acdream/src/AcDream.Core/Physics
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
..
Motion fix(physics): P5 commit 3 - retire TS-35, close #167 (ConstraintManager leash) 2026-07-30 12:12:29 +02:00
AceModernCommandCatalog.cs feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance 2026-06-30 22:13:36 +02:00
AnimationCommandRouter.cs fix(anim): Phase L.1b route motion commands 2026-04-28 10:46:22 +02:00
AnimationHookRouter.cs feat(anim): Phase E.1 hook router + GameWindow wiring 2026-04-18 16:30:23 +02:00
AnimationSequencer.cs fix(animation): harden presentation phase handoffs 2026-07-21 10:01:25 +02:00
BSPQuery.cs fix(physics): restore retail path-6 collision response 2026-07-31 13:44:55 +02:00
BuildingPhysics.cs T6 (BR-7) C3: per-cell shadow architecture - flood registration, building channel, per-cell query; b3ce505 stopgap DELETED (closes #99) 2026-06-11 14:37:50 +02:00
CellArray.cs feat(runtime): seal dormant SetPosition evaluations 2026-08-01 11:31:58 +02:00
CellDump.cs feat(phys): A6.P3 #98 Step 2 — cell-dump probe + roundtrip test 2026-05-23 15:16:56 +02:00
CellSurface.cs refactor(physics): remove parsed collision graphs 2026-07-25 18:21:19 +02:00
CellTransit.cs feat(runtime): seal dormant SetPosition evaluations 2026-08-01 11:31:58 +02:00
CollisionExemption.cs fix(physics): #299 — port retail's mover-side IsImpenetrable exemption branch 2026-08-03 20:13:05 +02:00
CollisionPrimitives.cs feat(physics): Task 2 — true sphere collision primitive (CSphere::intersects_sphere) 2026-06-24 19:08:53 +02:00
CollisionShadowVerifier.cs perf(physics): cut production traversal to flat assets 2026-07-25 17:00:04 +02:00
CollisionTraversal.cs fix(physics): validate retail cell containment roots 2026-07-31 14:48:26 +02:00
CollisionWorldState.cs wip(physics): collision O(changed) delta-commit (O1-O3) - ON HOLD, feel-test failed 2026-08-02 20:06:59 +02:00
EncumbranceSystem.cs feat(physics): Campaign P P1 - stat-coupled movement (burden/stamina/vitae) 2026-07-30 08:18:06 +02:00
EntityCollisionFlags.cs fix(physics): #297 — keep the PWD bitfield live so PK status reaches the client 2026-08-03 20:59:01 +02:00
FlatBspQuery.cs fix(physics): restore retail path-6 collision response 2026-07-31 13:44:55 +02:00
FlatCollisionAssetBuilder.cs feat(content): bake and read flat collision assets 2026-07-25 15:22:08 +02:00
FlatCollisionAssets.cs perf(physics): cut production traversal to flat assets 2026-07-25 17:00:04 +02:00
GfxObjDump.cs feat(phys): A6.P3 #98 — GfxObj dump infrastructure (ACDREAM_DUMP_GFXOBJS) 2026-05-23 20:24:26 +02:00
IAnimationHookSink.cs feat(#188): fading-wall + sliding-door translucency; hold open past animation settle 2026-07-09 09:17:50 +02:00
IMotionCommandCatalog.cs feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance 2026-06-30 22:13:36 +02:00
InterpolationManager.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
InterpretedMotionFunnel.cs fix(R4-V5): moveto wedge - StopCompletely's missing animation dispatch orphaned pending_motions; + the P1 autonomous store family 2026-07-03 14:15:36 +02:00
LandDefs.cs feat(physics #145): Slice 1 — Position/Frame types + LandDefs.GetBlockOffset (0x0043e630) 2026-06-21 10:30:20 +02:00
MotionCommandResolver.cs feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance 2026-06-30 22:13:36 +02:00
MotionInterpreter.cs fix #270 closeout: strip investigation probes; close the issue 2026-07-31 07:26:57 +02:00
MovementSystem.cs fix #266: retail run-rate 800 branch is exact-equality sentinel, not a cap 2026-07-30 19:22:41 +02:00
ObjectRangeMath.cs fix(items): use retail cylinder range for loot windows 2026-07-17 20:32:34 +02:00
PhysicsBody.cs feat(runtime): commit dormant SetPosition activation 2026-08-01 14:25:02 +02:00
