Spike for the next phase of indoor-walking work: confirm/refute the hypothesis that FindEnvCollisions's indoor branch rewrites the player's ContactPlane every frame instead of retaining it across frames (retail's actual behavior). The previous session shipped 6 commits on a wrong diagnosis; this probe captures the data BEFORE designing the fix. Two pieces: 1. Add PhysicsDiagnostics.ProbeContactPlaneEnabled flag, gated on ACDREAM_PROBE_CONTACT_PLANE=1 (also runtime-toggleable). Helper methods LogCpBoolWrite / LogCpPlaneWrite / LogCpCellIdWrite emit one [cp-write] line per CP/LKCP field mutation with caller (walked from the stack with file+line info) when the value actually changes. 2. Convert the 8 ContactPlane group + LastKnownContactPlane group fields on CollisionInfo from public fields to public properties with backing fields. Setters call the diagnostic helpers when the probe is on; getters/setters are inlined when the flag is off. Storage layout unchanged. No call site changes — grep confirmed no ref/out passing or sub-field writes. Build green; tests green at the existing 8-failure baseline (2 BSPStepUp, 6 MotionInterpreter — all unrelated, pre-existing). Capture command: ACDREAM_PROBE_CONTACT_PLANE=1 ACDREAM_PROBE_INDOOR_BSP=1 ACDREAM_DEVTOOLS=1 Spike-only — remove when the retention fix lands and the diagnostic value is captured in the next phase's spec. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
291 lines
14 KiB
C#
291 lines
14 KiB
C#
using System;
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using System.Numerics;
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namespace AcDream.Core.Physics;
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/// <summary>
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/// L.2a slice 1 (2026-05-12) — runtime-toggleable physics probe flags.
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/// Initialized from env vars at process start; flippable at runtime via
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/// the DebugPanel mirror (or by direct assignment). Log call sites read
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/// these statics so a checkbox toggle takes effect on the next resolve
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/// without relaunching.
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///
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/// <para>
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/// L.2d slice 1 (2026-05-13) adds <see cref="ProbeBuildingEnabled"/> +
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/// the <see cref="LastBspHitPoly"/> diagnostic side-channel. Future
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/// slices may fold the older <c>ACDREAM_DUMP_*</c> env vars into this
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/// class for unified runtime toggling. Until then, those older flags
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/// remain sticky-at-startup per their original implementation.
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/// </para>
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/// </summary>
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public static class PhysicsDiagnostics
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{
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/// <summary>
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/// When true, <see cref="PhysicsEngine.ResolveWithTransition"/> emits
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/// one structured <c>[resolve]</c> line per call: input + target +
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/// output position/cell, grounded state, contact-plane status,
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/// collision-normal validity, walkable polygon status, moving entity
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/// id. Initial state from <c>ACDREAM_PROBE_RESOLVE=1</c>.
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/// </summary>
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public static bool ProbeResolveEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_RESOLVE") == "1";
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/// <summary>
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/// When true, every change to <c>PlayerMovementController.CellId</c>
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/// emits one <c>[cell-transit]</c> line: old → new cell, current
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/// world position, reason tag (<c>resolver</c> / <c>teleport</c>).
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/// Initial state from <c>ACDREAM_PROBE_CELL=1</c>.
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/// </summary>
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public static bool ProbeCellEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_CELL") == "1";
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/// <summary>
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/// L.2d slice 1 (2026-05-13). When true, every BSP-shadow-entry hit
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/// attributed by <c>TransitionTypes.FindObjCollisions</c> emits a
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/// multi-line <c>[resolve-bldg]</c> entry: which part (partIdx vs 0),
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/// physics-BSP root radius vs visual AABB radius, world-space entity
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/// origin, and the specific hit polygon's vertices in both
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/// object-local and world space. Designed to distinguish the three
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/// L.2d hypotheses (wrong BSP loaded / over-registered parts /
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/// BSPQuery flaw) from a single Holtburg-doorway capture.
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///
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/// <para>
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/// Also gates a one-time <c>[entity-source]</c> log line at every
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/// <c>ShadowObjects.Register(...)</c> call site in <c>GameWindow</c>
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/// — makes <c>entityId=0xA9B479</c> in a probe line greppable to its
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/// source registration within the same log file.
