acdream/src/AcDream.Core/Physics/BuildingPhysics.cs
Erik dbfbf8506c T6 (BR-7) C3: per-cell shadow architecture - flood registration, building channel, per-cell query; b3ce505 stopgap DELETED (closes #99)
The A6.P4 port, fused into one installment per the BR-2 half-port lesson
(registration and query are co-dependent: flood-registering shells under
the old radial query would re-open #98 through the vestibule).

REGISTRATION (ShadowObjectRegistry rewritten):
- Register/RegisterMultiPart/UpdatePosition compute the cell set via
  CellTransit.BuildShadowCellSet (the C2 find_cell_list flood) seeded by
  the entity's m_position cell id; the private 24m XY-grid rectangle and
  its single-landblock clamp are deleted. Flood spheres follow retail's
  CylSphere rule (base point + cyl radius, cap 10; BSP bounding-sphere
  fallback - Ghidra 0x0052b9f0). Statics flood with the do_not_load
  prune; dynamics (server spawns, isStatic:false) without.
- Keep-when-empty (SetPositionInternal num_cells gate, pc:283540): a
  failed flood leaves the previous registration in place.
- RefloodLandblock: streaming-race hook re-runs the flood when a
  landblock's cells hydrate (retail init_objects -> recalc_cross_cells,
  Ghidra 0x0052b420/0x00515a30); wired at GameWindow's hydration tail.
- GameWindow sites pass the server position's full cell id as the seed
  (spawn + UpdatePosition); the five static sites pass ParentCellId.

BUILDING CHANNEL (CSortCell.building shape):
- Building SHELLS are not shadow objects in retail (only caller of
  find_building_collisions is CSortCell::find_collisions 0x005340aa;
  one building per origin landcell, init_buildings 0x0052fd80 verified
  verbatim + ACE cross-ref). IsBuildingShell entities skip the registry;
  Transition.FindBuildingCollisions runs the shell part-0 BSP off
  cache.GetBuilding(cellId) with bldg_check set around it
  (find_building_collisions 0x006b5300), CollidedWithEnvironment on
  non-Contact non-OK. BuildingPhysics.ModelId = pre-resolved part-0
  GfxObj (0x02 Setups resolved at the CacheBuilding site).
- Placement/ethereal weakening: BSPQuery Path 1 passes center_solid=0
  when BldgCheck && HitsInteriorCell (BSPTREE::find_collisions 0x0053a82e
  + placement_insert 0x005399d8) so doorway crossings don't hard-fail
  against shell solids. SpherePath gains both retail fields;
  HitsInteriorCell is rebuilt at every cell-array build
  (build_cell_array reset 0x00509ef2 + find_cell_list/check_building_
  transit set sites).

QUERY (retail per-cell order, transitional_insert 0x0050b6f0):
- TransitionalInsert per attempt: env -> building (LandCell only) ->
  objects on the PRIMARY cell, then on OK the check_other_cells pass
  (env -> building -> objects per OTHER overlapped cell) + the
  carried-cell advance - the advance now happens AFTER all per-cell
  object passes (the WF1 ordering divergence), with Adjusted/Slid
  feeding the retry exactly like retail's OK_TS case.
- FindObjCollisionsInCell = CObjCell::find_obj_collisions (0x0052b750):
  iterate ONLY the asked cell's list. DELETED: the radial 9-landblock
  sweep, the +5m query pad, the b3ce505 indoor-primary gate, and the
  isViewer exemption (the camera is bounded by interior cell-BSP env
  collision - retail's own channel; CameraCornerSealReplayTests pins it
  against real dat, and the new building-channel camera test pins the
  outdoor stop).

TESTS: Core 1416/0/2 (was 1398 + 4 pre-existing #99-era fails + 1 skip),
App 225, UI 420, Net 294 - all green.
- 3 of the 4 #99-era reds flipped green as designed: the door apparatus
  (Apparatus_Grounded_50cmOffCenter_FrontApproach_Blocks) and tick-13558
  (indoor walkthrough) now assert the door BLOCKS; tick-22760 pins the
  outdoor blocking invariant.
- The 4th (BSPStepUp D4) + 22760's lateral-slide delta are NOT cell-set
  problems (probes prove the door is found + BSP-only dispatched;
  BR-7 left both byte-identical) - filed as issue #116 (slide-response
  family), D4 skipped with the issue reference.
- FindEnvCollisionsMultiCellTests migrated to the public entry (the A4
  multi-cell halt now lives at the retail call site).
- New registry pins: per-cell query surface, outdoor-footprint-never-
  indoor (#98 architectural), door-outdoor-cell membership, reflood.
- CameraCollisionIndoorTests rewritten against the building channel
  (the isViewer-exemption pins died with the exemption).

