The mechanism-1 theory (PortalSide portal polys solid in our physics set)
is REFUTED for the corridor repro, and the remaining half of the phantom
is fixed — no cdb session needed:
- The live hit normal (-1.00,0.03,-0.03) matches NO dat polygon: a
world-space sweep of both seam cells + every portal-adjacent neighbor
(CorridorSeam_FindPolygonMatchingLiveHit) returns zero candidates. The
normal is the negated movement direction — the SYNTHETIC value
slide_sphere's opposing-normals branch records (reversed = -gDelta).
- Cell 0x8A02016E has IDENTITY rotation (the prior session's 'rotation
maps the portal planes into the -X wall' was a misattribution). The
PortalSide polys to 0x011E are +-Y planes 1.4 m beside the player's
track, perpendicular to the +X run — pos_hits_sphere's directional
cull rejects them for that movement. They ARE referenced by the dat's
physics-BSP leaves (CorridorCell_PhysicsBspLeafMembership), so retail
tests them too when approached into their plane; the dat's
keep-PortalSide / strip-ExactMatch asymmetry reads as intentional
(solid window/grate-class portals). No portal-poly filter — exactly
the blanket-skip the pickup warned against.
- Port fix: CSphere::slide_sphere's opposing-normals branch
(0x005375d7-0x0053762c) records the reversed displacement and returns
COLLIDED_TS; our port returned OK ('retail returns OK here' was a
decomp misread), letting the step complete as-is with the synthetic
collision normal that validate's epilogue then persisted as the
sliding normal the wedge absorbed on. TransitionTypes opposing branch
now returns Collided; pinned by
SlideSphere_OpposingNormals_ReturnsCollided_WithReversedDisplacementNormal
(RED->GREEN).
- Dat-backed replay (Issue137CorridorSeamReplayTests) reproduces the
live hit frame verbatim (same in/out to the millimeter, same 016E->017A
transit, same +8mm settle) and runs the corridor CLEAN: hit=no, no
sliding normal persisted, six further forward frames advance freely.
- Inspection tests extended: physics-BSP leaf membership walk +
hit-normal candidate sweep + downward-poly sweep (all report-style,
dat-gated). Pickup prompt banner'd SUPERSEDED; ISSUES #137 updated
(door half stays open); audit doc extended with the resolution.
Suites: Core 2551 / App 713 / UI 425 / Net 385, 0 failures.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
5.3 KiB
Pickup prompt — #137 corridor phantom collision (paste into a fresh session)
SUPERSEDED 2026-07-06. The corridor phantom is FIXED (visual gate pending) — see
docs/research/2026-07-06-137-sliding-normal-lifecycle-audit.md. Mechanism 2 was real (BSPQuery stub slide responses leaked sliding normals; fixed). Mechanism 1's framing was WRONG: the recorded wall normal was SYNTHETIC (slide_sphere's opposing branch + areturn OKvs retail's COLLIDED_TS misport — fixed); the PortalSide polys are ±Y planes perpendicular to the run, directionally culled, tested by retail's own BSP leaves too, and plausibly legitimately solid (window/grate class). The step −1 cdb session below is NOT needed for this repro. Kept for the audit trail only.
Read claude-memory/project_physics_collision_digest.md FIRST (binding
DO-NOT-RETRY table), then ISSUES #137 (the 2026-07-05 CHARACTERIZED
section — the full evidence chain lives there), then this file. The 2026-07-05
session's ledger for context: #172 (CCylSphere family port), #173 (remote
ceiling bounce), #174 (motion-queue drain — doors work after jumping), #175
(door collision at the motion-table closed pose, two takes).
