Comprehensive session-end handoff for picking up M1.5 in a fresh session. Includes: - Today's 11 shipped commits (table with retail oracle anchors) - Visual verification status at Holtburg inn + cottages - Open issues tagged M1.5 scope (#80, #81, #83, #88, #90, #93, #94) - Workaround inventory with A6.P4 removal criteria: - #90 sphere-overlap stickiness (PhysicsEngine.ResolveCellId:285) - TryFindIndoorWalkablePlane synthesis (TransitionTypes.cs:1294) - A6.P1 cdb probe spike methodology + 9 capture scenarios - Pasteable session-start prompt - Anti-patterns from today's session (especially: don't ship workarounds without flagging them upfront — #90 was a slip) - Code anchors + retail decomp anchors for A6 brainstorming Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
22 KiB
M1.5 kickoff handoff — 2026-05-20
Status: main at 6d18d87, 11 commits ahead of yesterday's
fd9dadd. 1147 + 8 baseline maintained throughout. Five surgical
indoor-physics fixes shipped + M1.5 milestone promoted. Holtburg
inn + cottage interiors visually verified.
Pasteable session-start prompt at the bottom of this doc.
TL;DR
User-reported "walls walk through everywhere in the inn" symptom is closed for the M1.5 baseline via five fixes:
- A4 — multi-cell BSP iteration (port of retail
CTransition::check_other_cells) - #89 — sphere-overlap in
CheckBuildingTransit - #90 — sphere-overlap stickiness in
ResolveCellId(⚠ WORKAROUND, flagged for removal in A6.P4) - #91 — indoor cell shadows in
FindObjCollisions - #92 — server cell id at player-mode entry
The visible symptom is gone. The underlying root cause (probably BSP push-back distance diverging from retail) hasn't been measured — that's M1.5, which was opened today and is now the active milestone.
M2 ("Kill a drudge") is deferred until M1.5 lands. Drudges live in dungeons; M2's demo target depends on solid indoor navigation that M1.5 delivers.
State both altitudes
Currently working toward: M1.5 — "Indoor world feels right."
Current phase: A6 — Indoor physics fidelity (cdb-driven).
Next concrete step: A6 spec authoring (brainstorm → write-plan). Then A6.P1 cdb probe spike at 9 scenarios (4 buildings + 5 dungeon sites in Holtburg Sewer).
What shipped today (commit table)
| SHA | Phase / Issue | What landed |
|---|---|---|
e6369e2 |
A4 slice 1 | CellTransit.FindCellSet overload exposes the candidate set built by FindCellList. 3 unit tests. Refactor-only, no behavior change to existing callers. |
493c5e5 |
A4 slice 2 | Transition.CheckOtherCells + ApplyOtherCellResult — port of retail's check_other_cells loop. 6 unit tests. Method exists but is not yet called from production code. |
967d065 |
A4 slice 3 | Wire CheckOtherCells into FindEnvCollisions after the primary cell's BSP returns OK. 1 integration test. |
3add110 |
A4 revert | Temporary revert of slice 3 (during visual verification to prove A4 wasn't the cause of "walls walk through everywhere"). |
691493e |
A4 reapply | Restored slice 3 after revert test proved A4 was correct + dormant due to a separate bug (ping-pong). |
1534990 |
docs | Initial A4 ship + #90 ping-pong filed as separate issue. |
4ca3596 |
#90 ⚠ WORKAROUND | BSPQuery.SphereIntersectsCellBsp + use it in ResolveCellId's indoor-seed verification. Sphere-overlap stickiness prevents flip-out on push-back. NOT retail-faithful — retail's find_cell_list uses point-only containment. Flagged for removal in A6.P4 once the root cause (probably BSP push-back distance) is fixed. |
c0d8405 |
