The #182 CSphere port (96ae2740) failed its visual gate and introduced an
airborne "stuck in the falling animation" regression. A player-attributed retail
cdb trace (tools/cdb/retail-crowd-jump3.cdb) proved retail's LOCAL client fully
runs player-vs-creature collision (76 land_on_sphere, 188 COLLIDED, 130 SLID,
~78% OK, glides across) -- NOT server-authoritative (an earlier unfiltered
land_on_sphere=0 read was a false lead the attributed trace refuted).
acdream's same-repro capture: 50.9% OK, 22.4% stuck, 115 airborne-stuck. Root
divergence: retail CPhysicsObj::UpdateObjectInternal (0x005156b0, pc:283688) sets
cached_velocity = (resolved - old)/dt -- velocity from ACTUAL movement, so a
blocked jump collapses to ~0 -> gravity -> the player falls/glides. acdream
integrates velocity + reflects on collision (PlayerMovementController ~:1008-1069),
so the jump velocity (~18) persists against the creature -> hang.
Fix = verbatim rebuild of the per-frame player-physics loop (UpdateObjectInternal
chain), velocity model first, transition internals kept. Full design +
retail function inventory + the capture apparatus + retail target numbers:
docs/superpowers/specs/2026-07-07-player-physics-update-verbatim-rebuild-design.md.
Implementation deferred to a fresh session (user decision). Also files #183
(floating distant scenery, observed during testing). #182 stays as the base.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
38 lines
2 KiB
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38 lines
2 KiB
Text
.logopen C:\Users\erikn\source\repos\acdream\.claude\worktrees\vigorous-joliot-f0c3ad\retail-crowd-jump.log
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.sympath C:\Users\erikn\source\repos\acdream\refs
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.symopt+ 0x40
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.reload /f acclient.exe
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r $t0 = 0
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r $t1 = 0
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r $t2 = 0
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r $t3 = 0
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.echo === ARMED: land_on_sphere + validate_transition + FindObjCollisions; auto-detach after 25000 SetPositionInternal ===
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* CSphere::land_on_sphere (0x005379a0) — an AIRBORNE mover's foot sphere hit another
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* sphere (a creature body or a sphere-object). If this fires when you jump onto the
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* monster pack, the LOCAL client is attempting a creature landing (branch 4 airborne).
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* Rare -> always gc, never strands.
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bp acclient!CSphere::land_on_sphere "r $t0 = @$t0 + 1; .printf \"[LAND-ON-SPHERE] #%d\\n\", @$t0; gc"
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* CTransition::validate_transition (0x0050aa70) — the commit/revert. arg2 (at esp+4,
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* thiscall) is the transitional_insert RESULT fed in: 1=OK 2=COLLIDED 3=ADJUSTED 4=SLID.
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* Rate-limited so the log stays readable. A burst of arg2=2 (COLLIDED) during the
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* jump-land = the local transition hit the creature and reverted (server must place you).
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bp acclient!CTransition::validate_transition "r $t1 = @$t1 + 1; .if (@$t1 % 60 == 0) { .printf \"[VALIDATE] #%d arg2=%d\\n\", @$t1, poi(@esp+4) }; gc"
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* CPhysicsObj::FindObjCollisions (0x0050f050) — count only. Confirms the local player's
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* transition is testing object collisions at all during the repro.
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bp acclient!CPhysicsObj::FindObjCollisions "r $t3 = @$t3 + 1; gc"
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* CPhysicsObj::SetPositionInternal — the position commit AND the detach anchor. Fires for
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* every object's position set (player + creatures), so it always reaches the threshold in
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* a live crowd. On the 25000th hit it prints the summary and does NOT gc -> cdb breaks ->
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* g returns -> the top-level qd detaches cleanly. (qd is NEVER inside a bp action.)
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bp acclient!CPhysicsObj::SetPositionInternal "r $t2 = @$t2 + 1; .if (@$t2 < 25000) { gc } .else { .printf \"[SUMMARY] land_on_sphere=%d validate=%d findObjColl=%d setPos=%d\\n\", @$t0, @$t1, @$t3, @$t2 }"
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g
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.echo === DETACHING ===
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qd
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.logclose
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