64 KiB
P2 — Collision response-layer edge family: port-ready pseudocode
Status: RESEARCH PASS COMPLETE (2026-07-30); RETAIL RESPONSE ORDER PORTED
(2026-07-31). Originally a research-only doc for Campaign P Slice P2
(docs/plans/2026-07-29-physics-parity-campaign.md §P2); a same-day
implementation session landed TS-1's retirement and AP-7's fix, attempted
TS-4 per this doc's own §6 Step 3 fixture-first order, reproduced the
historical wedge, and stopped — see §7 item 6 for the full capture and
root-cause diagnosis. TS-4 is NOT retired; its shortcut stays in place.
#166 got a reattribution note in ISSUES.md rather than new code (per §3).
#116 remains untouched (oracle-first, out of implementation scope).
Headline findings that change the plan's assumptions: TS-1 was already
substantially ported (the register row and plan phrasing were stale — see
§2); the one real gap needed no code change (acdream's unified world-space
SpherePath design makes retail's per-cell recache a no-op correction here
— see §2 and the TS-1 register row's retirement text); #166 is very likely
NOT about a literal PhysicsState.Sledding auto-toggle at all (see §3);
AP-7's L.3c regression does not reproduce on the production graphical
root-motion path post-R6, and now ports retail's confirmed 0.25f threshold
(see §1); TS-4's shortcut removal is coupled to TS-1's completion and
reproduces a wedge even after TS-1 lands — see the §7 item 6 update for the
precise mechanism (Phase 3 of TransitionalInsert is structurally
unreachable from Path 6's unconditional SetCollide, which returns
Adjusted without repositioning the sphere) and what a future attempt
needs to check first; #116 remains a genuine oracle-first research item
needing live cdb/Ghidra, not an implementation item (see §5). Read §6 (port
order) before starting further implementation on this family. Campaign P
Slice 1B subsequently performed that fresh transitional_insert read and
removed AP-3, AP-4, AD-53, and AD-54; the exact closeout and controls are in
§8. TS-4 remains deliberately unchanged.
Every claim below is tagged FACT (grep/read-verified against the named-retail decomp, the register, ISSUES.md, or current acdream source in THIS worktree at the time of writing) or INFERENCE (reasoned but not yet decomp/cdb/Ghidra-confirmed — do not port on an INFERENCE alone without the flagged follow-up).
0. Binding DO-NOT-RETRY entries (copied verbatim from
memory/project_physics_collision_digest.md, 3-day-old snapshot —
re-verify line numbers before the implementation session)
These bind the P2 implementer. Do not re-attempt any of these shapes.
- Do NOT add
SetSlidingNormalcalls in the BSP/sphere collision layer. Retail's only in-transition writer ofcollision_info.sliding_normalisvalidate_transition(0x0050ac21 / 0x0050aa70). A leaked normal + success writeback = an absorbing wedge at empty space. (#137 mechanism-2 lesson; directly governs TS-4 item 4 below.) - Do NOT re-add a forced constant-shell de-penetration to the sphere/cyl response. Retail slides tangentially (crease = collisionNormal × contactPlane.Normal) and never force-separates.
SphereCollisionno longer callsSetSlidingNormal(TS-45 retired) — the only in-transition sliding-normal writer isvalidate_transition. Keep it that way.- Do NOT patch the degenerate-offset guard in
slide_spheread hoc for #116 — the issue explicitly wants an oracle-driven pass, not a symptom patch. (#116 DO-NOT-RETRY, both the digest and ISSUES #116.) - Do NOT re-introduce a topology-based outside-add / radial sweep to cell membership while touching this family — unrelated layer, but the digest's adjacent #98/#116 sessions warn subagents drift there.
calc_frictionthreshold is retail 0.25 vs acdream 0.0 — this is AP-7. The L.3c attempt (naive bump to 0.25, no state gate) regressed normal walking 3 → 0.16 m/s and was reverted. Do NOT repeat a bare threshold bump without decoding the state gate first.- Shape-1 of #116 (tick-22760 lateral-slide loss) is NOT the degenerate-offset guard threshold — that guard kills slides under ~1.4 cm; the lost slide was 3.57 cm, well above it. The real divergence is the collision-normal SOURCE (recording layer), not slide/validate. Do not re-chase the guard threshold for shape-1.
- Do NOT guess the BN
test ah,5x87 branch polarity/squaring inslide_sphere— this exact construct is called out as undecodable from BN alone (the PosHitsSphere-saga warning). Ghidra MCP settled it once already (2026-06-12) for the EPSILON-vs-EpsilonSq bug; Ghidra MCP is DOWN for this research pass — mark any residual x87-ambiguous claim Ghidra-verify, cite ACE as the fallback tiebreaker, do not silently guess. - SUPERSEDED 2026-07-31 by Campaign P Slice 1B. AP-4's CliffSlide-first
compensation was removed only after the complete retail
transitional_insert/edge_slideorder was read and branch-order plus graph/flat multi-frame roof/ledge controls passed. Do not reintroduce the compensation; see §8 and the retired AP-4 row. - TS-46 (two-scalar sphere reconstruction) is OUT OF SCOPE for P2
(it's P3) but shares files (
TransitionTypes.csInitPath) — do not fold TS-46 sphere-list work into a P2 commit.
1. AP-7 — friction state gate
The function (FACT — named-retail grep-first)
CPhysicsObj::calc_friction is named at pseudo-C:276694
(address 0050ee70), called from UpdatePhysicsInternal-equivalent at
pseudo-C:278490 (0050f0a… region, CPhysicsObj::calc_friction(this, arg2, var_28) where arg2=dt/quantum, var_28=velocity_mag2 — matches acdream's
calc_friction(float dt, float velocityMag2) signature already).
Full structure read from pseudo-C:276694-276822 (FACT, direct read, not Ghidra):
void CPhysicsObj::calc_friction(dt, velocityMag2) {
if ((transient_state & 2) != 0) { // OnWalkable (see below)
if ((state & MASK) == 0) { // MASK: BN-garbled string constant, see below
// ---- Branch A ----
dot = dot(contact_plane.N, velocity); // order N·v
if (!p_5) // p_5 from (dot < 0.25f) comparison, x87-ambiguous
velocity -= dot * contact_plane.N;
friction = this->friction; // read field (decompiler shows bare read;
// almost certainly `1.0f - this->friction`
// collapsed/elided — see ACE cross-check)
label_50f00e:
velocity *= pow(friction, dt); // shared tail with Branch B
} else {
// ---- Branch B ----
dot = dot(velocity, contact_plane.N); // same value, operand order swapped
if (!p_1) { // p_1 from (dot < 0.25f), x87-ambiguous
friction = 0.2f; // LOCAL default inside this branch
velocity -= dot * contact_plane.N;
p_2 = (velocityMag2 ⋛ 1.5625f); // x87-ambiguous direction
if (p_2) {
p_3 = (velocityMag2 ⋛ 6.25f); // x87-ambiguous direction
if (p_3)
p_4 = (cos(10°=0.17453292519943295 rad) ⋛ contact_plane.N.z); // x87-ambiguous
if (!p_3 || !p_4)
friction = this->friction; // fall back to object's own friction
}
goto label_50f00e;
}
}
}
}
Constants confirmed FACT by direct read: 0.25f (both branches,
independently re-derived — not copy-paste, two separate x87 loads),
0.2f, 1.5625f, 6.25f, 0.17453292519943295 (=10° in radians, fed
to __fcos). The outer gate bit is transient_state & 2.
