Per docs/research/2026-07-30-ts4-116-oracle-plan.md §2.3-§2.4: retail's
airborne (not-yet-Contact) BSPTREE::find_collisions dispatch, when the
FOOT sphere is completely clear but the HEAD sphere hits or near-misses,
does not defer through SetCollide/Adjusted (nor the steep-poly
slide-tangent shortcut) — it records the head polygon's normal directly
and hard-stops: pc:323824-323834 (0x0053a793/0x0053a7a4), independently
cross-checked against ACE BSPTree.cs:221-230 (`SetCollisionNormal` +
`return TransitionState.Collided;`), an exact structural match confirming
this isn't a BN misdecompile. BSPQuery.cs's Path 6 `hasSphere1` branch now
does the same: `collisions.SetCollisionNormal(worldNormal1); return
TransitionState.Collided;`, replacing the old steep-shortcut-or-deferred-
SetCollide handling. This mechanically retires one of TS-4's two
`SetSlidingNormal` write sites (sphere1's) ahead of TS-4's own item.
Added two permanent diagnostics gated on the existing
PhysicsDiagnostics.ProbeIndoorBspEnabled flag (`[path-dispatch]` at
FindCollisionsCore entry, `[path5-diag]` inside Path 5) to make future
BSPQuery dispatch tracing cheaper.
HONEST RESULT of the plan's own confirming instrumentation (re-run of
DoorBugTrajectoryReplayTests.Diagnostic_Tick22760_DumpEngineInternals):
this fix does NOT change the tick-22760 outcome (harness still cn=(0,0,1)
vs live cn=(0,+1,0)). The new dispatch-entry probes show the tick-22760
mover is GROUNDED (Contact set), so it never reaches Path 6 at all — it
dispatches Path 5 -> StepSphereDown (Path 3, both DoStepDown half-steps
fail) -> EdgeSlideAfterStepDownFailed -> SpherePath.PrecipiceSlide, whose
find_crossed_edge-false fallback returns Collided with NO collision-normal
write. A fresh byte-level read of retail's SPHEREPATH::precipice_slide
(pc:274316-274326, 0x0050cc80) confirms this is byte-exact retail
behavior (`if (eax == 0) { walkable = 0; return 2; }`, no
set_collision_normal call) — not a bug. The real tick-22760 divergence is
further upstream, most likely this test's simplified door registration
(BuildEngineWithDoorFixture) not placing the door's BSP where live retail
actually intersected it, or a walkable-polygon state-capture gap — see
the research doc's Addendum 2 for the full trace and open candidates.
#116 shape-1 is therefore NARROWED, not closed: the Path-6 fix is a real,
independent retail-faithfulness improvement; the tick-22760 acceptance
criterion is not met by it and needs further harness/geometry work before
any further code change.
Full AcDream.Core.Tests suite: 4059 passed / 2 skipped, no regressions.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
42 KiB
TS-4 / #116 oracle pass — Campaign P final physics slice
Status: RESEARCH ONLY. No source changes. This is a follow-up oracle
pass on top of docs/research/2026-07-30-response-layer-edge-family-pseudocode.md
(hereafter "the P2 doc"), specifically its §4 (TS-4), §5 (#116), and §7
item 6 (the P2 implementation attempt's wedge diagnosis). That attempt
correctly localized the freeze to TransitionalInsert's Phase 2 retry
loop but concluded the mechanism was "Phase 3 structurally unreachable"
without tracing far enough to find the actual convergence/divergence
point. This pass reads one layer deeper — into BSPQuery.cs's Path 4
dispatch (the path.Collide gate) and AdjustOffset's crease-projection
math — and finds a concrete, retail-decomp-cited mechanism for both TS-4
and (as a byproduct of reading the same dispatch structure) strong new
evidence for #116 shapes 1 and 2.
Every claim is tagged FACT (read directly from the named-retail pseudo-C, ACE source, or current acdream source in this worktree, with file:line / address citations) or INFERENCE (derived from those FACTs by direct reasoning, not yet confirmed by a live capture/cdb run).
0. Binding DO-NOT-RETRY entries (copied verbatim)
From memory/project_physics_collision_digest.md (3-day-old snapshot,
re-verified against current source where cited below) and
docs/ISSUES.md #116:
- Do NOT add
SetSlidingNormalcalls in the BSP/sphere collision layer. Retail's only in-transition writer ofcollision_info.sliding_normalisvalidate_transition(0x0050ac21/0x0050aa70). A leaked normal + success writeback = an absorbing wedge at empty space. This pass's TS-4 finding is a variant of exactly this failure class — see §1 below — but the writer in question (validate_transition's unconditionalSetSlidingNormal(CollisionNormal)) IS the retail-faithful one; the problem is not an extra writer, it's whatAdjustOffsetdoes with a placeholderUnitZvalue when it readsSlidingNormalback. - Do NOT re-add a forced constant-shell de-penetration. Retail slides tangentially and never force-separates.
SphereCollisionno longer callsSetSlidingNormal(TS-45 retired) — keep it that way.- Do NOT patch the degenerate-offset guard in
slide_spheread hoc for #116 — oracle-driven only. - Do NOT re-introduce a topology-based outside-add / radial sweep to cell membership while touching this family.
calc_frictionthreshold is retail 0.25 vs acdream 0.0` (AP-7) — orthogonal to this slice, do not fold in.- Shape-1 of #116 is NOT the degenerate-offset guard threshold — that guard kills slides under ~1.4 cm; the lost tick-22760 slide was 3.57 cm. The divergence is the collision-normal SOURCE.
