ISSUES #83 Phase A1. Landblock stabs (entity.Id 0xC0XXYY00+n per LandblockLoader.cs:55) were being registered with TWO collision shadows: the correct per-part BSP at `entity.Id*256 + partIdx`, AND a redundant mesh-AABB-fallback cylinder at `entity.Id`. The fallback clamped to 1.5m radius, centered at the building's mesh origin, producing user-reported "thin air" collisions inside cottages and within 2m of building exteriors. The fallback was originally designed for canopy-only-BSP procedural scenery (0x80XXYY00+n) — trees whose BSP covers the canopy but not the trunk. Landblock stabs have full BSP coverage and don't need it. Probe evidence (launch-thinair capture): - 0xC0A9B479 cylinder fallback (Holtburg cottage): 104 hits in a short capture session, all inside the cottage main room (cell=0xA9B4013F), ~2m from the building's mesh origin. - 0xA9B47900 BSP (the actual cottage walls): 52 legitimate hits. Fix: one new bool _isLandblockStab + one clause in the existing mesh-AABB-fallback gate. Spec: docs/superpowers/specs/2026-05-21-cylinder-fallback-dedup-design.md. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
7.8 KiB
Cylinder fallback dedupe (Phase A1) — implementation plan
For agentic workers: REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (
- [ ]) syntax for tracking.
Goal: Skip the mesh-AABB-fallback cylinder registration for
landblock stabs (entity.Id & 0xFF000000u == 0xC0000000u). Eliminates
"thin air" collisions inside cottages and around building exteriors.
Architecture: One-line bool definition near existing
_isOutdoorMesh declaration + one additional clause in the existing
if gate at the fallback's entry. No new files, no math changes, no
new tests beyond visual verification.
Tech Stack: C# .NET 10. Single source-file change.
Spec: docs/superpowers/specs/2026-05-21-cylinder-fallback-dedup-design.md
File Structure
| File | Action | Responsibility |
|---|---|---|
src/AcDream.App/Rendering/GameWindow.cs |
Modify | Add _isLandblockStab flag + AND it into the mesh-AABB-fallback gate. ~3 lines added. |
No new tests. The fix is verified by a live capture (no [entity-source] mesh-aabb-fallback emissions for 0xC0xxxxxx entities) + visual verification (no thin-air collisions inside cottages).
Task 1: Gate mesh-AABB-fallback on "not a landblock stab"
Files:
-
Modify:
src/AcDream.App/Rendering/GameWindow.cs- Insertion site 1: immediately after the existing
_isOutdoorMesh/_isScenerydeclarations at lines 5826-5829. - Insertion site 2: add a clause to the existing
ifat line 6050-6052 (the gate around the mesh-AABB-fallback path).
- Insertion site 1: immediately after the existing
-
Step 1: Add
_isLandblockStabflag near_isOutdoorMesh
Find this code at lines 5825-5830 in GameWindow.cs:
uint _srcPrefix = entity.SourceGfxObjOrSetupId & 0xFF000000u;
bool _isOutdoorMesh = ((entity.Id & 0x80000000u) != 0) // scenery
|| ((entity.Id < 0x40000000u) // stab
&& (_srcPrefix == 0x01000000u || _srcPrefix == 0x02000000u));
bool _isScenery = _isOutdoorMesh;
if (_isScenery) scTried++;
Insert a new line immediately after bool _isScenery = _isOutdoorMesh;
(but before the if (_isScenery) scTried++;), so the block becomes:
uint _srcPrefix = entity.SourceGfxObjOrSetupId & 0xFF000000u;
bool _isOutdoorMesh = ((entity.Id & 0x80000000u) != 0) // scenery
|| ((entity.Id < 0x40000000u) // stab
&& (_srcPrefix == 0x01000000u || _srcPrefix == 0x02000000u));
bool _isScenery = _isOutdoorMesh;
// ISSUES #83 / Phase A1 (2026-05-21): landblock stabs
// (LandBlockInfo.Objects + Buildings) use entity.Id with the
// 0xC0XXYY00+n layout per LandblockLoader.cs:55. Their BSP
// collision covers the whole structure; the mesh-AABB-fallback
// path below is for canopy-only-BSP procedural scenery
// (0x80XXYY00+n) and produces a redundant 1.5m-clamped
// invisible disc at the stab's mesh origin — the user-reported
// "thin air" collision inside cottages. Gate the fallback to
// exclude stabs. Spec:
// docs/superpowers/specs/2026-05-21-cylinder-fallback-dedup-design.md.
