acdream/docs/superpowers/specs/2026-05-13-l2d-cbuildingobj-collision-design.md
Erik 92cd7238ff docs(phys L.2d): design spec for slice 1 BSP-hit diagnostic + L.2d reframe
Reframes L.2d direction based on ACE BuildingObj.cs:39-52 + named-retail
acclient_2013_pseudo_c.txt:701260: retail's find_building_collisions is
one BSP test on PartArray.Parts[0]. No per-cell walkability. Per-cell
work (find_cell_list, point_in_cell, sphere/box_intersects_cell) is
L.2e territory.

Slice 1 is now a read-only BSP-hit diagnostic that captures full
collision evidence per L.2a [resolve] hit=yes line. Distinguishes 3
hypotheses (wrong BSP loaded / over-registered parts / BSPQuery flaw)
before any behavior change. Slice 2 is the actual fix, scoped from
slice 1's evidence.

Authors: brainstorm session 2026-05-13 (cold-start from L.2a slice
1+2+3 evidence). Predecessor handoff at
docs/research/2026-05-12-l2a-shipped-l2d-handoff.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 19:01:44 +02:00

24 KiB
Raw Blame History

L.2d — Movement & Collision Conformance: Building Shape Fidelity (design spec)

Status: Draft, 2026-05-13. Slice 1 ready to implement after build-env resolution. Roadmap owner: Phase L.2d in docs/plans/2026-04-29-movement-collision-conformance.md. Authors: brainstorm session 2026-05-13 (cold-start from L.2a slice 1+2+3 evidence). Predecessor handoff: docs/research/2026-05-12-l2a-shipped-l2d-handoff.md.


TL;DR

L.2d slice 1 is a read-only BSP-hit diagnostic that captures full collision evidence whenever the L.2a [resolve] probe fires hit=yes. The trace distinguishes three hypotheses (wrong BSP loaded / over-registered parts / BSPQuery flaw) before any behavior change. Slice 2 is the actual fix, scoped from slice 1's evidence.

This spec replaces the plan-of-record's earlier "port CBuildingObj + per-cell walkability" framing — that framing was wrong (see Reframe below).


Reframe — what L.2d actually is

The handoff and the plan-of-record's prior "Current sub-direction" paragraph both pointed at CBuildingObj + per-cell walkability as the missing piece for doorway traversal. Reading the named-retail decomp + ACE port shows that's not how retail solves doorways.

BuildingObj.cs:39-52 and named-retail acclient_2013_pseudo_c.txt:701260 define find_building_collisions as 6 lines:

public TransitionState find_building_collisions(Transition transition) {
    if (PartArray == null) return TransitionState.OK;
    transition.SpherePath.BuildingCheck = true;
    var result = PartArray.Parts[0].FindObjCollisions(transition);
    transition.SpherePath.BuildingCheck = false;
    if (result != OK && !transition.ObjectInfo.State.HasFlag(Contact))
        transition.CollisionInfo.CollidedWithEnvironment = true;
    return result;
}

Retail does one BSP test on Parts[0]. Period. The BuildingCheck flag (bldg_check on the SPHEREPATH) only gates sphere_intersects_solid in BSPTREE::find_collisions's placement-insert / obstruction-ethereal branch (lines 323323 and 323744323751). Normal walking transitions never read it.

Implications:

  • The doorway gap is encoded inside the physics BSP of Parts[0] itself. If retail's collision works at a building doorway, that physics BSP has leaves marking the doorway interior as non-solid.
  • find_cell_list / point_in_cell / sphere_intersects_cell / box_intersects_cell (the "per-cell walkability" anchors the handoff listed) are how the resolver selects which cells to iterate over per tick, not how it decides whether the wall has a hole. That work belongs to L.2e (cell ownership / find_cell_list / CELLARRAY / outdoor seam updates), not L.2d.
  • L.2d's actual goal is shape fidelity: when our resolver collides against a building, the resulting behavior should match what retail's Parts[0] BSP test would produce.