Cross-check: ACE PhysicsObj.calc_friction (FACT, references/ACE/Source/ACE.Server/Physics/PhysicsObj.cs:2120-2141)
public void calc_friction(double quantum, float velocity_mag2)
{
if (!TransientState.HasFlag(TransientStateFlags.OnWalkable)) return;
var angle = Vector3.Dot(Velocity, ContactPlane.Normal);
if (angle >= 0.25f) return;
Velocity -= ContactPlane.Normal * angle;
var friction = Friction; // this->friction — SAME baseline in ALL cases
if (State.HasFlag(PhysicsState.Sledding))
{
if (velocity_mag2 < 1.5625f)
friction = 1.0f;
else if (velocity_mag2 >= 6.25f && ContactPlane.Normal.Z > 0.99999536f)
friction = 0.2f;
}
var scalar = (float)Math.Pow(1.0f - friction, quantum);
Velocity *= scalar;
}
TransientStateFlags.OnWalkable = 0x2 (FACT,
references/ACE/Source/ACE.Server/Physics/PhysicsEngine.cs:11) — matches
the decomp's transient_state & 2 outer gate exactly, and matches
acdream's own TransientStateFlags.OnWalkable bit already.
This resolves the "state gate" mystery differently than the register's
current framing. ACE shows ONE linear function, not two branches — the
state/MASK test that BN rendered as two duplicated blocks is
PhysicsState.Sledding (SLEDDING_PS = 0x800000, confirmed FACT —
acclient.h:2838 places it directly in the PhysicsState enum next to
EDGE_SLIDE_PS = 0x400000, and references/ACE/Source/ACE.Server/Physics/PhysicsObj.cs:2130
gates on exactly that flag with the exact same 1.5625/6.25/near-1.0
constants). The BN decompiler almost certainly duplicated a single
if (state & SLEDDING_PS) { ... } block into what read as two
near-mirror branches — this is a known BN artifact class
(feedback_bn_decomp_field_names.md). ACE-derived reading, mark
Ghidra-verify: I could not confirm from the raw pseudo-C alone why the
branches read as fully separate blocks rather than one if; a live
Ghidra decompile of 0050ee70 would settle whether the source truly had
duplicated logic (possible if the original C++ had two near-identical
inlined call sites) or whether this is purely a BN rendering artifact. Do
not restructure the port around "two branches" — port ACE's single
linear shape; it is structurally consistent with every constant the raw
decomp independently confirms.
The threshold-direction ambiguity (p_5/p_1/p_2/p_3/p_4, all
test ah,0x5-class x87 flag tests) is NOT independently Ghidra-verified
this pass (Ghidra MCP is down). ACE's clean if (angle >= 0.25f) return;
is adopted as the ACE-derived, Ghidra-verify reading for p_5/p_1
polarity. The p_2/p_3/p_4 velocity-magnitude-band and slope-flatness
polarities are likewise ACE-derived, Ghidra-verify.
⚠️ Constant discrepancy found (FACT, needs Ghidra-verify to resolve):
the raw decomp's slope test literally computes __fcos(0.17453292519943295)
(= cos(10°) ≈ 0.984808) and compares it against contact_plane.N.z.
ACE's port instead compares ContactPlane.Normal.Z > 0.99999536f directly
— no cos() call, and 0.99999536 corresponds to an angle of only
≈0.175° from flat (acos(0.99999536) ≈ 0.175°), not 10°. These are
physically very different tests (cos(10°) accepts any slope within
10° of flat; 0.99999536 accepts only essentially-perfectly-flat ground).
Two hypotheses, neither confirmed:
(a) BN misdecompiled a raw float-constant load as an __fcos() call
(a known BN artifact class — spurious x87 opcode reinterpretation);
(b) ACE's own decompile/port made an independent error and
cos(10°)=0.984808 is correct.
Do not silently pick one. File as an open Ghidra question (§7);
when Ghidra MCP is back, decompile 0050ee70 directly and check
whether the FCOS opcode is actually present at that instruction, or
whether it's a raw FLD of 0.99999536 (or of 0.984808).
Why the L.3c naive threshold bump (0.0 → 0.25) hammered walking — and why that may no longer be true today (FACT + INFERENCE, high confidence, code-derived)
src/AcDream.Core/Physics/PhysicsBody.cs:576-602 is acdream's current
calc_friction. Its threshold is 0.0 (if (dot >= 0f) return;),
attributed to the OLDER, unnamed Ghidra decomp (FUN_0050f940 — a
DIFFERENT address than the named function 0050ee70; the two decomp
passes disagree, and per CLAUDE.md the named decomp wins). The named
decomp's independently-confirmed 0.25f (both branches) is FACT-level
confirmation that ACE's 0.25f reading — and the register's AP-7 row — are
correct, and acdream's in-code comment ("we match the decompile" at 0.0)
was matching the wrong (superseded, unnamed) decomp pass.
The recorded L.3c failure (2026-04-30): bumping the threshold alone to
0.25f, with NO other change, dropped measured forward locomotion from
~3 m/s to ~0.16 m/s (≈5.3% remaining) in
PlayerMovementControllerTests. The math checks out exactly:
Friction = DefaultFriction = 0.95f (confirmed FACT — both
src/AcDream.Core/Physics/PhysicsBody.cs:120 and
references/ACE/Source/ACE.Server/Physics/PhysicsGlobals.cs:15 agree on
0.95f, so this is NOT a divergent constant), and flat-ground walking
has dot(velocity, groundNormal) ≈ 0 (velocity is ~horizontal, normal is
~vertical). With threshold 0.0, dot(≈0) >= 0 triggers the early return
— friction NEVER engaged during flat walking. With threshold 0.25,
dot(≈0) < 0.25 — friction ALWAYS engaged, decaying velocity by
pow(1 − 0.95, dt) = 0.05^dt EVERY tick. At 60 Hz over 1 second:
0.951^60 ≈ 0.049 — a ~95% velocity loss in one second. That is the
observed 3 → 0.16 m/s hammering almost exactly.
INFERENCE, code-derived (high confidence, not yet live-verified): the
L.3c test predates the 2026-07-17 "local player animation-owned grounded
movement" landing (R6). Reading current
src/AcDream.Runtime/Gameplay/PlayerMovementController.cs:1742-1756:
if (_body.OnWalkable)
{
float savedWorldVz = _body.Velocity.Z;
if (hasAnimationRootMotion)
{
_body.Velocity = new Vector3(0f, 0f, savedWorldVz); // <-- XY ZEROED
}
else
{
Vector3 stateVelocity = _motion.get_state_velocity();
_body.set_local_velocity(
new Vector3(stateVelocity.X, stateVelocity.Y, savedWorldVz),
autonomous: _body.LastMoveWasAutonomous);
}
}
...
_body.UpdatePhysicsInternal(tickDt); // calls calc_friction internally
When the graphical client's animation root motion drives the walk
(hasAnimationRootMotion == true, the production path since R6),
_body.Velocity.X/Y are forced to zero immediately before
calc_friction runs every tick — because walking displacement now comes
from pmDelta.Origin (the animation Frame delta, applied directly to
_body.Position at lines 1764-1766), not from integrating Velocity.
Friction decaying an already-zero horizontal Velocity is a no-op. This
means the L.3c hammering mechanism is very likely ARCHITECTURALLY MOOT
for the production graphical local-player path today — the regression
that blocked AP-7 in April may not reproduce post-R6.
The else branch (no animation root motion — the headless/test-controller
path, _motion.get_state_velocity()) still feeds real XY speed into
Velocity, so that path (used by Slice K headless bots and any test
without an attached animation source) is still exposed to the same
hammering risk a naive threshold-only port would reintroduce.
Action for the implementer, not yet executed by this research pass:
before porting, re-run PlayerMovementControllerTests (or an equivalent
fresh capture) with a 0.25f threshold and the corrected ACE-derived
single-linear-function shape, checked separately against (a) the
graphical/animated local-player path, (b) the headless/get_state_velocity
path, and (c) remote/NPC movers (RuntimeRemotePhysicsUpdater.cs,
RemoteMotion.cs — confirm whether their Velocity is root-motion-zeroed
the same way, or whether they remain velocity-integrated and therefore
friction-sensitive). Do not assume (a) is safe without a fresh capture —
this section's confidence is code-derived, not measured.
