5.7 KiB
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.ResolveWithTransitionis the active player movement resolver.BSPQuerycontains a partial retail-style BSP dispatcher.TransitionTypescarries the activeSpherePath,CollisionInfo, transition, step, contact, and partial slide logic.PhysicsDataCacheloads GfxObj, Setup, and CellStruct physics data.- Landblock streaming never edits the live collision world incrementally.
PreparedLandblockCollisionGenerationowns an off-side cache, CellGraph, engine snapshot, buildings, statics, and versioned retained-owner refloods. Retained means every non-suspended dynamic or adjacent-root static touching (or withdrawn from) the target prefix; only authored target-root statics are superseded. All scans and replacement construction run through bounded capture/seal cursors.RuntimePhysicsState.CommitCollisionGenerationdoes one final mutation-version check and activates the sealed generation without managed allocation on the single update thread. Cancellation tears down only the named staging generation. The old generation remains queryable until commit. Seedocs/research/2026-07-31-atomic-collision-generation.md. ShadowObjectRegistrygives the resolver a broadphase over nearby objects.TerrainSurfaceuses 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:
- Truth & diagnostics (L.2a). Add local placement/contact/cell, object-hit, outbound-packet, server echo, and correction-delta probes.
- Movement wire/contact authority (L.2b). Fix contact byte and full-cell truth before using ACE acceptance as evidence.
- Transition parity (L.2c). Port edge-slide, cliff-slide,
precipice-slide, step-up/down slide, and
NegPolyHitdispatch. - Shape fidelity (L.2d). Finish
CSphere/CCylSpheresemantics, live-entity shapes, and building object identity. - Cell ownership (L.2e). Port
CELLARRAY,find_cell_list,check_other_cells,adjust_check_pos, low-cell updates, andcell_bsp. - Real-DAT and live observer conformance (L.2f). Promote every synthetic case to real-world fixtures and retail-observer checks.
What To Preserve
CollisionPrimitives.cslow-level helpers, while auditing remaining shape gaps against named retail.PhysicsDataCache.csDAT-backed collision data loading.ShadowObjectRegistry.csbroadphase concept.TransitionTypes.csdata structures and partial transition port.BSPQuery.cspartial dispatcher as the current porting surface.PhysicsBody.cs,MotionInterpreter.cs, andPlayerWeenie.csfoundations.
Known Gaps
- Full
CELLARRAYand adjacent-cell ownership are missing. cell_bspis not yet a first-class runtime owner.- Building portal transit and building entry/exit collision are incomplete.
edge_slide,cliff_slide,precipice_slide, andNegPolyHitbehavior 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.txtdocs/research/named-retail/acclient.hdocs/research/named-retail/symbols.json
Key names:
CTransition::find_transitional_positionCTransition::transitional_insertCTransition::step_upCTransition::step_downCTransition::edge_slideCTransition::cliff_slideSPHEREPATH::step_up_slideSPHEREPATH::precipice_slideSPHEREPATH::adjust_check_posCTransition::check_other_cellsCObjCell::find_cell_listCPhysicsObj::is_valid_walkableCBuildingObj::find_building_collisionsCCellStruct::sphere_intersects_cellCCylSphere::intersects_sphereCSphere::intersects_sphereCSphere::slide_sphere
Older fallback:
docs/research/decompiled/chunk_00530000.cdocs/research/decompiled/chunk_00500000.cdocs/research/acclient_function_map.md
Reference aids:
references/ACE/Source/ACE.Server/Physics/references/holtburger/for movement wire behaviorreferences/AC2D/for the older client-side movement packet reference
Mandatory Workflow
For every AC-specific function:
- Grep named retail first.
- Cross-reference ACE / holtburger / AC2D where relevant.
- Write readable pseudocode before porting.
- Port faithfully; do not simplify.
- Add conformance tests.
- Integrate surgically into the active L.2 lane.
- Verify with synthetic tests, real-DAT fixtures, and live observer evidence.