acdream/src/AcDream.App
Erik 35b37dfb5f chore(phys): A6.P3 #98 triage — revert neg-poly + bldg-check experiments
Triage step from the plan at C:\Users\erikn\.claude\plans\
i-did-some-work-sharded-acorn.md. Four sessions on issue #98 left the
worktree dirty with ~1352 LOC of mixed work. This commit splits the
work into "keep" (defensible + diagnostic) and "drop" (failed
experiments), then commits the keep set with the drops removed.

Plan asked for three commits (diag / fix / revert); consolidated to one
because the diagnostic emits in TransitionTypes.cs are tightly
interleaved with the multi-sphere CellTransit calls and the CellId
switch. Hunk-level splitting in those files for marginal bisect
granularity didn't justify the misclick risk.

Reverted entirely (failed experiments per slice 7 handoff):
- src/AcDream.Core/Physics/PhysicsDataCache.cs — neg-poly storage
  fields (Stippling, PosSurface, NegSurface, HasNegativeSide,
  IsNegativeSide, NegativeSide).
- src/AcDream.Core/Physics/ShadowObjectRegistry.cs — isBuilding flag
  propagation through Register / ShadowEntry.
- tests/AcDream.Core.Tests/Physics/BSPQueryTests.cs — 165 lines of
  PolygonWithNegativeSide_* tests.
- tests/AcDream.Core.Tests/Physics/ShadowObjectRegistryTests.cs —
  isBuilding propagation tests.
- src/AcDream.Core/World/WorldEntity.cs — IsLandblockBuilding field
  (no consumer once ShadowObjectRegistry.isBuilding is gone).
- src/AcDream.Core/World/LandblockLoader.cs — IsLandblockBuilding=true
  setter on building entities (kept BuildBuildingTerrainCells).
- src/AcDream.App/Rendering/GameWindow.cs — isBuilding: arg passed to
  ShadowObjects.Register.
- src/AcDream.Core/Physics/BSPQuery.cs — TryAdjustWalkableSide /
  IsWalkableAt helpers, their callers, the Path 5 / Path 6 neg-poly
  branch split, the BldgCheck-tied clearCell conditional, and the
  neg-poly ResolveCellPolygons writes.
- src/AcDream.Core/Physics/PhysicsDiagnostics.cs — neg-poly fields
  in the poly-dump format.
- src/AcDream.Core/Physics/TransitionTypes.cs — SpherePath.BldgCheck +
  SpherePath.HitsInteriorCell fields and every consumer, the
  savedBldgCheck try/finally around FindCollisions, and the neg-poly
  format additions to the dump-on-error helper.
- src/AcDream.Core/Physics/CellTransit.cs — FindCellSet overloads
  with hitsInteriorCell out-param and the BuildCellSetAndPickContaining
  out-param threading.

Kept (defensible correctness fixes + diagnostic infrastructure):
- src/AcDream.App/Rendering/GameWindow.cs — render-vs-physics cell
  origin split: the 0.02m render lift no longer leaks into physics
  BSP caching. lb.BuildingTerrainCells threaded into LandblockMesh.Build.
- src/AcDream.Core/World/LoadedLandblock.cs — BuildingTerrainCells
  record field.
- src/AcDream.Core/World/LandblockLoader.cs — BuildBuildingTerrainCells
  (cy*8+cx from LandBlockInfo.Buildings).
- src/AcDream.Core/Terrain/LandblockMesh.cs — hiddenTerrainCells
  param that collapses owned-cell triangles to a zero-area degenerate.
- src/AcDream.App/Streaming/{GpuWorldState,LandblockStreamer}.cs —
  mechanical BuildingTerrainCells threading through LoadedLandblock
  reconstructions.
- src/AcDream.Core/Physics/CellTransit.cs — multi-sphere
  FindTransitCellsSphere variant + multi-sphere AddAllOutsideCells +
  FindCellSet(IReadOnlyList<Sphere>, …) overload + the
  BSPQuery.SphereIntersectsCellBsp call for loaded neighbours. Matches
  retail CObjCell::find_cell_list / CEnvCell::find_transit_cells.
- src/AcDream.Core/Physics/TransitionTypes.cs — multi-sphere FindCellSet
  call site, retail-faithful CellId switch after CheckOtherCells, the
  outdoor-landcell terrain-walkable fallback in CheckOtherCells, and
  the full diagnostic suite ([step-walk], [walkable-nearest],
  [issue98-walkable-detail], [cell-set-summary], LastBspHitPoly
  emits).
- src/AcDream.Core/Physics/PhysicsDiagnostics.cs — ProbeStepWalkEnabled
  gate (ACDREAM_PROBE_STEP_WALK=1) + LogStepWalk helper + FormatVector
  / FormatPlane utilities. All emit-gated.
- src/AcDream.Core/Physics/BSPQuery.cs — diagnostic emits to
  LastBspHitPoly at four sites in SphereIntersectsPolyInternal /
  the placement adjustment path.
- Test files for the kept work: CellTransitFindCellSetTests,
  CellTransitFindTransitCellsSphereTests, PhysicsDiagnosticsTests,
  TransitionCheckOtherCellsTests, LandblockMeshTests,
  LandblockLoaderTests.

Verification:
- dotnet build: green, 0 errors, 3 pre-existing warnings.
- dotnet test: 1156 passed + 8 failed (baseline was 1148 + 8 pre-
  existing; the +8 passing are the new tests for the kept defensible
  work). Same 8 pre-existing failures, no new regressions.

Backup of pre-triage worktree state in stash@{0}.

A6.P3 #98 is still open; this is the apparatus-prep step, not a fix.
Next: cell-dump probe (Step 2 of the plan).
2026-05-23 15:11:49 +02:00
..
Audio feat(audio): Phase E.2 OpenAL engine + SoundTable cookbook + hook wiring 2026-04-18 16:38:26 +02:00
Input fix(physics): close #77 — auto-walk honors ACE CanCharge bit; zero velocity in turn-in-place 2026-05-18 09:33:33 +02:00
Net refactor(app): extract LiveSessionController for network-side session lifecycle (Step 2) 2026-05-17 16:15:57 +02:00
Plugins feat(core): add IGameState, IEvents, WorldEvents with replay-on-subscribe 2026-04-10 20:29:29 +02:00
Rendering chore(phys): A6.P3 #98 triage — revert neg-poly + bldg-check experiments 2026-05-23 15:11:49 +02:00
Streaming chore(phys): A6.P3 #98 triage — revert neg-poly + bldg-check experiments 2026-05-23 15:11:49 +02:00
UI feat(retail): Commit B — retail-faithful AP cadence + screen-rect picker 2026-05-16 13:56:08 +02:00
AcDream.App.csproj feat(O-T7): drop WB project references; complete extraction 2026-05-21 17:17:33 +02:00
Program.cs refactor(app): extract typed RuntimeOptions for startup env vars (Step 1) 2026-05-17 09:16:55 +02:00
RuntimeOptions.cs refactor(app): extract typed RuntimeOptions for startup env vars (Step 1) 2026-05-17 09:16:55 +02:00