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>
171 lines
8.2 KiB
Markdown
171 lines
8.2 KiB
Markdown
# Door bug — partial fix shipped (cell visibility), inside-out asymmetric collision remains
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2026-05-25
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## TL;DR
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**Major root cause closed.** `CellTransit.AddAllOutsideCells` was
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silently failing for every production caller because it assumed sphere
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positions were in absolute world coordinates (subtracting the
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landblock's "absolute" world origin `lbXf = 0xA9 * 192 = 32448`), while
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production has used landblock-local coordinates since Phase A.1
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(streaming-center landblock at world origin → `lbOffset = (0, 0)`).
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For outdoor primary cells the bug was masked by `GetNearbyObjects`'s
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radial sweep. For indoor primary cells (where issue #98's gate skips
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the outdoor sweep), it meant **outdoor cells were never added to
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`portalReachableCells`** → cottage door's outdoor cell `0xA9B40029`
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invisible from indoor cell `0xA9B40150` → door's BSP never queried
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→ player walked through.
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**Outside→inside now blocks correctly. Inside→outside REMAINS BROKEN
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asymmetrically.** Body partially intersects the door, slides through
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visibly. Not retail-faithful. This is a SEPARATE bug in
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BSP-collision-response for two-sided polygons — to investigate next
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session.
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## Apparatus shipped
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Full trajectory-replay harness:
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1. **Live capture** (`door-walkthrough.jsonl` from previous session; not
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committed): 24,310 records of `PhysicsEngine.ResolveWithTransition`
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calls including PhysicsBody snapshots before/after.
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2. **Fixture extraction**
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([tests/AcDream.Core.Tests/Fixtures/door-bug/live-capture.jsonl](../../tests/AcDream.Core.Tests/Fixtures/door-bug/live-capture.jsonl), 4 KB):
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tick 13558 (the walkthrough) + tick 22760 (the working outdoor block)
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as representative records.
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3. **Replay harness**
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([DoorBugTrajectoryReplayTests.cs](../../tests/AcDream.Core.Tests/Physics/DoorBugTrajectoryReplayTests.cs)):
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- `LiveCompare_*` tests load the failing tick + replay through the
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harness + diff result fields vs captured live values.
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- `FindTransitCellsSphere_IndoorExitPortal_AddsOutsideForCapturedSpherePos`
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— direct unit test for cell-portal traversal at the captured
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sphere position. PASSES (cell graph is correct).
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- `AddAllOutsideCells_LandblockLocalSphere_AddsDoorOutdoorCell`
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— direct unit test that pinpointed the root cause. **Initially
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failed** (`AddAllOutsideCells` returned empty when given
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landblock-local sphere coords). **Now passes after fix.**
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4. **Dat-direct cell-portal inspector**
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([DoorSetupGfxObjInspectionTests.HoltburgCottage_CellPortals_DatInspection](../../tests/AcDream.Core.Tests/Physics/DoorSetupGfxObjInspectionTests.cs)):
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reads `EnvCell` + `Environment.Cells` + portal `Polygon.Plane` from the
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real dat for cells `0xA9B40150` (doorway alcove), `0xA9B4013F`
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(cottage interior), `0xA9B40029` (outdoor — confirmed NOT EnvCell).
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Output: cell `0xA9B40150` HAS a 0xFFFF exit portal at poly `0x0005`
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with plane `n_local=(0, +1, 0), d_local=+5.6`. The sphere-vs-plane
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math (sphere world `(132.36, 16.81, 94)` → local `(-1.86, -5.31, 0)`
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via 180° Z rotation → `dist = +0.29` within `±rad=0.5` → straddles)
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confirmed `exitOutside` SHOULD fire — but `AddAllOutsideCells` then
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silently dropped the outdoor cell.
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## The fix
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[src/AcDream.Core/Physics/CellTransit.cs](../../src/AcDream.Core/Physics/CellTransit.cs)
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— `AddAllOutsideCells` no longer subtracts the landblock's
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"absolute" world origin from the sphere position. Treats
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`worldSphereCenter` as landblock-local directly (matching retail's
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`CLandCell::add_all_outside_cells` which uses the per-cell 6-byte
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position struct, and matching production's universal convention since
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Phase A.1).
