The prior localization (step-up CLIMB) was disproven by an ITestOutputHelper
capture. Records the real root cause (A6.P4 near-miss missing retail's
num_sphere>1 gate, fixed in abbd761), that the door blocks faithfully with a
real floor, and that the remaining red tests are separate (apparatus
synthetic-floor artifact, LiveCompare buggy-captures, D4 airborne) — not
simple "flip to green" targets. Next is the user visual gate.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
15 KiB
P2 pickup handoff — door / building-shell collision = BSP Path 5 grounded step-up
🔴 CORRECTED 2026-06-04 — the localization below (the step-up CLIMB) was WRONG; B1 is FIXED. An
ITestOutputHelpercapture of B1 (xunit swallowsConsole.WriteLine) proved the climb code (find_walkable/AdjustSphereToPlane/step_sphere_down/DoStepUp/DoStepDown) is correct and matches ACE exactly. The real B1 bug was the A6.P4 near-miss dispatch inBSPQuery.FindCollisionsPath 5 (Contact branch), which diverged from retail three ways: (1) recorded a near-missNegPolyHitunconditionally — retail gates bothset_neg_poly_hitcalls behindif (num_sphere > 1)(acclient_2013_pseudo_c.txt:323852); (2) checked the foot near-miss before the head's (retail checks the head/sphere1 first); (3) reversed theneg_step_upmapping (retail: head index0→FALSE/slide, foot index1→TRUE/step-up, perSPHEREPATH::set_neg_poly_hit:323279). For B1's single foot sphere the spurious near-miss → outer!NegStepUp → Collided→ revert → the mover wedged at x=0.1, never reached the wall to step up. Verbatim fix committed (abbd761): the gate+order+mapping now match retail; B1 climbs (foot→(0.6,0,0.25)); the Holtburg door blocks faithfully (slab(0,-1,0)normal) when the scenario has a real floor.Remaining red (NOT simple flips — all separate from B1):
Apparatus_Grounded_50cmOffCenter— its tick-0(0,0,1)"block" is a synthetic-test artifact: the apparatus setsterrain=-1000so the only BSP is the door slab; the contact-maintenance step-down finds no floor underfoot → false Collided/revert, then the mover walks through. With a real floor (terrain=0) the door blocks faithfully at Y≈11.5 with(0,-1,0). Fix = give the grounded test a real floor + assert the block normal is the door's ±Y (NOT the tick-0(0,0,1)contact-maintenance hiccup, which is a separate cold-seed first-frame artifact). Do NOT just flip toAssert.True(blocked)— that blesses the artifact.LiveCompare_DoorOffCenterWalkthrough_Tick13558/_DoorBlocksFromOutside_Tick22760— compare against captured buggy-live positions; a correct fix makes the harness diverge (blocks earlier). Re-baseline to the corrected behavior or retire as documents-the-bug.D4_AirborneMover_TallWall_PersistsSlidingNormalAcrossFrames— airborne (Path 6), a separate sliding-normal-persistence issue, unrelated to the Path 5 grounded near-miss. Pre-existing.See
memory/project_p2_door_stepup_findings.md. Next: USER VISUAL GATE (walk through a cottage door cleanly; step up a stair) — the authoritative P2 acceptance. The original (wrong) analysis is retained below for the record.
Canonical pickup for the next session. Branch
claude/thirsty-goldberg-51bb9b(do NOT branch/worktree; do NOT push without asking; NEVERgit stash/gc). PowerShell on Windows; launch logs are UTF-16. Read this FIRST.
State both altitudes
- Milestone: M1.5 — Indoor world feels right.
- Effort: the VERBATIM spatial-pipeline port (master plan:
docs/superpowers/specs/2026-06-03-verbatim-spatial-pipeline-port-master-plan.md). - P1 (membership) = DONE. Proven to already match retail; the "0/11 lag" was a cdb capture
artifact. Merged to
main+ pushed to both remotes (HEADf0d37d8). Seedocs/research/2026-06-03-p1-membership-swept-advance-handoff.md(RESOLVED banner) +memory/project_retail_membership_criterion.md. - P2 (door / building-shell collision) = IN PROGRESS, root cause LOCALIZED. The fix is the next step.