PhysicsDataCache.cs wip(physics): collision O(changed) delta-commit (O1-O3) - ON HOLD, feel-test failed 2026-08-02 20:06:59 +02:00
PhysicsDiagnostics.cs diag(physics): remote landing-edge probe; record the two live jump defects 2026-08-04 01:10:03 +02:00
PhysicsEngine.cs wip(physics): collision O(changed) delta-commit (O1-O3) - ON HOLD, feel-test failed 2026-08-02 20:06:59 +02:00
PhysicsObjUpdate.cs feat(runtime): commit dormant SetPosition activation 2026-08-01 14:25:02 +02:00
PhysicsResolveCapture.cs test: fix PhysicsResolveCapture/PhysicsDiagnostics static-leak isolation 2026-06-02 15:20:24 +02:00
PhysicsSetPosition.cs feat(runtime): seal dormant SetPosition evaluations 2026-08-01 11:31:58 +02:00
PhysicsTimestampGate.cs feat(runtime): own initial create residence transaction 2026-08-01 19:35:08 +02:00
PlayerWeenie.cs fix #266: retail run-rate 800 branch is exact-equality sentinel, not a cap 2026-07-30 19:22:41 +02:00
PortalInfo.cs feat(physics): Phase 2 — wire CellBSP + Portals into CellPhysics 2026-05-19 16:52:20 +02:00
PortalPlane.cs fix(core): Phase B.3 — add centroid + radius bounds to PortalPlane crossing test 2026-04-12 19:08:46 +02:00
Position.cs refactor(physics #145): Slice 1 — rename Frame->CellFrame to avoid DatReaderWriter.Types.Frame collision 2026-06-21 10:34:36 +02:00
PositionFrameValidation.cs feat(net): port retail physics spawn and event timestamps 2026-07-14 00:22:17 +02:00
ProjectilePhysicsStepper.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
RawMotionState.cs feat(R3-W1): retail state completion — action FIFOs, MovementParameters, MotionNode, WeenieError renumber (closes J2, J16-codes) 2026-07-02 22:12:33 +02:00
RemoteMotionCombiner.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
RemoteWeenie.cs fix(R4-V5): #160 remote run movetos in slow motion - remote interps had no weenie, so retail's run-rate chain never reached my_run_rate 2026-07-03 16:18:40 +02:00
ResolveResult.cs refactor(runtime): own local movement and outbound cadence 2026-07-26 12:33:53 +02:00
Retail2013CommandCatalog.cs feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance 2026-06-30 22:13:36 +02:00
RetailFrameMath.cs feat(physics): port retail projectile integration 2026-07-14 11:43:11 +02:00
RetailObjectActivityGate.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
RetailObjectManagerTail.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
RetailObjectQuantumClock.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
RetailPhysicsStateTransition.cs feat(vfx): port retail hidden and teleport presentation 2026-07-14 14:59:48 +02:00
ServerControlledLocomotion.cs fix(combat): persist death and retarget on kill 2026-07-12 09:19:38 +02:00
ShadowEntrySnapshot.cs perf(physics): pool collision cell snapshots 2026-07-23 06:12:34 +02:00
ShadowObjectRegistry.cs fix(physics): #297 — keep the PWD bitfield live so PK status reaches the client 2026-08-03 20:59:01 +02:00
ShadowShape.cs feat(phys): add ShadowShape record (no callers yet) 2026-05-24 15:07:40 +02:00
ShadowShapeBuilder.cs perf(physics): cut production traversal to flat assets 2026-07-25 17:00:04 +02:00
SpawnPlacementSettler.cs feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8) 2026-08-02 18:10:33 +02:00
TerrainSurface.cs fix(physics): AP-10 - restore retail's 0.1m dry-corner water sink-in; wire WATER_CONTACT_TS 2026-07-30 10:52:39 +02:00
TransitionScratchArena.cs perf(physics): reuse reset-complete transition scratch 2026-07-25 14:37:02 +02:00
TransitionTypes.cs feat(runtime): seal dormant SetPosition evaluations 2026-08-01 11:31:58 +02:00
WalkMissDiagnostic.cs feat(physics): WalkMissDiagnostic aggregator for ISSUES #83 probe spike 2026-05-20 10:31:39 +02:00
WeenieError.cs feat(core): adopt retail's full WeenieError code table 2026-07-29 07:33:27 +02:00