Closes #99 (doors block both ways via registration-time cell membership
+ the straddle-spanning player cell array). #97 likely closed (the +5m
radial pad that produced phantom-collision candidates is gone) - verify
at T5. #98 stays closed ARCHITECTURALLY (outdoor footprints structurally
cannot reach interior cells; the cellar harness stays green).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 14:37:50 +02:00

75 lines
3.3 KiB
C#

using System.Collections.Generic;
using System.Numerics;
using DatReaderWriter.Enums;
namespace AcDream.Core.Physics;
/// <summary>
/// Indoor walking Phase 2 (2026-05-19). Cached building portal data
/// for outdoor→indoor cell entry. One per outdoor landcell that contains
/// a building stab. Mirrors retail's <c>BuildingObj.Portals</c> array
/// (per the pseudocode doc §"LandCell.find_transit_cells").
/// </summary>
public sealed class BuildingPhysics
{
public required Matrix4x4 WorldTransform { get; init; }
public required Matrix4x4 InverseWorldTransform { get; init; }
public required IReadOnlyList<BldPortalInfo> Portals { get; init; }
/// <summary>
/// BR-7 / A6.P4 (2026-06-11): the building's shell part-0 GfxObj id.
/// 0x01 BuildingInfo.ModelId values are stored verbatim; 0x02 Setup
/// models are resolved to their FIRST part at cache time (the
/// CacheBuilding call site reads the dat). Drives the retail building
/// collision channel (<c>CBuildingObj::find_building_collisions</c>,
/// Ghidra 0x006b5300: one BSP test on <c>part_array-&gt;parts[0]</c>).
/// 0 = unknown (legacy cache entries / tests) — the channel is inert.
/// </summary>
public uint ModelId { get; init; }
}
/// <summary>
/// One building portal: the connection from a SortCell's BuildingObj to
/// an interior EnvCell. ExactMatch is decoded from <see cref="Flags"/>
/// bit 0 (<c>PortalFlags.ExactMatch = 0x0001</c>).
/// </summary>
public readonly struct BldPortalInfo
{
public BldPortalInfo(uint otherCellId, short otherPortalId, ushort flags)
{
OtherCellId = otherCellId;
OtherPortalId = otherPortalId;
Flags = flags;
}
/// <summary>Full id of the interior EnvCell this portal connects to.</summary>
public uint OtherCellId { get; }
/// <summary>
/// The portal id within the destination EnvCell — SIGNED, like retail's
/// <c>CBldPortal.other_portal_id</c> (<c>int</c>, acclient.h:32098,
/// sign-extended from the dat's 16-bit field). <c>-1</c> (wire
/// <c>0xFFFF</c>) means "no reciprocal portal"; retail's
/// <c>CEnvCell::check_building_transit</c> (Ghidra 0x0052c5d0) rejects
/// the whole transit when this is negative — the <c>arg2 &gt;= 0</c>
/// gate is the first instruction. BN's pseudo-C renders the comparison
/// unsigned (wrong); the sign-extension is Ghidra-proven
/// (wf1-interior-collision.md, BR-7 verified corrections).
/// DatReaderWriter parses the field as <c>ushort</c>; construction
/// sites reinterpret via <c>unchecked((short)value)</c>.
/// </summary>
public short OtherPortalId { get; }
public ushort Flags { get; }
/// <summary>
/// Bit 0 of <see cref="Flags"/> (<c>DatReaderWriter.Enums.PortalFlags.ExactMatch</c>).
///
/// <para>
/// Reserved per retail's <c>CBldPortal::exact_match</c>. NOT currently
/// consumed by <see cref="CellTransit.CheckBuildingTransit"/> — every
/// portal overlap is treated as a valid entry trigger. If a future
/// regression surfaces (e.g., a building entered by overlapping a
/// non-exact-match portal), wire this into the entry test.
/// </para>
/// </summary>
public bool ExactMatch => (Flags & (ushort)PortalFlags.ExactMatch) != 0;
}