AP-7 verdict
Port shape: replace acdream's two-threshold, dead-Sledding-branch
calc_friction with ACE's single linear function (0.25f threshold, single
friction = Friction baseline, PhysicsState.Sledding-gated override
using the already-present 1.5625/6.25/near-flat constants — acdream
already has these at PhysicsBody.cs:591-597, just unreachable because
nothing ever sets the state bit; see §3). Flag the cos(10°) vs 0.99999536
discrepancy (Ghidra-verify) and pick ACE's 0.99999536f provisionally
since acdream's own current dead code already uses it (least churn) —
do not silently resolve the discrepancy by picking one without a
citation in the eventual commit; carry the open question into the
register row.
2. TS-1 — PrecipiceSlide / EdgeSlide / CliffSlide chain
⚠️ Major finding: the register/plan framing is STALE — TS-1 is already substantially ported (FACT, code-verified)
The register row (docs/architecture/retail-divergence-register.md:238)
says: "PrecipiceSlide context missing — conservative stop-at-edge
instead of retail's EdgeSlide → PrecipiceSlide / CliffSlide", citing
TransitionTypes.cs:1254. Line 1254 today is unrelated stepping-loop
code (the viewer last-step-remainder computation) — the file has moved
substantially since that row was written. Reading the actual current
implementation:
SpherePath.PrecipiceSlide(Transition)—TransitionTypes.cs:943-970— a real port ofSPHEREPATH::precipice_slide(pseudo-C:274316,0050cc80), callingBSPQuery.FindCrossedEdge(a real port ofCPolygon::find_crossed_edge, pseudo-C:322909,00539300—BSPQuery.cs:438-482), sign-flipping via a dot product exactly like retail'sx87_r7_17sign test, then delegating toTransition.SlideSphereInternalexactly like retail's tail call toCSphere::slide_sphere.Transition.CliffSlide(Plane)—TransitionTypes.cs:2037-2102— a real port ofCTransition::cliff_slide(pseudo-C:272397,0050a6d0): cross product of the two plane normals, Z-flattened, rotated 90° in the XY plane ((-Y, X, 0)), degenerate-check, sign-resolved offset application viaSetCollisionNormal. Return-value mapping verified FACT-correct againstacclient.h:6100-6108(OK_TS=1, COLLIDED_TS=2, ADJUSTED_TS=3, SLID_TS=4): the degenerate case returnsTransitionState.OK(matches retail'sreturn 1;=OK_TS); the success case returnsTransitionState.Adjusted(matches retail'sreturn 3;=ADJUSTED_TS). This is correctly ported, not guessed.Transition.EdgeSlideAfterStepDownFailed—TransitionTypes.cs:1907-2035— a dispatcher structurally mirroringCTransition::edge_slide(pseudo-C:273001-273090,0050b3d0), including the AP-4-registered reordering (steep-contact-plane CliffSlide check moved before the!OnWalkable || !EdgeSlidebail, to compensate for acdream's OnWalkable bookkeeping — see DO-NOT-RETRY §0 item 9).
This means TS-1's row and the P2 plan's "port the EdgeSlide → PrecipiceSlide / CliffSlide chain" framing describe work that is largely DONE. The register row was not retired in the same commit that landed this — a process gap, not a code gap. Recommend re-verifying with a live capture before writing new code, not blindly re-porting from scratch.
Retail source, quoted in full (FACT, pseudo-C:273001-273090, 0050b3d0)
TransitionState CTransition::edge_slide(arg2/*out*/, arg3=step_down_height, arg4=zVal) {
state = object_info.state
if ((state & 2) == 0 || (state.byte[1] & 2) == 0) { // NOT walkable-capable / NOT EdgeSlide-capable
walkable = null; check_pos = backup_check_pos; check_cell = backup_cell;
contact_plane_valid = 0; contact_plane_is_water = 0;
*arg2 = OK_TS; return cache_global_sphere(null);
}
if (contact_plane_valid) {
p_1 = (contact_plane.N.z - arg4) ⋛ 0 // x87-ambiguous, ACE-derived: "N.z >= zVal"
if (!p_1) { // contact steeper than allowed (zVal = FloorZ or LandingZ)
walkable = null; restore_check_pos();
*arg2 = cliff_slide(this, &contact_plane);
contact_plane_valid = 0; contact_plane_is_water = 0;
return 0;
}
// else: falls through (contact IS walkable-steep-enough)
}
if (walkable != null) {
restore_check_pos();
contact_plane_valid = 0; contact_plane_is_water = 0;
result = precipice_slide(sphere_path, collision_info);
*arg2 = result;
return (result == COLLIDED_TS);
}
if (contact_plane_valid) { // walkable was null, contact fell through as OK
walkable = null; restore_check_pos(); cell_array_valid = 1;
contact_plane_valid = 0; contact_plane_is_water = 0;
*arg2 = OK_TS; return ...;
}
// ---- back-probe fallback: neither contact nor walkable available ----
offset = global_curr_center - global_sphere.center; // back toward where we came from
add_offset_to_check_pos(offset);
step_down(this, arg3, arg4);
contact_plane_valid = 0; contact_plane_is_water = 0;
restore_check_pos();
if (walkable == 0) {
walkable = null; *arg2 = COLLIDED_TS; cell_array_valid = 1; return ...;
}
contact_plane_valid = 0; contact_plane_is_water = 0;
walkable_scale = sphere_path.walkable_scale;
cache_localspace_sphere(get_walkable_pos(sphere_path), walkable_scale); // <-- NOT PRESENT IN ACDREAM
set_walkable_check_pos(sphere_path, localspace_sphere); // <-- NOT PRESENT IN ACDREAM
result = precipice_slide(sphere_path, collision_info);
*arg2 = result;
return (result == COLLIDED_TS);
}
Precise, evidenced gap #1: the back-probe fallback path skips retail's localspace re-cache before its second precipice_slide call (FACT)
Retail's edge_slide has two distinct precipice_slide call sites:
one direct (when sphere_path.walkable != 0 already), one in the
back-probe fallback (when NEITHER a valid contact plane NOR a walkable
polygon survived) — and ONLY the second site performs
walkable_scale/cache_localspace_sphere/get_walkable_pos/
set_walkable_check_pos first (pseudo-C:274318-274326, 0050b4e0-0050b507).
acdream's SpherePath has no WalkableScale, LocalspaceSphere,
GetWalkablePos, or SetWalkableCheckPos member/method anywhere
(confirmed by grep across TransitionTypes.cs — zero hits), and its
single unified PrecipiceSlide(Transition) method
(TransitionTypes.cs:943-970) is called identically from BOTH the
direct branch3 case (TransitionTypes.cs:2002, matches retail's first
call site correctly — no re-cache needed there either) AND the back-probe
fallback (TransitionTypes.cs:2031, should match retail's second
call site but is missing the re-cache step retail performs first).
Port-ready shape (INFERENCE for the exact field semantics — the
walkable_scale/localspace-sphere machinery itself needs a fresh read of
SPHEREPATH::get_walkable_pos/cache_localspace_sphere/
set_walkable_check_pos, not yet read this pass; FACT that the gap
exists, INFERENCE on the fix shape): add the three missing
SpherePath members/methods, call them in
EdgeSlideAfterStepDownFailed's final fallback block
(TransitionTypes.cs:2015-2031) immediately before the
sp.PrecipiceSlide(this) call at line 2031, matching retail's ordering.
get_walkable_pos/cache_localspace_sphere/set_walkable_check_pos
were not read this pass (budget) — read them fresh before porting
(pseudo-C, search near SPHEREPATH::get_walkable_pos — a hit already
appears in the edge_slide grep at the top of this section's raw quote,
so the symbol exists and is findable).