bool _isLandblockStab = (entity.Id & 0xFF000000u) == 0xC0000000u;
if (_isScenery) scTried++;
- Step 2: AND
!_isLandblockStabinto the existing fallback gate
Find this code at lines 6050-6052:
if (!isPhantomSetup
&& (_isOutdoorMesh || (entityBsp == 0 && entityCyl == 0))
&& entity.MeshRefs.Count > 0)
Modify it to:
if (!isPhantomSetup
&& !_isLandblockStab
&& (_isOutdoorMesh || (entityBsp == 0 && entityCyl == 0))
&& entity.MeshRefs.Count > 0)
(One new line, && !_isLandblockStab, inserted as the second clause.)
- Step 3: Build the project
Run: dotnet build
Expected: PASS — no compile errors. No warnings other than the pre-existing baseline.
- Step 4: Run the full Core test suite
Run: dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj
Expected: PASS — same 8 pre-existing failures as baseline, no new failures, no new passes.
- Step 5: Commit
git add src/AcDream.App/Rendering/GameWindow.cs
git commit -m "$(cat <<'EOF'
fix(physics): skip mesh-AABB-fallback cylinder for landblock stabs
ISSUES #83 Phase A1. Landblock stabs (entity.Id 0xC0XXYY00+n per
LandblockLoader.cs:55) were being registered with TWO collision
shadows: the correct per-part BSP at `entity.Id*256 + partIdx`, AND a
redundant mesh-AABB-fallback cylinder at `entity.Id`. The fallback
clamped to 1.5m radius, centered at the building's mesh origin,
producing user-reported "thin air" collisions inside cottages and
within 2m of building exteriors.
The fallback was originally designed for canopy-only-BSP procedural
scenery (0x80XXYY00+n) — trees whose BSP covers the canopy but not
the trunk. Landblock stabs have full BSP coverage and don't need it.
Probe evidence (launch-thinair capture):
- 0xC0A9B479 cylinder fallback (Holtburg cottage): 104 hits in a
short capture session, all inside the cottage main room
(cell=0xA9B4013F), ~2m from the building's mesh origin.
- 0xA9B47900 BSP (the actual cottage walls): 52 legitimate hits.
Fix: one new bool _isLandblockStab + one clause in the existing
mesh-AABB-fallback gate.
Spec: docs/superpowers/specs/2026-05-21-cylinder-fallback-dedup-design.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
EOF
)"
Verification (manual, post-commit)
After the commit lands, re-run the thin-air capture:
$env:ACDREAM_DAT_DIR = "$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_BUILDING = "1"
$env:ACDREAM_PROBE_RESOLVE = "1"
dotnet build -c Debug
dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 |
Tee-Object -FilePath "launch-a1-verify.log"
User walks inside a Holtburg cottage and around outside. Expected:
- Visual: can walk freely inside the cottage room — no invisible wall in the middle of the room.
- Log: convert to UTF-8 and check:
Get-Content launch-a1-verify.log -Encoding Unicode |
Out-File launch-a1-verify.utf8.log -Encoding utf8
Get-Content launch-a1-verify.utf8.log |
Where-Object { $_ -match '\[entity-source\].*note=mesh-aabb-fallback.*entityId=0xC0' } |
Measure-Object | Select-Object -ExpandProperty Count
Expected: 0 (no 0xC0 entities now register a mesh-AABB-fallback).
Also expected: no [resolve] hits attribute to 0xC0XXYY79-style
cylinder IDs.
Self-review checklist
- Spec coverage: spec components 1+2 (the bool + the gate clause) both implemented in Task 1 steps 1+2.
- No placeholders: every step has the exact line numbers and code blocks.
- Type consistency:
_isLandblockStabisbool, referenced in the gate as!_isLandblockStab. Consistent. - Atomic commit: one commit, ~3 lines added, single file.
- Acceptance: visual verification (no thin-air collision) + grep verification (no 0xC0 fallback registrations).
- No new tests: justified — the fix is in
GameWindow.cs(app layer), which doesn't have natural unit tests, and the behavior is verified by live capture per the spec.