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/// </para>
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///
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/// <para>
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/// Initial state from <c>ACDREAM_PROBE_BUILDING=1</c>. Mirrorable
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/// via <c>DebugVM.ProbeBuilding</c> when <c>ACDREAM_DEVTOOLS=1</c>.
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/// </para>
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///
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/// <para>
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/// Spec: <c>docs/superpowers/specs/2026-05-13-l2d-cbuildingobj-collision-design.md</c>.
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/// </para>
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/// </summary>
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public static bool ProbeBuildingEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_BUILDING") == "1";
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/// <summary>
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/// L.2d slice 1 (2026-05-13). Diagnostic side-channel: the
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/// <see cref="ResolvedPolygon"/> that <see cref="BSPQuery"/>
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/// recorded for the most recent collision-normal write.
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/// <see cref="TransitionTypes.FindObjCollisions"/> clears this to
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/// <see langword="null"/> before each shadow-entry test and reads it
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/// back after, so emitting the <c>[resolve-bldg]</c> probe line can
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/// reference the actual hit poly without plumbing an out-param
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/// through BSPQuery's recursive private methods.
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///
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/// <para>
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/// Written by <see cref="BSPQuery"/> only when
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/// <see cref="ProbeBuildingEnabled"/> is true, so this stays
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/// zero-cost in normal play. Cylinder collisions leave this
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/// <see langword="null"/> — the probe line emits
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/// <c>hitPoly: n/a (cylinder)</c> in that case.
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/// </para>
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///
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/// <para>
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/// Not threadsafe — physics runs on a single thread. If that
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/// changes, this needs <c>[ThreadStatic]</c> or rethink. Deviation
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/// from spec component 4 (which described an out-param); the
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/// side-channel keeps BSPQuery's signature stable and the diagnostic
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/// path off the production code surface.
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/// </para>
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/// </summary>
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public static ResolvedPolygon? LastBspHitPoly { get; set; }
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/// <summary>
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/// B.6 slice 1 (2026-05-14) — baseline trace for the local-player
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/// server-initiated auto-walk path (issue #63). When true, the
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/// following events emit one-line <c>[autowalk-*]</c> logs:
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/// <list type="bullet">
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/// <item><description><c>[autowalk-out]</c> on every <c>SendUse</c>
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/// / <c>SendPickUp</c> the local player issues — these are the
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/// packets that may trigger ACE's server-side <c>CreateMoveToChain</c>
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/// when the target is out of <c>WithinUseRadius</c>.</description></item>
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/// <item><description><c>[autowalk-mt]</c> on every inbound
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/// <c>UpdateMotion</c> for the local player — captures the
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/// <c>MovementType + MoveToPath + speed/runRate</c> ACE sends.</description></item>
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/// <item><description><c>[autowalk-up]</c> on every inbound
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/// <c>UpdatePosition</c> for the local player — answers "what's
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/// ACE's broadcast cadence during auto-walk?"</description></item>
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/// </list>
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/// Initial state from <c>ACDREAM_PROBE_AUTOWALK=1</c>.
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///
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/// <para>
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/// Spec: <c>docs/superpowers/specs/2026-05-14-phase-b6-design.md</c>
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/// §"Required investigation".
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/// </para>
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/// </summary>
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public static bool ProbeAutoWalkEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_AUTOWALK") == "1";
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/// <summary>
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/// 2026-05-16. Logs one line per `IsUseableTarget` call that takes
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/// the null-useability fallback path (creature pass / BF_DOOR pass /
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/// BF_LIFESTONE pass / etc.). Used to measure how often ACE's seed
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/// DB ships entities without `_useability` set — settles whether
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/// the fallback is live code or theoretical defense.
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///
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/// <para>
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/// Retail has NO fallback; null/zero useability blocks Use entirely
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/// (acclient_2013_pseudo_c.txt:402923 ItemHolder::UseObject —
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/// IsUseable==0 falls through to "cannot be used" branch). Our
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/// fallback exists because ACE genuinely sends null for many seed
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/// weenies. The probe quantifies "many".
