Phase A4 (multi-cell BSP iteration) ships in three commits (e6369e2,493c5e5,691493e— with revert3add110+ reapply during visual verification that proved A4 is not the cause of the issue surfaced). 1139 + 8 baseline maintained. 10 new unit tests pass. Wires retail's CTransition::check_other_cells (acclient_2013_pseudo_c.txt:272717-272798) into Transition.FindEnvCollisions. Visual verification at the Holtburg inn vestibule surfaced a separate, pre-existing M2 blocker (filed as #90): CellId ping-pongs between outdoor 0xA9B40022 and indoor 0xA9B40164 on every wall push-back because the push-back exits the indoor CellBSP volume, causing the resolver to flip back to outdoor and bypass walls on outdoor ticks. Indoor BSP results (Collided/Adjusted/Slid all firing) prove walls ARE detected when the player is indoor; the aggregate "walls walk through" appearance comes from CellId classification instability, not from collision detection. Bug reproduces fully with A4 reverted (launch-revert2.log captured 18 cell-id flips between 0xA9B40022 ↔ 0xA9B40164, 11 inside=True building-transit events, 61 indoor-bsp queries firing the full result distribution). A4 is correct and tested but dormant in practice until #90 is fixed. Updates: - docs/research/2026-05-20-phase-a4-shipped-cell-pingpong-finding.md (new) - docs/plans/2026-04-11-roadmap.md (A4 shipped row added) - CLAUDE.md (Indoor walking Phase A4 paragraph + next-step pointer to #90 with retail oracle anchor at acclient_2013_pseudo_c.txt:308742-308783) - docs/ISSUES.md (#90 filed, HIGH severity, M2-blocker) - docs/research/2026-05-21-open-items-pickup-prompt.md (landscape table updated — A4 closed, #90 promoted to top blocker) Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
13 KiB
Open items pickup prompt — 2026-05-21 session aftermath
After the 2026-05-21 collision-fix session, six discrete items remain. This doc gives a fresh session the full landscape: how the items relate, what depends on what, what order makes sense.
The pasteable session-start prompt is at the bottom of this doc.
The landscape at a glance (updated 2026-05-20)
| # | Item | Domain | Depends on | M2-blocker? |
|---|---|---|---|---|
| #90 ping-pong | NEW TOP BLOCKER — CellId flips between outdoor 0xA9B40022 and indoor vestibule 0xA9B40164 on each wall push-back at the inn doorway; user perceives "walls walk through everywhere" |
Collision — cell tracking | — | YES (M2) |
| A4 | Collision | — | CLOSED 2026-05-20 (shipped, but dormant in practice until #90 is fixed) | |
| stairs | Stairs walk-through — likely same root cause as #90 (also a doorway-edge geometry issue) | Collision | #90 | YES (likely subsumed by #90) |
| A2 | PHSP inversion — polygon_hits_sphere early-return logically inverted vs retail |
Collision math | — | Low (subtle correctness only) |
| A3 | Synthesis removal — delete TryFindIndoorWalkablePlane, rely on retail CP retention |
Architectural | A4 + #90 + A2 | No (cleanup, retail-faithful) |
| L-indoor | Lighting indoors broken | Rendering | — | No (M7 polish) |
| L-spotlight | Items projecting spotlight on walls | Rendering | — | No (M7 polish) |
Two domains, one critical-path chain
The 6 items split cleanly:
Domain 1 — Collision (M2 critical path). A4, stairs, A2, A3. These block "kill a drudge" because dungeons have drudges and dungeons have walls/stairs/floors that need to behave correctly. The dependency chain is:
A4 (multi-cell iteration)
│
┌──────────┴──────────┐
▼ ▼
stairs (verify A3 (remove
post-A4) synthesis,
relies on
A4 retention)
▲
│
A2 (PHSP fix
— also useful
standalone)
A4 is the biggest user-visible win and it unblocks A3. A2 is a small self-contained correctness fix that pairs naturally with A3. Stairs are likely an A4 side-effect.
Domain 2 — Rendering (M7 polish). L-indoor + L-spotlight. These don't affect gameplay correctness — the world just looks wrong. Different code paths (lighting, not physics), different files, different domain knowledge. Best tackled in their own session, ideally after collision is solid so the visual artifacts are easier to isolate.
Why this order
-
A4 first. Biggest user-visible improvement. Closes the "vestibule cells don't block walls" gap by querying every cell the sphere overlaps, not just the one cell the player's center is in. Retail oracle:
CTransition::check_other_cellsatacclient_2013_pseudo_c.txt:272717-272798. ExistingCellTransit.FindCellListalready enumerates the right cells; A4 wires that intoFindEnvCollisions. Probably 1-2 days. -
Verify stairs after A4. If A4 closes vestibule walls, it probably also closes stairs (same architectural gap — stairs span cells). If stairs still walk-through after A4, investigate per-cell physics-poly coverage for stair geometry as a separate sub-issue.