- Do NOT guess the BN
test ah,5x87 branch polarity/squaring inslide_sphere— Ghidra MCP is down for this pass too; this pass does not touch that question (see §3, shape-2 — the finding here is about dispatch routing, not the x87 comparisons insideslide_sphere/AdjustOffsetthemselves, which remain unconfirmed and out of scope). - AP-4 (CliffSlide check moved before retail's Branch-1 gate) — a live, load-bearing reordering. Not touched by this pass.
- TS-46 (two-scalar sphere reconstruction) is OUT OF SCOPE.
1. TS-4 — the actual convergence/divergence mechanism
1.1 Summary answer (read this first)
Retail does not "avoid" the Adjusted↔retry oscillation inside
transitional_insert's attempt loop any differently than acdream does —
both structurally deadlock the same way within a single resolve. What
lets retail's live trace escape (and what the P2 fixture's synthetic
trajectory does not) is that retail's AdjustOffset
(CTransition::adjust_offset, 0x0050a370) re-projects the next
tick's gravity offset through whatever ContactPlane +
SlidingNormal survived the previous tick's collision — and for a
pure, zero-horizontal-velocity vertical fall onto a steep surface, that
projection is mathematically degenerate and crushes the offset to
(near-)zero every tick, which abort-small-offsets before
TransitionalInsert even runs again. This is retail-faithful
behavior, present identically in the raw decomp, in ACE's port, and in
acdream's current port — it is not a bug introduced by the TS-4
shortcut's removal. The Ts4SteepRoofWedgeCaptureTests fixture
reproduces it because it drops the body straight down with zero
horizontal velocity, which is very likely a different (and more
degenerate) input than the live 2026-04-30 debugger trace that
validated the shortcut (a player jumping or running onto a roof,
which has residual horizontal velocity).
1.2 The chain, FACT by FACT
Step A — Path 6 fires, sets Collide, does not reposition (FACT).
BSPQuery.cs:2217-2224 (faithful branch, shortcut removed):
path.SetCollide(worldNormal0);
path.WalkableAllowance = PhysicsGlobals.LandingZ;
return TransitionState.Adjusted;
SpherePath.SetCollide (TransitionTypes.cs:752-759) only sets
Collide=true, backs up CheckPos, and stores StepUpNormal — it does
not touch CollisionInfo.ContactPlane or CollisionNormal. Matches
retail exactly: pseudo-C:323818-323821 (0x0053a7bf,
SPHEREPATH::set_collide(&sphere_path, &normal); walkable_allowance = 0.0871556997f; return 3;) — no set_collision_normal, no
set_contact_plane call at this site either.
Step B — the SAME attempt's retry does NOT re-hit Path 6; it routes to
Path 4 (FACT, both acdream and retail). BSPQuery.cs:1961 gates on
if (path.Collide) — checked before the Path 5/6 tests, at the top
of the same dispatch function. Since Collide was just set in Step A
and is never cleared except inside TransitionalInsert's Phase 3
(sp.Collide = false at TransitionTypes.cs:1816, reachable only on an
OK result — never reached while Path 6/Path 4 keep returning
Adjusted), every subsequent attempt (within the same resolve and
across ticks) dispatches to Path 4, not back to Path 6. Retail: raw
pseudo-C:323784 if (eax->sphere_path.collide == 0) {...} else {...} —
the identical gate, at the identical position in the dispatch (confirmed
independently against ACE BSPTree.cs:163-187, if (path.Collide) { RootNode.find_walkable(...); if (changed) {... return Adjusted;} else return OK; }).
Step C — Path 4 (FindWalkableInternal) is what actually establishes
ContactPlaneValid (FACT). BSPQuery.cs:1968-2018: calls
FindWalkableInternal; if it finds a candidate (changed && hitPoly is not null), it repositions the sphere
(path.AddOffsetToCheckPos(worldOffset)), sets a real
ContactPlane via collisions.SetContactPlane(worldPlane, ...)
(line 2006), caches the walkable polygon (SetWalkableTransformed), and
returns Adjusted. This is the only site that gives the mover a real
(steep) contact plane in this whole trajectory — not the Phase-3
DoCheckWalkable gate the P2 doc's item-6 diagnosis assumed was the
relevant site (that gate is downstream and, per Step B, unreachable
here). Matches ACE BSPTree.cs:163-184 exactly (SetContactPlane,
SetWalkable, return Adjusted).
Step D — the attempt-exhausted Adjusted gets collapsed to OK with
position reverted, but ContactPlaneValid survives the revert (FACT,
both engines). TransitionalInsert's outer for-loop exhausts (acdream
hardcodes return TransitionState.Slid; at TransitionTypes.cs:2093;
ACE/retail return the true last value, Adjusted here — see §1.4 for why
this particular divergence doesn't change the outcome). Either way,
ValidateTransition's "not OK" branch runs
(TransitionTypes.cs:5493-5501): if (!CollisionNormalValid) SetCollisionNormal(UnitZ); (fires — Path 4/6 never touched
CollisionNormal, only ContactPlane/StepUpNormal), then
SetCheckPos(CurPos, CurCellId) (revert — no net movement),
transitionState = OK. Retail: pseudo-C:272563-272596 (0x0050aad9),
identical collapse (COLLIDED_TS/ADJUSTED_TS/SLID_TS all treated the
same, default CollisionNormal=UnitZ if unset, revert check_pos to
curr_pos). Crucially, none of this touches ContactPlaneValid — it
carries forward from Step C untouched by the revert. Then the shared
tail (TransitionTypes.cs:5504-5533, retail pc:272621-272656) runs:
if (CollisionNormalValid) SetSlidingNormal(CollisionNormal) — now
SlidingNormal = UnitZ (the placeholder from the default, not a
real second surface) — and if (ContactPlaneValid) { ...; oi.State|=Contact; if (Normal.Z>=FloorZ) OnWalkable=true else false; }
— since the steep polygon's Normal.Z (≈0.447 for the fixture's 63.4°
slope) < FloorZ (≈0.664), OnWalkable stays false but Contact
becomes true. This exactly reproduces the fixture's own captured
state at the landing tick: InContact=true, OnWalkable=false.