The L.2a slice 1+2+3 evidence still stands: 126/140 doorway-push hits attribute to obj=0xA9B47900 (one specific BSP shadow entry). The question is why that BSP reports a hit where retail's wouldn't.


Three hypotheses

Code Hypothesis Form a slice-2 fix would take
X We're loading the wrong BSP for that part. Either GfxObjFlags.HasPhysics is false and we fell back to visual-mesh AABB; or PhysicsDataCache.CacheGfxObj cached the visual BSP root instead of physics_bsp. Fix PhysicsDataCache BSP-selection.
Y We're over-registering building parts. ACE/retail tests only Parts[0] per find_building_collisions. Our GameWindow.cs:5495-5539 MeshRefs loop registers every part with a non-null BSP root as a separate ShadowEntry. A non-zero partIdx part may overlap the doorway when Parts[0] doesn't. Skip non-Parts[0] registration for building entities (small, retail-faithful); or port a thin BuildingObj aggregator.
Z BSPQuery has a traversal flaw that doesn't see the doorway gap retail does. e.g. swept-sphere classification of BSPNode leaves differs from retail's BSPTREE::find_collisions. Audit BSPQuery against acclient_2013_pseudo_c.txt:323725 line-by-line.

Slice 1 collects the evidence to identify which one is true. Slice 2 is the right-sized fix.


Slice 1 — BSP-Hit Diagnostic (this slice)

Components

# Component File Change
1 PhysicsDiagnostics.ProbeBuilding src/AcDream.Core/Physics/PhysicsDiagnostics.cs New static bool ProbeBuilding flag, env var ACDREAM_PROBE_BUILDING. Same shape as existing ProbeResolve / ProbeCell.
2 DebugPanel checkbox src/AcDream.UI.Abstractions/Panels/Debug/DebugPanel.cs, DebugVM.cs Third Diagnostics row: Probe BSP hits (slow). Visible when ACDREAM_DEVTOOLS=1.
3 [resolve-bldg] emission src/AcDream.Core/Physics/TransitionTypes.cs — at the existing L.2a slice 3 attribution site (current line ~15441549 of FindObjCollisions) When PhysicsDiagnostics.ProbeBuilding is on and a hit is attributed to a shadow entity, emit one multi-line [resolve-bldg] log entry. All fields (obj, partCached, physics, obj.Position, obj.Rotation) are already in scope.
4 BSPQuery.FindCollisions hit-poly out-param src/AcDream.Core/Physics/BSPQuery.cs Add optional out ResolvedPolygon? hitPoly parameter to the public FindCollisions entry point. Default null at non-probe call sites. Mutated at the ~5 internal sites where a poly hit is recorded (Path 5/6 of the dispatcher). Cylinder path leaves it null.
5 [entity-source] registration log src/AcDream.App/Rendering/GameWindow.cs at the 6 _physicsEngine.ShadowObjects.Register(...) call sites (lines 2969, 5530, 5581, 5611, 5630, 5810) When PhysicsDiagnostics.ProbeBuilding is on at registration time, emit one line per ShadowEntry registered. Makes entityId=0xA9B479 greppable to its source within the same log file.
6 Plan-of-record correction docs/plans/2026-04-29-movement-collision-conformance.md L.2d section Replace the "Current sub-direction (2026-05-12, evidence-driven by L.2a slice 2 + 3)" paragraph with the ACE-grounded framing (this spec's Reframe section, distilled).

Total surface: ~150 LOC code, ~80 LOC tests, ~20 LOC doc correction.

