CellTransit.AddAllOutsideCells assumed sphere coords were absolute world coords (subtracting lbXf = 0xA9 * 192 = 32448 from the sphere position). Production has used landblock-local coords since Phase A.1 (streaming-center landblock at world origin), so the subtraction produced localX = -32316, gridX = -1346 → out-of-range → early return → ZERO outdoor cells added. For outdoor primary cells the bug was masked by GetNearbyObjects's radial sweep. For indoor primary cells (where #98 gates the outdoor sweep), the door's outdoor cell 0xA9B40029 never reached portalReachableCells, the door's BSP was never queried, and the player walked through Holtburg cottage doors unimpeded. Fix: AddAllOutsideCells treats worldSphereCenter as landblock-local directly. Matches retail CLandCell::add_all_outside_cells which uses the per-cell 6-byte landblock-relative position struct. Existing CellTransitAddAllOutsideCellsTests + CellTransitFindCellSetTests updated to use landblock-local sphere coords (they were the only callers using the world-coord convention; production never did). Apparatus shipped: - DoorBugTrajectoryReplayTests — live-capture-driven replay harness that pinpointed the bug per-field at unit-test speed (<500ms iteration) - AddAllOutsideCells_LandblockLocalSphere_AddsDoorOutdoorCell — direct unit test that demonstrates the fix - FindTransitCellsSphere_IndoorExitPortal_AddsOutsideForCapturedSpherePos — verifies cell-portal traversal at the captured sphere position - DoorSetupGfxObjInspectionTests.HoltburgCottage_CellPortals_DatInspection — dat-direct EnvCell + Environment.Cells + portal-poly inspector - Fixture: tests/AcDream.Core.Tests/Fixtures/door-bug/live-capture.jsonl (tick 13558 walkthrough + tick 22760 outdoor block) Visual verification (user-driven at Holtburg cottage door, ~50cm off-center): - outside→inside RUN: now BLOCKS (was: walks through) - outside→inside WALK: presumed blocks (not retested) - inside→outside RUN: PARTIAL — body intersects door, sphere slides through - inside→outside WALK: same partial behavior The remaining inside→outside asymmetry is a SEPARATE bug in BSP collision response for two-sided polygons. The [bsp-test] probe now fires 245 times for the door entity from indoor (was 0 pre-fix) — door IS being queried; the BSP polygon-level collision response is the new bug. Handoff at docs/research/2026-05-25-door-bug-partial-fix-shipped.md. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
10 KiB
Door collision — apparatus replay shipped, root cause identified
2026-05-24 (continuation of the door-collision investigation)
SUPERSEDED 2026-05-25 by
docs/research/2026-05-25-door-bug-partial-fix-shipped.md. The root-cause analysis here was correct in direction (cell-portal traversal is upstream of BSP query) but missed the specific bug:CellTransit.AddAllOutsideCellssilently failed for landblock-local sphere coords (production's convention) because it subtracted an absolute-worldlbXfoffset. Diagnosis + fix in the 2026-05-25 doc.
TL;DR
The trajectory-replay apparatus is wired and useful. Run the diagnostic
test for the failing tick and the engine's full [step-walk] trace
prints, naming the divergence per-field.
The bug: CellTransit.FindCellSet does not surface outdoor cell
0xA9B40029 (where the door is registered) from indoor primary cell
0xA9B40150. With issue #98's indoor-cell gate on the outdoor radial
sweep, the door is therefore invisible to GetNearbyObjects and the
BSP slab is never tested. The player walks through unimpeded.
Cn=(0,−1,0) from the harness is not the door — it's the seeded walkable polygon's south edge being treated as a wall when the sphere falls off it. The harness reproduces production's "door not queried" behavior, just with an apparatus artifact in place of clean walkthrough.
What was shipped
-
Live capture (
door-walkthrough.jsonl, 24,310 records ≈ 45 MB). The capture was driven viaACDREAM_CAPTURE_RESOLVE+ the existing[entity-source]+[bsp-test]probes. One record perPhysicsEngine.ResolveWithTransitioncall with fullPhysicsBodysnapshots before/after. -
Fixture extraction (tests/AcDream.Core.Tests/Fixtures/door-bug/live-capture.jsonl, 4 KB). Two representative ticks pulled from the JSONL:
- Tick 13558 — the walkthrough. Player at (132.36, 16.81, 94) in
indoor cell 0xA9B40150, target (132.43, 17.20, 94). Live
result.Position = target with
collisionNormalValid = false. Door centered at world XY (132.57, 16.99), BSP radius 1.975, state0x00010008=PERSISTENT_PS | 0x8(NOETHEREAL_PS = 0x4→ CLOSED). - Tick 22760 — the working block. Player at (133.14, 18.02, 94) in outdoor cell 0xA9B40029, target (133.10, 17.60, 94). Live blocks at Y=18.018 with cn=(0, +1, 0). Same door, different primary cell type.