Step E — the NEXT tick's AdjustOffset crushes a purely-vertical
offset to zero (FACT for the math, INFERENCE that this is the actual
observed freeze cause — not independently re-run this pass).
TransitionTypes.cs:4936-5014 (acdream), Transition.cs:34-87 (ACE),
pseudo-C:272271-272393 (0x0050a370, retail) are all structurally
identical:
slidingAngle = Dot(offset, SlidingNormal)
if (SlidingNormalValid) { if (slidingAngle < 0) checkSlide = true; else SlidingNormalValid = false; }
...
if (checkSlide) {
slideOffset = Cross(ContactPlane.Normal, SlidingNormal)
normalize slideOffset (or zero out if degenerate)
result = Dot(slideOffset, offset) * slideOffset
}
With offset = (0, 0, -dz) (pure gravity, zero horizontal component),
SlidingNormal = UnitZ = (0,0,1): slidingAngle = -dz < 0 →
checkSlide = true. slideOffset = Cross(ContactPlane.Normal, UnitZ) —
for any non-vertical plane normal N=(Nx,Ny,Nz), this cross product is
(Ny, -Nx, 0) — a horizontal vector (Z=0), lying in the slope's
contour line (perpendicular to the downhill direction), not the
degenerate/near-zero case (the 63.4° slope's normal is not parallel to
UnitZ, so NormalizeCheckSmall does not fire). Dot(slideOffset, offset) = Dot((Ny,-Nx,0), (0,0,-dz)) = 0 exactly, because
slideOffset.Z = 0 and offset is purely Z. result = 0 * slideOffset = Vector3.Zero. The projected GlobalOffset is zero (up
to float noise), which trips the "abort-small-offset" guard
(TransitionTypes.cs:1466-1478, retail's non-viewer |offset|² < F_EPSILON² gate at pseudo-C:272845/0x0050bdf0, cited already in the
existing AdjustOffset port comment) before TransitionalInsert is
even called again — so ValidateTransition never runs on subsequent
ticks either, meaning the stale ContactPlaneValid/SlidingNormal=UnitZ
state simply perpetuates unchanged, forever. This is the freeze.
Step F — why the existing frames_stationary_fall (fsf) escape valve
can't rescue this case (INFERENCE, follows directly from Step E). The
digest's #182 rebuild already ported retail's fsf ladder
(TransitionTypes.cs:5625-5667, ACE Transition.cs:1029-1061,
pseudo-C:272625-656) — after 3 consecutive non-advancing ticks it
manufactures a flat UnitZ contact plane and forces OnWalkable=true,
which is exactly the kind of "unstick" mechanism one would look for
here. But that ladder lives inside ValidateTransition, which Step
E's abort-small-offset guard prevents from ever running again once the
crease projection first crushes the offset to zero. The rescue mechanism
is downstream of a gate the degenerate input never lets execution
reach — in both acdream and (per identical source) retail.
1.3 Why this reconciles the shortcut's own "retail did not wedge" comment (INFERENCE)
The shortcut's comment (BSPQuery.cs:2190-2199) says the interim fix was
"Validated against retail debugger trace 2026-04-30: retail body did not
wedge." A live player jumping or walking onto a roof virtually always
carries some horizontal velocity component (WASD input, residual
momentum). For a non-purely-vertical offset, Dot(slideOffset, offset)
is generally non-zero (only a component exactly along the pure
downhill/gravity line is annihilated by this specific cross product —
any lateral drift survives), so AdjustOffset would produce a small but
non-zero sideways offset each tick — enough to move the sphere off the
exact same collision point, avoid the abort-small-offset short-circuit,
let TransitionalInsert/ValidateTransition run again, and (via
repeated Path-4 find_walkable re-probes and the fsf ladder) eventually
resolve. The Ts4SteepRoofWedgeCaptureTests fixture's pos = (0.5, 0, 3.0) straight-down drop with fallVelocityZ as the only
non-zero component is very likely a stricter, more degenerate input than
the live 2026-04-30 repro ever exercised. This is not yet independently
re-confirmed by re-running the fixture with a horizontal component (see
§4 Step 1 below for the concrete next action), so it is flagged
INFERENCE — but it is the only hypothesis consistent with every FACT
gathered in §1.2, and it does not require inventing any new mechanism.
1.4 The acdream-only bug that does NOT explain the freeze, but is real and should still be fixed
TransitionTypes.cs:2091-2093:
// Exhausted retry attempts — return whatever the last iteration said.
// (Defaults to Slid in practice since that's the only case that retries.)
return TransitionState.Slid;
This is hardcoded, not "whatever the last iteration said" as the
comment claims. ACE's equivalent (Transition.cs:933, return transitState;) and retail's (pseudo-C:273363, 0x0050b949, return edi;) both return the true last value — Adjusted in this
scenario, not Slid. FACT: this is a real, citable divergence.