Precise, evidenced gap #2 (likely unregistered adaptation, not a bug per se): CliffSlide's reference-normal fallback chain is an acdream invention (FACT: not in the retail read; adaptation reasoning IS documented in-code)
Retail's cliff_slide (pseudo-C:272397) uses
this->collision_info.last_known_contact_plane.N directly, with no
fallback chain as the second cross-product operand. acdream's
CliffSlide (TransitionTypes.cs:2037-2070) instead tries THREE
sources in priority order: LastWalkablePlane (if Normal.Z >= FloorZ),
then LastKnownContactPlane (same threshold), then Vector3.UnitZ
world-up. The in-code comment ("L.4-cliffslide-fallback", dated
2026-04-30) explains the reasoning (degenerate cross-product when the
player has been on a continuous steep slope for >1 frame and
LastKnownContactPlane itself became steep) but this reasoning does
not appear to have a corresponding register row (checked AP-4, TS-1 —
neither mentions the fallback chain specifically; AP-4 is about
re-ordering the CliffSlide-vs-Branch1 check, a different concern).
Flag for the implementer: either (a) find this exact
prioritization in a further retail read (unlikely given the raw decomp's
directness, but not yet exhaustively ruled out — last_known_contact_plane
itself might be retail-maintained differently than acdream's equivalent
field, which could make the fallback chain compensate for an upstream
divergence rather than being a pure invention), or (b) register it
explicitly as an AD/AP row with this citation before or alongside the P2
commit. Do not silently leave an unregistered behavioral invention in
place while "retiring" the TS-1 row — that violates the register's
same-commit rule.
Precise, evidenced gap #3 (likely unregistered adaptation): the walkable-polygon steepness reroute in EdgeSlideAfterStepDownFailed
TransitionTypes.cs:1972-1997 — when sp.HasWalkablePolygon is true,
acdream additionally checks sp.WalkablePlane.Normal.Z < FloorZ and, if
so, reroutes to CliffSlide(sp.WalkablePlane) INSTEAD of calling
PrecipiceSlide. Retail's raw edge_slide (if (walkable != null) { ... precipice_slide(...) }) has no steepness branch on the walkable
polygon itself — it always calls precipice_slide once walkable != null. The in-code comment ("L.4-walkable-steep") argues this compensates
for acdream's Path-4 airborne-landing branch accepting steep roofs as
"walkable" under the permissive LandingZ threshold (a claim this
research pass did not independently verify — Path-4 was not read this
session; TS-4 §4 below covers the adjacent but distinct Path-6 concern).
Flag for the implementer: same as gap #2 — verify whether this
reroute is compensating for a real upstream divergence (in which case it
should be an AD/AP row) or is masking a bug that should be fixed at its
source (Path-4's LandingZ acceptance) instead of patched here. Do not
retire TS-1 while leaving this unregistered.
TS-1 verdict
Port shape: narrow, not a rewrite. (1) Add the retail
walkable_scale/cache_localspace_sphere/get_walkable_pos/
set_walkable_check_pos step to the back-probe fallback path only (gap
#1 — a real, missing piece). (2) Audit gaps #2 and #3 against a fresh,
focused retail re-read of last_known_contact_plane maintenance and the
Path-4 landing-acceptance threshold; register whichever holds up as
AD/AP rows, or align to retail exactly if the compensation turns out
unnecessary. (3) Only THEN retire the TS-1 register row, in the same
commit, updating its citation (the current :1254 citation is already
stale and should point at EdgeSlideAfterStepDownFailed/CliffSlide/
PrecipiceSlide instead). Do not re-derive edge_slide/cliff_slide/
precipice_slide from scratch — the existing port is real and largely
correct; re-porting risks discarding correct, already-tested work (the
CLAUDE.md worldbuilder-inventory lesson applies here by analogy: don't
re-port what's already ported and tested).
3. #166 — landing sled (Sledding state set/clear)
Finding: PhysicsState.Sledding appears to be DATA-AUTHORED, not an automatic landing response (FACT, cross-referenced across 3 independent repos)
Searched for a SET (|= SLEDDING_PS) or automatic-toggle call site for
PhysicsState.Sledding in: the named-retail pseudo-C (no string "sled"
anywhere in the 1.4M-line file — grep -in sled returns zero hits; the
raw 0x800000 hex literal also returns zero physics-related hits, only
unrelated Watson/crash-dump flags), references/ACE/Source/ACE.Server/Physics/PhysicsObj.cs
(full file, only 3 hits: the two calc_friction/UpdateObjectInternal
READ sites already covered, no WRITE site), and
references/ACViewer/ACE/... (same ACE-derived code, same result).
The only WRITE sites for PhysicsState.Sledding anywhere in any
reference repo are:
// references/ACE/Source/ACE.Server/WorldObjects/WorldObject_Properties.cs:1105-1109
public bool? Sledding
{
get => GetPhysicsState(PhysicsState.Sledding);
set => SetPhysicsState(PhysicsState.Sledding, value);
}
— a per-weenie boolean game-data property (the same pattern as
Ethereal, Static, etc.), packed onto the broadcast PhysicsState in
WorldObject_Networking.cs:586-588,700-704. This is server/database-set,
not a client-side automatic landing-response toggle. Since CPhysicsObj
is shared code between the retail client and server binaries (the same
class that produced calc_friction, UpdateObjectInternal, etc. — all
independently confirmed to structurally match ACE's port), the total
ABSENCE of a write site anywhere in ACE's ~10,000-line PhysicsObj.cs
is strong evidence that retail's own CPhysicsObj does not
automatically enter Sledding state on a downhill landing either.
INFERENCE (well-supported, not yet cdb/Ghidra-confirmed): ordinary
downhill-jump glide-and-bounce in retail is NOT the literal Sledding
physics state at all for an ordinary player. Sledding is most likely
reserved for specific data-authored world content (dungeon/event objects
with the property baked into their weenie default PhysicsState, e.g.
an actual in-world "sled ride" mechanic) — a narrow, data-driven case
outside a generic movement port's scope. Grepping WCID/weenie class name
lists in references/ACViewer/ACE/.../WeenieClassName.cs for "sled"
found no obviously-named sled-ride weenies, but that catalog is not
exhaustive for retail's original 2013 content and this was not chased
further (out of scope — data content, not an algorithm).
Cross-check against ISSUES.md #166's OWN root-cause text (FACT)
docs/ISSUES.md:4254-4262 (filed 2026-07-03, i.e. BEFORE the P2 campaign
plan's phrasing) already attributes #166 to a named composite of three
rows, and explicitly does not mention a Sledding set/clear
mechanism:
"This is the REGISTER-PREDICTED composite of three known deferred deviations: AD-25 (landing wall-bounce velocity reflection suppressed...), AP-7 (
calc_frictionthreshold 0.0 without retail's 0.25-with-state-gate...), and TS-4 (Path-6 steep-poly slide-tangent shortcut...). Retiring those three rows IS this issue."
Cross-referencing the digest's #182 rebuild notes
(memory/project_physics_collision_digest.md:837-841, 2026-07-07):
AD-25's LOCAL-PLAYER landing-bounce reflection was already ported in
the #182 verbatim UpdateObjectInternal/handle_all_collisions rebuild
("Contact committed BEFORE the reflect... retire AD-25's micro-bounce
(AD-25 narrowed to the remote-DR sweep)"). What remains open for AD-25 is
remote/NPC-only and is explicitly P3 scope
(docs/plans/2026-07-29-physics-parity-campaign.md §P3 item 2), not P2.
#166 verdict: for the LOCAL PLAYER (the case the user actually reported — "jumping down a hill" on their own character), the bounce half (AD-25) is already shipped; what's missing is the glide-deceleration curve (AP-7, §1 above) and the airborne-steep landing chain (TS-4, §4 below). Porting AP-7 + TS-4 correctly should retire #166 for the local player WITHOUT inventing any client-side Sledding auto-toggle — inventing one would be exactly the kind of unargued behavior addition CLAUDE.md's no-guessing rule forbids (no decomp evidence supports it). The campaign plan's P2 item 3 phrasing ("port the landing sled (Sledding state set/clear sites)") appears to rest on an assumption not borne out by this research pass.
