acdream/docs/research/2026-05-25-a6-door-cyl-retail-dispatch-investigation.md
Erik 888272aad1 fix(phys): A6.P7 — retail-binary cyl-vs-BSP dispatch (HAS_PHYSICS_BSP_PS gate)
Closes the door-cyl phantom slide where a sphere approaching a closed
cottage door at NE/SE headings could be blocked by the cyl's radial
normal contaminating the slide tangent into the slab face (live
evidence in door-a6p6-v2.utf8.log: 12 resolves with
cn=(0.86,0.51,0) attributed to door entity 0x000F4245).

Retail anchor: CPhysicsObj::FindObjCollisions at
acclient_2013_pseudo_c.txt:276861 dispatches BINARILY between
BSP-only and cyl+sphere based on HAS_PHYSICS_BSP_PS (0x10000 in
acclient.h:2833). For non-PvP, non-missile movers — every M1.5
scope walking-vs-static scenario — an entity with the flag set
tests its BSP exclusively; the foot cyl is never tested. ACE
confirms the truth table at PhysicsObj.cs:412-450 (HasPhysicsBSP,
missileIgnore, exemption).

Our dispatcher iterated every ShadowEntry independently and tested
both the cyl AND the BSP for a closed door. Cyl was registered
first (FromSetup walk order), and its diagonal radial slide normal
"won" attribution at the early-return on first non-OK. Result was
out=in for tangential motion along the door face.

Changes (~15 LOC + 7 unit tests):
- PhysicsStateFlags.HasPhysicsBsp = 0x00010000 (PhysicsBody.cs)
- Transition.BspOnlyDispatch(uint state) static predicate
  (TransitionTypes.cs) — mirrors retail's branch with M1.5 scope
  defaults (ebp_1 and eax_12 treated as false; wire PvP / missile
  refinements when those scopes ship)
- Per-entry guard in FindObjCollisions cyl/sphere branch
  (TransitionTypes.cs:2433) — continue when BspOnlyDispatch fires,
  with [cyl-skip-bsp] diagnostic line gated on ProbeBuildingEnabled
- A6P7DispatchRulesTests (7 tests, all GREEN): flag value + 6
  parameterized predicate cases

Verification: 14-test keep-green list from the 2026-05-25 handoff
passes (5 BSPQueryTests.FindCollisions_Path5_*, 2 CellTransitTests.A6P5_*,
2 DoorCollisionApparatusTests.Apparatus_DeadCenter_*,
5 DoorBugTrajectoryReplayTests, 1
CellarUpTrajectoryReplayTests.LiveCompare_FirstCap_FixClosesCottageFloorCap).
Total: 20/20 pass including the new 7-test predicate suite.

The DocumentsBug test (Apparatus_Grounded_50cmOffCenter) fails
post-fix BUT was already failing pre-fix in the worktree baseline
(verified by stashing the fix and re-running — same failure mode:
sphere blocks at start with floor normal (0,0,1)). Not in the
keep-green list, so this is a known pre-existing condition; the
test's own header comment instructs flipping the assertion when
the fix lands.

Investigation:
docs/research/2026-05-25-a6-door-cyl-retail-dispatch-investigation.md

Needs visual verification at Holtburg cottage door (NE/SE approach
should now slide smoothly along the door face — zero [cyl-test]
log lines attributed to door entity, replaced by [cyl-skip-bsp]).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 16:35:32 +02:00

16 KiB

A6.P7 — Retail dispatch investigation for door cyl + slab interaction

Date: 2026-05-25 PM Mode: Report-only (per /investigate skill). No code edits. Predecessor: 2026-05-25-a6-door-cyl-investigation-handoff.md


TL;DR — the smoking gun

Retail's CPhysicsObj::FindObjCollisions dispatches BINARILY between "BSP-only" and "cyl + sphere" — never both. The selector is the state bit HAS_PHYSICS_BSP_PS = 0x10000 (named verbatim in the retail header).

For a closed cottage door + walking player:

  • Door state 0x10008 has HAS_PHYSICS_BSP_PS set.
  • Player isn't a missile.
  • Player isn't a PvP-eligible target of the door.
  • → Retail goes to the BSP-only branch. The cyl is never tested.

Acdream tests both because our dispatch iterates per ShadowEntry (cyl and BSP are separate entries). The residual phantom slide at NE/SE headings is the predictable consequence: the cyl's radial normal fires first, drives the slide tangent into the slab face, slab blocks in a downstream sub-tick, net out=in.

The fix is ~15 LOC at the per-entry test site, reading obj.State & 0x10000u (which is already populated on every ShadowEntry from ACE's spawn.PhysicsState). It is NOT an architectural restructuring of ShadowObjectRegistry. The handoff's "Option 2 = large change" assessment was wrong — Option 2 is the right answer, but its scope is dramatically smaller than the handoff feared.


