acdream/tests/AcDream.Core.Tests
Erik dbddad7a5e test #137: the seam shake reproduced offline — third mechanism characterized
The corridor gate FAILED with a changed symptom: shaking at cell seams
(+ purple floor flashing there) instead of the dead stop. Deep-probe
session (step-walk/push-back/indoor-bsp + full resolve capture) traced
the complete chain; docs/ISSUES.md #137 carries it. Short form:

- Corridor floors are double-faced portal slabs over under-rooms; the
  resting foot sphere lives within half a millimeter of three hit/straddle
  thresholds there.
- Crossing a boundary, the foot penetrates the neighbor ramp slab by
  ~0.4mm, steps up onto it successfully (+0.6mm lift, stepped=True) —
  and the lifted check position is then LOST: the following pass runs at
  the unlifted height (the P2 stale-snapshot class; retail step_up
  0x0050b6cc restores only on FAILURE).
- The unlifted re-test grazes the under-room's ceiling (the slab
  underside) within the near-miss window, dispatches a neg-poly step-up
  with a DOWNWARD normal, whose nested step-down finds no walkable at
  exact tangency -> StepUpSlide -> slide_sphere opposing branch ->
  reversed-movement collision -> Collided -> revert. Every frame = shake.

Apparatus committed:
- Issue137CorridorSeamReplayTests: 3 deterministic offline repros
  (snapshot-exact west-boundary from the capture, east deep-straddle,
  the clean-run pin), currently Skip='#137 seam shake' pending the fix.
  Key: THREE portal-ring hydration (the under-room 0x8A020166 is ring-3;
  with fewer rings the flood can't add it and the bug vanishes) + live
  Setup step heights (0.6/1.5) + probe-buffer capture for line-diffing
  offline vs live traces.
- Issue137CorridorSeamInspectionTests: portal-poly world spans (exposed
  the visual-vs-physics polygon-id conflation and the floor-portal
  topology), physics-BSP leaf membership walk, hit-normal candidate
  sweep (|align| both windings), downward-poly sweep.

NEXT: read TransitionalInsert's attempt loop against retail 0x0050b6f0,
find the restore that clobbers the successful step-up position, fix,
un-skip. The purple seam flashing is expected to be the render exposing
the same per-frame oscillation - re-check after the physics fix.

Suites: Core 2553 / App 713 / UI 425 / Net 385, 0 failures (5 skips =
2 pre-existing + the 3 parked repros).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 19:05:19 +02:00
..
Allegiance feat(allegiance): Phase H.2 AllegianceRequests + AllegianceTree model 2026-04-18 17:17:45 +02:00
Audio feat(audio): Phase E.2 OpenAL engine + SoundTable cookbook + hook wiring 2026-04-18 16:38:26 +02:00
Chat fix(chat): /help client-side handler + System dedup + ThatIsNotAValidCommand template 2026-04-25 21:22:07 +02:00
Combat fix(combat): #159 — derive CombatAnimationMotionCommands from the DRW enum 2026-07-04 09:08:11 +02:00
Conformance chore: strip throwaway dense-town FPS profiling apparatus (plan Task 5) 2026-06-24 00:10:00 +02:00
Fixtures feat(L.2g-S2a): CMotionInterp inbound funnel in Core + live-retail conformance harness (DEV-1 core) 2026-07-02 18:50:09 +02:00
Input fix #174: RemoveLinkAnimations seam is HandleEnterWorld (strip + drain) 2026-07-05 16:33:41 +02:00
Items fix(D.2b): wield is ContainerId-based — drop the WielderId write (code review) 2026-06-22 22:15:18 +02:00
Lighting test(lighting): lock the bake contract on golden torches (A7 Fix D oracle) 2026-06-18 17:26:52 +02:00
Meshing fix(render): hide editor-only placement markers in dungeons — port retail's degrade-to-nothing (#136) 2026-06-14 19:03:08 +02:00
Physics test #137: the seam shake reproduced offline — third mechanism characterized 2026-07-05 19:05:19 +02:00
Player feat(player): #5 PlayerDescription parser — Stam/Mana via attribute block 2026-04-25 16:42:24 +02:00
Plugins feat(D.2b): IUiRegistry plugin UI surface + buffered drain into UiHost 2026-06-14 17:46:37 +02:00
Rendering refactor(physics #145): Slice 1 — rename Frame->CellFrame to avoid DatReaderWriter.Types.Frame collision 2026-06-21 10:34:36 +02:00
Selection test(picker): Cluster A #86 — screen-rect cell-occlusion tests 2026-05-19 14:56:51 +02:00
Spells fix(player): EnchantmentMask bit fix + Vitae key=0 + absolute Vitals overlay 2026-04-25 18:15:20 +02:00
Streaming fix(streaming): recover the player from the pending bucket — invisible-player / world-not-loading bug 2026-07-03 22:03:44 +02:00
Terrain fix #108-residual (root cause): terrain drew DOUBLE-SIDED - port retail landPolysDraw eye-side gate as terrain backface cull 2026-06-12 22:05:31 +02:00
Textures fix(textures): DecodeSolidColor null-safe against null ColorValue 2026-06-14 14:36:07 +02:00
Ui fix(retail): rotation rate, useability gate, retail toast strings 2026-05-16 12:17:54 +02:00
Vfx fix(vfx #56): ParticleHookSink applies CreateParticleHook.PartIndex transform 2026-05-11 23:57:20 +02:00
World feat(streaming): PhysicsDatBundle on LoadedLandblock (datLock fix scaffold) 2026-06-23 09:31:26 +02:00
AcDream.Core.Tests.csproj test: fix PhysicsResolveCapture/PhysicsDiagnostics static-leak isolation 2026-06-02 15:20:24 +02:00
SmokeTest.cs chore: phase 1 — add Core, Abstractions, App, Tests projects 2026-04-10 09:22:33 +02:00
xunit.runner.json test: fix PhysicsResolveCapture/PhysicsDiagnostics static-leak isolation 2026-06-02 15:20:24 +02:00