acdream/memory/project_collision_port.md

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# Collision System Port - Status and Plan
## Current State (2026-04-29)
The collision system is no longer a pure placeholder and should not be treated
as "delete everything and start over." A partial retail transition port exists:
- `PhysicsEngine.ResolveWithTransition` is the active player movement resolver.
- `BSPQuery` contains a partial retail-style BSP dispatcher.
- `TransitionTypes` carries the active `SpherePath`, `CollisionInfo`,
transition, step, contact, and partial slide logic.
- `PhysicsDataCache` loads GfxObj, Setup, and CellStruct physics data.
- Landblock streaming never edits the live collision world incrementally.
`PreparedLandblockCollisionGeneration` owns an off-side cache, CellGraph,
engine snapshot, buildings, statics, and versioned dynamic-owner refloods;
`RuntimePhysicsState.CommitCollisionGeneration` validates freshness and
activates the complete generation on the single update thread. A dirty live
owner returns to the App cursor for refresh. The old generation remains
queryable until that commit. See
`docs/research/2026-07-31-atomic-collision-generation.md`.
- `ShadowObjectRegistry` gives the resolver a broadphase over nearby objects.
- `TerrainSurface` uses triangle-aware terrain contact.
This foundation is useful, but it is not complete retail collision parity.
The project now tracks the remaining work as Phase L.2 - Movement & Collision
Conformance:
- Plan: `docs/plans/2026-04-29-movement-collision-conformance.md`
- Roadmap owner: `docs/plans/2026-04-11-roadmap.md`
- Tactical follow-ups: `docs/ISSUES.md` #30-#34
## Durable Lesson
Do not guess at AC physics, movement packets, terrain/cell ownership, or
collision constants. The previous patchwork failures came from simplified
approximations:
- static overlap instead of swept-sphere transition behavior
- custom object collision instead of retail `CSphere` / `CCylSphere`
- incomplete BSP dispatch
- ad-hoc push-out instead of retail slide / edge / precipice handling
- server "no rubber-band" treated as proof of local collision correctness
The named retail decomp is now the primary source. Search
`docs/research/named-retail/acclient_2013_pseudo_c.txt` by `class::method`
before using older decompiled chunks or reference repos.
## Active Approach
Continue by conformance lanes rather than rewriting blindly:
1. **Truth & diagnostics (L.2a).** Add local placement/contact/cell,
object-hit, outbound-packet, server echo, and correction-delta probes.
2. **Movement wire/contact authority (L.2b).** Fix contact byte and full-cell
truth before using ACE acceptance as evidence.
3. **Transition parity (L.2c).** Port edge-slide, cliff-slide,
precipice-slide, step-up/down slide, and `NegPolyHit` dispatch.
4. **Shape fidelity (L.2d).** Finish `CSphere` / `CCylSphere` semantics,
live-entity shapes, and building object identity.
5. **Cell ownership (L.2e).** Port `CELLARRAY`, `find_cell_list`,
`check_other_cells`, `adjust_check_pos`, low-cell updates, and `cell_bsp`.
6. **Real-DAT and live observer conformance (L.2f).** Promote every synthetic
case to real-world fixtures and retail-observer checks.
## What To Preserve
- `CollisionPrimitives.cs` low-level helpers, while auditing remaining shape
gaps against named retail.
- `PhysicsDataCache.cs` DAT-backed collision data loading.
- `ShadowObjectRegistry.cs` broadphase concept.
- `TransitionTypes.cs` data structures and partial transition port.
- `BSPQuery.cs` partial dispatcher as the current porting surface.
- `PhysicsBody.cs`, `MotionInterpreter.cs`, and `PlayerWeenie.cs` foundations.
## Known Gaps
- Full `CELLARRAY` and adjacent-cell ownership are missing.
- `cell_bsp` is not yet a first-class runtime owner.
- Building portal transit and building entry/exit collision are incomplete.
- `edge_slide`, `cliff_slide`, `precipice_slide`, and `NegPolyHit` behavior are
incomplete.
- Live entity shape fidelity is simplified.
- Outbound movement contact/cell fields can be overconfident.
- Routine local/server correction diagnostics are missing.
## Retail Anchors
Primary:
- `docs/research/named-retail/acclient_2013_pseudo_c.txt`
- `docs/research/named-retail/acclient.h`
- `docs/research/named-retail/symbols.json`
Key names:
- `CTransition::find_transitional_position`
- `CTransition::transitional_insert`
- `CTransition::step_up`
- `CTransition::step_down`
- `CTransition::edge_slide`
- `CTransition::cliff_slide`
- `SPHEREPATH::step_up_slide`
- `SPHEREPATH::precipice_slide`
- `SPHEREPATH::adjust_check_pos`
- `CTransition::check_other_cells`
- `CObjCell::find_cell_list`
- `CPhysicsObj::is_valid_walkable`
- `CBuildingObj::find_building_collisions`
- `CCellStruct::sphere_intersects_cell`
- `CCylSphere::intersects_sphere`
- `CSphere::intersects_sphere`
- `CSphere::slide_sphere`
Older fallback:
- `docs/research/decompiled/chunk_00530000.c`
- `docs/research/decompiled/chunk_00500000.c`
- `docs/research/acclient_function_map.md`
Reference aids:
- `references/ACE/Source/ACE.Server/Physics/`
- `references/holtburger/` for movement wire behavior
- `references/AC2D/` for the older client-side movement packet reference
## Mandatory Workflow
For every AC-specific function:
1. Grep named retail first.
2. Cross-reference ACE / holtburger / AC2D where relevant.
3. Write readable pseudocode before porting.
4. Port faithfully; do not simplify.
5. Add conformance tests.
6. Integrate surgically into the active L.2 lane.
7. Verify with synthetic tests, real-DAT fixtures, and live observer evidence.