Question 1 — What is state & 0x10000? Which branch fires?

Named flag: HAS_PHYSICS_BSP_PS = 0x10000docs/research/named-retail/acclient.h:2833. The full retail PhysicsState enum lives at lines 2815-2843. The flags implicated by the dispatch:

Bit Name Meaning
0x4 ETHEREAL_PS Non-solid; passes through other objects
0x10 IGNORE_COLLISIONS_PS Skips collision processing entirely
0x40 MISSILE_PS Object is a projectile / arrow / spell in flight
0x10000 HAS_PHYSICS_BSP_PS Object exposes a per-Setup BSP collision mesh

Branch logic from acclient_2013_pseudo_c.txt:276861:

if (((this->state & 0x10000) == 0 || ebp_1 != 0) || eax_12 != 0)
{
    // CYL + SPHERE path (lines 276863-276953):
    //   iterate part_array's CylSpheres → CCylSphere::intersects_sphere
    //   fall through label_50f21d:
    //   iterate part_array's Spheres → CSphere::intersects_sphere
    //   (BSP is NEVER tested in this branch)
}
else
{
    // BSP path (lines 276956-276985):
    state_3 = CPartArray::FindObjCollisions(part_array, transition);
    // (cyl + sphere are NEVER iterated in this branch)
}

What ebp_1 and eax_12 are:

  • ebp_1 is set at lines 276808-276841. It's non-null only when THIS object's weenie is a player AND the moving transition's ObjectInfo has the IsPlayer flag AND no PvP exclusion (IsPK match, IsPKLite match, IsImpenetrable). Effectively: "I am a player and the incoming mover is also a player I can collide with."
  • eax_12 is OBJECTINFO::missile_ignore(transition, this)acclient_2013_pseudo_c.txt:274385. Returns non-zero when the moving object is a missile that should ignore this target. For a walking player vs door: returns 0.

For our scenario (player walking vs closed door):

  • state & 0x10000 == 0: FALSE (door has the bit set).
  • ebp_1 != 0: FALSE (door is not a player target).
  • eax_12 != 0: FALSE (walking isn't a missile).
  • Condition is FALSE → ELSE branch fires → BSP-only path.

The retail client never calls CCylSphere::intersects_sphere on the door's foot cylinder when a non-missile, non-PvP mover walks into it.

ACE cross-reference confirms the truth table exactly. references/ACE/Source/ACE.Server/Physics/PhysicsObj.cs:412-450:

if (!State.HasFlag(PhysicsState.HasPhysicsBSP) || missileIgnore || exemption)
{
    // cyl-then-sphere iteration
}
else if (PartArray != null)
{
    var collided = PartArray.FindObjCollisions(transition);  // BSP path
    // ...
}

ACE names the flag HasPhysicsBSP; the local variables are missileIgnore (retail's eax_12) and exemption (retail's ebp_1). The structure is identical bar a // TODO: reverse this check to make it more readable comment at PhysicsObj.cs:401 confirming ACE faithfully transcribed the negated predicate without adding interpretation.

Verdict on Q1: the cyl is not tested in retail for our case. Bit 0x10000 means "this object has a BSP — use it exclusively, do not test the cyl/sphere proxies".


Question 2 — Does retail's cyl actually fire collides_with_sphere?

Answer derivable from Q1 without running cdb: NO. The retail dispatch unambiguously routes a closed-door + walking-player call to CPartArray::FindObjCollisions (the BSP path). The function CCylSphere::collides_with_sphere is reached only via the cyl-and-sphere path; that path is dead code for our scenario.

A cdb trace would confirm zero hits on CCylSphere::collides_with_sphere for our scenario — but the decomp + ACE agreement is sufficient evidence to skip the trace. The branch condition is fully resolved by inspection.

If we wanted defensive verification (recommended only if a fix attempt fails on first land), the live-trace recipe is:

bp acclient!CCylSphere::collides_with_sphere "r $t0=@$t0+1; gc"
bp acclient!CPartArray::FindObjCollisions "r $t1=@$t1+1; gc"

Walk into the cottage door from outside for ~10 seconds. Expected: @$t0 == 0 (cyl never tested), @$t1 non-zero. This would settle the question definitively, but is not blocking the fix.


Question 3 — Compare our ShadowShapeBuilder vs retail's Setup parsing

Retail STORES both cyl and BSP for a door whose Setup has both. The cyl + sphere primitives live in CPartArray::cylspheres / CPartArray::spheres, the BSP is per-Part. Retail does not filter at the storage layer; it filters at the dispatch layer via the HAS_PHYSICS_BSP_PS flag.