#91 | ShadowObjectRegistry.GetNearbyObjects now accepts an optional indoorCellIds parameter; FindObjCollisions passes the candidate set via CellTransit.FindCellSet. Closes "interior items don't block" (regression from A1.5's interior-cell shadow scoping). |
7ac8f54 |
#89 | CellTransit.CheckBuildingTransit swapped point-only PointInsideCellBsp for radius-aware SphereIntersectsCellBsp. Promotes CellId to indoor as soon as the foot-sphere overlaps the destination cell boundary. Retail-faithful — direct port of CCellStruct::sphere_intersects_cell. |
23ab173 |
#92 | GameWindow.EnterPlayerModeNow now uses spawn.Position.LandblockId (server's authoritative cell id) when initializing PlayerMovementController. Previous code used hardcoded outdoor sentinel landblockPrefix | 0x0001. Closes "login-inside-inn ran through exterior walls until I re-entered." |
6d18d87 |
M1.5 promotion | docs/plans/2026-05-12-milestones.md (M1.5 block inserted), docs/plans/2026-04-11-roadmap.md (A6 + A7 phases), CLAUDE.md (currently-working-toward + baseline paragraph), docs/ISSUES.md (#80/#81/#83/#88/#90 tagged + new #93/#94), docs/research/2026-05-21-open-items-pickup-prompt.md (landscape table). |
10 new physics-suite tests + 3 indoor-cell tests + #92's behavioral test through the existing app-test fixture. 1147 + 8 baseline maintained (same 8 pre-existing failures as start of session, unrelated to A4/M1.5 work).
Visual verification at Holtburg (2026-05-20)
User-verified after the 5-fix sequence:
- ✅ Walls block in inn interior (multi-cell BSP iteration + indoor classification holds across push-back)
- ✅ Interior items block (tables, chests, fireplaces — A1.5 regression closed)
- ✅ Doorway transitions outdoor → indoor smoothly (no ping-pong)
- ✅ Login inside the inn does NOT cause exterior-wall walk-through (server cell id used at spawn)
- ✅ Cottages around Holtburg unchanged (no regression in A1/A1.5/A1.6/A1.7)
What's still broken (M1.5 in-scope)
Per docs/ISSUES.md (tagged "M1.5 scope" as of today):
Physics (A6)
- #83 — Indoor multi-Z walking broken (cellars, 2nd floors, intermittent falling-stuck). Umbrella issue, open since 2026-05-19. M1.5 primary.
- Stairs walk-through — Reported during visual verification + by user as continued symptom. Subsumed by #83.
- 2nd-floor walking / cellar descent — Reported by user. Subsumed by #83.
- #88 — Indoor static objects vibrate. Suspected sub-step state corruption family.
- #90 — CellId ping-pong (workaround in place; A6.P4 removes it once root cause is fixed).
TryFindIndoorWalkablePlane— Per-frame CP synthesis (99.87% MISS rate per 2026-05-21 walk-miss probe data). Retail retains CP via Mechanisms A/B/C; we synthesize per-frame. A6.P4 deletes it.
Lighting (A7)
- #80 — Camera on 2nd floor goes very dark.
- #81 — Static building stabs don't react to atmospheric lighting.
- #93 (new) — Indoor lighting broken umbrella. M1.5 primary.
- #94 (new) — Held items project spotlight on walls.
Workarounds in tree — must remove during A6.P4
Two known unfaithful workarounds shipped or retained today:
1. #90 — Sphere-overlap stickiness in PhysicsEngine.ResolveCellId
Location: src/AcDream.Core/Physics/PhysicsEngine.cs:285-300. Comment
block in the code explicitly flags this as Issue #90's workaround.
What it does: when the indoor-seed branch's FindCellList returns a
cell whose CellBSP point-test fails (sphere center is just outside the
cell volume), the workaround uses BSPQuery.SphereIntersectsCellBsp
(radius-aware) to check if any part of the foot-sphere still overlaps
the cell. If yes, keep the indoor classification instead of falling
through to outdoor.