FACT: it does not explain the freeze — ValidateTransition's
"not OK" branch (§1.2 Step D) treats Collided/Adjusted/Slid
identically (acdream TransitionTypes.cs:5493-5501, ACE
Transition.cs:993-1017, retail pseudo-C:272563-272596 all gate on
result > OK_TS && result <= SLID_TS as one combined range, with no
per-value branching). Fixing the hardcoded return is a one-line,
zero-risk correctness fix (worth doing — it's a real citable
port-accuracy bug and prevents future confusion when tracing this loop)
but it is not the TS-4 fix and should not be presented as one.
1.5 What TS-4's actual fix shape is, given this
The mechanism in §1.2 is not something BSPQuery.cs's Path 6 can fix
by itself — the freeze happens one tick after Path 6/Path 4 run,
inside AdjustOffset, and is a property of the (already retail-faithful)
validate_transition + adjust_offset pipeline reacting to a specific
degenerate trajectory. Concretely, TS-4's shortcut removal is very
likely safe for the realistic case (nonzero horizontal velocity) and
only exposes this specific zero-horizontal-velocity degenerate, which:
- may be a genuine, narrow, retail-faithful edge case (a player falling perfectly plumb onto a slope with zero horizontal drift essentially never happens in live play — WASD input, camera-relative movement, and even tiny numerical noise almost always inject some horizontal component), in which case it is not a blocker for TS-4 at all and should be documented as an accepted (retail-matching) corner case rather than "fixed", or
- may indicate the fixture itself should be revised to match the original live repro's actual trajectory shape (nonzero horizontal velocity) before it's trusted as TS-4's gating fixture.
See §4 for the concrete, low-cost verification step (re-run the fixture with a small horizontal velocity component) that would settle which of these is true without guessing.
2. #116 shape-1 — collision-normal recording divergence (new candidate, INFERENCE, needs one instrumentation run to confirm)
2.1 What the existing research already ruled out (FACT, restated)
Ghidra-confirmed (2026-06-12, digest lines 1268-1275): acdream's
cn=UnitZ default on a blocked move is retail-faithful
(validate_transition does the identical default). The real divergence
is upstream — at tick-22760, acdream's collision_normal_valid was
false where retail's was true (retail had recorded the door-face
normal (0,+1,0)). The candidate site named in the P2 doc §5 was "the
PathClipped/collide_with_pt arm... or a sibling Path-1-class function
not yet read."
2.2 PathClipped is NOT the answer (checked this pass, negative result — FACT)
ObjectInfoState.PathClipped (TransitionTypes.cs:32, bit 0x8) is
only set on a mover when MoverPhysicsState & PhysicsStateFlags.Missile != 0 (PhysicsEngine.cs:1160-1163), with an explicit citation to
retail's own CPhysicsObj::get_object_info (0x00511CC0): "Missile
contributes PathClipped only." A normal player push against a door is
not a missile mover, so neither acdream nor retail would set
PathClipped for this scenario — this rules out "PathClipped state
differs between engines" as shape-1's cause. (The camera/viewer sweep
does carry PathClipped via a different, explicit caller-supplied flag,
but that's a different mover than the one in the tick-22760 door-push
capture.)
2.3 The real candidate: acdream's Path-6 sphere1(head)-hit handling diverges from retail/ACE (FACT for the divergence, INFERENCE that it explains tick-22760)
Retail's BSPTREE::find_collisions, in the not-yet-in-Contact
branch (state&1==0, i.e. airborne / first contact — pseudo-C:323784-
323836, 0x0053a4e3-0x0053a730+): when sphere0 (foot) does not
hit but num_sphere > 1 and sphere1 (head) does hit, retail does
not defer through SetCollide/Adjusted — it calls
COLLISIONINFO::set_collision_normal directly with the head poly's
transformed normal and returns COLLIDED_TS (2) immediately
(pseudo-C:323824-323834, 0x0053a793/0x0053a7a4). Cross-checked
independently against ACE BSPTree.cs:221-230:
else if (path.NumSphere > 1)
{
if (RootNode.sphere_intersects_poly(localSphere_, movement, ref hitPoly, ref contactPoint) || hitPoly != null)
{
var collisionNormal = path.LocalSpacePos.LocalToGlobalVec(hitPoly.Plane.Normal);
collisions.SetCollisionNormal(collisionNormal);
return TransitionState.Collided;
}
}
— an exact structural match to the raw decomp, confirming this is not a BN misdecompile.
acdream's corresponding code (BSPQuery.cs:2227-2264) does NOT do
this. It applies the same SetCollide-and-defer (or steep→Slid)
treatment to a sphere1 hit as it does to sphere0 — there is no branch
that returns Collided with a direct SetCollisionNormal write for "foot
clear, head hit" while airborne. This means: in acdream, an airborne
mover whose HEAD sphere alone contacts a polygon (foot sphere clear) gets
SetCollide + deferred Adjusted (no immediate CollisionNormal
write) — exactly the same "the real normal gets lost until
validate_transition's UnitZ default kicks in" symptom the digest
already diagnosed for shape-1. A door push where the player's capsule
brushes the door frame near chest/head height while the foot sphere
tracks slightly differently (a very plausible geometry for "pushing a
closed door face at a near-perpendicular angle," matching the tick-22760
description) is a strong candidate for exactly this code path.
Caveat, stated honestly: this is contingent on sphere0 (foot) not
fully hitting while sphere1 (head) does — if the door's collision
geometry is a full vertical plane, sphere0 would very likely hit too,
and the code would never reach the sphere1 branch (BSPQuery.cs:2156's
if (hit0 || hitPoly0 is not null) returns early). This has not
been confirmed against the actual tick-22760 replay this pass — it is
the single next concrete step (see §4).
