The cellar-up cap was caused by ShadowObjectRegistry.GetNearbyObjects
running its outdoor 24m-grid radial query unconditionally — including
when the moving sphere's primary cell is indoor. The landblock-baked
cottage GfxObj 0x01000A2B (registered with cellScope=0u, i.e.
landblock-wide) was returned for a sphere inside the cellar EnvCell,
and its downward-facing cottage-floor poly at world Z=94 head-bumped
the sphere from below, capping ascent at foot Z=92.74.
Diagnosis this session via the live capture in
a6-issue98-resolve-capture-2.jsonl (92K records, 132 cap events all
with body on the ramp polygon) FALSIFIED the prior "stale ramp
contact plane" hypothesis: the contact plane is correctly the ramp's
plane because the sphere IS on the ramp at the cap. The cap is a
proximate consequence of the cottage GfxObj being queried at all from
an indoor primary cell.
Retail decomp anchor (acclient_2013_pseudo_c.txt):
- 308751-308769: CObjCell::find_cell_list branches on the moving
object's m_position.objcell_id — INDOOR adds only that cell +
portal-visible neighbors via CELLARRAY::add_cell; OUTDOOR adds
all overlapping outdoor cells via CLandCell::add_all_outside_cells.
Object-position-driven, not sphere-radius-driven.
- 309560: CEnvCell::find_collisions calls find_env_collisions
(own cell BSP only) THEN CObjCell::find_obj_collisions on `this`.
- 308916: CObjCell::find_obj_collisions iterates this->shadow_object_list
— strictly per-cell, never landblock-wide.
Combined: a landblock-baked static like the cottage building is added
to outdoor cells' shadow_object_list only (its m_position resolves to
an outdoor cell). An indoor EnvCell's shadow_object_list never
contains the cottage. CEnvCell::find_collisions therefore never tests
the sphere against the cottage. Retail-faithful behavior.
Falsification spike (this session): scoping the cottage to a single
distant outdoor cell instead of landblock-wide caused the harness
LiveCompare_FirstCap test to stop reproducing the cn=(0,0,-1) cap,
confirming the cap is caused by the radial sweep returning the
cottage to an indoor primary.
The fix:
- Add optional `primaryCellId` parameter to
ShadowObjectRegistry.GetNearbyObjects. When indoor (>= 0x0100),
skip the outdoor radial sweep entirely after the indoorCellIds
branch runs. Default 0u preserves prior behavior for
cell-unaware callers (existing tests pass unchanged).
- Transition.FindObjCollisions passes sp.CheckCellId.
- Harness LiveCompare_FirstCap_* flipped to documents-the-fix form
(asserts the downward-facing cottage-floor cap does NOT fire).
Deletes the residual-X-motion test that documented a post-cap
edge-slide — irrelevant once the cap is gone.
This same gate should close the other "Finding 3 family" indoor/outdoor
collision bugs (#97 phantom collisions, indoor sling-out). Visual
verification by the user is the remaining acceptance check before
closing #98.
Verification:
- 11/11 CellarUpTrajectoryReplayTests pass in isolation
- 55 ShadowObjectRegistry + TransitionTypes + PhysicsEngine
+ CellPhysics + CellTransit tests pass
- 8 pre-existing static-state-leakage failures in serial physics
suite are unchanged (verified by stash + retest on baseline)
- dotnet build clean, 0 warnings
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>