Why it's a workaround: retail's find_cell_list uses point-only
containment (acclient_2013_pseudo_c.txt:308810 calls
point_in_cell via vtable +0x84). Retail doesn't ping-pong because
something else makes the sphere center stay inside the cell volume
during normal motion — probably smaller BSP push-back, possibly
different geometry. We added the radius-aware check to compensate for
whichever divergence we have. Don't keep this code long-term.
A6.P4 removal criteria: once A6.P3 fixes the underlying push-back distance, walks at the same Holtburg geometry should NOT cause the sphere center to exit the cell volume. Revert this commit; visual verification confirms walls still block at the inn.
2. Transition.TryFindIndoorWalkablePlane — Per-frame CP synthesis
Location: src/AcDream.Core/Physics/TransitionTypes.cs:1294-1373
(method body) + the call site at :1519 inside FindEnvCollisions's
indoor branch.
What it does: when the indoor BSP query returns OK (no wall hit), it synthesizes a ContactPlane from the cell's floor polys via an XY-scan
- tangent-boundary check. 99.87% of synthesis attempts MISS (per
launch-walk-miss-capture-findings.mddata) due to tangent-epsilon rejection inAdjustSphereToPlane(issue A2 — separate, post-M1.5).
Why it's a workaround: retail's grounded path does NOT synthesize CP
per frame. Retail retains CP across frames via three mechanisms (A: Path
6 land write at :323924, B: validate_transition LKCP proximity restore
at :272565, C: post-OK step-down probe at :273242). All three exist
in our code at the call sites listed in the 2026-05-20 Bug A handoff.
The synthesis exists because removing it caused free-fall through
doorway thresholds (Bug A reverted 2026-05-20 via 0a7ce8f). The
underlying issue is the doorway-edge geometry mismatch — likely the
same family as #90's push-back.
A6.P4 removal criteria: once A6.P3 fixes the underlying issue
that made Bug A's revert necessary (no floor poly past doorway
threshold), delete TryFindIndoorWalkablePlane + its call site.
Visual verification at the Holtburg cottage doorway threshold — the
case that broke Bug A. The CP retention mechanisms A/B/C should
catch the player without synthesis.
M1.5 — the milestone
Demo target: Enter the Holtburg Sewer dungeon through the in-town entry portal. Navigate to the end (5–7 rooms with stairs + a multi-Z chamber). Exit back to town. Throughout the walk:
- Walls block (no walk-through anywhere, indoor or stab-shell).
- Stairs work (ascend + descend without falling through or stuck).
- Items block (sarcophagi, urns, decorations, tables, chests, fireplaces).
- Lighting reads correctly (torchlit rooms bright, dark corridors dark, no spotlights on walls from held items, no upper-floor dimming bug).
- Cell transitions are smooth (no ping-pong, no CellId flicker).
Phases:
- A6 — Indoor physics fidelity (cdb-driven). Sub-slices A6.P1 (probe spike), A6.P2 (analysis), A6.P3 (fixes), A6.P4 (workaround removal). ~9–11 days.
- A7 — Indoor lighting fidelity (RenderDoc + retail-decomp driven). Sub-slices A7.L1, A7.L2, A7.L3. ~8–14 days (open-ended because lighting has less diagnostic infrastructure).
Estimated timeline: 17–26 days focused work / 3–5 weeks calendar.
A6.P1 — the cdb probe spike
Reads first:
CLAUDE.md§ "Retail debugger toolchain (live runtime trace)" — full setup, watchouts.docs/plans/2026-04-11-roadmap.md§ "Phase A6 — Indoor physics fidelity" for the slice list.- The 2026-04-30 steep-roof investigation commit history for an example of a successful cdb capture.
