acdream/tests/AcDream.Core.Tests/Physics
Erik 5c6bdbe30d test(phys): A6.P3 #98 — harness deep investigation; airborne-at-tick-1 root cause not yet isolated
Multi-step investigation of the airborne-at-tick-1 bug per the
systematic-debugging skill. Several hypotheses tested via the
harness, each producing the same (0,1,0) hit normal at tick 1:

1. WalkablePolygon seeding ADDED to BuildInitialBody (was missing).
   PhysicsEngine.cs:665-673 requires body.WalkablePolygonValid +
   WalkableVertices to call SpherePath.SetWalkable. With seeded
   walkable poly: walkPoly=True survives tick 1 (was False before).
   BUT engine still reports hit=(0,1,0) and body goes airborne.
2. Initial Z lift removed (back to 0): same airborne behavior.
3. Synthetic stair GfxObj DISABLED: same (0,1,0) hit. Hit is not
   from FindObjCollisions.
4. Stub landblock REMOVED: same (0,1,0). FindObjCollisions early-
   returns without landblock context, FindEnvCollisions's outdoor
   terrain returns null. Hit is not from terrain.
5. SYNTHETIC BSP attached to cell fixtures (Hydrate sets BSP=null
   per its xmldoc; without BSP the indoor branch is skipped, falls
   through to outdoor terrain). One-leaf BSP referencing every poly
   in cell.Resolved. Indoor BSP path now runs. Same (0,1,0) hit.

Trace timeline at tick 1:
  find-start: walkPoly=True, CP valid, oi=0x303 (Contact+OnWalkable)
  after-adjust: req=(0,-0.1,0) adj=(0,-0.1,0) — no projection change
  before-insert: check=(141.5, 9.4, 91.43)
  stepdown-enter (Contact-recovery): stepDown=True, height=0.04
  stepdown-after-offset: check=(141.5, 9.4, 91.39) — moved DOWN 0.04
  stepdown-after-insert: state=OK, cp=n/a (no walkable found)
  stepdown-reject
  (second stepdown attempt — same outcome)
  after-insert: state=Collided, hit=n/a, walkPoly=False
  after-validate: state=OK, hit=(0,1,0), slide=(0,1,0)
                   oi=0x300 (Contact+OnWalkable CLEARED)

The (0,1,0) hit is set by ValidateTransition between after-insert
and after-validate. ValidateTransition's default-push-up code path
sets UnitZ=(0,0,1), NOT UnitY=(0,1,0). So something INSIDE
TransitionalInsert sets ci.CollisionNormal=(0,1,0) before
ValidateTransition runs (12 SetCollisionNormal call sites in
TransitionTypes.cs — root cause not isolated to one).

Per systematic-debugging skill: 5+ hypotheses tested without
convergence = "question architecture". The bug is hidden deeper
than a single misconfigured init field.

Next session pickup: build a side-by-side instrumentation harness
that mimics PlayerMovementController's EXACT call sequence
(PhysicsBody field state, ResolveWithTransition args, frame
ordering) and compare per-tick divergence against a live capture.
The harness is missing some piece of state production carries
across ticks — find what piece.

Apparatus progress (committed):
- Harness with synthetic stair GfxObj registration (Issue #98 ramp polygon now constructable programmatically)
- Synthetic cell-BSP attachment (AttachSyntheticBsp) — unlocks indoor
  BSP collision path for hydrated cell fixtures
- WalkablePolygon seeding in BuildInitialBody (PhysicsBody seeding pattern documented)
- Three diagnostic dump tests for tick-by-tick traces