- Next concrete step: read+compare acdream
find_walkable/step_sphere_downvs retailBSPTREE::step_sphere_down(pc:323665) +find_walkable, pin the step-up CLIMB divergence, and driveB1_GroundedMover_LowStep_StepsUp+ the door apparatus RED→GREEN.
TL;DR (the P2 finding)
All 5 failing Core tests localize to BSP Path 5 (the grounded Contact + StepSphereUp branch):
| Test | Symptom |
|---|---|
BSPStepUpTests.B1_GroundedMover_LowStep_StepsUp |
grounded mover wall-slides a walkable 0.25 m step instead of stepping up (CurPos.Z stays 0). The cleanest isolation of the bug. |
BSPStepUpTests.D4_AirborneMover_TallWall_PersistsSlidingNormalAcrossFrames |
airborne tall-wall sliding-normal count (Expected: 2) — Path 4/5 sliding-normal family. |
DoorCollisionApparatusTests.Apparatus_Grounded_50cmOffCenter_FrontApproach_DocumentsBug |
synthetic door + grounded off-center: now blocks at tick 0 with an (0,0,1) up-normal + goes airborne (Path 5 step-up artifact, not a faithful door block). |
DoorBugTrajectoryReplayTests.LiveCompare_DoorOffCenterWalkthrough_Tick13558 |
replay of captured live tick diverges from the engine (documents-the-bug). |
DoorBugTrajectoryReplayTests.LiveCompare_DoorBlocksFromOutside_Tick22760 |
same, outdoor-block tick. |
These have been the documented baseline RED set for a while (they are P2's target). They did NOT regress this session — P1's work only touched conformance tests + docs.
Root cause — PRECISELY localized (the whole upstream chain is verified faithful)
For B1 (the cleanest case), the path is reached + dispatched correctly; the divergence is deep in the climb. Verified faithful and ruled out this session (DO NOT re-investigate these — see DO-NOT-RETRY):
- Path 5 dispatch is reached.
BSPStepUpFixtures.MakeGroundedTransitionsetsState = Contact | OnWalkable+StepDown=true— but thatStepDownisObjectInfo's flag; the Path 3 dispatch gates on theSpherePath.StepDownflag (only set during a step-down probe), so the main sweep correctly lands in Path 5'sContactbranch (BSPQuery.cs:1814). - Recursion guard passes.
if (engine is not null && !path.StepUp && !path.StepDown) return StepSphereUp(...)(BSPQuery.cs:1848) — on the main sweep bothSpherePathflags are false →StepSphereUp→DoStepUpIS called on the wall hit. DoStepUp(TransitionTypes.cs:3254) = faithful port of retailCTransition::step_up(pc:273099). Same structure: clear contact-plane,stepDownHeight = OnWalkable ? StepUpHeight : 0.04,walkableAllowance = OnWalkable ? GetWalkableZ() : LandingZ, callDoStepDown(...), return its result. (acdream adds a restore-contact-plane-on-failure block — benign.)DoStepDown(TransitionTypes.cs:3074) = faithful port of retailCTransition::step_down(pc:272946). Skips the down-offset whenStepUpis set, runsTransitionalInsert(5), accepts iffOK && ContactPlaneValid && ContactPlane.N.z >= walkableZ, then placement-validates.
So the divergence is INSIDE the step-up climb: DoStepDown → TransitionalInsert(5) → Path 3
step_sphere_down → find_walkable's upper-floor find + sphere-up-adjust when sp.StepUp=true.
It fails to locate/lift onto the 0.25 floor within the 0.30 budget → DoStepDown returns false →
StepUpSlide → wall-slide → Z=0. The retail oracle for the climb is BSPTREE::step_sphere_down
(@ 0x53a210 pc:323665) + BSPNODE/BSPLEAF::find_walkable + adjust_sphere_to_plane.
acdream code map: BSPQuery.StepSphereUp (:1372), BSPQuery.step_sphere_down (:1206),
BSPQuery.find_walkable (:693), BSPQuery.AdjustSphereToPlane (search it), Transition.DoStepUp
(:3254), Transition.DoStepDown (:3074).