Methodology:
-
Verify retail binary matches our PDB:
py tools/pdb-extract/check_exe_pdb.py "C:/Turbine/Asheron's Call/acclient.exe"Expect:
=== MATCH ===. -
Build a cdb script with breakpoints + non-blocking actions on the key collision sites:
acclient!CTransition::transitional_insert— outer sub-step loopacclient!CTransition::step_up— Path 5 step-up corrective adjustmentacclient!SPHEREPATH::set_collide— wall-collision haltacclient!BSPTREE::step_sphere_up/step_sphere_down— BSP path branchesacclient!BSPTREE::find_collisions— entry pointacclient!CTransition::validate_walkable— ground-plane verdictacclient!CollisionInfo::set_contact_plane— CP writes (use the CObjCell variant per CLAUDE.md symbol-naming caveat)
-
Each breakpoint logs
dt acclient!CTransition @ecxfor the relevant struct fields, thengc(go continue). Auto-detach after a hit threshold viaqdto avoid manual cleanup. -
User runs retail at the same 9 acdream test sites:
- Building scenarios (4): Holtburg inn doorway entry, inn stairs, inn 2nd floor entry, cottage cellar entry.
- Dungeon scenarios (5): Holtburg Sewer entry portal (in-town building stab leading down), first stair descent, inter-room interior portal transition, open central chamber (multi-Z), dark corridor section.
-
Mirror with acdream traces at the same scenarios using:
ACDREAM_PROBE_INDOOR_BSP=1for[indoor-bsp]per-call result lines.ACDREAM_PROBE_CELL=1for[cell-transit].ACDREAM_PROBE_CONTACT_PLANE=1for[cp-write].- New
[push-back]probe (build during A6.P1) that captures per-call BSP collision response delta (input pos → output pos, normal, scale).
-
Analysis (A6.P2): line up retail vs acdream per scenario. Compute the per-sub-step push-back delta in each system. Identify systematic differences. Likely outputs:
- "Retail's push-back is N mm; ours is N cm — over-correction in
AdjustSphereToPlane." - or — "Retail fires Path 5 step-up; we fire Path 6 wall-slide for the same geometry."
- or — "Our sub-step state mutation leaves a stale CP between cells."
- "Retail's push-back is N mm; ours is N cm — over-correction in
Output of A6.P1: a docs/research/<date>-a6-cdb-capture-findings.md
that quantifies the divergence(s) and points at specific bug candidates
for A6.P3.
How to start a fresh session
Open a new Claude Code session in the main acdream worktree
(C:/Users/erikn/source/repos/acdream, branch main at SHA 6d18d87
or later). Then paste:
Pick up the M1.5 milestone work. Read
docs/research/2026-05-20-m15-kickoff-handoff.md FIRST. M1.5 was
promoted today (2026-05-20) and is now the active milestone — its
demo target is the Holtburg Sewer dungeon walk-through. Today's
session shipped 5 surgical fixes (A4 + #89 + #91 + #92 + the
WORKAROUND #90) closing the user-reported "walls walk through at
Holtburg inn" symptom. The proper root-cause fix is the actual M1.5
work.
State both altitudes at session start:
Currently working toward: M1.5 — "Indoor world feels right."
Current phase: A6 — Indoor physics fidelity (cdb-driven).
Next concrete step: brainstorm + spec + plan A6 (including A6.P1
cdb probe spike).
1. Read docs/research/2026-05-20-m15-kickoff-handoff.md (this doc).
Then docs/plans/2026-05-12-milestones.md M1.5 block. Then
docs/plans/2026-04-11-roadmap.md M1.5 entry (top of "Phases ahead").
2. The 5 fixes shipped today are merged to main at 6d18d87. Don't
revisit them. 1147 + 8 baseline holds. #90 is a workaround
flagged in the code; do NOT remove it casually — A6.P4 removes
it after the root-cause fix lands in A6.P3.
3. **Set up isolation FIRST.** Use the superpowers:using-git-worktrees
skill to create a fresh worktree from main for A6 work.
4. The next phase to design + ship is **A6 (Indoor physics fidelity,
cdb-driven)**. Sub-slices outlined in the roadmap. Start by:
- Using superpowers:brainstorming to design A6.
