acdream/src/AcDream.Core
Erik eeec4fb42a diag(physics): remote landing-edge probe; record the two live jump defects
The user live-tested route 4a and reported two defects on player remotes: a
remote holds the falling animation after landing before finally landing, and a
remote jumping onto a house plants on the roof where retail slides off, then
blips to the slid-down position.

Neither is a route 4a regression. Do NOT revert 44830a0e — reverting would
restore the per-packet render slam 4a removed without touching either defect.

Bug B's root cause is identified and already covered by open issue #32, whose
text names both symptoms in one sentence. Both landing sites assert
TransientState |= Contact | OnWalkable unconditionally, where retail derives it
from the contact plane — CPhysicsObj::SetPositionInternal @0x00515330
(`if (contact_plane.N.z < floor_z) set_on_walkable(0) else set_on_walkable(1)`).
A steep roof is contact but NOT on_walkable; asserting both suppresses the slide
response, so the body sits until the server's positions walk 4 m away and
AP-87's threshold snaps it. That is the blip. Verified byte-identical pre-4a via
`git show 19d95094:`.

Bug B's *visible shape* IS 4a's: pre-4a every packet slammed the render entity
to the wire pose, so a stuck body flickered toward the true sliding position
5-10x per second — jitter rather than a clean hold.

Bug A stops at the goal's stop-condition rather than getting a speculative fix.
Three hypotheses with non-overlapping fixes; picking wrong means changing a
retail-ported gate on a guess. Retail's mechanism is already fully decoded, so
what is missing is OUR runtime state — no cdb trace against retail is needed.

Adds ACDREAM_PROBE_REMOTE_LANDING (PhysicsDiagnostics, read once at startup per
the diagnostic-owner rule, one bool check when off). It logs both landing sites
immediately before HitGround, and — the most diagnostic signal — emits a
separate line when a site is reached but the gravity gate is about to no-op,
which is hypothesis 1 (a wholesale Body.State write wiping the transient Gravity
bit mid-air, exactly AP-81's stated risk). Temporary instrumentation, marked for
stripping once the evidence is in.

Evidence recorded rather than new bugs filed: #32 gains the observation, the
root cause and the #173/AD-10 dependency caveat; AP-87 gains a live instance of
its stated risk; AD-10's stale file:line is corrected to RemoteMotionCombiner
with a note that its terrain-only normal cannot see a house roof at all.

Also files #308 — a SECOND flaky test, distinct from #302, which was twice
misattributed to it before being written down. #302 is a GC-allocation assertion
in App.Tests; #308 is a wall-clock deadline loop in Core.Net.Tests that fails
only under full-suite CPU contention (0 failures in 4 isolated runs). Conflating
them hides one, and an agent told to "ignore the known flake" would wave through
a real transport regression.

Gates: complete Release solution 10,938 passed / 4 skipped / 0 failed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-04 01:10:03 +02:00
..
Allegiance feat(allegiance): Phase H.2 AllegianceRequests + AllegianceTree model 2026-04-18 17:17:45 +02:00
Audio feat(core): adopt retail's SoundType catalog; retire AC2D 2026-07-29 07:38:56 +02:00
Chat fix(chat): display retail's text for WeenieError 0x0504 and three PK siblings 2026-08-03 22:20:31 +02:00
Combat feat(core): adopt the retail members the equipment and physics enums were missing 2026-07-29 01:27:57 +02:00
Content fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
Items fix(physics): #297 — keep the PWD bitfield live so PK status reaches the client 2026-08-03 20:59:01 +02:00
Lighting perf(lighting): bound global light selection 2026-07-25 05:40:32 +02:00
Meshing fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
Physics diag(physics): remote landing-edge probe; record the two live jump defects 2026-08-04 01:10:03 +02:00
Player feat(player): port retail augmentation stat chain 2026-07-31 08:08:23 +02:00
Plugins fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
Properties feat(core): give AC's seven property tables names, verified against two oracles 2026-07-29 01:11:16 +02:00
Rendering fix(render): eliminate EnvCell identity collisions 2026-07-24 13:44:56 +02:00
Selection refactor(net): converge live session state reset 2026-07-21 12:00:48 +02:00
Social refactor(runtime): expose canonical gameplay state 2026-07-26 09:12:30 +02:00
Spells feat(player): port retail augmentation stat chain 2026-07-31 08:08:23 +02:00
Terrain refactor: #100 — remove hiddenTerrainCells / BuildingTerrainCells plumbing 2026-05-25 21:37:53 +02:00
Textures fix(render): keep authored surface translucency on composite textures 2026-07-29 21:40:26 +02:00
Ui fix(interaction): port retail's wielded-item pickup rejection (Slice 4 F1) 2026-07-29 19:09:38 +02:00
Vfx fix(vfx): classify hardwareless particle emitters once 2026-07-27 00:03:44 +02:00
World fix(vfx): resolve an entity's cell through one owner so effects follow it 2026-08-03 14:02:03 +02:00
AcDream.Core.csproj feat(runtime): atomically replace collision generations 2026-08-01 17:33:34 +02:00