acdream/tests/AcDream.Core.Tests
Erik 3f56915bc6 capture(phys): A6.P3 #98 — cellar/cottage cell fixtures from live capture
Step 2 capture step. Launched the live client with
ACDREAM_DUMP_CELLS=0xA9B40143,0xA9B40146,0xA9B40147 and walked into a
Holtburg cottage cellar. The probe fired on first-cache of each cell
and emitted JSON dumps to tests/AcDream.Core.Tests/Fixtures/issue98/.

Cell contents (resolved polygons + portals):
- 0xA9B40143: 14 polys + 4 portals (~18.7 KB)
- 0xA9B40146:  4 polys + 2 portals (~7.0 KB)
- 0xA9B40147: 37 polys + 2 portals (~45.7 KB) — cellar, biggest
All three share worldOrigin=(130.5, 11.5, 94.0) with 180° yaw rotation
(M11=M22=-1), matching the failing-frame's local-to-world projection.

Reproduction during capture: spawn at (141.6, 8.4, 91.5) @ 0xA9B40147
— almost exactly the slice 7 handoff's failing-frame position. User
tried to walk up the cellar stair and got stuck (issue #98 reproduction
confirmed).

Surprise: 0xA9B40146 with only 4 polys + 2 portals is too sparse to be
the "cottage main floor cell" that the slice 5 handoff inferred — that
designation was a guess, not verified. 0xA9B40143 (14 polys) is the
better candidate. Step 3 (replay harness) will confirm by inspecting
the actual polygon geometry against the failing-frame sphere position.

Cells are real geometry from client_cell_1.dat, not synthetic fixtures.
The replay harness can now drive the leaf-level walkable predicates on
this exact data without launching a window.

Next: Issue98CellarUpReplayTests (Step 3).
2026-05-23 15:21:44 +02:00
..
Allegiance feat(allegiance): Phase H.2 AllegianceRequests + AllegianceTree model 2026-04-18 17:17:45 +02:00
Audio feat(audio): Phase E.2 OpenAL engine + SoundTable cookbook + hook wiring 2026-04-18 16:38:26 +02:00
Chat fix(chat): /help client-side handler + System dedup + ThatIsNotAValidCommand template 2026-04-25 21:22:07 +02:00
Combat feat(combat): Phase L.1c wire live attack input 2026-04-28 11:58:57 +02:00
Fixtures/issue98 capture(phys): A6.P3 #98 — cellar/cottage cell fixtures from live capture 2026-05-23 15:21:44 +02:00
Input fix(camera): #38 render-interpolate player motion 2026-05-06 17:53:34 +02:00
Items feat(items): Phase F.2 ItemRepository + AppraiseRequest round-trip 2026-04-18 16:55:36 +02:00
Lighting feat(lighting): Phase G.2 — Setup.Lights + SetLightHook wiring 2026-04-19 10:46:49 +02:00
Meshing feat(vfx #C.1.5b): SetupPartTransforms helper for per-part anchor transforms 2026-05-11 23:54:33 +02:00
Physics feat(phys): A6.P3 #98 Step 2 — cell-dump probe + roundtrip test 2026-05-23 15:16:56 +02:00
Player feat(player): #5 PlayerDescription parser — Stam/Mana via attribute block 2026-04-25 16:42:24 +02:00
Plugins feat(core): add IGameState, IEvents, WorldEvents with replay-on-subscribe 2026-04-10 20:29:29 +02:00
Rendering chore(O-T7): code-review housekeeping after WB extraction 2026-05-21 17:29:06 +02:00
Selection test(picker): Cluster A #86 — screen-rect cell-occlusion tests 2026-05-19 14:56:51 +02:00
Spells fix(player): EnchantmentMask bit fix + Vitae key=0 + absolute Vitals overlay 2026-04-25 18:15:20 +02:00
Streaming feat(vfx #C.1.5b): GpuWorldState fires activator for dat-hydrated entities 2026-05-12 00:07:38 +02:00
Terrain chore(phys): A6.P3 #98 triage — revert neg-poly + bldg-check experiments 2026-05-23 15:11:49 +02:00
Textures feat(O-T2): extract pure stateless helpers to AcDream.Core.Rendering.Wb 2026-05-21 15:13:26 +02:00
Ui fix(retail): rotation rate, useability gate, retail toast strings 2026-05-16 12:17:54 +02:00
Vfx fix(vfx #56): ParticleHookSink applies CreateParticleHook.PartIndex transform 2026-05-11 23:57:20 +02:00
World chore(phys): A6.P3 #98 triage — revert neg-poly + bldg-check experiments 2026-05-23 15:11:49 +02:00
AcDream.Core.Tests.csproj fix(O-T7): actually delete SplitFormulaDivergenceTest (drop workaround) 2026-05-21 17:30:30 +02:00
SmokeTest.cs chore: phase 1 — add Core, Abstractions, App, Tests projects 2026-04-10 09:22:33 +02:00