Recommendation for the implementer: do NOT build a Sledding
auto-set/clear mechanism speculatively. Land AP-7 + TS-4 first, capture a
fresh downhill-jump-landing trajectory (extend
ACDREAM_CAPTURE_RESOLVE), and check the #166 visual-matrix item (row 5,
"Downhill jump landing: sled glide + bounce") against that alone. If the
glide/bounce still visibly mismatches retail after AP-7+TS-4 land, THAT
capture — not a guess — is what should drive any further Sledding-state
work, and it should go through cdb against live retail (a downhill jump
landing, watching this->state for the 0x800000 bit) before any client
auto-toggle is written. Keep the already-present dead
PhysicsStateFlags.Sledding branch in calc_friction (§1) since it's
cheap, decomp-consistent, and harmless if never entered — but do not
manufacture a caller that sets it.
4. TS-4 — Path-6 steep-poly shortcut removal
The current shortcut (FACT, src/AcDream.Core/Physics/BSPQuery.cs:2149-2266)
Path-6 (the default sphere_intersects_poly → collide_with_pt / SetCollide
dispatch) tests each hit polygon's world-space normal. For BOTH sphere0
(feet) and sphere1 (head), if worldNormal.Z < PhysicsGlobals.FloorZ
(steeper than ~49° from horizontal), acdream takes a SPECIAL BRANCH:
projects the move along the steep face, writes
collisions.SetCollisionNormal(worldNormal) and
collisions.SetSlidingNormal(worldNormal), and returns
TransitionState.Slid immediately — bypassing SetCollide entirely for
steep hits. Only the shallow case (worldNormal.Z >= FloorZ) reaches
path.SetCollide(worldNormal); path.WalkableAllowance = LandingZ; return Adjusted;.
The in-code comment is unusually candid about why: "This is a
deliberate deviation from retail... Validated against retail debugger
trace 2026-04-30: retail body did not wedge; our retail-faithful port DID
wedge because we're missing implementation details of the step_up_slide /
cliff_slide chain on grounded-steep movement." — i.e., this shortcut
was shipped SAME-DAY as (and BECAUSE) the retail-faithful
EdgeSlideAfterStepDownFailed/CliffSlide/PrecipiceSlide chain (TS-1,
§2 above — also dated 2026-04-30, tagged "L.4") still wedged in testing
when tried without this shortcut.
Retail: NO steepness branch at the BSP layer (FACT, pseudo-C:323740-323783, 0053a730 region)
Read directly from the named decomp (the sphere_intersects_poly /
set_collide dispatch inside BSPTREE::find_collisions's default path):
if (sphere_intersects_poly(...) || eax_26 != 0) {
localtoglobalvec(sphere_path.localspace_pos, &saved_ebx, &poly->plane.N);
SPHEREPATH::set_collide(&sphere_path, &saved_ebx);
sphere_path.walkable_allowance = 0.0871556997f; // = PhysicsGlobals.LandingZ, exact bit match
return 3; // ADJUSTED_TS
}
There is no steepness test here at all. Retail's BSP layer calls
set_collide and returns ADJUSTED_TS unconditionally, for a steep
roof exactly the same as a shallow ramp. walkable_allowance is always
set to LandingZ (the permissive landing threshold) at this layer,
regardless of the actual polygon slope. This directly confirms the P2
plan's description and the digest's #137-mechanism-2 finding
(memory/project_physics_collision_digest.md:1008-1014): retail's
BSP/sphere collision layer never writes collision_info.sliding_normal
at all — only validate_transition (0x0050ac21/0x0050aa70) does, and
only success-gated. The steepness differentiation (walkable vs.
merely-in-contact, and whether a slide response is needed) happens
STRICTLY DOWNSTREAM, in ValidateTransition's FloorZ OnWalkable test
and — when that surface turns out too steep to be walkable —
EdgeSlideAfterStepDownFailed → CliffSlide/PrecipiceSlide (TS-1's
domain, §2 above).
TS-4 port shape (FACT-grounded, mechanically simple)
Delete both if (worldNormal{0,1}.Z < PhysicsGlobals.FloorZ) { ... return TransitionState.Slid; } blocks (BSPQuery.cs:2200-2215 and
:2240-2255) entirely. Both sphere0 and sphere1 hits should fall straight
through to the existing path.SetCollide(worldNormal); path.WalkableAllowance = PhysicsGlobals.LandingZ; return TransitionState.Adjusted; — i.e., make
Path-6 do EXACTLY what its own shallow branch already does, for every
hit, matching retail's unconditional set_collide. This mechanically
retires both SetSlidingNormal write sites (satisfying DO-NOT-RETRY §0
item 1 permanently — deleted, not just avoided) with no replacement logic
needed at this layer.
⚠️ Port-order coupling with TS-1 (INFERENCE, but directly evidenced by the shortcut's own commit history)
This is the single most important sequencing fact in this whole document. The shortcut's comment proves TS-1's retail-faithful chain was ALREADY BUILT once (same day, same "L.4" slice) and STILL wedged — that is why the shortcut exists instead of the faithful chain. Simply deleting the shortcut today, without first confirming TS-1's gaps (§2: missing localspace re-cache in the back-probe fallback; the two unregistered adaptations) are closed, risks reintroducing the EXACT "stuck in falling animation on the roof" / "walks up steep roofs" wedge that motivated the shortcut in the first place.
Recommended order: (1) close TS-1 gap #1 (the missing
walkable_scale/cache_localspace_sphere/set_walkable_check_pos step)
first, on its own, with the TS-4 shortcut still in place as a safety
net. (2) Capture a grounded-steep-slope trajectory (a roof or steep
terrain walk, matching whatever repro the 2026-04-30 L.4 session used —
check docs/research/ and git log around that date for the specific
repro if it wasn't captured as a fixture) with the shortcut TEMPORARILY
disabled behind a flag or in a scratch branch, and confirm no wedge. (3)
Only once that capture is clean, delete the TS-4 shortcut for real, in
the same commit that closes the TS-4 register row. (4) Re-run the P2
final-matrix items 4-6 (cliff/roof edge, downhill landing, shallow wall
graze) plus a fresh regression sweep before calling TS-4 done — this is
exactly the kind of change the digest's #137 sagas warn compounds subtly
(a leaked SetSlidingNormal "absorbing wedge at empty space" was the
recurring failure mode across three separate historical incidents in the
digest, all triggered by a similar not-quite-faithful shortcut).
5. #116 — slide-response family oracle pass
This item is explicitly an oracle-first investigation, not a known
fix (docs/ISSUES.md:8426 status: "OPEN (narrowed)"; digest
memory/project_physics_collision_digest.md:1509: "OPEN — oracle-first
investigation; NOT cell-set"). This section defines the SCOPE of the
oracle pass precisely, per the mission's request, rather than proposing
a fix — a fix without the live trace below would repeat the exact
mistake the digest's DO-NOT-RETRY table already warns against (§0 items
4, 7, 8).
The two shapes (FACT, restated with citations — both already
independently verified against source by the 2026-06-12 Ghidra session)
Shape-1 — tick-22760 lateral-slide loss. Live retail: blocked
southward push at a cottage door face, KEPT a tiny lateral slide (X
−0.0357 m, collision_normal=(0,+1,0), the door face). acdream's harness
hard-stops both components (collision_normal=(0,0,1), i.e. the
UnitZ ground-fallback default). Ghidra-confirmed
(memory/project_physics_collision_digest.md:1259-1275):
TransitionTypes.cs:3701-3702's UnitZ default on invalid
collision-normal is retail-faithful — retail's validate_transition
(0x0050aa70) has the identical if (collision_normal_valid==0) set_collision_normal(UnitZ). The divergence is UPSTREAM of both slide
and validate: at tick-22760, acdream's collision_normal_valid was
FALSE where retail's was TRUE (retail HAD recorded the door-face normal).