Test baseline: 1167 + 5 (harness) = 1172 + 8 pre-existing failures.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 19:04:36 +02:00
..
AnimationCommandRouterTests.cs fix(anim): Phase L.1b route motion commands 2026-04-28 10:46:22 +02:00
AnimationHookRouterTests.cs feat(anim): Phase E.1 hook router + GameWindow wiring 2026-04-18 16:30:23 +02:00
AnimationSequencerTests.cs fix(animation): close #61 + smooth stop from backward/sidestep-left/turn-left 2026-05-18 15:16:20 +02:00
BSPQueryTests.cs test(physics): BSPQuery.FindCollisions writes world-space plane with translated origin 2026-05-20 07:58:37 +02:00
BSPStepUpFixtures.cs feat(physics): Phase L.2.1+L.2.2 — BSP step-up and rooftop landing 2026-04-29 16:16:39 +02:00
BSPStepUpTests.cs fix(physics): L.4 — steep airborne hits slide-tangent (interim, deviates from retail) 2026-04-30 13:22:07 +02:00
CellarUpTrajectoryReplayTests.cs test(phys): A6.P3 #98 — harness deep investigation; airborne-at-tick-1 root cause not yet isolated 2026-05-23 19:04:36 +02:00
CellDumpRoundTripTests.cs feat(phys): A6.P3 #98 Step 2 — cell-dump probe + roundtrip test 2026-05-23 15:16:56 +02:00
CellPhysicsPortalWiringTests.cs feat(physics): Phase 2 — wire CellBSP + Portals into CellPhysics 2026-05-19 16:52:20 +02:00
CellSurfaceTests.cs feat(core): Phase B.3 — CellSurface (indoor floor polygon projection) 2026-04-12 09:51:22 +02:00
CellTransitAddAllOutsideCellsTests.cs feat(physics): Phase 2 — port CellTransit + wire into ResolveCellId 2026-05-19 17:14:04 +02:00
CellTransitCheckBuildingTransitTests.cs refactor(physics): Phase 2 — code-review polish on BuildingPhysics commit 2026-05-19 18:01:44 +02:00
CellTransitFindCellListTests.cs feat(physics): Phase 2 — BuildingPhysics + CheckBuildingTransit 2026-05-19 17:34:38 +02:00
CellTransitFindCellSetTests.cs chore(phys): A6.P3 #98 triage — revert neg-poly + bldg-check experiments 2026-05-23 15:11:49 +02:00
CellTransitFindTransitCellsSphereTests.cs chore(phys): A6.P3 #98 triage — revert neg-poly + bldg-check experiments 2026-05-23 15:11:49 +02:00
CollisionExemptionTests.cs fix(phys L.2g slice 1b): widen CollisionExemption to ETHEREAL alone 2026-05-13 18:27:06 +02:00
CollisionPrimitivesTests.cs feat(physics): port 9 collision primitives from acclient.exe (chunk_00530000.c) 2026-04-12 23:53:47 +02:00
EntityCollisionFlagsTests.cs feat(physics): live-entity collision plumbing (Commit A) 2026-04-29 13:12:56 +02:00
FindEnvCollisionsMultiCellTests.cs Reapply "feat(physics): A4 — wire CheckOtherCells into FindEnvCollisions" 2026-05-20 20:06:14 +02:00
IndoorContactPlaneRetentionTests.cs docs(test): A6.P3 slice 1 T5 — update stale call-chain reference in test doc 2026-05-22 09:37:52 +02:00
IndoorWalkablePlaneTests.cs Revert "fix(physics): remove per-frame indoor walkable-plane synthesis" 2026-05-20 09:17:24 +02:00
InterpolationManagerTests.cs feat(motion): L.3 M1 — fresh InterpolationManager port + retail spec 2026-05-05 14:56:42 +02:00
Issue98CellarUpReplayTests.cs test(phys): A6.P3 #98 Step 3 — deterministic replay harness 2026-05-23 15:25:40 +02:00
MotionCommandResolverTests.cs fix(anim): Phase L.1b route motion commands 2026-04-28 10:46:22 +02:00
MotionInterpreterTests.cs test(physics): MyRunRate fallback test for GetMaxSpeed (L.3.1 Task 2 polish) 2026-05-02 19:20:39 +02:00
PhysicsBodyTests.cs feat(core): port decompiled AC client physics — CollisionPrimitives + PhysicsBody 2026-04-12 23:54:51 +02:00
PhysicsDiagnosticsTests.cs chore(phys): A6.P3 #98 triage — revert neg-poly + bldg-check experiments 2026-05-23 15:11:49 +02:00
PhysicsEngineTests.cs fix(physics): Cluster A #84 + #85 — indoor cell tracking 2026-05-19 15:20:36 +02:00
PlayerWeenieTests.cs feat(physics): PlayerWeenie with retail Run/Jump formulas 2026-04-13 23:15:25 +02:00
PortalInfoTests.cs feat(physics): Phase 2 — wire CellBSP + Portals into CellPhysics 2026-05-19 16:52:20 +02:00
PortalPlaneTests.cs feat(core): Phase B.3 — PortalPlane (plane math + crossing detection) 2026-04-12 18:17:48 +02:00
PositionManagerTests.cs fix(motion): project anim root motion onto terrain plane (slope staircase) 2026-05-05 21:37:42 +02:00
RemoteMoveToDriverTests.cs fix(retail): rotation rate, useability gate, retail toast strings 2026-05-16 12:17:54 +02:00
ResolveCellIdTests.cs feat(physics): Phase 2 — BuildingPhysics + CheckBuildingTransit 2026-05-19 17:34:38 +02:00
ServerControlledLocomotionTests.cs fix(anim): Phase L.1c match MoveTo run speed 2026-04-28 20:58:22 +02:00
ShadowObjectRegistryTests.cs feat(phys L.2g slice 1): ShadowObjectRegistry.UpdatePhysicsState 2026-05-12 22:22:32 +02:00
SphereIntersectsCellBspTests.cs fix(physics): #90 — sphere-overlap cell stickiness at doorway threshold 2026-05-20 20:30:36 +02:00
TerrainSurfaceTests.cs fix(scenery): #49 9×9 loop, per-spawn building check, triangle slope 2026-05-07 21:15:11 +02:00
TransitionCheckOtherCellsTests.cs chore(phys): A6.P3 #98 triage — revert neg-poly + bldg-check experiments 2026-05-23 15:11:49 +02:00
TransitionTests.cs feat(physics): Transition.FindTransitionalPosition core algorithm 2026-04-13 23:52:45 +02:00
TransitionTypesTests.cs Revert "fix(physics): remove per-frame indoor walkable-plane synthesis" 2026-05-20 09:17:24 +02:00
WalkMissDiagnosticTests.cs feat(physics): WalkMissDiagnostic aggregator for ISSUES #83 probe spike 2026-05-20 10:31:39 +02:00