The bug (user-verified repro, Facility Hub 0x8A02): running down a corridor, an INVISIBLE blocker stops the player mid-corridor; the player can walk around it. Two stacked mechanisms, both evidence-pinned:
Mechanism 1 — PortalSide portal polygons are solid for us
- Live: crossing corridor cells
0x8A02016E → 0x8A02017Aat world x≈85.25 recorded ONE wall hit, normal (−1,0,0) — straight against the movement (launch-175-verify2.log:42858, worktree root). - Dat (
Issue137CorridorSeamInspectionTests, committed): cell 0x8A02016E's three portals to 0x011E (polys 1/3/5, flags=PortalSide, NOT ExactMatch) are PRESENT inCellStruct.PhysicsPolygons; every ExactMatch portal in the same cell is absent from the physics set. The cell's rotation maps those portal planes into the world −X wall the player hit. - Oracle greps DONE (do not repeat):
CCellStruct::UnPack0x00533d00 loads physics polys + BSP verbatim (no portal stripping);CPolygon::pos_hits_sphere/hits_sphere/polygon_hits_sphere_slow_but_sure(0x005394f0/0x00539540/0x00538a10) are pure geometry;CCellPortal(0x0053bab0) carries portal→CPolygon + portal_side + exact_match but the BSP test chain never consults it. - NEXT (step −1 protocol, needs the user): cdb-attach a live retail
client at this exact corridor (Facility Hub, the 016E↔011E portals) and
trace which path lets retail through: breakpoint
BSPTREE::find_collisions/BSPLEAF::sphere_intersects_poly/CPolygon::pos_hits_sphereand see whether the portal polys are ever TESTED (candidate A: sidedness/stippling — the polys carry stip=NoPos — or the pos_hits_sphere tail's directional cull) or never REACHED (candidate B: transit/membership order hands the sphere to the neighbor cell whose geometry has a real hole). Toolchain crib:claude-memory/project_retail_debugger.md+ the CLAUDE.md "Retail debugger toolchain" section. Verify the binary withpy tools/pdb-extract/check_exe_pdb.pyfirst. - ⚠️ Do NOT ship a "skip portal polys in the physics BSP" filter on assumption — if retail's answer is sidedness or test order, a blanket skip opens holes (some PortalSide polys may be legitimately solid from one side — one-way drops etc.).
Mechanism 2 — the sliding-normal absorbing wedge (fix independently)
- After the single seam hit, EVERY forward resolve returns
ok=False hit=nowith zero advance: the body-persisted SlidingNormal (−1,0,0) projects the +X offset to exactly ZERO inTransition.AdjustOffset, and the stepping loop's abort-small-offset fires at step 0 (TransitionTypesFindValidPositionloop,return i != 0 && …) — BEFORE any collision test could refresh the state. An ABSORBING wedge; strafing escapes it (the user's "push through on the side"). - Retail re-derives slide state per frame —
OBJECTINFO::get_object_infopc:279992 "governs only the NEXT frame" (#116 notes in the digest). AUDIT: who writes the body's persisted SlidingNormal (PhysicsEngine.ResolveWithTransition seed ~:995-1040 + the writeback), and where retail CLEARS it when contact does not recur. This is the #116 slide-response family — check ISSUES #116 before changing anything (oracle-first; the digest's DO-NOT-RETRY table applies). - Likely the bigger playability win: without the wedge, mechanism 1 alone would be a momentary stutter, not a dead stop.
Order: mechanism 2 first (pure acdream-side audit + fix, testable with a replay-style unit test: seed a body with a stale sliding normal, resolve forward with no obstruction in range, assert the step is NOT zeroed), then the mechanism-1 cdb session when the user can run retail side-by-side.
Gotchas: PowerShell Tee logs are UTF-16 (tr -d '\000' before grep);
the user manages client lifecycle; probes RESOLVE/CELL/BUILDING are
DebugPanel-toggleable (ACDREAM_DEVTOOLS=1); the [shape-pose] line
(ACDREAM_DUMP_MOTION=1) prints each BSP registration's pose source.
Register rows to touch if fixes ship: none exist yet for either mechanism —
add per the same-commit rule; #116's row interactions per the digest.