# Issue #49 handoff — scenery (X, Y) placement drifts from retail **Use this whole document as the prompt** when handing off to a fresh agent. Everything they need to pick up cold is below. --- ## Background you'll need You're working in `acdream`, a from-scratch C# .NET 10 reimplementation of Asheron's Call's retail client. The project's house rule (in `CLAUDE.md`) is **the code is modern, the behavior is retail**: every gameplay-affecting algorithm is ported faithfully from the named retail decomp at `docs/research/named-retail/` (Sept 2013 EoR build PDB, 99.6% function-name recovery, full pseudo-C in `acclient_2013_pseudo_c.txt`). Read `CLAUDE.md` end-to-end before touching code — the workflow ("grep named-retail first → cross-reference → pseudocode → port → conformance test → integrate") is mandatory. **Especially relevant for this issue:** the cdb-attach retail debugger workflow is documented in `CLAUDE.md` ("Retail debugger toolchain") and `memory/project_retail_debugger.md`. You will need it. Outdoor scenery (trees, bushes, rocks, fences, small props) is generated procedurally per landblock by [`SceneryGenerator`](../../src/AcDream.Core/World/SceneryGenerator.cs), which is a faithful port of retail's `chunk_005A0000.c` placement math. The generator returns `(GfxObjId, LocalPosition, Rotation, Scale)` triples; the renderer combines `LocalPosition.X / .Y` with the landblock origin and adds the terrain ground Z to get `finalZ`. `#48` fixed the Z (the bilinear fallback in `GameWindow.SampleTerrainZ` had its diagonal triangle-pair arms swapped). Trees now sit flush on terrain. **`#49` is the X/Y counterpart: same scene, same character coords, in some places acdream and retail place trees at different (X, Y).** ## The bug, in one paragraph While verifying `#48` at Holtburg landblock `0xA9B30001` (acdream character at local `(15.20, 12.54, 91.07)` with retail running side by side at the same coords), the user spotted a tree placed in **dramatically different (X, Y)** in acdream vs retail. In acdream, the tree appears on the LEFT of the road, near a chess board / picnic-bench area. In retail at the same character position, that spot is empty; the tree (or a tree of the same species) sits FAR across the road on the right (east) side. Side-by-side screenshot pair captured 2026-05-06 (attached to the issue). User reports they suspect this is widespread, not isolated to one tree. This is **not** a Z bug — every tree in the same screenshot has its trunk meeting the visible terrain. It's also **not** the LandBlockInfo Stab path — the chess board / bench themselves are correctly placed (acdream and retail agree on those), so the landblock origin and `lbOffset` math are right. The bug is in the procedural scenery placement (`SceneryGenerator`). The user's frustration: the scenery math was previously audited against the decomp by `eeee4c5 chore(scenery): audit SceneryGenerator against decompiled acclient.exe — all MATCH`. The audit confirmed the algorithm shape but did not prove runtime agreement against the real retail client. That's the gap this investigation closes. ## Acceptance criterion - Side-by-side outdoor screenshot pair (acdream vs retail, same character coords, same time of day) shows scenery positions matching at multiple landblocks. The user verifies visually. - Quantitative agreement: a cdb retail trace + acdream `ACDREAM_DUMP_SCENERY_Z=1` log together show every spawn at the same (gfxObjId, worldX, worldY, scale, heading) within float precision for at least one landblock end-to-end. - **Don't break:** all scenery that already places correctly must continue to. The Z fix from `#48` must not regress (the new `TerrainSurfaceTests.SampleZFromHeightmap_AgreesWithInstance_AcrossWholeLandblock` conformance test must stay green). ## Confirmed facts (don't redo these) - The Z fix from `#48` is in. `TerrainSurface.SampleZ` (instance, used by physics / player) and `TerrainSurface.SampleZFromHeightmap` (static, used by scenery hydration's bilinear fallback) share `TerrainSurface.InterpolateZInTriangle`. Trees sit flush. - LandBlockInfo Stab placement (chess boards, benches, building decorations) is correct — landblock origin and `lbOffset` math agree with retail. - The `46544ef fix(scenery): drop non-retail extra-road-vertex suppression` commit is **not** the cause. User has confirmed that was a good fix. - Same retail dat as we use; retail places trees flush AND in a different XY for at least one species. So the dat content is the same — the procedural placement algorithm differs. - `ACDREAM_DUMP_SCENERY_Z=1` (gated by env var, kept