The Geometric_DoorSlabZRange_AbovePlayerSphereTop test was computing slabWorldZBottom as (entity.Z + partFrame.Z) — assuming the slab's local Z=0 was its bottom. Actually checking the dat shows the slab's PhysicsPolygons local AABB is min=(-0.954, -0.134, -1.236) max=(0.971, 0.127, 1.255) — the slab's local origin is at its GEOMETRIC CENTER, not the bottom. With partFrame.Z=1.275 lifting the origin, the slab world Z is actually [94.139, 96.630], not [95.375, 97.865]. Corrected test now computes both slabLocalZMin and slabLocalZMax from the polygon vertices and asserts the opposite (correct) geometric fact: the slab IS at sphere height — overlap from Z=94.139 to Z=95.20 (1.061 m of vertical overlap with the player's sphere). The slab is NOT a lintel that misses the sphere; it should collide. Test renamed: Geometric_DoorSlabZRange_AbovePlayerSphereTop → Geometric_DoorSlabAtSphereHeight_OverlapsInZ. Handoff doc 2026-05-25-door-bug-partial-fix-shipped.md updated with the corrected analysis. The "next investigation candidates" list now points toward cdb attach to retail as the highest-ROI option, since the BSP collision IS active at sphere height but production still shows asymmetric walkthrough behavior. The bug is in either the GetNearbyObjects coverage at primary-cell boundaries, the BSP polygon partial-overlap handling, or missing cell-BSP collision for cottage doorway walls. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
11 KiB
Door bug — partial fix shipped (cell visibility), inside-out asymmetric collision remains
2026-05-25
TL;DR
Major root cause closed. CellTransit.AddAllOutsideCells was
silently failing for every production caller because it assumed sphere
positions were in absolute world coordinates (subtracting the
landblock's "absolute" world origin lbXf = 0xA9 * 192 = 32448), while
production has used landblock-local coordinates since Phase A.1
(streaming-center landblock at world origin → lbOffset = (0, 0)).
For outdoor primary cells the bug was masked by GetNearbyObjects's
radial sweep. For indoor primary cells (where issue #98's gate skips
the outdoor sweep), it meant outdoor cells were never added to
portalReachableCells → cottage door's outdoor cell 0xA9B40029
invisible from indoor cell 0xA9B40150 → door's BSP never queried
→ player walked through.
Outside→inside now blocks correctly. Inside→outside REMAINS BROKEN asymmetrically. Body partially intersects the door, slides through visibly. Not retail-faithful. This is a SEPARATE bug in BSP-collision-response for two-sided polygons — to investigate next session.
Apparatus shipped
Full trajectory-replay harness:
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Live capture (
door-walkthrough.jsonlfrom previous session; not committed): 24,310 records ofPhysicsEngine.ResolveWithTransitioncalls including PhysicsBody snapshots before/after. -
Fixture extraction (tests/AcDream.Core.Tests/Fixtures/door-bug/live-capture.jsonl, 4 KB): tick 13558 (the walkthrough) + tick 22760 (the working outdoor block) as representative records.
-
Replay harness (DoorBugTrajectoryReplayTests.cs):
LiveCompare_*tests load the failing tick + replay through the harness + diff result fields vs captured live values.FindTransitCellsSphere_IndoorExitPortal_AddsOutsideForCapturedSpherePos— direct unit test for cell-portal traversal at the captured sphere position. PASSES (cell graph is correct).AddAllOutsideCells_LandblockLocalSphere_AddsDoorOutdoorCell— direct unit test that pinpointed the root cause. Initially failed (AddAllOutsideCellsreturned empty when given landblock-local sphere coords). Now passes after fix.