Our ShadowShapeBuilder.FromSetup at src/AcDream.Core/Physics/ShadowShapeBuilder.cs:41-110 does the same — emits both a Cylinder shape and per-Part BSP shapes for Setup 0x020019FF. This is correct. The bug isn't in registration; it's in dispatch.

Where we diverge:

Step Retail Acdream
Storage One CPartArray per CPhysicsObj; cyls + spheres + BSP parts all stored Flat ShadowEntry rows in _cells[cellId]; one row per shape, no per-entity grouping at the cell layer
Dispatch trigger CPhysicsObj::FindObjCollisions called once per shadow object (per-cell iteration) Transition.FindObjCollisions iterates every ShadowEntry in nearbyObjs
Cyl-vs-BSP branch Binary on state & 0x10000 None — every shape is tested
Effect on door Only BSP tested → clean slab-normal slide Cyl tested first → radial-normal drives slide into slab

Critical observation: The retail state bit is already on every acdream ShadowEntry.State (uint field), populated at GameWindow.cs:3156 from spawn.PhysicsState ?? 0u — ACE delivers it on the wire. Confirmed via direct check: the door test fixtures (DoorBugTrajectoryReplayTests.cs:61, DoorCollisionApparatusTests.cs:371) all seed the door with 0x10008u (= STATIC_PS | REPORT_COLLISIONS_PS | HAS_PHYSICS_BSP_PS). The bit is available — we just don't read it.


Mapping to the three fix options

Option Retail-faithful? Verdict
#1 — BSP-first per-entity test order NO. Retail isn't "BSP-first"; it's "BSP-only when 0x10000 set." Per-entity ordering would also test the cyl for tree trunks (no BSP) which is correct — but would still test the cyl for doors, which retail doesn't. Reject.
#2 — Port retail's per-physobj dispatch YES. This is exactly what retail does. The handoff's scoping ("touches many files; large change") was based on a misread of what Option 2 requires — it does NOT require restructuring ShadowObjectRegistry to group shapes by entity. The retail check is per-shape on a state flag already present. RECOMMENDED. ~15 LOC at the per-entry dispatch site.
#3 — Door-cyl-as-informational (skip cyl registration when entity has BSP) NO. Retail STORES both shapes in CPartArray — registration includes both. Filtering at registration would diverge from retail's data model and risk breaking missile / PvP paths that need the cyl. Reject.

The handoff's option-2 worry about "restructure ShadowObjectRegistry to group shapes by entity" is overengineered. The retail check is local to each shape's ShadowEntry.State:

For each ShadowEntry obj in nearbyObjs:
    if obj is BSP and (obj.State & HAS_PHYSICS_BSP_PS) is unset, skip (impossible — BSP entries on entities WITH 0x10000 don't need a check; we just need to ensure they DO fire)
    if obj is Cylinder/Sphere and (obj.State & HAS_PHYSICS_BSP_PS) is SET and not pvp-target and not missile-ignored, skip

Effectively: suppress cyl/sphere tests when the entity has BSP. Implemented as a single continue guard inside the existing loop at TransitionTypes.cs:2313. No data-structure change. No grouping pass. No new fields.


Approve the implementation of a retail-binary dispatch at the per-entry site in Transition.FindObjCollisions. The fix has these properties:

  1. Site: src/AcDream.Core/Physics/TransitionTypes.cs:2313 (the if (obj.CollisionType == ShadowCollisionType.BSP) ... else ... dispatch).

  2. Guard: add a continue at the cyl/sphere branch when (obj.State & HasPhysicsBspPs) != 0 && !isPvpTarget && !missileIgnore. For M1.5 polish we can treat both isPvpTarget and missileIgnore as false (no PK, no missiles in scope) and add // TODO: wire when PK / missiles ship comments. The simplified guard is (obj.State & 0x10000u) != 0.

  3. Companion constant: add HasPhysicsBsp = 0x10000u to PhysicsStateFlags (PhysicsBody.cs:25-43) — it's currently absent. Naming matches both retail (HAS_PHYSICS_BSP_PS) and ACE (HasPhysicsBSP).