⚠ TOOLING NOTE (cost me a probe cycle — don't repeat)
xunit swallows Console.WriteLine. The built-in ACDREAM_DUMP_STEPUP=1 trace (in DoStepUp)
and the [step-walk] probe (PhysicsDiagnostics.ProbeStepWalkEnabled) both print via Console →
they do NOT surface in dotnet test ... -l "console;verbosity=detailed". The tests that DID show
output used ITestOutputHelper (_out.WriteLine). So to trace which climb condition fails
(TransitionalInsert(5) result / contact-plane / N.z / placement), add an ITestOutputHelper-based
trace to B1 (or a focused harness) — don't rely on the Console probes inside the engine.
DO-NOT-RETRY (verified faithful this session)
- Path 5 dispatch / the Contact-branch reachability — confirmed B1 reaches Path 5.
- The recursion guard /
StepSphereUpcall — confirmedDoStepUpis called. DoStepUpvs retailstep_up— faithful, ruled out.DoStepDownvs retailstep_down— faithful, ruled out. The bug is downstream infind_walkable/step_sphere_down's step-up adjust. Start there.
Next steps (evidence-first — the door saga burned many SPECULATIVE fixes; do NOT repeat)
- Read+compare acdream
BSPQuery.find_walkable(:693) +step_sphere_down(:1206) +AdjustSphereToPlaneagainst retailBSPTREE::step_sphere_down(pc:323665) +BSPNODE/BSPLEAF:: find_walkable+adjust_sphere_to_plane. Focus on thestep_up==1path: how retail lifts the sphere onto a step withinstep_down_amt, and where acdream fails to. - Instrument B1 with
ITestOutputHelper(Console is swallowed — see tooling note) to pin which condition fails: doesTransitionalInsert(5)return OK? isContactPlaneValidset? is the landingN.z >= walkableZ? does placement (TransitionalInsert(1)) reject?B1is sub-second, headless. - Fix the climb verbatim (cite the decomp anchor), drive
B1GREEN, thenB2(must still block the 5 m wall), then the door apparatus (Apparatus_Grounded_50cmOffCenter…flips to block-not-walkthrough → rewrite its assertion toAssert.True(blocked) && pos.Y < 12.0), then the 2LiveCompareticks, thenD4. - Definitive cross-check if the decomp is ambiguous: cdb-attach to retail at a Holtburg cottage
doorway, break on
CTransition::step_up/step_down/BSPTREE::step_sphere_down, walk a low step + the door, capture what retail does. PDB MATCHES; tooling intools/cdb/(CLAUDE.md "Retail debugger toolchain"). Needs the user's retail client up + walking. - User visual gate: at a doorway, walk through cleanly (foot Y stable, no oscillation), walls block; step up a low step (cottage stair) climbs.
Test baseline (going into the P2 fix)
Core 1309 pass / 5 fail / 1 skip — the 5 are exactly this P2 target (Apparatus_Grounded…,
LiveCompare_DoorOffCenterWalkthrough_Tick13558, LiveCompare_DoorBlocksFromOutside_Tick22760,
BSPStepUpTests.D4…, BSPStepUpTests.B1…). Conformance 60 pass / 1 skip / 0 fail. App 177 green.
Parked (do NOT touch without explicit user approval)
- (a)–(d) membership cleanups — approval-gated refactors of WORKING code (CLAUDE.md "don't replace
working retail-faithful logic without approval"): (a) remove redundant
ResolveCellId(already out of the prod per-frame path; survives only in theDataCache==nulltest fallback); (b) unify the forkedfind_env_collisions; (c) replace theCheckBuildingTransitbridge with intrinsic building stabs infind_transit_cells; (d) make the per-cell ObjCell graph the collision authority (collision still uses the landblock-wideShadowObjectRegistry). The one soft spot: outdoor→indoor0031↔0170building-entry is live-clean but NOT conformance-locked (rides onCheckBuildingTransit). - Render residuals (P3/P4) — the VISIBLE doorway seam is now in the render path: the flap =
camera-collision residual (chase eye drifts out of the cell → viewer-cell flips; master-plan P3,
SmartBox::update_viewer); the void = unported PView seal (P4). Membership (physics) is correct. Seedocs/research/2026-06-03-p1-visual-gate-render-residuals.md. Master-plan order: P2 → P3 → P4.