committed after `#48`) dumps every spawn's `(gfxObjId, worldX, worldY, groundZ, partT, zRange, scale)` to launch.log. Reuse it for `#49`. ## Competing hypotheses You need a cdb retail trace to disambiguate. Don't pre-commit until the data tells you which one. ### H1 — LCG noise constants drift `SceneryGenerator` uses an LCG-based hash of `(globalCellX, globalCellY, j)` to produce the per-instance displacement noise. The constants `1813693831`, `1360117743`, `1888038839`, `1109124029` came from the decomp port. **Predicts:** an off-by-one constant or a sign flip on the `dx` / `dy` derived from the noise; the displacement vector relative to the cell center is wrong by a constant or by a sign-flipped axis. **Fix if H1:** the cdb trace will show retail's `(global_cell_x, global_cell_y, j) → (dx, dy)` triples. Diff against ours; fix the math to match. ### H2 — Cell-coordinate handedness / transposition `SceneryGenerator` computes `globalCellX = landblockX * 8 + cellX` and similarly for Y. The `cellX` / `cellY` indexing within a landblock might be reversed relative to retail. **Predicts:** all trees in the same cell get a consistent (X, Y) shift; the shift varies across cells but follows a transposition pattern (e.g. swapping X and Y around the cell's NW corner). **Fix if H2:** swap the cell-indexing convention in `SceneryGenerator`'s noise inputs to match retail. ### H3 — `obj.Align != 0` path uses wrong reference Retail has a separate alignment path (`FUN_005a6f60`) that aligns scenery to the landcell polygon's normal. `SceneryGenerator` implements this via the `Align` flag — but the reference point (cell center vs cell origin vs vertex) might differ. **Predicts:** only species with `Align != 0` are misplaced; species with `Align == 0` are placed correctly. **Fix if H3:** correct the reference-point math for the Align branch. ### H4 — Slope filter rejects different cells than retail The slope filter rejects cells where the terrain normal Z falls outside `obj.MinSlope..obj.MaxSlope`. If our normal computation disagrees with retail's, we reject some cells retail accepts (or vice versa) — the spawn either disappears or moves to the next eligible cell. **Predicts:** species-specific differences correlated with sloped vs flat cells; ours has more or fewer instances per landblock than retail. **Fix if H4:** port retail's slope filter math exactly. Note the related `TerrainSurface.SampleSurface` produces the canonical plane normal; that's likely the right source. ### H5 — Region.SceneInfo lookup uses wrong scenery list The cell's `(terrain_type, road_type, scenery_type)` tuple selects which scenery list applies. If our terrain-type extraction differs from retail's, the wrong list is selected and we spawn a different species (or none) at each cell. **Predicts:** species mismatches not just position mismatches. **Fix if H5:** audit `Region.SceneInfo` traversal vs retail. ## Required first step — cdb trace of retail's placement This is the gold-standard answer to "what does retail actually do at runtime?" The cdb toolchain is already set up; verify with `tools/pdb-extract/check_exe_pdb.py "C:/Turbine/Asheron's Call/acclient.exe"` (expect `=== MATCH ===`). Then: 1. Have the user launch retail and walk to Holtburg landblock `0xA9B30001`, character at local `(~15, ~13)`. Same spot as the `#48` verification. 2. Write a `.cdb` script with breakpoints on the placement functions. Candidates from the named-retail decomp: - `acclient!CLandBlock::get_land_scenes` (the outer driver) - `acclient!FUN_005a6e60` (per-cell scenery placement, called by `get_land_scenes`) - `acclient!FUN_005a6cc0` (cell-noise / displacement) - `acclient!CPhysicsObj::set_initial_frame` (final placement) 3. Each breakpoint action: log `gfxObjId` (or setup id) and the final `(worldX, worldY)` going into `set_initial_frame`. Use `gc` (go conditional) to avoid trapping the process. 4. Auto-detach via `qd` after 2000 hits to stop the trace. 5. Diff the retail trace against acdream's `ACDREAM_DUMP_SCENERY_Z=1` log for the same landblock. The spawn that's offset will be obvious; the offset pattern picks the hypothesis. **Watchouts (per `project_retail_debugger.md`):** - `qd` / `q` / `qq` are FORBIDDEN inside bp actions — silently ignored. Use `.detach`. - Don't `Stop-Process -Force` cdb — kills the debuggee. - Per-frame breakpoints with `.printf` lag retail to ACE timeout — use counter-only actions for high-frequency targets. ## Files most likely to need edits - [`src/AcDream.Core/World/SceneryGenerator.cs`](../../src/AcDream.Core/World/SceneryGenerator.cs) — placement math (LCG noise, displacement, rotation, scale, slope filter, Align branch). 