  4. Existing tests that would change outcome under the fix:

    • DoorCollisionApparatusTests.Apparatus_Grounded_50cmOffCenter_FrontApproach_DocumentsBug is in "documents the bug" form — its header comment at lines 285-298 explicitly says "When the fix lands, flip this to Assert.True(blocked)." Fix lands → invert assertion in same commit.
    • Apparatus dead-center + back-approach tests — should remain PASS (BSP still fires).
    • DoorBugTrajectoryReplayTests LiveCompare tests — should remain PASS (BSP-only behavior is closer to live capture).
    • CellarUpTrajectoryReplayTests.LiveCompare_FirstCap_FixClosesCottageFloorCap — unrelated path (#98 cottage-floor cap). Unaffected.
    • BSPQueryTests.FindCollisions_Path5_* — unrelated; tests BSPQuery internals not dispatch. PASS.
    • CellTransitTests.A6P5_* — unrelated. PASS.
  5. Risks:

    • Foot-slipping for small entities on the door cyl. Retail doesn't have this concern because retail's cyl isn't tested on the door for the standard mover either — so we won't regress anything that retail does. If a future fix needs cyl-vs-cyl for a small dynamic entity (e.g. a chicken bumping the door), that's a separate problem solved per MISSILE_PS / ebp_1 rules, which ours already approximate via CollisionExemption.
    • Other entities with 0x10000. Cottage walls (the static landblock GfxObj 0xA9B47900) likely have HAS_PHYSICS_BSP_PS and only register BSP shapes (no cyl) — fix is a no-op there. NPCs and players have no BSP, no 0x10000, so the cyl path continues firing for them — desired.
    • Verification: run the existing test list from the handoff (14 tests) post-fix; rerun live launch with all three probes; expect zero [cyl-test] obj=0x000F4245 lines in the log.

Verification plan (post-fix)

When the fix lands, a single live launch + 14-test green list is sufficient verification. The door-a6p6-v2.utf8.log showed:

  • 117 hit=yes obj=0x000F4245 resolves
  • 350 [cyl-test] result=Slid (across all entities)
  • 12 phantom cn=(0.86, 0.51, 0) resolves attributed to the door

Post-fix expectation in an equivalent capture:

  • Door cyl-test count attributed to obj=0x000F4245: 0
  • Door BSP [bsp-test] calls: unchanged or slightly higher (no cyl short-circuit)
  • cn=(0.86, 0.51, 0) phantom on the door: 0
  • Visual confirmation: smooth slide along door slab face from NE/SE approach.

What this is NOT

  • This is NOT a recommendation to restructure ShadowObjectRegistry. The flat per-cell list is fine. The retail check is per-shape, not per-entity.
  • This is NOT an Option 1 ("BSP-first ordering") fix. Retail does binary selection, not reordering.
  • This is NOT an Option 3 ("don't register cyl") fix. Retail registers both shapes.
  • This is NOT related to A6.P6's CCylSphere::step_sphere_up port (commit 3d4e63f). That port is correct — it just doesn't fire for the door because the cyl is never reached. A6.P6 remains useful for non-door cylinders (tree trunks, rock pillars).
  • This is NOT related to the cdb workflow being insufficient — we could trace it for confirmation but the decomp + ACE agreement makes inspection sufficient.
  • The cottage-floor cap (#98) is unrelated. This bug is in entity collision dispatch; #98 is in cell BSP / GfxObj polygon evaluation.

Citations

Source Line(s) What
docs/research/named-retail/acclient.h 2815-2843 enum PhysicsStateHAS_PHYSICS_BSP_PS = 0x10000 at 2833
docs/research/named-retail/acclient_2013_pseudo_c.txt 276776-276996 CPhysicsObj::FindObjCollisions
docs/research/named-retail/acclient_2013_pseudo_c.txt 276861 Binary dispatch branch
docs/research/named-retail/acclient_2013_pseudo_c.txt 276808-276841 ebp_1 (PvP-target-player flag) setup
docs/research/named-retail/acclient_2013_pseudo_c.txt 274385-274410 OBJECTINFO::missile_ignore
references/ACE/Source/ACE.Server/Physics/PhysicsObj.cs 381-454 ACE's FindObjCollisions
references/ACE/Source/ACE.Server/Physics/PhysicsObj.cs 412-450 ACE's binary dispatch (cleaner names)
references/ACE/Source/ACE.Entity/Enum/PhysicsState.cs 14, 24 ACE's Missile = 0x40 + HasPhysicsBSP = 0x10000
src/AcDream.Core/Physics/TransitionTypes.cs 2189-2521 Our FindObjCollisions
src/AcDream.Core/Physics/TransitionTypes.cs 2313 Our per-shape dispatch site
src/AcDream.Core/Physics/ShadowShapeBuilder.cs 41-110 Our FromSetup (emits both shapes — correct)
src/AcDream.App/Rendering/GameWindow.cs 3156 Where spawn.PhysicsState lands on ShadowEntry.State
src/AcDream.Core/Physics/ShadowObjectRegistry.cs 587 ShadowEntry.State : uint field
src/AcDream.Core/Physics/PhysicsBody.cs 25-43 PhysicsStateFlags (currently missing HasPhysicsBsp)
tests/AcDream.Core.Tests/Physics/DoorCollisionApparatusTests.cs 213, 285-298 The "documents the bug" fixture; flip-assertion guidance