- Tick 13558 — the walkthrough. Player at (132.36, 16.81, 94) in
indoor cell 0xA9B40150, target (132.43, 17.20, 94). Live
result.Position = target with
-
Replay harness (DoorBugTrajectoryReplayTests.cs): loads tick fixtures, hydrates door GfxObj
0x010044B5from real dat (DatCollection.Get<GfxObj>), registers a synthetic door viaShadowObjectRegistry.RegisterMultiPartat the captured BSP world center ((132.57, 16.99, 95.36)) withcellScope=0u(mirrors production registration at GameWindow.cs:3158-3167).AssertCallMatchesCapturereplays the call and prints the first per-field divergence. Diagnostic variant enables everyPhysicsDiagnostics.Probe*Enabledand dumps the full engine trace.
Chronology (from door-walkthrough.launch.log)
Confirmed the door state at the time of every walkthrough:
| Log line | Event |
|---|---|
| 10796 | [setstate] door state → 0x0001000C (PERSISTENT + ETHEREAL = OPEN) |
| 10993 | [setstate] door state → 0x00010008 (PERSISTENT, NOT ethereal = CLOSED) |
| 10995–11071 | First and last [bsp-test] line on door 0x000F4246. All state=0x00010008 |
So every [bsp-test] hit on the door, and every walkthrough event in
the JSONL, is against the closed door. The bug is real, not an
ETHEREAL pass-through.
What the diagnostic test prints (tick 13558)
=== Replay tick 13558 (the walkthrough) ===
[step-walk] site=find-start cur=(132.36,16.81,94) ... walkPoly=True
[step-walk-adjust] branch=into-plane input=(0.07,0.39,0.00) output=(0.07,0.39,0.00) zGain=0
[step-walk] site=before-insert ... delta=(0.0744,0.3928,0) cell=0xA9B40150 ... walkPoly=True
[step-walk] site=stepdown-enter ... delta=(0.0744,0.3928,0) stepDown=True walkableZ=0.6642
[step-walk] site=stepdown-after-offset ... delta=(0.0744,0.3928,-0.75) ... walkPoly=True
... (probes down by 0.75, then 1.5; all OK; walkPoly=True)
[step-walk] site=stepdown-enter ... delta=(0.0744,0.0000,0) ... hit=(0,-1,0) walkPoly=False
... (probes down again; hit stays (0,-1,0); walkPoly=False throughout)
[step-walk] site=after-insert state=Collided ... hit=(0,-1,0) walkPoly=False
[step-walk] site=after-validate state=OK ... position back to input
[resolve] in=(132.360,16.811,94) cell=0xA9B40150 tgt=(132.435,17.204,94)
out=(132.360,16.811,94) cell=0xA9B40150 ok=True
hit=yes n=(0,-1,0) walkable=True
=== Harness: pos=(132.36,16.81,94) cn=(0,-1,0) cnValid=True onGround=True cell=0xA9B40150
=== Live: pos=(132.43,17.20,94) cn=(0,0,0) cnValid=False onGround=True cell=0xA9B40150
No [bsp-test] line fires. The door's BSP is never queried. The
hit (0, -1, 0) is the engine's "sliding off the south edge of the
seeded walkable polygon" response — not a door collision.
This matches production: at indoor primary cell 0xA9B40150,
GetNearbyObjects returns ZERO shadows because:
- The captured
cellIdlow-nibble0x150 >= 0x100→ indoor → issue #98's gate at ShadowObjectRegistry.cs:480 skips the outdoor radial sweep. portalReachableCells(built byCellTransit.FindCellSet) lacks outdoor cell0xA9B40029. In the harness, this is because we register no cell fixture for0xA9B40150and the indoor branch at CellTransit.cs:403-407 early-returns with empty candidates. In production, the cell IS in cache but the traversal still doesn't produce0xA9B40029— the cell's exit portal (OtherCellId=0xFFFF) either doesn't fireexitOutside=trueat the sphere's position, orAddAllOutsideCellsisn't computing the right outdoor cell.
