acdream/docs/research/2026-07-06-137-corridor-phantom-pickup-prompt.md
Erik e8651b3819 fix #137 (corridor phantom resolved): slide_sphere opposing branch returns Collided; the 'wall' was synthetic
The mechanism-1 theory (PortalSide portal polys solid in our physics set)
is REFUTED for the corridor repro, and the remaining half of the phantom
is fixed — no cdb session needed:

- The live hit normal (-1.00,0.03,-0.03) matches NO dat polygon: a
  world-space sweep of both seam cells + every portal-adjacent neighbor
  (CorridorSeam_FindPolygonMatchingLiveHit) returns zero candidates. The
  normal is the negated movement direction — the SYNTHETIC value
  slide_sphere's opposing-normals branch records (reversed = -gDelta).
- Cell 0x8A02016E has IDENTITY rotation (the prior session's 'rotation
  maps the portal planes into the -X wall' was a misattribution). The
  PortalSide polys to 0x011E are +-Y planes 1.4 m beside the player's
  track, perpendicular to the +X run — pos_hits_sphere's directional
  cull rejects them for that movement. They ARE referenced by the dat's
  physics-BSP leaves (CorridorCell_PhysicsBspLeafMembership), so retail
  tests them too when approached into their plane; the dat's
  keep-PortalSide / strip-ExactMatch asymmetry reads as intentional
  (solid window/grate-class portals). No portal-poly filter — exactly
  the blanket-skip the pickup warned against.
- Port fix: CSphere::slide_sphere's opposing-normals branch
  (0x005375d7-0x0053762c) records the reversed displacement and returns
  COLLIDED_TS; our port returned OK ('retail returns OK here' was a
  decomp misread), letting the step complete as-is with the synthetic
  collision normal that validate's epilogue then persisted as the
  sliding normal the wedge absorbed on. TransitionTypes opposing branch
  now returns Collided; pinned by
  SlideSphere_OpposingNormals_ReturnsCollided_WithReversedDisplacementNormal
  (RED->GREEN).
- Dat-backed replay (Issue137CorridorSeamReplayTests) reproduces the
  live hit frame verbatim (same in/out to the millimeter, same 016E->017A
  transit, same +8mm settle) and runs the corridor CLEAN: hit=no, no
  sliding normal persisted, six further forward frames advance freely.
- Inspection tests extended: physics-BSP leaf membership walk +
  hit-normal candidate sweep + downward-poly sweep (all report-style,
  dat-gated). Pickup prompt banner'd SUPERSEDED; ISSUES #137 updated
  (door half stays open); audit doc extended with the resolution.

Suites: Core 2551 / App 713 / UI 425 / Net 385, 0 failures.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 18:27:40 +02:00