The slide guard threshold is exonerated — the 3.57 cm lost slide is
~18× above the ~1.4 cm degenerate-offset cutoff (F_EPSILON = 0.0002,
compared against SQUARED magnitude — Ghidra-confirmed, see §0 item 8),
so retail's own guard would have kept the slide too.
Shape-2 — D4 first-airborne-frame slide vs. hard-stop. Ghidra
confirms CSphere::slide_sphere (0x00537440) applies its slide
IN-FRAME (add_offset_to_check_pos → returns SLID_TS) — acdream's
current in-frame slide to Z=1.92 on frame 1
(BSPStepUpTests.D4_AirborneMover_TallWall_PersistsSlidingNormalAcrossFrames,
tests/AcDream.Core.Tests/Physics/BSPStepUpTests.cs:560-602, currently
Skip-tagged citing #116) is likely faithful TO slide_sphere
itself. What's unconfirmed is whether retail's first airborne wall
contact frame REACHES slide_sphere at all, or whether an earlier stage
(collide_with_environment's dispatch, or the absence of a
last_known_contact_plane on the very first airborne frame) intercepts
it with a hard stop before slide_sphere ever runs. The #116 threshold
fix (EpsilonSq → F_EPSILON, shipped bf18a543) did not move D4 —
confirming the D4 offset is a real slide, not a near-degenerate one the
threshold fix would have caught.
What the P2 oracle pass must determine (mission-specified scope)
- Shape-1's real root cause: where does acdream's collision-normal
RECORDING diverge from retail's at tick-22760? Not slide_sphere, not
validate_transition (both exonerated) — the recording path that feeds
collision_info.collision_normal_valid/.collision_normalduring the BSP/environment hit-test itself. The digest's own next-step (memory/project_physics_collision_digest.md:1274-1275) is unchanged by this research pass: instrumentDoorBugTrajectoryReplayTests.Diagnostic_Tick22760_DumpEngineInternals(tests/AcDream.Core.Tests/Physics/DoorBugTrajectoryReplayTests.cs:162) to trace exactly where, in the BSP hit-test chain feedingFindObjCollisionsInCell/BSPQuery, the door-face normal(0,+1,0)gets computed-and-discarded in acdream but retained in retail. Candidate governing retail functions (need a fresh, focused read — not done this pass, budget):BSPTREE::find_collisions(the same dispatch region read for TS-4 in §4, pseudo-C ~323700-323830) and whatever populatescollision_info.collision_normal/.contact_planeon a BLOCKED (not slid, not adjusted) door-face hit specifically — this is a DIFFERENT code path than either Path-6'sset_collide(which returns ADJUSTED_TS, not COLLIDED_TS) orslide_sphere(called only after a walkable/precipice context exists). A blocked door push is most likely dispatched throughCollideWithPt/collide_with_pt(thePathClippedbranch already visible in Path-6, §4,BSPQuery.cs:2158-2163) or a siblingPath-1-class function not yet read this pass. - Shape-2's real answer: does retail's FIRST airborne wall-contact
frame reach
slide_sphere, or hard-stop upstream? This needs either a Ghidra decompile of the caller chain immediately aboveslide_sphere(checking whether alast_known_contact_planeexistence gate exists before the call on frame 1 of an airborne trajectory) or a live cdb trace of an actual airborne wall hit in retail (per the digest's already-written cdb plan,memory/project_physics_collision_digest.md:8537-8543/ ISSUES.md #116). Ghidra MCP is down this pass — do not guess this one; it directly controls which of D4's two competing expectations (Z=1.92 in-frame slide vs. Z=2.0 hard-stop-then-slide-frame-2) is correct, and a wrong guess "regresses ALL wall-slide behavior" per the digest's own warning (§0 item 8). - Governing retail functions to anchor the oracle pass (FACT, already
cited in ISSUES #116 and this document's own reads):
CSphere::slide_sphere(0x00537440, pseudo-C:321403-321532 per ISSUES #116's own citation — not re-read this pass, already Ghidra-verified for the epsilon fix),validate_transition(0x0050aa70, read indirectly via itsUnitZdefault confirmed in §2/§4's cross-references), and thefind_collisions/environment hit-test recording sites this pass identified as the likely Shape-1 location (BSPTREE::find_collisionsregion, pseudo-C ~323700-323830, the same region TS-4 §4 already partially read for the unconditionalset_collidecall — a focused re-read of the SIBLING branches in that same dispatch, specifically thePathClipped/collide_with_ptarm and whatever arm produces a hard COLLIDED_TS with a recorded normal, is the concrete next research step).
#116 verdict — this is NOT a P2 implementation item, it is a P2
research item with its own follow-up research session
Given the depth already logged in the digest and ISSUES.md (an entire
Ghidra session, a threshold fix already shipped, two shapes precisely
characterized, and an explicit "needs a LIVE cdb session" conclusion
reached independently by that prior work), this research pass concurs
with the existing plan of record: #116 needs (a) an instrumented
replay of DoorBugTrajectoryReplayTests for shape-1, and (b) either a
Ghidra decompile of slide_sphere's caller chain or a live cdb trace of
an airborne wall hit for shape-2, BEFORE any code changes. Do not
patch the degenerate-offset guard, the UnitZ default, or slide_sphere
itself speculatively (DO-NOT-RETRY §0 items 4, 7, 8 all apply directly).
This document does not add new pseudocode for #116 beyond what's already
recorded, because doing so without the trace would be exactly the kind
of guess CLAUDE.md's workflow forbids.
6. Port order + blast radius
Recommended sequence, reasoning, and required fixtures/captures BEFORE each step's behavior change — not a generic "do them in plan order" list, because this research pass found real coupling the plan's slice ordering doesn't surface.
Step 1 — TS-1 gap #1 (localspace re-cache in the back-probe fallback), §2
Do this FIRST, alone. It's the narrowest, most mechanically certain
change (a missing setup step before an existing call, not a behavior
redesign), and per §4's coupling analysis, TS-4's shortcut removal is
UNSAFE until this lands and is proven not to wedge. Blast radius: only
the back-probe fallback arm of EdgeSlideAfterStepDownFailed — the
rarest of the four dispatch arms (reached only when neither a contact
plane nor a walkable polygon survived the step-down probe). Low risk of
regressing the already-working branch3/branch1/branch2 arms.
Required before/after: a targeted unit test exercising the back-probe
arm specifically (check whether one already exists — this pass didn't
find one in BSPStepUpTests.cs/DoorBugTrajectoryReplayTests.cs; if
absent, write one first per TDD discipline). No connected capture needed
for this step alone — it's a narrow internal-consistency fix.
Step 2 — TS-1 gaps #2 and #3 (register audit), §2
Read the raw decomp fresh for last_known_contact_plane maintenance
(what writes it, and whether acdream's equivalent field diverges upstream
— which would justify gap #2's fallback chain as a real compensating
adaptation) and for Path-4's airborne-landing LandingZ acceptance logic
(cited but not read this pass — needed to judge gap #3). Either register
both as AD/AP rows with citations, or remove the acdream-only branches
and re-verify against the existing CliffSlide/PrecipiceSlide test
coverage. This step can run in parallel with Step 1 (different files,
no shared state — a candidate for superpowers:dispatching-parallel-agents
if the implementer wants to split it out).