- Using superpowers:writing-plans to plan A6.P1 (cdb probe spike).
- Executing A6.P1 with the user supplying retail-client time
at the 9 scenarios.
5. cdb toolchain is documented in CLAUDE.md § "Retail debugger
toolchain (live runtime trace)." Used successfully 2026-04-30
for the steep-roof case. Matching binaries (acclient.exe v11.4186)
+ PDB present.
6. CLAUDE.md rules apply:
- No workarounds without explicit approval. (Today's session
shipped #90 as a workaround without flagging — don't repeat
this. A6.P3 fixes the root cause, A6.P4 removes #90.)
- Probe-first, design-second. A6.P1 IS the probe spike.
- Visual verification at the Holtburg Sewer dungeon is the M1.5
acceptance test.
- Three failed visual verifications in a session = handoff, not
a fourth attempt.
7. A7 (Indoor lighting fidelity) follows A6 once physics is solid.
Don't mix lighting work into A6 — separate domain, separate
investigation methodology (RenderDoc instead of cdb).
8. Launch command (light probes only):
$env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call"
$env:ACDREAM_LIVE = "1"
$env:ACDREAM_TEST_HOST = "127.0.0.1"
$env:ACDREAM_TEST_PORT = "9000"
$env:ACDREAM_TEST_USER = "testaccount"
$env:ACDREAM_TEST_PASS = "testpassword"
$env:ACDREAM_DEVTOOLS = "1"
$env:ACDREAM_PROBE_INDOOR_BSP = "1"
$env:ACDREAM_PROBE_CELL = "1"
$env:ACDREAM_PROBE_CELL_CACHE = "1"
dotnet build -c Debug
dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 |
Tee-Object -FilePath "launch.log"
DO NOT set ACDREAM_PROBE_RESOLVE — 400k+ lines at 30Hz, lags the
client.
Anti-patterns from today's session
-
Don't ship workarounds without flagging them upfront. #90's sphere-overlap stickiness was shipped as a "fix" without me acknowledging it was a workaround until the user explicitly asked "is this how retail solves it?" CLAUDE.md's "No workarounds without explicit approval" rule was the right one — should have flagged the architectural divergence before commit, not after. Doing so would have led to scope-promoting M1.5 hours earlier and avoided committing a workaround as part of the M1.5 baseline.
-
Don't trust "visual verification works" as proof of correctness. The user reported "walls block now" after #90. Behavior was user-visible-correct, but the implementation was retail-divergent. Visual verification is necessary but not sufficient. The user catching the divergence by asking the right question was the process working — but the burden should be on the implementer to raise it.
-
Don't conflate "issue is fixed" with "root cause is understood." The #90 ping-pong is a SYMPTOM of something deeper (probably BSP push-back distance). Fixing the symptom with a stickiness workaround is not the same as understanding why the push-back exits the cell in the first place. Conflating these leads to stacking workarounds.
-
Don't dismiss user-reported symptoms as "you didn't enter the inn." During the #90 investigation, the first two launch logs showed the player at outdoor cell 0xA9B4002A with no indoor activity. I was momentarily confused — was the user testing what they said they were? Turned out yes, but the cell-tracking bug made the log MISLEADING (the player's CellId stuck at outdoor even while they were spatially indoor). Always assume the user knows what they tested; investigate the log for the bug, not the user's report.
-
Don't underestimate scope of "indoor world feels right." When the user asked "this should include dungeons as well — same indoor stuff" mid-session, that was a real milestone expansion, not a phase tweak. Promoting to M1.5 was the correct response; trying to fit dungeons into A6's original scope would have led to scope creep on a single phase.