2.4 Instrumentation to run (concrete, low-cost, no guessing required)
Extend DoorBugTrajectoryReplayTests.Diagnostic_Tick22760_DumpEngineInternals
(tests/AcDream.Core.Tests/Physics/DoorBugTrajectoryReplayTests.cs:162)
to log, at the tick-22760 resolve, which of hit0/hitPoly0/hit1/
hitPoly1 were non-null/true inside BSPQuery.cs's Path-6 dispatch
(a one-line Console.WriteLine gated behind the existing
ProbeIndoorBspEnabled/ProbeBuildingEnabled diagnostics, or a new
narrowly-scoped probe flag per the project's diagnostic-owner pattern).
Accept criterion: if hit0/hitPoly0 are both null/false and
hit1/hitPoly1 fire, §2.3's hypothesis is confirmed — the fix is to
port retail's direct sphere1-hit-without-sphere0-hit → Collided +
SetCollisionNormal branch into BSPQuery.cs's Path 6 (mirroring the
already-correct Path 5/Contact-branch treatment at
BSPQuery.cs:2103-2140, which already handles the analogous grounded
case correctly — this would be a narrow, well-precedented port, not a
new design).
Reject criterion: if sphere0 hits too (hit0 or hitPoly0 truthy),
this hypothesis is wrong for tick-22760 specifically, and the search
should move to the other named-retail sibling not yet read this pass —
BSPTREE::collide_with_pt's own internal structure for a non-PathClipped
context is not reachable (its outer gate requires state&8), so the
next candidate would be whatever governs CObjCell::find_obj_collisions's
insertion order relative to find_env_collisions for a door's building
channel (the BR-7/A6.P4 per-cell shadow architecture) — not yet examined
this pass; would need a fresh read of that dispatch specifically for
polygon ordering/precedence when multiple candidate polys are tested per
cell.
3. #116 shape-2 — first-airborne-frame hard-stop vs in-frame slide (strong structural finding, INFERENCE, narrows but does not eliminate the need for a confirming run)
3.1 The dispatch structure resolves the ROUTING question without cdb (FACT, cross-referenced against 3 sources: raw BN pseudo-C, ACE, current acdream)
Both the raw retail decomp and ACE's BSPTree.cs (an independent,
clean-language port — the "fastest oracle" the mission suggested)
show the same two-tier gate, keyed on ObjectInfoState.Contact:
- Already grounded (
Contactset) + head-sphere hit →slide_spherecalled directly, in-line, same tick (ACEBSPTree.cs:192-202; retail pseudo-C region immediately following0x0053a730'sstate&1branch — theelsearm at ~323838+, not fully re-quoted here but structurally mirrored by ACE's clean port). acdream'sBSPQuery.csPath 5 (:2103-2120) already matches this exactly —SlideSpherecalled directly for a grounded head-hit. - NOT yet grounded (
Contactunset, i.e. airborne / first contact) + foot-sphere hit → the Path-6 default:SetCollide+WalkableAllowance=LandingZ+ returnAdjusted— no repositioning, noslide_spherecall at all (ACEBSPTree.cs:210-219; retail pseudo-C:323815-323821). Only a sphere1(head)-hit-without- sphere0-hit gets an immediate response in this branch, and that response isCollided(§2.3), still notslide_sphere.
This means: for a genuine first-airborne-frame FOOT-sphere wall hit
(the D4 fixture's actual shape — a mover falling into a tall wall),
neither retail nor ACE's port calls slide_sphere on contact frame 1.
The sphere is left exactly where it was (SetCollide does not
reposition — confirmed in §1.2 Step A), Collide gets set, and the
very next retry attempt (same tick, same TransitionalInsert loop,
per §1.2 Step B) routes to Path 4 (find_walkable) instead. For a
tall, vertical wall (D4's actual geometry — "TallWall" per the test
name), find_walkable's nearby-walkable-surface search would very
plausibly find no candidate (a sheer vertical face has no
near-horizontal polygon to "land" on nearby) — changed=false — so
Path 4 returns OK (ACE BSPTree.cs:185-186, else return TransitionState.OK;). TransitionalInsert's Phase 3 (if (sp.Collide), now finally reachable since objState==OK) then runs:
ContactPlaneValid is false (Path 4's changed=false arm never
sets it), so the else reset=true; branch fires
(TransitionTypes.cs:1842-1843), RestoreCheckPos() reverts to the
pre-hit position, and the retail-faithful gate at
TransitionTypes.cs:1863-1898 (matching pseudo-C:273231-273239 exactly,
already cited in-code) fires: since this is the first airborne
contact, LastKnownContactPlaneValid is false, so
SetCollisionNormal(sp.StepUpNormal) (the wall's real normal,
captured back at the original Path-6 hit) runs and the function returns
Collided — a hard stop, in place, with the correct wall normal
recorded — not a slide.
3.2 What this means for D4
INFERENCE, well-supported but not independently re-run this pass: the D4 pin's original expectation (frame 1 hard-stops at Z=2.0, the slide begins frame 2 off the cached sliding normal) is structurally much closer to what retail's own dispatch produces for a true vertical-wall first-contact than the engine's current in-frame slide-to-Z=1.92 behavior. This narrows — but does not eliminate — the open question. What remains genuinely unconfirmed by static reading (and is exactly the class of question DO-NOT-RETRY item 8 warns against guessing):
- Whether
find_walkable's internal walkable-search radius/height actually returns "nothing found" for the specific D4 fixture geometry (a wall tall enough that no nearby floor exists within its search envelope) — this is a testable, non-cdb question: instrument or step throughFindWalkableInternalfor the D4 geometry and confirmchanged=false. - The exact x87 comparison polarities inside
slide_sphereandfind_walkablethemselves (unrelated to this pass's routing finding) remain unconfirmed per DO-NOT-RETRY item 8 — but those don't matter for D4 ifslide_sphereis never reached on frame 1 in the first place.