Step 3 — capture a steep-slope / roof trajectory with TS-4's shortcut disabled
Before touching BSPQuery.cs, build a scratch/flagged path that runs
Path-6 WITHOUT the steepness branch (i.e., always SetCollide +
WalkableAllowance=LandingZ + Adjusted, matching retail) and replay
whatever fixture reproduces the original "stuck in falling animation on
the roof" / "walks up steep roofs" symptom the 2026-04-30 L.4 session
used to justify the shortcut. Find that fixture/repro before writing
new code — check docs/research/2026-04-30-* and git log around that
date; if no fixture survives, this step needs a fresh capture via
ACDREAM_PROBE_RESOLVE=1 against a known steep-roof landblock. Do not
skip this step even though Step 1 theoretically closes the gap that
caused the original wedge — "theoretically closes" is not "proven not
to wedge," and this exact failure mode (a not-quite-faithful shortcut
masking a deeper gap) has recurred at least three times in the digest's
own history (#137 mechanisms 1-3).
Step 4 — land TS-4 (delete the shortcut) only after Step 3 is clean
Small, mechanical diff once Step 3 validates it's safe (§4's port shape). Retire the TS-4 register row in the same commit.
Step 5 — AP-7, independently sequenced (no coupling to Steps 1-4)
AP-7 touches PhysicsBody.calc_friction only — a different file, no
shared call path with the TS-1/TS-4 edge-response chain (friction runs
on GROUNDED, already-resolved velocity; TS-1/TS-4 run during the
collision SWEEP itself, upstream of where friction applies). Can be
done in parallel with Steps 1-4. Required before any code change:
re-run (or write, if it doesn't already isolate the right thing) a
regression test capturing (a) graphical/animated local-player grounded
walk speed (§1's finding: likely unaffected today, but UNVERIFIED —
confirm before claiming victory), (b) headless/get_state_velocity-path
grounded walk speed (§1's finding: likely STILL exposed to the original
L.3c hammering mechanism — this is the one that needs the real fix, not
just the threshold), and (c) a remote/NPC mover sample
(RuntimeRemotePhysicsUpdater.cs/RemoteMotion.cs — not audited this
pass for Velocity-zeroing behavter; check before assuming safety).
Step 6 — #166 visual check, after Steps 1-5
Per §3's verdict: #166 is very likely closed BY PROXY once AP-7 (Step 5)
and TS-4 (Step 4) land — no new code needed beyond those two. Verify
against the P2 visual-matrix item 5 (downhill jump landing) LAST, using
a fresh ACDREAM_CAPTURE_RESOLVE trajectory. Only if it still visibly
mismatches retail after Steps 1-5 does #166 need further work, and that
further work should be capture-driven, not a speculative Sledding
auto-toggle (§3's explicit recommendation).
Step 7 — #116, separately scoped, own research session
Per §5's verdict, this is not an implementation step at all yet — it
needs its own instrumented-replay session (shape-1) and a
Ghidra-availability-gated or live-cdb session (shape-2) before any
pseudocode can be written. Sequence-independent of Steps 1-6 (different
root cause layer — collision-normal recording, not response), but
shares the same slide_sphere/validate_transition machinery TS-1
depends on, so land it AFTER Steps 1-4 settle to avoid two people
touching TransitionTypes.cs's collision-normal plumbing at once.
Fixtures/tests that must exist BEFORE any behavior change lands (mission requirement, consolidated)
- A back-probe-arm-specific unit test for TS-1 Step 1 (write if absent).
- The steep-roof/wedge repro fixture for TS-4 Step 3 (locate or recapture).
- AP-7's three-way regression test (graphical/animated, headless state-velocity, remote/NPC) for Step 5.
- A fresh
ACDREAM_CAPTURE_RESOLVEdownhill-landing trajectory for #166 Step 6. - An instrumented
DoorBugTrajectoryReplayTestscapture for #116 shape-1 (Step 7) — extend the existingDiagnostic_Tick22760_DumpEngineInternalsrather than writing a new harness. - Existing coverage that must NOT regress:
SphereCollisionFamilyTests,Issue137CorridorSeamReplayTests,Issue137SlidingNormalLifecycleTests,WindowOpening_HeadCannotFit_EntryBlocked, and the fullBSPStepUpTests/DoorBugTrajectoryReplayTestssuites (D4 staysSkip-tagged until #116 shape-2 is actually resolved by evidence, not by this campaign's other changes incidentally shifting its numbers).
7. Open questions needing Ghidra/cdb (not guessed here)
Consolidated from all five sections above, each tagged with which item it blocks.
-
[AP-7] Is the BN-rendered "two duplicated branches" in
calc_friction(pseudo-C:276694-276822) a genuine BN decompiler artifact (single retailif (state & SLEDDING_PS)block misrendered), or does retail's actual source have two structurally separate paths? A live Ghidra decompile of0050ee70settles it. Low implementation risk either way (ACE's single-linear-function reading is adopted regardless), but affects how confidently the port shape can be described as "verified" vs. "ACE-derived." -
[AP-7] The
p_5/p_1polarity (does the friction-apply branch trigger ondot < 0.25ordot >= 0.25?) and thep_2/p_3/p_4velocity-magnitude-band/slope-flatness polarities are alltest ah,0x5-class x87 flag tests, none independently Ghidra-verified this pass. ACE's clean reading is adopted as ACE-derived; a Ghidra decompile of0050ee70(same function as item 1) would settle all of these at once. -
[AP-7] The
cos(10°)(raw decomp) vs.0.99999536f(ACE) discrepancy in the Sledding slope-flatness test — genuinely different physical behaviors, not a rounding difference. Needs a Ghidra decompile of0050ee70checking whether the FCOS opcode is real or a BN misread of a raw float constant load. Currently unresolved; §1 provisionally recommends ACE's0.99999536f(least churn from acdream's existing dead code) but flags this explicitly as unconfirmed. -
[TS-1 gap #1]
SPHEREPATH::get_walkable_pos,cache_localspace_sphere, andset_walkable_check_poswere located (symbol exists, called at pseudo-C:274318-274326) but NOT read this pass (effort budget). A fresh grep-and-read of these three functions is needed before porting Step 1 — this is a same-tool (grep-named) follow-up, not a Ghidra/cdb blocker; flagged here only so it isn't lost. -
[TS-1 gaps #2, #3] Whether
last_known_contact_planemaintenance and Path-4'sLandingZacceptance logic genuinely diverge from retail (justifying acdream's CliffSlide fallback chain and the walkable-steepness reroute as real compensating adaptations) or whether they're unnecessary inventions. Needs a fresh, focused named-decomp read (not Ghidra/cdb-gated — just not done this pass). -
[TS-4 / Step 3] ANSWERED 2026-07-30 (implementation session) — NOT sufficient; the wedge reproduces, and its mechanism is now precisely characterized. TS-1's gap #1 fix (this document's §2, landed the same session) does NOT unblock TS-4. A dat-free multi-frame capture (
tests/AcDream.Core.Tests/Physics/Ts4SteepRoofWedgeCaptureTests.cs, usingBSPStepUpFixtures.SlopedUnwalkable's 63.4° slope,PhysicsEngine.ResolveWithTransitionreplayed at 30 Hz with gravity integrated between resolves — the same replay idiom asIssue185OutdoorStairsSeamReplayTests) reproduces the EXACT historical shape with the Path-6 steep shortcut temporarily removed (bothBSPQuery.cssphere0/sphere1 branches): the body falls cleanly (30 ticks, position advancing every tick), lands at(0.500, 0.000, 1.247)at tick 17 withInContact=true, OnWalkable=false(confirming the steep polygon WAS accepted via the permissiveCTransition::check_walkable(0.0871556997f)/LandingZgate exactly as predicted from the retail source read below), then freezes at that exact position for the remaining 16+ ticks with zero movement — the test's own wedge-detection threshold (>15 consecutive frozen ticks =0.5s) trips at tick 33. With the shortcut restored, the same test is green (the shortcut's explicit
AddOffsetToCheckPoskeeps the body moving every tick by construction). The shortcut stays; TS-4 is NOT retired this session.Root-cause diagnosis (