-
A2. One-line flip in
PolygonHitsSpherePrecise(BSPQuery.cs:117) plus a unit test for the tangent boundary. Improves correctness across every BSP query (walls, step-up, step-down). Pairs cleanly with A3. -
A3. Once A4 + A2 land, the architectural cleanup becomes safe. Delete
TryFindIndoorWalkablePlane(TransitionTypes.cs:1294) and the synthesis call site. Retail's grounded path doesn't synthesize CP — it retains via Mechanisms A/B/C (already in our code at BSPQuery.cs:1615, TransitionTypes.cs:2618, TransitionTypes.cs:896). The 2026-05-20 session tried A3 prematurely (Bug A) and reverted because the doorway-exit case relied on multi-cell iteration that wasn't there. A4 closes that gap. -
Lighting (M7). Separate session. Different domain. Defer until M2 ships.
Per-item starter notes
A4 — multi-cell BSP iteration
Read first:
- §"Phase A4" of
docs/research/2026-05-21-collision-fixes-shipped-handoff.md acclient_2013_pseudo_c.txt:272717-272798(check_other_cells)src/AcDream.Core/Physics/TransitionTypes.cs:1407-1559(FindEnvCollisions— change site)src/AcDream.Core/Physics/CellTransit.cs(helpers already exist)
Approach:
- Extract a "cell_array" set from the player's current cell via the existing CellTransit BFS.
- Iterate each cell, run
BSPQuery.FindCollisionsagainst each one. - Combine results: any cell returning Collided/Adjusted halts; any cell returning Slid is remembered; all OK = return OK.
Acceptance: Walk into the Holtburg inn vestibule (cell 0xA9B40164).
Walls in cell 0xA9B40157 should now block when the player's sphere
extends into them, even though the player's center is still in the
vestibule.
Stairs walk-through
Strategy: verification-only, after A4. Launch with the same probe
set, walk up the inn stairs, watch the [indoor-bsp] results. If
stair hits fire correctly, done. If not, investigate the cell's
physics-poly data — stairs may be packed as static objects rather
than cell-structure polys.
A2 — PHSP inversion fix
Bug: BSPQuery.cs:117
has if (MathF.Abs(dist) > rad) return false; — bails when sphere
is FAR from plane. Retail's polygon_hits_sphere_slow_but_sure at
acclient_2013_pseudo_c.txt:322509-322517 does the opposite — bails
when sphere is OVERLAPPING plane.
Fix: flip the comparison. New unit test for the tangent boundary
(sphere center at radius distance from plane → continue, not
reject).
Caveat: doesn't fix walkable synthesis on its own —
AdjustSphereToPlane also rejects at the tangent boundary (strict
< check on interp). The two together gate the synthesis. Fixing A2
alone changes which side of the boundary the rejection happens on
but doesn't close the gap. Pair with A3 for the full benefit.
Read first:
- §"Phase A2" of
docs/research/2026-05-21-collision-fixes-shipped-handoff.md docs/research/2026-05-21-walk-miss-capture-findings.md(the smoking-gun analysis of the 2 cm boundary)
A3 — synthesis removal
Bug: retail's grounded path doesn't re-synthesize ContactPlane.
It retains via three mechanisms (Path 4 land, LKCP proximity restore,
post-OK step-down probe — all already in our code). Our
TryFindIndoorWalkablePlane runs every frame and is unfaithful.
Fix: delete TryFindIndoorWalkablePlane (TransitionTypes.cs:1294)
and its call site. ~500 lines deleted.
Critical prerequisite: A4 must ship first. The 2026-05-20 session tried A3 prematurely (Bug A) and reverted because doorway transitions caused free-fall — Mechanism C couldn't find a floor poly at the threshold because the indoor cell's BSP had no coverage past the doorway, and multi-cell iteration wasn't there to query the adjacent cell.
Read first:
docs/research/2026-05-20-indoor-walking-bug-a-handoff.md(Bug A's premise + reversion)- §"Phase A3" of the 2026-05-21 handoff
L-indoor — lighting broken inside
Symptom: lights inside buildings don't illuminate correctly.
Likely areas:
- Cell-light association (which lights belong to which cell)
- Light visibility culling (visible-cells set + light bounds)
- Per-light projection matrix indoors
Domain: rendering, not physics. Separate session.
L-spotlight — items projecting spotlight on walls
Symptom: held items (torches, etc.) project spotlight effects onto walls in unexpected directions.