Data flow

walking-into-doorway
  ▶ PhysicsEngine.ResolveWithTransition
    ▶ TransitionTypes.FindObjCollisions
      ▶ for each shadow obj in GetNearbyObjects(...):
        ▶ BSPQuery.FindCollisions(..., out hitPoly)              ← (component 4)
          OR CylinderCollision(...) [hitPoly remains null]
        ▶ on (result != OK || normal flipped):
           ▶ ci.CollideObjectGuids.Add(obj.EntityId)             [existing L.2a sl3]
           ▶ ci.LastCollidedObjectGuid = obj.EntityId            [existing L.2a sl3]
           ▶ if PhysicsDiagnostics.ProbeBuilding:                ← (component 3)
              ▶ emit [resolve-bldg] entry with level-C fields

Registration side (one-time per landblock load):

LandblockLoader.BuildEntitiesFromInfo (existing)
  ▶ GameWindow.RegisterEntityShadows (existing)
    ▶ for each MeshRef / CylSphere / Sphere:
       ▶ ShadowObjects.Register(...) [existing]
       ▶ if PhysicsDiagnostics.ProbeBuilding:                    ← (component 5)
          ▶ emit [entity-source] line

Probe output format

Per registration (one-time):

[entity-source] id=0xA9B47900 entityId=0xA9B479 partIdx=0 src=0x02000567 lb=0xA9B40000 hasPhys=true

Per [resolve] hit=yes line (per tick while probe is on):

[resolve-bldg] obj=0xA9B47900 entityId=0xA9B479 partIdx=0
               src=0x02000567 hasPhys=true bspR=8.50 vAabbR=8.45
               entOrigin_lb=(132.0,21.0,17.5)
               hitPoly: numVerts=4 plane=(0.000,1.000,0.000,-94.123)
                        v0_local=(-1.2,0.0,0.5)  v0_world=(131.5,94.1,18.0)
                        v1_local=( 1.2,0.0,0.5)  v1_world=(133.5,94.1,18.0)
                        v2_local=( 1.2,0.0,3.0)  v2_world=(133.5,94.1,20.5)
                        v3_local=(-1.2,0.0,3.0)  v3_world=(131.5,94.1,20.5)

Cylinder shadow entries (Setup-CylSphere/Sphere hits, not building BSP) dump:

[resolve-bldg] obj=0x... entityId=0x... partIdx=... src=0x... hasPhys=... bspR=... vAabbR=...
               entOrigin_lb=(...)
               hitPoly: n/a (cylinder)

Field semantics

Field Source Used to distinguish
obj ci.LastCollidedObjectGuid (the partId from the broadphase) identity
entityId obj / 256 identity, greppable to [entity-source]
partIdx obj & 0xFF — valid as long as partIndex < 256 per the partId = entity.Id * 256 + partIndex formula at GameWindow.cs:5529; buildings have ≤ a handful of parts in practice, so the assumption holds Y: non-zero partIdx hits while partIdx=0 is innocent ⇒ over-registration
src the WorldEntity.SourceGfxObjOrSetupId resolved via the partId mapping which DAT object backs this entity
hasPhys gfxObj.Flags.HasFlag(GfxObjFlags.HasPhysics) from raw DAT (looked up via DatCollection.Get<GfxObj>(meshRef.GfxObjId)) X: false ⇒ visual-AABB fallback in play
bspR partCached.BSP.Root.BoundingSphere.Radius from PhysicsDataCache.GetGfxObj(...) X: vs vAabbR to spot visual-vs-physics mismatch
vAabbR partCached.BoundingSphere?.Radius from PhysicsDataCache.GetVisualBounds(...) as above
entOrigin_lb obj.Position - landblockOrigin, in landblock-local meters spatial — does the hit make sense for the building's known position?
hitPoly.* new out ResolvedPolygon? from BSPQuery.FindCollisions (component 4); transformed back to world space via obj.Position + Vector3.Transform(localVert * obj.Scale, obj.Rotation) Z: lets us inspect the actual poly being hit; if it's geometrically inside the doorway gap, BSPQuery is mistraversing

Hypothesis-distinguishing matrix

Trace pattern Hypothesis Likely slice 2
hasPhys=false OR bspR ≈ 0 for most hits X (wrong BSP loaded) Fix PhysicsDataCache.CacheGfxObj BSP-selection or the visual-AABB fallback in GameWindow MeshRefs loop.
Hits with partIdx ≠ 0 while no partIdx = 0 hits exist for the same entityId Y (over-registration) Register only Parts[0] for building entities — equivalent to BuildingObj.find_building_collisions's "Parts[0] only" rule. ~40 LOC localized to the MeshRefs loop.
hasPhys=true, hits all on partIdx=0, but hitPoly lies inside the visible doorway opening Z (BSPQuery flaw) Audit BSPQuery.FindCollisions against named-retail BSPTREE::find_collisions at 323725.
Mixed / inconclusive Slice 1.5 Expand the probe to dump the entire BSP traversal path for one frame.