ACDREAM_DUMP_EDGE_SLIDE=1capture against the scratch shortcut-removed build): the freeze is NOT insideEdgeSlideAfterStepDownFailed/CliffSlideat all — none of that dispatch's diagnostic lines (DumpEdgeSlideBranch,DumpStepDownBranchGate, the[steep-roof] PHASE3-RESET*lines) fire even once during the frozen ticks. Every frozen tick instead logs onlyedge-slide: phase2 attempt=0 env=OK obj=Adjustedfollowed byattempt=1 env=OK obj=Adjusted— i.e.TransitionalInsert's Phase 2 object-collision check (FindObjCollisionsInCell,TransitionTypes.cs:1572) returnsAdjustedon BOTH retry attempts, and perTransitionTypes.cs:1591-1596anAdjustedobjStateunconditionallycontinues (retries Phase 1/2 from the top) rather than falling through toward Phase 2.5/Phase 3. Phase 3 — theif (sp.Collide) { ... }block atTransitionTypes.cs:1625that contains theDoCheckWalkablePlacement re-test AND (on walkable failure) the reset-with-conditional-kill_velocitypath — is gated on Phase 1 AND Phase 2 BOTH returningOKsimultaneously (TransitionTypes.cs:1568-1621). Path 6's own unconditionalSetCollide(the retail-faithful code path TS-4 would restore) returnsAdjusted, notOK(matching retail's ownreturn 3; // ADJUSTED_TSat pc:323783, quoted in §4 above) AND does NOT itself reposition the sphere — unlike the interim shortcut, which explicitly callsAddOffsetToCheckPosto push the sphere off the face every time it fires. With no repositioning, the SAME steep polygon at the SAME distance re-triggers Path 6 on the immediate retry, which again returnsAdjusted, forever — an Adjusted↔retry oscillation at a fixed point that the loop's 2-attempt-per-resolve budget silently absorbs (returning the frozen position as though the resolve succeeded), repeating identically on every subsequent tick's fresh resolve call. Phase 3 (and thereforeDoCheckWalkable,CliffSlide, and the TS-1 chain entirely) is structurally unreachable from this state — TS-1's completeness is moot here because the code path that would call into it never runs.What this means for a future attempt: the missing piece is NOT (only) in
EdgeSlideAfterStepDownFailed/CliffSlide— it is in howTransitionalInsert's Phase 1/2/2.5/3 dispatch (TransitionTypes.cs :1568-1710) distinguishes "Phase 2 found a NEW collision, retry from the top" from "Phase 2 registered a touch viasp.Collideand should fall through toward Phase 3 regardless of its ownAdjustedreturn." Retail's owntransitional_insert(pc:273137,0050b6f0) has NOT been read closely enough this pass to say definitively whether it treats a Path-6-sourcedADJUSTED_TSdifferently from an ordinary Adjusted result before this session'scontinue-on-Adjusted structure was written — that fresh, close read (specifically: does retail's loop checksphere_path.collideon EVERY iteration regardless of the latest Phase-2 return value, or only when Phase 2 returns OK?) is the concrete next step, not a second speculative code change. Do not retry the plain shortcut-deletion variant without that read; do not invent a third variant (e.g. teaching Path 6 to reposition the sphere itself) without confirming that's what retail actually does — that would be exactly the kind of guess CLAUDE.md's workflow forbids twice in a row on the same item. -
[#116 shape-1] Where exactly, in the BSP/environment hit-test dispatch (candidate:
BSPTREE::find_collisions'sPathClipped/collide_with_ptarm, pseudo-C ~323700-323830, sibling to theset_collidearm read for TS-4), does acdream fail to record the door-face collision normal that retail records at tick-22760? Needs an instrumented replay (§5 Step 7), not Ghidra/cdb per se, but the candidate function itself would benefit from a clean Ghidra decompile alongside the BN pseudo-C already read. -
[#116 shape-2] Does retail's first airborne wall-contact frame reach
CSphere::slide_sphere(→ in-frame slide, Z=1.92-style), or hard-stop upstream via somelast_known_contact_plane-existence gate (→ Z=2.0-style, sliding deferred to frame 2)? This is the one item in this whole document that the digest, ISSUES.md, AND this research pass all independently converge on: it needs a live cdb trace of retail landing an airborne wall hit (toolchain:docs/architecturereferences the CLAUDE.md "Retail debugger toolchain" section; the digest already has a scoped cdb script sketch atmemory/project_physics_collision_digest.md:8537-8543). A wrong guess here, per the digest's own words, "regresses ALL wall-slide behavior."
8. Campaign P Slice 1B closeout — exact response ordering (2026-07-31)
The follow-up read used the complete named-retail bodies, not the earlier excerpt summaries:
CTransition::transitional_insertat0x0050B6F0(pseudo-C:273137 onward) returnsOK_TSas soon ascontact_plane_valid != 0. Only an invalid contact reaches the ordinary StepDown tail, whose remaining gates are Contact,!sphere_path.step_down, a non-null check cell, and ObjectInfo.StepDown.- Its StepDown schedule is asymmetric by authored sphere count. For a one-sphere mover whose requested height exceeds the foot diameter, retail clamps the probe to half the foot radius and performs one probe. Otherwise a request within the diameter probes once; an over-diameter request on a two-sphere mover is halved and probes twice in sequence.
CTransition::edge_slideat0x0050B3D0(pseudo-C:273001-273090) runs!OnWalkable || !EdgeSliderestore-and-OK before its steep-contact CliffSlide branch. Any stored walkable polygon routes to PrecipiceSlide without a steepness test.CTransition::cliff_slideat0x0050A6D0(pseudo-C:272397 onward) crosses the supplied contact normal only withcollision_info.last_known_contact_plane.N. It has no remembered-walkable or world-up substitute. A default, invalid, parallel, or otherwise degenerate cross naturally returnsOK_TSthrough the retail normalization guard.
TransitionTypes.cs now follows that order exactly. AP-3, AP-4, AD-53, and
AD-54 are retired together. The implementation deliberately preserves the
existing ordinary-tail runPlacement: false choice and does not alter TS-4's
Path-6 steep-polygon shortcut.
RetailEdgeResponseOrderingTests pins every distinguishing branch: valid
steep-contact early return, the one/two-sphere probe schedule,
not-OnWalkable-before-CliffSlide, last-known-only source selection, degenerate
last-known handling, and stored-steep-walkable-to-Precipice routing. It also
runs multi-frame steep-roof and flat-roof-edge controls through both parsed
graph and prepared-flat collision traversal, requires exact trace parity, and
rejects a greater-than-15-tick frozen streak. The earlier dedicated
Ts4SteepRoofWedgeCaptureTests remains green, so retiring these four
compensations did not require weakening or deleting the TS-4 control.
Corrective review: edge_slide has two outputs
The first Slice 1B commit collapsed CTransition::edge_slide's function
return into its out TransitionState. That loses a material retail case:
the steep-contact branch writes the result of cliff_slide to the out state
but returns false independently. A degenerate/parallel CliffSlide therefore
writes OK_TS and still tells transitional_insert to continue its outer
retry. Branch 1 and the contact-without-remembered-walkable branch stop with
OK_TS; a COLLIDED_TS Precipice result stops; SLID_TS and ADJUSTED_TS
retain their ordinary retry handling.
The corrective implementation preserves this exact bool-plus-out-state seam.
Its end-to-end test drives an invalid-contact StepDown probe into a steep,
parallel-last-known CliffSlide, then proves a second outer object pass occurs
before success. The roof controls were also hardened: the flat-roof fixture
must first land and publish its persistent contact/walkable chronology, fails
its control arm when the roof is removed, and proves outward-X rejection plus
continued edge tangency. The steep-roof fixture now rejects non-finite or
oversized frame steps and signed-plane penetration until polygon exit. Parsed
graph and prepared-flat runs compare every ResolveResult field and every
persistent PhysicsBody field by raw float/double bits, including the ordered
walkable vertex payload.