The Holtburg town-network portal platform (stab 0xC0A9B465, Setup 0x020019E3, CylSphere r=2.597m h=0.256m) blocked the player with an endless rim slide instead of retail's step-up-onto-top — gating the whole #137 dungeon repro. Surfaced when #149 started registering BSP-less stab CylSpheres: the collision SHAPE became right while the RESPONSE was still the hand-rolled AP-6 approximation (step-up gate + radial wall-slide only). Root cause: no cylinder-TOP support anywhere. DoStepUp's internal step-down probe needs retail's step_sphere_down (0x0053a9b0) to land on the flat top — a cylinder has no polygons for the walkable search — so every step-up onto a wide cylinder failed into StepUpSlide and the player orbited the rim (probe-confirmed: [cyl-test] result=Slid with horizontal rim normals, launch-137-repro.log). Port the full family verbatim: dispatcher intersects_sphere 0x0053b440 (placement/ethereal detection, step-down cap landing, walkable probe, grounded step_sphere_up 0x0053b310, PathClipped collide_with_point 0x0053acb0, airborne land_on_cylinder 0x0053b3d0, Collide-flag exact-TOI cap rest) + collides_with_sphere 0x0053a880 + normal_of_collision 0x0053ab50 + slide_sphere 0x0053b2a0. Pseudocode + settled BN x87 ambiguities (via ACE cross-ref) + two ACE bugs found and NOT copied (head-slide foot-disp; see doc §8): docs/research/2026-07-05-ccylsphere-collision-family-pseudocode.md Ethereal cylinders now flow through retail's Layer-2 override (pc:276961) instead of the early-OK consume — same net #150 behavior, plus retail placement-blocked-by-cylinder semantics. SlideSphere gains a sphereNum param (retail slides the head sphere by its own displacement, 0x0053b843). Register: AP-6 retired; AP-83 added (PerfectClip TOI tail decoded per ACE, dead code until missiles). Tests: CylSphereFamilyTests (grounded step-up onto the exact platform shape, tall-cylinder block, airborne top landing, ethereal guard); the #42 self-shadow control assertion updated to the retail observable (denied movement — the old ~1m radial self-push was the approximation's artifact, not retail). Suites: Core 2533 / App 713 / UI 425 / Net 385 green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
12 KiB
CCylSphere collision family — retail pseudocode (port prep)
Date: 2026-07-05 · Trigger: the Holtburg town-network portal platform
(stab 0xC0A9B465, Setup 0x020019E3, CylSphere r=2.597 m h=0.256 m) blocks
the player with an endless rim slide instead of the retail step-up-onto-top.
Surfaced the moment #149 (4cf6eeb) started registering BSP-less stab
CylSpheres — the collision SHAPE is right; the RESPONSE family was never
ported. Feeds #137 (dungeon door feet flow through the same dispatcher).
Sources: named-retail pseudo-C (addresses below) = ground truth;
references/ACE/Source/ACE.Server/Physics/CylSphere.cs = cross-reference
(settles BN x87 garbles; one ACE bug found, noted in §8).
Retail function inventory
| Function | Address | pseudo-C line |
|---|---|---|
CCylSphere::intersects_sphere(CTransition*) — dispatcher |
0x0053b440 |
:324558 |
CCylSphere::intersects_sphere(Position*, float scale, CTransition*) — wrapper |
0x0053b8f0 |
:324744 |
CCylSphere::collides_with_sphere |
0x0053a880 |
:323943 |
CCylSphere::normal_of_collision |
0x0053ab50 |
:324102 |
CCylSphere::collide_with_point |
0x0053acb0 |
:324173 |
CCylSphere::slide_sphere |
0x0053b2a0 |
:324502 |
CCylSphere::step_sphere_up |
0x0053b310 |
:324516 |
CCylSphere::land_on_cylinder |
0x0053b3d0 |
:324542 |
CCylSphere::step_sphere_down |
0x0053a9b0 |
:324032 |
COLLISIONINFO::set_contact_plane(plane, is_water) |
0x00509d80 |
:271925 |
1. Wrapper (0x0053b8f0) — globalize the cylinder
intersects_sphere(cyl, Position* objPos, float scale, CTransition* t):
SPHEREPATH::cache_localspace_sphere(&t->sphere_path, objPos, 1f)
world_cyl = { low_pt: objPos.localtoglobal(cyl.low_pt * scale),
radius: cyl.radius * scale,
height: cyl.height * scale }
return world_cyl.intersects_sphere(t) // axis stays world-Z
acdream mapping: ShadowEntry already stores the globalized base point
(Position = entity pos + rotated scaled local offset, registration sites in
GameWindow.cs) and pre-scaled Radius/CylHeight — the wrapper's work is done
at registration. cache_localspace_sphere matters only for
localspace_pos (used by step_sphere_up's normal rotation, §6).