Tests (synthetic only)

Three tests under tests/AcDream.Core.Tests/Physics/:

  1. PhysicsDiagnosticsTests.BuildingProbe_GatesByEnvVar — verify the static flag gates output. Set PhysicsDiagnostics.ProbeBuilding = false, run a synthetic hit, assert no [resolve-bldg] output. Set to true, repeat, assert output present.

  2. FindObjCollisionsTests.Probe_FormatsHitFields — register a synthetic BSP ShadowEntry with a 4-vertex known polygon (vertices and plane explicitly chosen), sweep a sphere into it, assert the emitted line contains the expected partIdx, bspR (within ±0.01), hitPoly.numVerts=4, and v0_world (within ±0.01).

  3. FindObjCollisionsTests.Probe_CylinderHit_DumpsNa — register a synthetic cylinder ShadowEntry, sweep a sphere into it, assert the emitted line contains the literal substring hitPoly: n/a (cylinder).

Output capture: tests redirect Console.Out to a StringWriter, run the action, read back, assert.

No real-DAT fixtures in slice 1. The Holtburg-doorway live capture is the slice's evidence.

Acceptance criteria

  1. dotnet build green; the 3 new tests green. (8 pre-existing failures unchanged — these are not in scope for slice 1; see Operational notes.)
  2. Launch with ACDREAM_PROBE_BUILDING=1 ACDREAM_PROBE_RESOLVE=1 ACDREAM_DEVTOOLS=1, walk acdream up to a Holtburg town doorway, hold W for ~2 seconds, close. The captured log contains:
    • One [entity-source] line per registered ShadowEntry for the player's neighborhood landblocks.
    • One [resolve-bldg] line per [resolve] ... hit=yes line.
  3. The trace permits a ≤5-line "hypothesis X / Y / Z" memo with concrete evidence pointing at slice 2's form.
  4. Plan-of-record L.2d section's "Current sub-direction" paragraph rewritten to match this spec's Reframe section.

Slice 2 — The actual fix (sketch, scoped post-slice-1)

Slice 2's exact form depends on slice 1's evidence. Outline only:

  • If X: Add a fixture test to PhysicsDataCacheTests that loads a real Holtburg building GfxObj from the DAT, verifies Resolved polygon plane normals + counts match retail-extracted ground-truth (via Binary Ninja PDB dump of physics_polygons in a known building DID). Then fix the cache's BSP-selection logic. Conformance-cited.
  • If Y: Add EntityProvenance enum (LandblockBuilding | Stab | Scenery | EnvCellStab | ServerSpawn) — minimal version, populated at construction in LandblockLoader + GameWindow.BuildInteriorEntitiesForStreaming. In the MeshRefs loop, gate "register every MeshRef with non-null BSP root" → "register MeshRefs[0] only when Provenance == LandblockBuilding". Cite BuildingObj.cs:45 + acclient_2013_pseudo_c.txt:701268.
  • If Z: Side-by-side audit. Pull BSPQuery.FindCollisions open against BSPTREE::find_collisions (lines 323725...). Annotate each branch. Fix whichever branch doesn't match.

In all three cases slice 2 is expected to be ~one commit, ~50100 LOC plus a real-DAT fixture test.


Slice 3+ — Optional (post-slice-2 conformance + L.2f)

After slice 2 lands and visual-verified at Holtburg:

  • Real-DAT fixture tests for additional known buildings (Yaraq inn, Arwic chapel, dungeon entrance portal frames) — proves the fix isn't Holtburg-specific.
  • Folded into L.2f (real-DAT + retail-observer conformance) per the plan-of-record.
  • Promote to "L.2d shipped" once at least three building geometries pass conformance both synthetic and live.