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Dat-direct cell-portal inspector (DoorSetupGfxObjInspectionTests.HoltburgCottage_CellPortals_DatInspection): reads
EnvCell+Environment.Cells+ portalPolygon.Planefrom the real dat for cells0xA9B40150(doorway alcove),0xA9B4013F(cottage interior),0xA9B40029(outdoor — confirmed NOT EnvCell). Output: cell0xA9B40150HAS a 0xFFFF exit portal at poly0x0005with planen_local=(0, +1, 0), d_local=+5.6. The sphere-vs-plane math (sphere world(132.36, 16.81, 94)→ local(-1.86, -5.31, 0)via 180° Z rotation →dist = +0.29within±rad=0.5→ straddles) confirmedexitOutsideSHOULD fire — butAddAllOutsideCellsthen silently dropped the outdoor cell.
The fix
src/AcDream.Core/Physics/CellTransit.cs
— AddAllOutsideCells no longer subtracts the landblock's
"absolute" world origin from the sphere position. Treats
worldSphereCenter as landblock-local directly (matching retail's
CLandCell::add_all_outside_cells which uses the per-cell 6-byte
position struct, and matching production's universal convention since
Phase A.1).
Existing tests in CellTransitAddAllOutsideCellsTests.cs and CellTransitFindCellSetTests.cs updated to use landblock-local sphere coords (they were the only callers using the world-coord convention; production never did).
Visual verification
User tested all four combinations at a closed Holtburg cottage door, ~50cm off-center:
| Direction | Speed | Pre-fix | Post-fix |
|---|---|---|---|
| outside → inside | RUN | walks through | BLOCKS ✅ |
| outside → inside | WALK | walks through | (presumed BLOCKS — not retested) |
| inside → outside | RUN | walks through | PARTIAL ⚠️ body intersects door, sometimes through |
| inside → outside | WALK | walks through | PARTIAL ⚠️ same as run |
User quote: "We have partial blocking from inside out. Can get through some times. However, char is blocked a bit through the door. So for example if I'm running towards this from the inside, I can see parts of the body getting blocked a bit in to the door. This is not per retail behavior and this is not how it looks when its block from the outside".
The asymmetry is the new diagnostic: outside-in produces a clean block
(no body-into-door intersection visible); inside-out produces a partial
block with visible body intersection. This is the signature of an
asymmetric collision response to the door slab's two-sided
polygons (SidesType=Landblock), or a BSP query that handles
sphere-already-overlapping-slab differently from sphere-approaching-slab.
The [bsp-test] probe fires 245 times for the door entity during the
post-fix inside-out attempts — door IS being queried. The
collision-detection mechanics produce the wrong response.
What's next (separate bug)
Investigation status (corrected 2026-05-25 late evening). Two new directional tests + a geometric pin test all PASS:
Directional_OutsideIn_SouthApproach_BlocksAtSlabSouthFacePASSES.Directional_InsideOut_NorthApproach_BlocksAtSlabNorthFacePASSES.Geometric_DoorSlabAtSphereHeight_OverlapsInZPASSES.
The geometric test reveals (correctly computed this time):
Setup 0x020019FF (cottage door) PhysicsPolygons local AABB:
min=(-0.954, -0.134, -1.236) max=(0.971, 0.127, 1.255)
(slab origin at GEOMETRIC CENTER, not the bottom)
partFrame[0].Origin = (-0.006, 0.125, 1.275) → lifts slab origin
1.275 m above entity Z
With entity at world (132.6, 17.1, 94.1) + 180° entity rotation:
partWorldPos = (132.606, 16.975, 95.375)
Slab WORLD AABB:
X: [131.635, 133.560] (1.925 m wide)
Y: [16.848, 17.109] (0.261 m thick)
Z: [94.139, 96.630] (2.491 m tall, bottom JUST above floor)
Player sphere at foot Z=94:
Z: [94, 95.20]
Slab DOES overlap sphere in Z (overlap Z=[94.139, 95.20] = 1.061 m).