2. collides_with_sphere (0x0053a880) — pure overlap test
collides_with_sphere(cyl, CSphere* sphere, Vector3* disp, float radsum):
// disp = sphere.center − cyl.low_pt (caller computes)
if (disp.x² + disp.y² <= radsum²) // XY overlap
halfH = cyl.height * 0.5
if (|halfH − disp.z| <= sphere.radius − F_EPSILON + halfH) // Z band
return 1
return 0
radsum at every call site = cyl.radius − F_EPSILON + sphere.radius
(ε shaved ONCE, in the dispatcher preamble). The ε is what makes "resting
exactly on the top" a non-overlap, so landings settle instead of re-colliding.
3. Dispatcher (0x0053b440)
intersects_sphere(cyl, CTransition* t): // cyl in world frame
sp = t.sphere_path; oi = t.object_info
s0 = sp.global_sphere[0]; disp0 = s0.center − low_pt
if sp.num_sphere > 1: s1 = sp.global_sphere[1]; disp1 = s1.center − low_pt
radsum = cyl.radius − F_EPSILON + s0.radius
// ── branch 1: placement / ethereal — detection only ──
if (sp.insert_type == PLACEMENT_INSERT || sp.obstruction_ethereal):
if collides(s0, disp0) → COLLIDED
if num_sphere>1 && collides(s1, disp1) → COLLIDED
return OK
// ── branch 2: step-down probe — land on the top ──
if (sp.step_down): return step_sphere_down(t, s0, disp0, radsum)
// ── branch 3: walkable probe — cylinder occupancy blocks ──
if (sp.check_walkable):
if collides(s0, disp0) → COLLIDED
if num_sphere>1 && collides(s1, disp1) → COLLIDED
return OK
// ── branch 4: normal sweep (collide flag clear) ──
if (!sp.collide):
if (oi.state & (CONTACT|ON_WALKABLE)): // grounded
if collides(s0, disp0) → step_sphere_up(t, s0, disp0, radsum)
if num_sphere>1 && collides(s1, disp1)
→ slide_sphere(t, s1, disp1, radsum, sphereNum=1) // §8: retail passes disp1
elif (oi.state & PATH_CLIPPED):
if collides(s0, disp0) → collide_with_point(t, s0, disp0, radsum, 0)
else: // airborne
if collides(s0, disp0) → land_on_cylinder(t, s0, disp0, radsum)
if num_sphere>1 && collides(s1, disp1)
→ collide_with_point(t, s1, disp1, radsum, 1)
return OK
// ── branch 5: collide-flag re-test — exact-TOI cap landing ──
if collides(s0,disp0) || (num_sphere>1 && collides(s1,disp1)):
movement = sp.global_curr_center[0] − s0.center − block_offset(cur→check)
if |movement.z| < F_EPSILON → COLLIDED
timecheck = (height + s0.radius − disp0.z) / movement.z
offset = movement * timecheck
if radsum² < |xy(offset + disp0)|² → OK // rewound off the cap
t2 = (1 − timecheck) * sp.walk_interp
if t2 >= sp.walk_interp || t2 < −0.1 → COLLIDED
pt = s0.center + offset; pt.z −= s0.radius
ci.set_contact_plane(Plane(n=(0,0,1), d=−pt.z), is_water=1) // literal 1, §7
ci.contact_plane_cell_id = sp.check_pos.objcell_id
sp.walk_interp = t2
sp.add_offset_to_check_pos(offset)
return ADJUSTED
return OK
State bits (verified against our ObjectInfoState): CONTACT=0x1,
ON_WALKABLE=0x2, PATH_CLIPPED=0x8, PERFECT_CLIP=0x40.
4. step_sphere_down (0x0053a9b0) — land on the top during a step-down probe
step_sphere_down(t, s0, disp0, radsum):
if !collides(s0,disp0) && !(num_sphere>1 && collides(s1,disp1)) → OK
stepScale = sp.step_down_amt * sp.walk_interp
if |stepScale| < F_EPSILON → COLLIDED
deltaz = height + s0.radius − disp0.z // lift so bottom rests on top
interp = (1 − deltaz / stepScale) * sp.walk_interp // divisor = stepScale (BN garbled; ACE)
if interp >= sp.walk_interp || interp < −0.1 → COLLIDED
contactPt = (s0.center.x, s0.center.y, s0.center.z + deltaz − s0.radius)
ci.set_contact_plane(Plane(n=(0,0,1), d=−contactPt.z), is_water=1) // §7
ci.contact_plane_cell_id = sp.check_pos.objcell_id
sp.walk_interp = interp
sp.add_offset_to_check_pos((0,0,deltaz))
return ADJUSTED
This is THE missing piece that made step-up-onto-a-wide-cylinder impossible:
CTransition::step_up's internal step-down probe needs branch 2 to produce a
walkable contact plane ON the cylinder top.