Named retail anchors

Primary source: docs/research/named-retail/acclient_2013_pseudo_c.txt. Cross-reference C# port: references/ACE/Source/ACE.Server/Physics/.

Symbol PDB Address Pseudo-C line Role
CBuildingObj::find_building_collisions 0x006b5300 701260 6-line entry: sets bldg_check, calls CPhysicsPart::find_obj_collisions on Parts[0] only
CBuildingObj::find_building_transit_cells 0x006b5230, 0x006b52a0 701214, 701237 iterates Portals, dispatches to CEnvCell::check_building_transit — L.2e territory
CSortCell::find_collisions 0x005340a0 318337 LandCell-with-building override; delegates to CBuildingObj::find_building_collisions
CPhysicsPart::find_obj_collisions 0x0050d8d0 275045 calls CGfxObj::find_obj_collisions on its single GfxObj
CGfxObj::find_obj_collisions 0x00534700 318793 bounding-sphere broadphase, then calls BSPTREE::find_collisions on this->physics_bsp
BSPTREE::find_collisions 0x0053a440 323725 6-path dispatcher; bldg_check only read in the placement-insert / obstruction-ethereal branch (323744323751)
bldg_check (SPHEREPATH field) offset 0x0 in flagblock at 0x00841e7c 1155234 flag, set/cleared by CBuildingObj::find_building_collisions
CObjCell::find_cell_list 0x0052b4e0 308742 builds CELLARRAY of cells overlapping the sphere; L.2e, not L.2d
CCellStruct::point_in_cell 0x005338f0 317657 tailcalls BSPTREE::point_inside_cell_bsp; L.2e
CCellStruct::sphere_intersects_cell 0x00533900 317666 tailcalls BSPTREE::sphere_intersects_cell_bsp; L.2e
CCellStruct::box_intersects_cell 0x00533910 317675 tailcalls BSPTREE::box_intersects_cell_bsp; L.2e

The bottom four anchors are listed because the original handoff named them as L.2d anchors; per the Reframe they are not. They remain L.2e anchors.


Operational notes

Worktree build-env precondition

This worktree at .claude/worktrees/sharp-chatelet-023dda is missing references/ (gitignored except WorldBuilder, which is a submodule that wasn't initialized when the worktree was created). Build fails with unresolved Chorizite / WorldBuilder / TerrainEntry types.

Resolution before slice 1 implementation (decided 2026-05-13: option (i)):

  1. git submodule update --init --recursive references/WorldBuilder — populates the tracked submodule in this worktree.
  2. Directory junctions for the 6 gitignored peer reference dirs from the main checkout:
    • references/ACE, references/ACViewer, references/Chorizite.ACProtocol, references/AC2D, references/DatReaderWriter, references/holtburger.
    • Windows: cmd /c mklink /J references/<X> C:\Users\erikn\source\repos\acdream\references\<X>.

After resolution: dotnet build succeeds, and the 8 pre-existing test failures become observable for triage (separate concern; not in slice 1).

Pre-existing test failures (not in scope)

8 tests fail at the branch base (verified by stash + rerun in the L.2a session). They are not introduced by L.2a or slice 1. Most touch movement/physics code:

  • MotionInterpreterTests.GetMaxSpeed_* (3)
  • PositionManagerTests.ComputeOffset_BothActive_Combined
  • PlayerMovementControllerTests.Update_ForwardInput_MovesInFacingDirection
  • DispatcherToMovementIntegrationTests.Dispatcher_W_held_produces_forward_motion
  • BSPStepUpTests.{D4_AirborneMover_TallWall_PersistsSlidingNormalAcrossFrames, C3_Path6_AirborneMoverHitsSteepSlope_SetsCollide}

Acceptance criterion 1 says "8 pre-existing failures unchanged" — slice 1's tests must not introduce new failures, but must not be blocked by these pre-existing ones either. The BSPStepUp two are in the same module slice 1 touches; verify they remain failing in the same way post-slice-1.