Likely areas:
- Per-entity light direction transform
- LightingHookSink owner-tracking
Domain: rendering, not physics. Separate session.
CLAUDE.md rules to remember
- Work-order autonomy. You pick what to work on. Recommended order above but adjust if you find something blocking.
- No workarounds, retail-faithful. Same rule that drove A1 through A1.7. If a fix starts to look like a band-aid, stop.
- Probe-first, design-second. Already have rich probes
(
[indoor-bsp],[cell-transit],[cell-cache],[walk-miss],[floor-polys],[resolve-bldg]). Capture before theorizing. - Visual verification is the acceptance test. Walk the building after each fix.
- Stop signals. Three failed visual verifications in a session = write a handoff, don't push for a fourth.
- Don't enable
ACDREAM_PROBE_RESOLVEfor live play. It lagged the client last session (400k+ lines at 30 Hz). - Subagent policy: Sonnet for implementers, Opus only for load-bearing review.
- Worktrees. Use the
superpowers:using-git-worktreesskill to create a fresh worktree branched from main before touching code.
Launch command (light probes only)
$env:ACDREAM_DAT_DIR = "$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"
$env:ACDREAM_DEVTOOLS = "1"
$env:ACDREAM_PROBE_INDOOR_BSP = "1"
$env:ACDREAM_PROBE_CELL = "1"
$env:ACDREAM_PROBE_CELL_CACHE = "1"
dotnet build -c Debug
dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 |
Tee-Object -FilePath "launch.log"
UTF-16LE → UTF-8 conversion for grep:
Get-Content launch.log -Encoding Unicode |
Out-File launch.utf8.log -Encoding utf8
The pasteable session-start prompt
Open a new Claude Code session in the main acdream worktree
(C:\Users\erikn\source\repos\acdream, branch main at SHA
f80b537 or later). Then paste:
Pick up the acdream open-items cleanup. After the 2026-05-21 session,
6 items remain across collision + rendering.
1. Read docs/research/2026-05-21-open-items-pickup-prompt.md FIRST.
It maps the 6 items, their dependencies, and the recommended
order (A4 → verify-stairs → A2 → A3 → lighting in a separate
session). Each item has its own "Read first" anchor list inside.
2. Branch state: main is at f80b537 with all 2026-05-21 fixes
landed (A1, A1.5, A1.6, A1.7 + probe spike + handoff docs).
Build green, 1129-test baseline holds, four user-visible
improvements visually verified. Local main is ahead of
origin/main (origin at 7034be9); push only if explicitly asked.
3. **Set up isolation FIRST.** Use the superpowers:using-git-worktrees
skill to create a fresh worktree from main. Don't work directly
in the parent worktree. The 2026-05-21 session's worktree
(claude/lucid-goldberg-1ba520) is identical to main and can be
removed.
4. Recommended first phase: **A4 (multi-cell BSP iteration)**. It
has the biggest user-visible payoff (closes vestibule-cell wall
walk-through, likely closes stairs too) and unblocks A3
architectural cleanup. Retail oracle is at
acclient_2013_pseudo_c.txt:272717-272798 (CTransition::check_other_cells).
Existing CellTransit helpers (FindCellList, FindTransitCellsSphere,
AddAllOutsideCells) already enumerate the right cells; A4's
work is wiring them into Transition.FindEnvCollisions.
5. Use the superpowers:brainstorming skill before writing A4 code.
A4 is a real architectural change (multi-day, 2 files modified +
tests) and deserves its own spec + plan. Don't shortcut it.
6. CLAUDE.md rules:
- No workarounds. Retail-faithful.
- Probe-first, design-second.
- Visual verification at Holtburg inn cell 0xA9B40164 vestibule
is the A4 acceptance test (walls in adjacent cell 0xA9B40157
should block when the player straddles the boundary).
- Don't enable ACDREAM_PROBE_RESOLVE for live play (lags the
client). Use [indoor-bsp] + [cell-transit] + [cell-cache] only.
- Three failed visual verifications = handoff, not a fourth attempt.
7. M2 ("kill a drudge") is the active milestone. A4 + stair
verification + A2 + A3 are all on the M2 critical path because
dungeons need walkable indoor space. Lighting is M7 polish;
defer.
8. Launch command (light probes only):
$env:ACDREAM_DAT_DIR = "$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"
$env:ACDREAM_DEVTOOLS = "1"
$env:ACDREAM_PROBE_INDOOR_BSP = "1"
$env:ACDREAM_PROBE_CELL = "1"
$env:ACDREAM_PROBE_CELL_CACHE = "1"
dotnet build -c Debug
dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 |
Tee-Object -FilePath "launch.log"
State the milestone + chosen phase in your first action.