99% of the fix lands here. - [`src/AcDream.Core/Terrain/TerrainBlending.cs`](../../src/AcDream.Core/Terrain/TerrainBlending.cs) — if H4 / H5, the terrain-type extraction or normal computation. - [`src/AcDream.App/Rendering/GameWindow.cs:4546-4720`](../../src/AcDream.App/Rendering/GameWindow.cs:4546) — scenery hydration loop. The diagnostic dump is here. - New `docs/research/2026-05-XX-issue-49-fix-pseudocode.md` — document the chosen hypothesis + retail-trace diff before porting. ## Test workflow (acdream side) ```powershell Get-Process -Name AcDream.App -ErrorAction SilentlyContinue | Stop-Process -Force Start-Sleep -Seconds 4 $env:ACDREAM_DUMP_SCENERY_Z = "1" $env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call" $env:ACDREAM_LIVE = "1" $env:ACDREAM_TEST_HOST = "127.0.0.1" $env:ACDREAM_TEST_PORT = "9000" $env:ACDREAM_TEST_USER = "testaccount" $env:ACDREAM_TEST_PASS = "testpassword" dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 | Tee-Object -FilePath "launch_issue49.log" ``` User spawns at Holtburg, types `/loc` to print position into the log, identifies a misplaced tree visually, reports the spot. You grep the log for entries near that spot, build a per-landblock table, diff against the cdb retail trace. After the fix lands: rerun the test workflow, user verifies all trees match retail at multiple landblocks (Holtburg, plus at least one more region — Eastham / Glenden Wood). The `SampleZFromHeightmap_AgreesWithInstance_AcrossWholeLandblock` test must stay green throughout. ## Constraints / don't-break - `#48` Z fix must stay correct. The conformance test pins both sampler paths together — if you touch `TerrainSurface`, that test must stay green. - LandBlockInfo Stab placement (chess boards, benches, etc) is already correct — don't touch the Stab code path. - The `46544ef` road-vertex suppression drop was a good fix per the user — don't reintroduce that suppression. - The `eeee4c5` audit comment in `SceneryGenerator.cs` is now partially wrong (it claimed "all MATCH" but a real bug exists). Once the runtime trace lands, update the comment to reflect what was actually verified vs only-shape-checked. - 8 pre-existing motion / BSP step-up test failures are baseline — leave them. New failures from your changes are not OK. ## When to stop and ask Per CLAUDE.md, ask only for: - Visual verification (user looking at the client side-by-side with retail). - Genuine architectural disagreements (e.g. all five hypotheses prove wrong and a sixth needs brainstorming). - Hard-to-reverse destructive actions. Otherwise act. Don't ask "should I continue?". ## References to consult - [`docs/research/2026-05-06-issue-48-fix-pseudocode.md`](2026-05-06-issue-48-fix-pseudocode.md) — the Z fix pseudocode; precedent for the static / instance sampler unification pattern. - [`docs/research/named-retail/acclient_2013_pseudo_c.txt`](named-retail/acclient_2013_pseudo_c.txt) — Sept 2013 PDB pseudo-C; **grep this FIRST** for `CLandBlock::get_land_scenes`, `FUN_005a6e60`, `FUN_005a6cc0`, `FUN_005a6f60`, `CPhysicsObj::set_initial_frame`. - [`docs/research/named-retail/symbols.json`](named-retail/symbols.json) — raw symbol → address map for cdb breakpoints. - ACME `WorldBuilder/Editors/Landscape/StaticObjectManager.cs` — scenery rendering pipeline reference. - `memory/project_retail_debugger.md` — the cdb attach workflow, watchouts, what NOT to do. - `memory/feedback_acviewer_as_oracle.md` — when a rendering bug shows up in BOTH acdream AND ACViewer, it's in shared dat-interpretation logic, not our renderer. If you have an ACViewer install handy, a quick check there might short-circuit the cdb workflow. ## When the fix lands 1. Update `docs/ISSUES.md` to mark `#49` DONE with the commit SHA. 2. Add a new line to `memory/project_phase_a1_state.md` (or wherever scenery state lives) noting the runtime-traced conformance. 3. Update the comment block at the top of `SceneryGenerator.cs` from "audit confirmed shape" to "audit + cdb runtime trace confirmed identity at landblock 0xA9B3 (and any others traced)". 4. Commit on the current branch with a co-authored message (`Co-Authored-By: Claude Opus 4.7 (1M context) `), merge to main, push. ## Final note Don't pre-commit to a hypothesis. The cdb trace tells you the truth in 30 minutes; speculation will burn hours. Issue `#48` proved the diagnostic-first pattern works — `ACDREAM_DUMP_SCENERY_Z=1` plus one log line picked the right hypothesis (H2 in `#48`'s case) immediately. For `#49` the equivalent diagnostic is the cdb retail trace. Use it.