqrt(d) (the sphere exit point).

2. The discriminant formula assumes |direction| = 1. BuildRay
   currently normalizes so the assumption holds at the wire, but
   the contract wasn't documented. Added an explicit
   <param name="direction"> note.

New test Pick_RayOriginInsideEntitySphere_StillReturnsServerGuid
covers the inside-sphere case. Suite: 9/9 WorldPicker tests pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 17:52:45 +02:00
Erik
221b64186d feat(B.4b): WorldPicker.Pick — ray-sphere entity pick
Adds Pick(origin, direction, candidates, skipServerGuid, maxDistance)
to AcDream.Core.Selection.WorldPicker. Iterates candidates, skips
entities with ServerGuid==0 (atlas/dat-hydrated statics — no server
identity) and the caller's skipServerGuid (the player self).
Geometric ray-sphere intersection at 5m radius (matches
WorldEntity.DefaultAabbRadius). Returns the nearest hit's ServerGuid
within maxDistance (50m default), or null on miss.

6 xUnit tests added: hit, miss, two-in-line-returns-closer, skip-guid,
skip-zero-server-guid, beyond-max-distance.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 17:47:05 +02:00