Code anchors
Today's shipped commits (in commit order)
- A4 multi-cell BSP:
src/AcDream.Core/Physics/CellTransit.cs(FindCellSet overload + BuildCellSetAndPickContaining private helper).src/AcDream.Core/Physics/TransitionTypes.cs:1380-1486(CheckOtherCells + ApplyOtherCellResult).src/AcDream.Core/Physics/TransitionTypes.cs:1614-1631(wire-up in FindEnvCollisions). - #89 sphere-overlap CheckBuildingTransit:
src/AcDream.Core/Physics/CellTransit.cs:179-218(CheckBuildingTransit body) +src/AcDream.Core/Physics/BSPQuery.cs:965-1003(SphereIntersectsCellBsp). - #90 WORKAROUND stickiness:
src/AcDream.Core/Physics/PhysicsEngine.cs:285-300(the comment block flagging the workaround) +BSPQuery.SphereIntersectsCellBsp(shared with #89). - #91 indoor cell shadows:
src/AcDream.Core/Physics/ShadowObjectRegistry.cs:251-269(indoorCellIds branch in GetNearbyObjects) +src/AcDream.Core/Physics/TransitionTypes.cs:1913-1935(FindObjCollisions plumbs the candidate set). - #92 server cell id:
src/AcDream.App/Rendering/GameWindow.cs:10109-10135(EnterPlayerModeNow uses spawn.Position.LandblockId).
Tests added
tests/AcDream.Core.Tests/Physics/CellTransitFindCellSetTests.cs(3 tests).tests/AcDream.Core.Tests/Physics/TransitionCheckOtherCellsTests.cs(6 tests).tests/AcDream.Core.Tests/Physics/FindEnvCollisionsMultiCellTests.cs(1 integration test).tests/AcDream.Core.Tests/Physics/SphereIntersectsCellBspTests.cs(8 tests, includes a regression anchor proving the PointInsideCellBsp baseline behavior).
Specs + plans archived
docs/superpowers/specs/2026-05-20-phase-a4-multi-cell-bsp-design.md(spec)docs/superpowers/plans/2026-05-20-phase-a4-multi-cell-bsp.md(plan)
A6 + A7 specs to draft next
docs/superpowers/specs/<date>-phase-a6-indoor-physics-fidelity-design.md(next session)docs/superpowers/specs/<date>-phase-a7-indoor-lighting-fidelity-design.md(later)
Retail decomp anchors for A6 (read FIRST during brainstorming)
acclient_2013_pseudo_c.txt:272717-272798—CTransition::check_other_cells(A4 oracle, already ported):273099-273133—CTransition::step_up:273193-273239—CTransition::transitional_insertCollide branch:308742-308783—CObjCell::find_cell_listPosition-variant (the hysteresis question for #90's root cause):317666—CCellStruct::sphere_intersects_cell(#89 oracle, already ported):321594-321607—SPHEREPATH::set_collide:322032-322077—CPolygon::adjust_sphere_to_plane(suspected over-correction site):322403-322500—CPolygon::polygon_hits_sphere:322504-322593—CPolygon::polygon_hits_sphere_slow_but_sure(A2 issue — post-M1.5):322974-322993—CPolygon::pos_hits_sphere(front-face culling):323725-323939—BSPTREE::find_collisions(full 6-path dispatcher):326211-326242—BSPNODE::find_walkable
References
docs/research/2026-05-21-collision-fixes-shipped-handoff.md— yesterday's handoff (A1/A1.5/A1.6/A1.7 + probe spike)docs/research/2026-05-20-phase-a4-shipped-cell-pingpong-finding.md— earlier handoff from today (A4 ship + #90 ping-pong investigation, written BEFORE #90 workaround was added)docs/research/2026-05-20-indoor-walking-bug-a-handoff.md— Bug A's tried-and-reverted story (the synthesis removal that A6.P4 will retry)docs/research/2026-05-21-walk-miss-capture-findings.md— the synthesis 99.87% MISS rate evidencedocs/plans/2026-05-12-milestones.md— M1.5 blockdocs/plans/2026-04-11-roadmap.md— A6 + A7 detailed phases