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# Pickup prompt — #137 corridor phantom collision (paste into a fresh session)
> **SUPERSEDED 2026-07-06.** The corridor phantom is FIXED (visual gate
> pending) — see `docs/research/2026-07-06-137-sliding-normal-lifecycle-audit.md`.
> Mechanism 2 was real (BSPQuery stub slide responses leaked sliding
> normals; fixed). Mechanism 1's framing was WRONG: the recorded wall
> normal was SYNTHETIC (slide_sphere's opposing branch + a `return OK` vs
> retail's COLLIDED_TS misport — fixed); the PortalSide polys are ±Y
> planes perpendicular to the run, directionally culled, tested by
> retail's own BSP leaves too, and plausibly legitimately solid
> (window/grate class). The step 1 cdb session below is NOT needed for
> this repro. Kept for the audit trail only.
Read `claude-memory/project_physics_collision_digest.md` FIRST (binding
DO-NOT-RETRY table), then **ISSUES #137** (the 2026-07-05 CHARACTERIZED
section — the full evidence chain lives there), then this file. The 2026-07-05
session's ledger for context: #172 (CCylSphere family port), #173 (remote
ceiling bounce), #174 (motion-queue drain — doors work after jumping), #175
(door collision at the motion-table closed pose, two takes).
**The bug (user-verified repro, Facility Hub 0x8A02):** running down a
corridor, an INVISIBLE blocker stops the player mid-corridor; the player can
walk around it. Two stacked mechanisms, both evidence-pinned:
## Mechanism 1 — PortalSide portal polygons are solid for us
- Live: crossing corridor cells `0x8A02016E → 0x8A02017A` at world x≈85.25
recorded ONE wall hit, normal (1,0,0) — straight against the movement
(`launch-175-verify2.log:42858`, worktree root).
- Dat (`Issue137CorridorSeamInspectionTests`, committed): cell 0x8A02016E's
three portals to 0x011E (polys 1/3/5, flags=**PortalSide**, NOT ExactMatch)
are PRESENT in `CellStruct.PhysicsPolygons`; every ExactMatch portal in the
same cell is absent from the physics set. The cell's rotation maps those
portal planes into the world X wall the player hit.
- Oracle greps DONE (do not repeat): `CCellStruct::UnPack` 0x00533d00 loads
physics polys + BSP verbatim (no portal stripping);
`CPolygon::pos_hits_sphere`/`hits_sphere`/`polygon_hits_sphere_slow_but_sure`
(0x005394f0/0x00539540/0x00538a10) are pure geometry;
`CCellPortal` (0x0053bab0) carries portal→CPolygon + portal_side +
exact_match but the BSP test chain never consults it.
- **NEXT (step 1 protocol, needs the user):** cdb-attach a live retail
client at this exact corridor (Facility Hub, the 016E↔011E portals) and
trace which path lets retail through: breakpoint
`BSPTREE::find_collisions` / `BSPLEAF::sphere_intersects_poly` /
`CPolygon::pos_hits_sphere` and see whether the portal polys are ever
TESTED (candidate A: sidedness/stippling — the polys carry stip=NoPos —
or the pos_hits_sphere tail's directional cull) or never REACHED
(candidate B: transit/membership order hands the sphere to the neighbor
cell whose geometry has a real hole). Toolchain crib:
`claude-memory/project_retail_debugger.md` + the CLAUDE.md
"Retail debugger toolchain" section. Verify the binary with
`py tools/pdb-extract/check_exe_pdb.py` first.
- ⚠️ Do NOT ship a "skip portal polys in the physics BSP" filter on
assumption — if retail's answer is sidedness or test order, a blanket
skip opens holes (some PortalSide polys may be legitimately solid from
one side — one-way drops etc.).
## Mechanism 2 — the sliding-normal absorbing wedge (fix independently)
- After the single seam hit, EVERY forward resolve returns `ok=False
hit=no` with zero advance: the body-persisted SlidingNormal (1,0,0)
projects the +X offset to exactly ZERO in `Transition.AdjustOffset`, and
the stepping loop's abort-small-offset fires at step 0 (TransitionTypes
`FindValidPosition` loop, `return i != 0 &&`) — BEFORE any collision
test could refresh the state. An ABSORBING wedge; strafing escapes it
(the user's "push through on the side").
- Retail re-derives slide state per frame — `OBJECTINFO::get_object_info`
pc:279992 "governs only the NEXT frame" (#116 notes in the digest).
AUDIT: who writes the body's persisted SlidingNormal
(PhysicsEngine.ResolveWithTransition seed ~:995-1040 + the writeback),
and where retail CLEARS it when contact does not recur. This is the #116
slide-response family — check ISSUES #116 before changing anything
(oracle-first; the digest's DO-NOT-RETRY table applies).
- Likely the bigger playability win: without the wedge, mechanism 1 alone
would be a momentary stutter, not a dead stop.
**Order:** mechanism 2 first (pure acdream-side audit + fix, testable with a
replay-style unit test: seed a body with a stale sliding normal, resolve
forward with no obstruction in range, assert the step is NOT zeroed), then
the mechanism-1 cdb session when the user can run retail side-by-side.
**Gotchas:** PowerShell Tee logs are UTF-16 (`tr -d '\000'` before grep);
the user manages client lifecycle; probes RESOLVE/CELL/BUILDING are
DebugPanel-toggleable (ACDREAM_DEVTOOLS=1); the [shape-pose] line
(ACDREAM_DUMP_MOTION=1) prints each BSP registration's pose source.
Register rows to touch if fixes ship: none exist yet for either mechanism —
add per the same-commit rule; #116's row interactions per the digest.