5. normal_of_collision (0x0053ab50)
normal_of_collision(cyl, sp, sphere, dispCheck, radsum, sphereNum, out n) → bool definite:
dispCurr = sp.global_curr_center[sphereNum] − low_pt
if (radsum² < dispCurr.x² + dispCurr.y²): // curr was XY-OUTSIDE → side hit
n = (dispCurr.x, dispCurr.y, 0) // radial, horizontal
// definite unless the contact could actually be a diagonal cap hit:
zBandOverlapAtCurr = |halfH − dispCurr.z| <= sphere.radius − F_EPSILON + halfH
noZMovement = |dispCurr.z − dispCheck.z| <= F_EPSILON
return zBandOverlapAtCurr || noZMovement
// curr was XY-INSIDE the footprint → cap hit
n = (0, 0, (dispCheck.z − dispCurr.z <= 0) ? +1 : −1) // descending → top (+1)
return true
Cap polarity settled by ACE + geometry (BN's x87 branch rendering is untrustworthy here — feedback_bn_decomp_field_names class 2).
6. step_sphere_up (0x0053b310) / land_on_cylinder (0x0053b3d0) / slide_sphere (0x0053b2a0)
step_sphere_up(t, s0, disp0, radsum):
if (oi.step_up_height < s0.radius + height − disp0.z) // too tall
→ slide_sphere(t, s0, disp0, radsum, 0)
definite = normal_of_collision(..., 0, out n)
if normalize_check_small(n) → COLLIDED
nWorld = localspace_pos.localtoglobalvec(n) // rotate by the OBJECT's frame
if CTransition::step_up(t, nWorld) → OK
else → sp.step_up_slide(t)
land_on_cylinder(t, s0, disp0, radsum): // airborne foot hit
normal_of_collision(..., 0, out n)
if normalize_check_small(n) → COLLIDED
sp.set_collide(n) // backup + Collide flag
sp.walkable_allowance = LANDING_Z (0.0871557)
return ADJUSTED
slide_sphere(t, sphere, disp, radsum, sphereNum):
normal_of_collision(..., sphereNum, out n)
if normalize_check_small(n) → COLLIDED
return CSphere::slide_sphere(sphere, sp, ci, n, sp.global_curr_center[sphereNum])
The airborne landing closes through the retry loop: land_on_cylinder
(ADJUSTED, sets sp.collide) → next attempt → branch 5 exact-TOI rests the
sphere on the top + CP → next attempt → ε-shaved overlap now misses → OK →
TransitionalInsert Phase 3 sp.Collide placement re-test validates on the
CP → landing completes.
7. collide_with_point (0x0053acb0) — PathClipped / head-sphere hits
Port per ACE CylSphere.CollideWithPoint verbatim (self-contained TOI math):
non-PerfectClip movers → set_collision_normal + COLLIDED. PerfectClip →
exact time-of-impact reposition (add_offset_to_check_pos) + ADJUSTED, with
the not-definite branch deriving cap-vs-side from the movement.
8. Divergences + settled ambiguities (register-relevant)
is_water=1on cylinder-top contact planes is RETAIL (literal 1 at 0x0053aae2 and the branch-5 site;set_contact_plane0x00509d80 stores arg3 →contact_plane_is_water). Port verbatim; do not "fix".- ACE bug (do NOT copy): ACE's grounded head-sphere leg passes the FOOT
disp to
SlideSphere; retail 0x0053b843 passes the HEAD disp (x_2). Retail wins. (Class: feedback_bn_decomp_field_names #3 — ACE decode wrong in a branch ACE rarely exercises.) - Block offset in branch 5: retail subtracts the cur→check landblock offset; acdream's physics frame is continuous world-space → offset = 0. Standing frame adaptation (same as SlideSphere's gDelta note).
- Ethereal targets: branch 1 returns COLLIDED on overlap even for ethereal; passability comes from the caller's Layer-2 override (pc:276961-276989, non-static + !step_down → forced OK) plus the #150 step-down skip. The previous port consumed ObstructionEthereal with an early OK before any test — response-equivalent for non-static targets, but branch 1 is the faithful shape and also gives placement inserts the retail blocked-by-cylinder semantics. Ported faithfully now.
normalize_check_small= normalize; returns true (fail) when |v| < ε before normalizing — maps toLengthSquared() < EpsilonSqguard.- step_sphere_up normal rotation: retail rotates the collision normal by
the target OBJECT's frame (
localspace_pos= the object's Position cached by the wrapper) beforeCTransition::step_up. For yaw-only AC objects this only affects yawed radial normals; ported faithfully viaVector3.Transform(n, obj.Rotation).
9. acdream port surface
Transition.CylinderCollision (TransitionTypes.cs) becomes the branch-4/5
dispatcher body; new private siblings CylCollidesWithSphere,
CylNormalOfCollision, CylStepSphereUp, CylStepSphereDown,
CylSlideSphere, CylLandOnCylinder, CylCollideWithPoint. Callers
unchanged (FindObjCollisionsInCell Cylinder branch; the BspOnlyDispatch
gate and the #150 ethereal step-down skip sit ABOVE this dispatch and are
unaffected). DoStepUp (= CTransition::step_up, A6.P6) and
SpherePath.StepUpSlide are reused as-is.