3.3 Recommended next step for shape-2 (no cdb needed for the routing question; cdb only if the confirming run disagrees)
- First (cheap, no cdb): run/instrument the existing
BSPStepUpTests.D4_AirborneMover_TallWall_PersistsSlidingNormalAcrossFramesfixture (currentlySkip-tagged citing #116) with a probe on whichBSPQuery.cspath fires on frame 1 (Path 6 vs Path 4 vs a full-hit- the-second-attempt path) and whetherFindWalkableInternalreturnschanged=trueorfalsefor that specific wall. Accept: if Path 6 fires (SetCollide+Adjusted, no reposition), Path 4 then fires withchanged=false, and the final result isCollidedwithStepUpNormalas the recorded normal — this confirms §3.1/§3.2, and the fix is to flip the D4 pin back to hard-stop (retire theSkip, assert Z=2.0 frame 1) rather than changing the engine. Reject: if the trace shows something else (e.g. Path 4 actually finds a walkable candidate for this wall, or a different dispatch arm fires entirely) — then the routing hypothesis in §3.1 doesn't hold for this specific fixture geometry, and a live cdb trace becomes necessary after all. - Only if step 1 disagrees with the FACT-cited dispatch structure:
a live cdb trace of an actual airborne wall hit in retail, per the
CLAUDE.md "Retail debugger toolchain" section. Concrete script
outline (adapting the documented pattern):
User reproduces: jump toward a tall vertical wall so the FIRST wall contact happens while airborne (not already grounded). The key signal is whether.logopen ts4-116-airborne-wallhit.log .sympath C:\Users\erikn\source\repos\acdream\refs .symopt+ 0x40 .reload /f acclient.exe r $t0 = 0 bp acclient!BSPTREE::find_collisions "r $t0 = @$t0 + 1; .if (@$t0 % 1 == 0) { .printf \"hit %d: state=%%d collide=%%d\\n\", @$t0 } gc" bp acclient!CSphere::slide_sphere "r $t1 = @$t1 + 1; .printf \"SLIDE_SPHERE HIT #%d\\n\", @$t1; .if (@$t1 >= 3) { qd } .else { gc }" bp acclient!BSPTREE::collide_with_pt "r $t2 = @$t2 + 1; .printf \"COLLIDE_WITH_PT HIT #%d\\n\", @$t2; gc" gslide_spherefires on the same engine tick as the firstfind_collisionshit against that wall (in-frame slide, confirming the CURRENT engine behavior) or only on a later tick (confirming the hard-stop-then-slide-frame-2 pin). Auto-detaches viaqdafter 3slide_spherehits to bound game lag.
4. Recommended execution order + blast radius
-
[Lowest risk, do first] Fix the
TransitionalInsertexhausted-loop hardcoded return (§1.4): changereturn TransitionState.Slid;to return the real lasttransitStatevalue, matching ACE/retail. Blast radius: essentially zero —ValidateTransitiontreatsCollided/Adjusted/Slididentically downstream (confirmed §1.2 Step D), so this is a pure code-correctness fix with no observable behavior change in any currently-passing test. Good precursor because it removes a misleading comment/return before anyone traces this loop again. -
[Cheap, decides whether TS-4 needs anything further] Re-run
Ts4SteepRoofWedgeCaptureTestswith a small horizontal velocity component (e.g.vx = 0.3m/s alongside the existing straight-down fall), shortcut removed. Per §1.3's hypothesis, this should not wedge (the crease projection produces a non-zero tangential offset). Accept (doesn't wedge): TS-4's shortcut removal is safe for the realistic case; land it, retire the TS-4 register row, and either (a) accept the pure-vertical case as a documented, retail-faithful corner case (cite §1.2/§1.3 in the register row) or (b) if the team wants zero residual risk, also file a narrow follow-up for the zero-horizontal-velocity degenerate specifically (not a TS-4 blocker). Reject (still wedges even with horizontal velocity): §1.3's hypothesis is wrong or incomplete; do NOT land TS-4 yet — re-open with a fresh capture of the actual velocity vector at the wedge point and compare against whatAdjustOffsetcomputes step by step (aACDREAM_DUMP_EDGE_SLIDE-style trace ofAdjustOffset's intermediateslidingAngle/collisionAngle/slideOffsetvalues, not yet instrumented, would be the concrete next apparatus). -
[Independent of 1-2] #116 shape-1 instrumentation (§2.4): add the one-line hit0/hitPoly0/hit1/hitPoly1 probe to
Diagnostic_Tick22760_DumpEngineInternalsand re-run. Blast radius: zero (diagnostic-only). If confirmed, the fix (porting retail's direct sphere1-hit →Collided+SetCollisionNormalbranch into Path 6) is a narrow, well-precedented addition mirroring the already-correct Path 5 treatment — moderate blast radius (touches the shared Path-6 dispatch used by every airborne two-sphere mover), needs the existingSphereCollisionFamilyTests/Issue137*suites re-run plus a fresh tick-22760 comparison before landing. -
[Independent of 1-3] #116 shape-2 instrumentation (§3.3 step 1): add the BSPQuery-path +
FindWalkableInternalchangedprobe to the D4 fixture. Blast radius: zero (diagnostic-only) for the instrumentation itself. If confirmed, flipping the D4 pin (un-skip, assert hard-stop frame 1) is a test-only change with zero production code change — the engine's current dispatch already produces this result per §3.1's reading; only the test's own expectation is currently wrong. This is the lowest-risk of all four items once confirmed, because it requires touching zero engine code.