The slab IS at sphere height — it should collide. Both directional tests prove BSP collision response is symmetric for sphere-to-slab approach. Yet production shows asymmetric inside-out walkthrough at off-center positions. The bug must be in one of:
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The portal-reachable cells from indoor cell 0x0150 still miss the door's shadow at certain sphere positions, despite the AddAllOutsideCells fix. The user's walkthrough at X=133.655 (1.05 m east of door center) puts the sphere mostly east of slab X range [131.635, 133.560]. The sphere's WEST edge (X=133.175) is barely inside the slab. If GetNearbyObjects's outdoor radial sweep uses sphere center XY for cell lookup, it computes gridX = (int)(133.655 / 24) = 5 → cell 0xA9B40029. But AddAllOutsideCells only adds cells based on the sphere's PRIMARY position. The east-cell neighbor might not be added if the sphere is wholly within the primary cell's grid XY. Worth verifying.
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The BSP polygon-level test for partial-overlap geometry. Sphere half-east-of-slab, sphere south edge at slab north edge, moving +Y: sphere is on the verge of leaving the slab volume. BSPQuery's polygon intersection might consider this a "leaving collision" with no response, even though the sphere body still partially occupies the slab volume. Retail might handle this as "depenetration push" to resolve the overlap.
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Cell BSP (cell 0x0150's PhysicsPolygons) is missing. The doorway alcove cell has 4 physics polygons — likely walls + floor. If retail relies on the cell's walls to catch sphere-vs-doorway-side-wall collisions (in addition to the door slab), and we're not loading / testing the cell BSP correctly for the player's foot at sphere height, the side walls would miss.
Three candidate investigations, ranked by ROI:
A. cdb attach to retail at a Holtburg cottage doorway. Break on
CTransition::FindObjCollisions for the door entity. Inspect what
shapes retail actually tests against. THIS IS DEFINITIVE — answers
"what should we be doing differently" in 15-30 min. CLAUDE.md has the
toolchain ready.
B. Reproduce inside-out walkthrough at unit-test speed. Load real cell 0x0150 BSP into the harness (via CacheCellStruct from dat) + register door at faithful transform + replay captured tick 3262. If walkthrough reproduces at unit speed, can iterate on the fix in <500 ms.
C. Audit GetNearbyObjects radial sweep + AddAllOutsideCells coverage for east-neighbor cell when sphere XY is at primary cell boundary.
Recommendation: A first (cdb), then B to validate the fix at unit-test speed.
Commits
[List the commit SHAs of the apparatus + fix once landed.]
Pickup prompt for the next session
Door bug — major root cause closed (CellTransit.AddAllOutsideCells
landblock-local coord convention). Outside→inside now blocks. But
inside→outside has asymmetric BSP collision response: body partially
intersects the door slab, sphere slides through. Same behavior at run
+ walk speed. Bug is in BSP collision response for two-sided polygons
or sphere-already-overlapping-slab handling.
Read docs/research/2026-05-25-door-bug-partial-fix-shipped.md
State both altitudes:
Currently working toward: M1.5 — Indoor world feels right
Current phase: A6.P4 door bug — inside-out asymmetric BSP collision
response. Apparatus is shipped (DoorBugTrajectoryReplayTests).
First major root cause closed. Remaining bug is in
BSP-collision-response mechanics, not cell visibility.
First move: extend the existing DoorBug apparatus with a more
faithful door registration (entity at the actual production world
pos + correct rotation; use the partFrame from the dat). Then write
TWO directional tests: sphere approaching the slab from the south
(outside-in) and sphere approaching from the north (inside-out).
Compare cn normal + resolution for each. The asymmetric response
will reproduce at unit-test speed. From there, inspect
BSPQuery.FindCollisions's handling of two-sided polygons and
sphere-already-overlapping cases. Retail oracle:
CBSPTree::find_collisions family at acclient_2013_pseudo_c.txt.
DO NOT:
- Re-investigate cell visibility (closed by AddAllOutsideCells fix)
- Re-do the registration shape (multi-part registration is correct)
- Speculate on the BSP fix without apparatus