Next investigation move
Dump cell 0xA9B40150 from the dat and inspect its portal list.
Two ways:
a) Dat-direct read in a test (preferred — no live launch). Pattern
from
DoorSetupGfxObjInspectionTests:
dats.Get<EnvCell>(0xA9B40150u), then iterate
envCell.CellPortals and print each portal's OtherCellId,
PolygonId, Flags. If no portal with OtherCellId == 0xFFFF,
exitOutside can never be true → bug is in the cell's portal-graph
loading (or the cottage doesn't connect via 0xFFFF exit portals;
it might use the building-shell path via
BuildingPhysics.CheckBuildingTransit instead).
b) Live ACDREAM_DUMP_CELLS=0xA9B40150,0xA9B4013F,0xA9B40154 —
another launch cycle. Less preferred; we already have what we need
from the dat read.
The dat-direct read can be a new test method in
DoorSetupGfxObjInspectionTests (it's the natural home for this
class of dat-introspection checks).
What NOT to do next
-
Don't speculate on the fix. We have the right replay apparatus now; the next move is read the dat to determine the cell's actual portal structure. Then we'll know whether the bug is in the dat data, the portal loading, the exit-portal detection in
FindTransitCellsSphere, orAddAllOutsideCells's grid math. -
Don't modify the replay test to mask the walkable-polygon edge artifact. The artifact is harmless (it documents that, given a single isolated walkable poly, the engine treats its boundary as a wall — true regardless of the door bug). The interesting finding is "no
[bsp-test]line"; the edge artifact just happens to fill the collision slot. -
Don't re-do the registration shape. Multi-part registration
- dedup fix + Task 7 wiring are correct. Verified by the harness's ability to query the door registration (it just isn't reached at indoor primary cells).
Files touched this session
Committed: none yet — pending commit at session end.
Uncommitted:
tests/AcDream.Core.Tests/Fixtures/door-bug/live-capture.jsonl— 2 captured ResolveWithTransition records (tick 13558 walkthrough + tick 22760 outdoor block)tests/AcDream.Core.Tests/Physics/DoorBugTrajectoryReplayTests.cs— apparatus: 2 LiveCompare tests + 1 Diagnostic dumpdocs/research/2026-05-24-door-bug-apparatus-shipped-findings.md— this doc
Pickup prompt for the next session
A6.P4 door bug — apparatus replay shipped. DoorBugTrajectoryReplayTests
loads tick 13558 (walkthrough) and 22760 (block) from a captured fixture
and replays through the engine. Door 0x000F4246 (closed, state=0x00010008,
BSP world (132.57, 16.99, 95.36) radius 1.975) IS registered correctly
in the harness, BUT the engine never queries it from indoor primary cell
0xA9B40150 — no [bsp-test] line fires. Root cause located:
CellTransit.FindCellSet's portal traversal does not surface outdoor cell
0xA9B40029 from indoor cell 0xA9B40150.
Read docs/research/2026-05-24-door-bug-apparatus-shipped-findings.md
State both altitudes:
Currently working toward: M1.5 — Indoor world feels right
Current phase: A6.P4 door bug — cell-portal investigation.
Apparatus shipped; next step is to dump cell
0xA9B40150's portal list (from the dat) and
determine why FindTransitCellsSphere doesn't
add outdoor cell 0xA9B40029 to candidates.
First move: add a test to DoorSetupGfxObjInspectionTests (or a new
CellPortalDatInspectionTests file) that reads EnvCell 0xA9B40150 from
the real dat and prints every portal's OtherCellId, PolygonId, Flags.
Then read 0xA9B4013F (player's other indoor cell from JSONL) and
0xA9B40029 (door's outdoor cell) for cross-comparison. The portal
structure will reveal whether cottages use 0xFFFF exit portals
(FindTransitCellsSphere path) or building-shell portals
(CheckBuildingTransit path). If 0xFFFF exit portals exist but
exitOutside isn't firing, the bug is in the sphere-vs-plane test
at CellTransit.cs:99-112. If they don't exist, the building-shell
path is misconfigured for indoor-primary calls.
DO NOT:
- Modify the replay test to mask the walkable-polygon-edge artifact
- Re-do the registration shape (correct)
- Speculate on the fix without dat evidence