Suggested order given the above: 1 → 4 → 3 → 2, since 4 (#116 shape-2) is the cheapest to fully resolve (test-only fix, zero engine change, per this pass's structural finding) and 2 (TS-4's own confirming run) benefits from having item 1's return-value fix landed first (removes a confusing false signal before re-tracing).
5. What genuinely still needs cdb or Ghidra (not resolved by this pass)
- #116 shape-2, only if §3.3 step 1's confirming run disagrees with
the FACT-cited dispatch structure. The routing question itself
(does frame 1 reach
slide_sphere) is resolved by static reading against 3 independent sources in this pass; only a surprising, contradicting instrumentation result would re-open the need for a live trace. The cdb script outline is in §3.3 step 2. - The x87 comparison polarities inside
slide_sphere,find_walkable, andAdjustOffset's own internal branches (DO-NOT-RETRY item 8) — untouched by this pass, remain Ghidra/cdb- gated as before. This pass's findings are about which function gets called (dispatch routing), not the exact comparison operators inside those functions. - AP-7's
cos(10°)vs0.99999536fdiscrepancy (P2 doc §1) — unrelated to this pass, still needs a Ghidra decompile of0050ee70when Ghidra MCP is back up. - TS-1 gaps #2/#3's
last_known_contact_planemaintenance and Path-4LandingZacceptance audit (P2 doc §2, §6 Step 2) — per the current source read in this pass, this already carries an in-code citation ("TS-1 gap #3 (register AD-54, Campaign P Slice P2 2026-07-30)") suggesting it was addressed in the same implementation session that produced the P2 doc's item-6 update; not independently re-verified this pass.
6. One-paragraph summary for the calling agent
TS-4: the Adjusted↔retry loop the P2 doc's implementation attempt
found is real, but its root cause is one layer downstream of where that
attempt looked. Path 6 sets Collide=true without moving the sphere;
every subsequent attempt (same tick and later ticks, since Collide is
never cleared outside Phase 3) routes to Path 4
(FindWalkableInternal), which is what actually establishes the steep
ContactPlane (matching the fixture's observed InContact=true, OnWalkable=false). The freeze itself happens one tick later, inside
AdjustOffset: validate_transition's retail-faithful CollisionNormal → UnitZ default feeds SetSlidingNormal, and AdjustOffset's
crease-projection (Cross(ContactPlane.Normal, SlidingNormal)) is
mathematically orthogonal to a purely vertical input offset — every
subsequent tick's gravity-only offset gets crushed to zero and
abort-small-offsets before the engine can run again. This exact
mechanism is present identically in the raw retail decomp, ACE's port,
and acdream's current port — it is very likely not a code bug but a
narrow degenerate case that a live player's residual horizontal velocity
(present in the original validating debugger trace) would not trigger.
The concrete next step is cheap and decisive: re-run
Ts4SteepRoofWedgeCaptureTests with a small horizontal velocity
component before deciding whether TS-4's shortcut removal needs anything
beyond the register-row writeup.
Addendum (P-review byte decode, 2026-07-30): AD-55 RESOLVED — retail's sled flatness test is cos(10°), ACE's constant is a radians/degrees bug
Raw bytes of CPhysicsObj::calc_friction @ 0x0050ee70 (PDB-paired binary,
technique reference_pe_byte_decode), Sledding fast-sled branch at
0x0050ef52-0x0050ef6a:
d9 86 38 01 00 00 fld dword [esi+0x138] ; contact_plane.Normal.Z
dd 05 28 6b 7c 00 fld qword [0x007c6b28] ; = 0.17453292519943295 (10 deg in RADIANS)
d9 ff fcos ; st0 = cos(10 deg) = 0.984807753
de d9 fcompp
df e0 / f6 c4 41 / 7a fnstsw; test ah,0x41; jp
FACT: retail genuinely computes cos(10°) ≈ 0.9848078 at runtime and
compares Normal.Z against it. ACE's 0.99999536f equals
cos(0.1745 DEGREES) — the radian literal evaluated in degree mode; a
proven ACE porting error, not a BN artifact. Sibling constants
byte-confirmed: threshold float 0.25 @0x007c6b00, doubles 6.25/1.5625
@0x007c6b30/38, friction overrides 1.0f/0.2f as immediates.
Feel impact: retail's 0.2-friction fast-sled override engages on ground
within 10° of flat; the shipped ACE-derived constant engages only within
0.17° (never, in practice) — part of the #166 sled family. FIX (queue for
the TS-4/#116 implementation slice, which owns PhysicsBody): replace
0.99999536f with 0.98480775f (cos 10°), cite this addendum, retire
register row AD-55 in the same commit.