Triage is a sibling task — recommend a triage-failing-tests slice between L.2d slice 1 and slice 2, since slice 2 may evolve BSPQuery (under hypothesis Z) or movement registration (under hypothesis Y), and trying to fix a moving target is wasted effort.

Live-test reproduction recipe

$env:ACDREAM_DAT_DIR        = "$env:USERPROFILE\Documents\Asheron's Call"
$env:ACDREAM_LIVE           = "1"
$env:ACDREAM_TEST_HOST      = "127.0.0.1"
$env:ACDREAM_TEST_PORT      = "9000"
$env:ACDREAM_TEST_USER      = "testaccount"
$env:ACDREAM_TEST_PASS      = "testpassword"
$env:ACDREAM_DEVTOOLS       = "1"
$env:ACDREAM_PROBE_CELL     = "1"
$env:ACDREAM_PROBE_RESOLVE  = "1"
$env:ACDREAM_PROBE_BUILDING = "1"
dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 |
  Tee-Object -FilePath "launch-l2d-slice1.log"

Walk acdream to a Holtburg town doorway. Hold W for ~2 seconds. Close. Grep launch-l2d-slice1.log for:

  • \[entity-source\] — registered ShadowEntry inventory
  • \[resolve-bldg\] — per-hit BSP diagnostic

The L.2a probes ([resolve], [cell-transit]) should still fire interleaved.

Verification: L.2a probes still work

Before slice 1 implementation, relaunch with ACDREAM_PROBE_RESOLVE=1 ACDREAM_PROBE_CELL=1 ACDREAM_DEVTOOLS=1 (NOT ACDREAM_PROBE_BUILDING — it doesn't exist yet on the branch base) and confirm [resolve] / [cell-transit] lines still emit. Validates the branch-base L.2a foundation is intact and acceptance criterion 2 of slice 1 is testable.


Slice plan

Slice Commit Touches Conformance citation
1 feat(phys L.2d slice 1): BSP-hit diagnostic probe + plan-of-record correction PhysicsDiagnostics.cs, TransitionTypes.cs, BSPQuery.cs, GameWindow.cs, DebugPanel.cs, DebugVM.cs, 2026-04-29-movement-collision-conformance.md, 3 new tests under tests/AcDream.Core.Tests/Physics/ acclient_2013_pseudo_c.txt:701260 (CBuildingObj::find_building_collisions), ACE BuildingObj.cs:39-52, acclient_2013_pseudo_c.txt:323725 (BSPTREE::find_collisions)
2 TBD post-slice-1 evidence depends on X/Y/Z as appropriate per hypothesis
3+ TBD (folded into L.2f conformance) real-DAT fixtures at additional buildings retail PDB dump of physics_polygons for each fixture

Slice 1 is one commit, ~150 LOC code + ~80 LOC tests + ~20 LOC doc correction.


Decision log

  • 2026-05-13 (this spec): Reframed L.2d from "port CBuildingObj + per-cell walkability" to "diagnostic + minimal fix" after ACE BuildingObj.cs:39-52 review revealed retail's find_building_collisions is one BSP test on Parts[0] with no per-cell walkability involvement.
  • 2026-05-13: Picked diagnostic-first slice 1 (option A in brainstorm) over a faithful BuildingObj port. Rationale: the plan-of-record's premise was wrong, so committing to a multi-day port before knowing the actual cause risks redoing the design.
  • 2026-05-13: Probe field set = level C (full poly dump). Rationale: distinguishes all three hypotheses in one capture without expansion later.
  • 2026-05-13: Classification source = option A (skip classified=, rely on grep-by-entityId). Rationale: YAGNI; if Provenance becomes load-bearing for slice 2 (hypothesis Y), introduce it then.
  • 2026-05-13: Doc-update aggressiveness = option A (inline-correct the L.2d section in plan-of-record only). Rationale: doc drift is forbidden by CLAUDE.md.
  • 2026-05-13: Worktree env resolution = option (i) (submodule init + junctions). Rationale: preserves worktree convention.

References