FRESH-SESSION PROMPT (copy-paste)
Continue the VERBATIM retail spatial-pipeline port for acdream. Branch claude/thirsty-goldberg-51bb9b
(do NOT branch/worktree; do NOT push without asking; NEVER git stash/gc). PowerShell on Windows;
launch logs are UTF-16.
STATE: M1.5 (Indoor world feels right). P1 membership = DONE (proven to already match retail; the
"0/11 lag" was a cdb capture artifact; merged + pushed, HEAD f0d37d8). P2 (door/building-shell
collision) = IN PROGRESS, root cause LOCALIZED to BSP Path 5 grounded step-up. The fix is the job.
READ FIRST (canonical, in order):
1. docs/research/2026-06-03-p2-door-stepup-handoff.md (THIS handoff — the localization, the
DO-NOT-RETRY list, the tooling note, the next steps).
2. docs/superpowers/specs/2026-06-03-verbatim-spatial-pipeline-port-master-plan.md (§3 P2; §1/§2 B3/B4).
3. docs/research/2026-05-25-door-bug-partial-fix-shipped.md (the door saga state + its do-not list).
THE FINDING: all 5 failing Core tests localize to BSP Path 5 (grounded Contact + StepSphereUp). For
B1 (cleanest: a grounded mover wall-slides a walkable 0.25 m step with a 0.30 m budget, Z stays 0),
the whole upstream chain is VERIFIED FAITHFUL + correctly reached — Path 5 dispatch, the recursion
guard, DoStepUp (= retail CTransition::step_up pc:273099), DoStepDown (= retail step_down pc:272946).
The divergence is INSIDE the step-up CLIMB: DoStepDown → TransitionalInsert(5) → Path 3
step_sphere_down → find_walkable's upper-floor find + sphere-up-adjust when sp.StepUp=true. It fails
to lift onto the 0.25 floor → StepUpSlide → wall-slide.
DO NOT RE-INVESTIGATE (verified faithful): Path 5 dispatch, the recursion guard, DoStepUp, DoStepDown.
DO NOT speculate on the BSP fix without apparatus (the door saga burned many speculative fixes).
TOOLING: xunit swallows Console.WriteLine — the ACDREAM_DUMP_STEPUP / [step-walk] probes don't surface
in the runner; instrument B1 with ITestOutputHelper to trace the climb conditions.
THE JOB (P2 fix, evidence-first):
1. Read+compare acdream BSPQuery.find_walkable (:693) / step_sphere_down (:1206) / AdjustSphereToPlane
vs retail BSPTREE::step_sphere_down (pc:323665) + BSPNODE/BSPLEAF::find_walkable + adjust_sphere_to_plane,
focused on the step_up==1 climb. Pin the divergence (instrument B1 with ITestOutputHelper if needed).
2. Port the climb verbatim (cite the anchor). Drive RED→GREEN: B1 (steps up), then B2 (still blocks the
5 m wall), then DoorCollisionApparatusTests.Apparatus_Grounded_50cmOffCenter (flips to block — then
rewrite its documents-the-bug assertion to Assert.True(blocked) && pos.Y < 12.0), then the 2
LiveCompare ticks, then D4.
3. If the decomp is ambiguous: cdb-attach to retail at a cottage doorway (break on step_up/step_down/
step_sphere_down) — needs the user's retail client. PDB matches; tools/cdb/.
4. USER VISUAL GATE: walk through a doorway cleanly (foot Y stable, walls block); step up a cottage
stair (climbs).
TEST BASELINE: Core 1309 pass / 5 fail (the P2 target above) / 1 skip; Conformance 60 pass / 1 skip;
App 177 green. PARKED (need explicit approval): the (a)-(d) membership cleanups + the render residuals
(P3/P4 — the visible doorway flap/void). Do NOT speculate a Path-5 fix before the climb divergence is
pinned with evidence.