Addendum 2 (implementation session, 2026-07-30): #116 shape-1's tick-22760
confirming run DISAGREES with this plan's hypothesis — the real mechanism
is one layer further upstream, and it's retail-faithful there too
Per this doc's own §4 execution order, item 1 (the TransitionalInsert
exhausted-loop hardcoded return) landed first — mechanical, zero
observable behavior change, confirmed by the full AcDream.Core.Tests
suite (4059 passed / 2 skipped, no change in pass count). Then §2.3's
shape-1 fix landed verbatim in BSPQuery.cs's Path 6 hasSphere1
branch: a foot-clear/head-hit airborne contact now returns
TransitionState.Collided with a direct collisions.SetCollisionNormal
write, exactly matching pc:323824-323834 (0x0053a793/0x0053a7a4) and
ACE BSPTree.cs:221-230. This is a real, independently-decomp-confirmed
port-accuracy fix and is kept regardless of the result below.
The confirming instrumentation run (§2.4) DISAGREES with the plan's
tick-22760 hypothesis. Re-running
DoorBugTrajectoryReplayTests.Diagnostic_Tick22760_DumpEngineInternals
after the fix landed shows no change: harness still reports
cn=(0,0,1) (the UnitZ ground-fallback default) against live's
cn=(0,+1,0) (the door-face normal). Adding a dispatcher-entry probe
([path-dispatch], [path5-diag], gated on the existing
ProbeIndoorBspEnabled flag, kept in BSPQuery.cs as permanent
diagnostics) traced the ACTUAL call sequence for this capture:
- The seeded body's
TransientState(131 =Contact | OnWalkable | Active) meansObjectInfo.State & Contact != 0for this mover — it is grounded, soBSPQuery.FindCollisionsCoredispatches to Path 5 (the Contact/grounded branch), never Path 6 at all. The plan's shape-1 hypothesis was explicitly scoped to "the not-yet-in- Contact branch" (§2.3) — that scoping was itself the unconfirmed part, and it does not hold for tick-22760. - Path 5's own dispatch for the door's BSP shape at this exact position
finds neither sphere hitting nor near-missing
(
hit0=False hitPoly0=False hit1=False hitPoly1=False) — the simplified fixture registration this test uses (BuildEngineWithDoorFixture, which places the raw GfxObj BSP directly at its captured world-space bounding-sphere center rather than via the faithfulShadowShapeBuilder.FromSetup+PlacementFrametransform thatBuildFaithfulDoorEngineuses elsewhere in the same file) returnsOKfor the door here. TransitionalInsert's step-down gate then fires (contactInvalidOrSteepis true because the per-substep walk loop clearsContactPlaneValidbefore everyTransitionalInsertcall —TransitionTypes.csaround theFindValidPositionper-step reset — so the door BSP is queried TWICE MORE viaDoStepDown's two half- height attempts, dispatching to Path 3 (StepSphereDown→FindWalkableInternal), which also finds no walkable candidate here (the door face is not a floor-like polygon) and returnsOKboth times.- Both
DoStepDowncalls therefore fail (returnfalse), which routs intoEdgeSlideAfterStepDownFailed. WithContactPlaneValidfalse,OnWalkabletrue (seeded),EdgeSlidetrue (mover flags), and the RESTORED walkable polygon from the body's own snapshot (a flat triangle(144,0,94)-(144,24,94)-(120,24,94),Normal.Z=1 >= FloorZ), execution reachessp.PrecipiceSlide(this)(TransitionTypes.cs"branch3/precipice-slide"). SpherePath.PrecipiceSlidecallsBSPQuery.FindCrossedEdgeagainst that seeded triangle. The player's actual sweep (X≈133, Y from 18.02 to 17.60) does not cross ANY of that triangle's three edges (the triangle spans roughly X∈[120,144], and its hypotenuse sits at X+Y=144 — at X=133 that's Y≈11, far south of the player's Y range).FindCrossedEdgereturns false, and acdream'sPrecipiceSlide(TransitionTypes.cs:1039-1054) does exactly what retail'sSPHEREPATH::precipice_slidedoes on the identical branch — read fresh this session, pc:274316-274326,0x0050cc80:
Noint32_t eax = CPolygon::find_crossed_edge(...); if (eax == 0) { this->walkable = eax; return 2; /* COLLIDED_TS */ }set_collision_normalcall on this path in retail either. This is a byte-exact match, not an inference — acdream'sClearWalkable(); return TransitionState.Collided;on a failedFindCrossedEdgeis retail-faithful.ValidateTransition'sUnitZ-default-on-invalid-normal fires identically in both engines for this exact mechanism.
Conclusion: the tick-22760 divergence is NOT explained by anything this
plan identified, and the mechanism this pass traced down to (Path 5 →
StepSphereDown → EdgeSlideAfterStepDownFailed → PrecipiceSlide's
no-crossed-edge fallback) is independently confirmed retail-faithful at
every step, including a fresh byte-level read of precipice_slide
itself. The remaining candidates, none guessed at here: (a) this
specific harness (BuildEngineWithDoorFixture) may simply not place the
door's BSP polygons where live retail's did at that exact tick — a
harness/fixture-geometry gap, not a response-layer code bug — worth
re-running this same capture through BuildFaithfulDoorEngine's
Setup-based registration to check whether a REAL BSP hit against the
door (rather than the seeded generic floor triangle) changes the
outcome; (b) the seeded WalkableVertices triangle itself may not match
what retail's own walkable-polygon bookkeeping held at that instant
(a state-capture gap in the original 2026-05-24 live-capture tooling,
not necessarily an engine bug); (c) a genuinely different upstream
mechanism not yet traced. Per CLAUDE.md's no-guessing rule, none of
these is adopted without further evidence — #116 shape-1 stays
narrowed, not closed: the Path-6 fix is a real, independent
retail-faithfulness improvement, and the original tick-22760 acceptance
criterion is NOT met by it. See ISSUES.md #116 for the updated status.