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Existing tests in
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[CellTransitAddAllOutsideCellsTests.cs](../../tests/AcDream.Core.Tests/Physics/CellTransitAddAllOutsideCellsTests.cs)
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and
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[CellTransitFindCellSetTests.cs](../../tests/AcDream.Core.Tests/Physics/CellTransitFindCellSetTests.cs)
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updated to use landblock-local sphere coords (they were the only
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callers using the world-coord convention; production never did).
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## Visual verification
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User tested all four combinations at a closed Holtburg cottage door,
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~50cm off-center:
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| Direction | Speed | Pre-fix | Post-fix |
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|---|---|---|---|
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| outside → inside | RUN | walks through | **BLOCKS** ✅ |
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| outside → inside | WALK | walks through | (presumed BLOCKS — not retested) |
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| inside → outside | RUN | walks through | **PARTIAL** ⚠️ body intersects door, sometimes through |
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| inside → outside | WALK | walks through | **PARTIAL** ⚠️ same as run |
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User quote: *"We have partial blocking from inside out. Can get
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through some times. However, char is blocked a bit through the door.
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So for example if I'm running towards this from the inside, I can see
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parts of the body getting blocked a bit in to the door. This is not
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per retail behavior and this is not how it looks when its block from
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the outside"*.
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The asymmetry is the new diagnostic: outside-in produces a clean block
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(no body-into-door intersection visible); inside-out produces a partial
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block with visible body intersection. This is the signature of an
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**asymmetric collision response** to the door slab's two-sided
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polygons (`SidesType=Landblock`), or a **BSP query that handles
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sphere-already-overlapping-slab differently from sphere-approaching-slab**.
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The `[bsp-test]` probe fires 245 times for the door entity during the
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post-fix inside-out attempts — door IS being queried. The
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collision-detection mechanics produce the wrong response.
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## What's next (separate bug)
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**Investigate BSPQuery.FindCollisions's response for two-sided polygons
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when the sphere is already overlapping the slab.** Retail's
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`CBSPTree::find_collisions` family handles this specifically — the
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sphere's path through the slab faces gets traced and the FIRST face
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crossed in motion direction is the collision. With two-sided polygons,
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both faces are collidable; the front-vs-back determination is by
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sphere-velocity vs face-normal dot product.
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Likely files:
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- `src/AcDream.Core/Physics/BSPQuery.cs` — the BSP traversal +
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sphere-poly intersection logic.
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- Retail decomp anchors:
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`acclient_2013_pseudo_c.txt:BSPTREE::find_collisions` +
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`SPHEREPATH::sphere_intersects_poly` family.
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Apparatus to write next: a focused test that registers the door at its
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actual production world transform (entity origin + partFrame offset
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from the dat, with correct rotation) and replays a sphere passing
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through it from EACH side at various speeds. Compare collision normal
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+ position-resolution per side. The asymmetric response will be
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reproducible at unit-test speed.
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## Commits
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[List the commit SHAs of the apparatus + fix once landed.]
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## Pickup prompt for the next session
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```
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Door bug — major root cause closed (CellTransit.AddAllOutsideCells
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landblock-local coord convention). Outside→inside now blocks. But
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inside→outside has asymmetric BSP collision response: body partially
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intersects the door slab, sphere slides through. Same behavior at run
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+ walk speed. Bug is in BSP collision response for two-sided polygons
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or sphere-already-overlapping-slab handling.
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Read docs/research/2026-05-25-door-bug-partial-fix-shipped.md
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State both altitudes:
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Currently working toward: M1.5 — Indoor world feels right
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Current phase: A6.P4 door bug — inside-out asymmetric BSP collision
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response. Apparatus is shipped (DoorBugTrajectoryReplayTests).
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First major root cause closed. Remaining bug is in
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BSP-collision-response mechanics, not cell visibility.
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First move: extend the existing DoorBug apparatus with a more
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faithful door registration (entity at the actual production world
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pos + correct rotation; use the partFrame from the dat). Then write
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TWO directional tests: sphere approaching the slab from the south
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(outside-in) and sphere approaching from the north (inside-out).
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Compare cn normal + resolution for each. The asymmetric response
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will reproduce at unit-test speed. From there, inspect
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BSPQuery.FindCollisions's handling of two-sided polygons and
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sphere-already-overlapping cases. Retail oracle:
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CBSPTree::find_collisions family at acclient_2013_pseudo_c.txt.
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DO NOT:
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- Re-investigate cell visibility (closed by AddAllOutsideCells fix)
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- Re-do the registration shape (multi-part registration is correct)
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- Speculate on the BSP fix without apparatus
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```
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