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/// </para>
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///
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/// <para>Toggle via env var <c>ACDREAM_PROBE_USEABILITY_FALLBACK=1</c>
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/// or DebugPanel checkbox.</para>
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/// </summary>
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public static bool ProbeUseabilityFallbackEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_USEABILITY_FALLBACK") == "1";
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/// <summary>
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/// L.4-diag (2026-04-30) → promoted into <see cref="PhysicsDiagnostics"/>
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/// 2026-05-16 per CLAUDE.md "Code Structure Rules" §5 (diagnostic owner
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/// classes, not per-call-site env reads). Gates the <c>[steep-roof]</c>
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/// trace family that fires from four sites during the rooftop-bounce
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/// investigation:
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/// <list type="bullet">
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/// <item><description><c>PhysicsEngine.ResolveWithTransition</c> —
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/// <c>[steep-roof] KILL-VELOCITY-APPLIED</c> when retail-faithful
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/// <c>kill_velocity</c> zeroes the body's velocity on steep-slope
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/// impact.</description></item>
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/// <item><description><c>TransitionTypes</c> (<c>FindEnvCollisions</c>
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/// post-step) — per-frame plane-normal trace on the active
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/// <see cref="CollisionInfo"/>.</description></item>
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/// <item><description><c>PlayerMovementController</c> — two sites
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/// emitting <c>[steep-roof]</c> + the per-frame bounce trace when
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/// the post-collision velocity disagrees with retail.</description></item>
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/// </list>
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/// Initial state from <c>ACDREAM_DUMP_STEEP_ROOF=1</c>. Runtime-toggleable
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/// via the property setter; not yet wired to a DebugPanel checkbox (open
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/// follow-up if a debugging session calls for it).
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/// </summary>
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public static bool DumpSteepRoofEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_DUMP_STEEP_ROOF") == "1";
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/// <summary>
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/// Indoor walking Phase 1 (2026-05-19). When true, emits one
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/// <c>[indoor-bsp]</c> line per <see cref="BSPQuery.FindCollisions"/>
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/// call made from <see cref="Transition.FindEnvCollisions"/>'s indoor
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/// cell-BSP branch. Captures the cell id, sphere local position,
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/// resulting <see cref="TransitionState"/>, and the hit poly's id,
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/// local-normal, and side-type — pinpoints why indoor collision
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/// returns spurious collisions (#84) and helps cross-check the
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/// outdoor-in approach path (#85).
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///
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/// <para>
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/// While true, this also un-gates the diagnostic
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/// <see cref="LastBspHitPoly"/> side-channel inside
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/// <see cref="BSPQuery"/> — see the OR'd condition at every poly
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/// write site. Zero-cost when off.
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/// </para>
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///
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/// <para>
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/// Initial state from <c>ACDREAM_PROBE_INDOOR_BSP=1</c>.
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/// Runtime-toggleable via DebugPanel.
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/// </para>
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///
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/// <para>
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/// Spec: <c>docs/superpowers/specs/2026-05-19-indoor-walking-phase1-bsp-cluster-design.md</c>.
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/// </para>
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/// </summary>
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public static bool ProbeIndoorBspEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_BSP") == "1";
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/// <summary>
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/// Indoor walking Phase D follow-up (2026-05-19). When true, emits one
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/// <c>[cell-cache]</c> line each time <see cref="PhysicsDataCache.CacheCellStruct"/>
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/// caches a new EnvCell. Reports per-cell polygon counts and BSP root
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/// structure so the caller can cross-reference with <c>[indoor-bsp]</c>
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/// lines to distinguish between:
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/// <list type="bullet">
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/// <item><description>Empty data (physicsPolyCount=0 or resolvedCount=0)
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/// — candidate (a)/(c) in the poly=n/a investigation.</description></item>
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/// <item><description>Non-zero polygon counts but bspRootPolyCount=0 at
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/// root + tree has children — correct structure for non-leaf root,
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/// leaves hold the poly refs; not a bug.</description></item>
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/// <item><description>Non-zero polygon counts but bspRootPolyCount=0 at
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/// root AND root is a leaf (bspRootHasChildren=false) — BSP leaf with
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/// zero poly refs, candidate (b)/(d).</description></item>
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/// </list>
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/// This diagnostic fires at most once per EnvCell (cache is no-op after
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/// first population). It does NOT have a DebugPanel mirror yet — this is
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/// a one-shot capture tool, not a persistent toggle. Promote to full
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/// infrastructure after the root cause is identified.
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///
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/// <para>Initial state from <c>ACDREAM_PROBE_CELL_CACHE=1</c>.</para>
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/// </summary>
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public static bool ProbeCellCacheEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_CELL_CACHE") == "1";
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/// <summary>
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/// ContactPlane retention spike (2026-05-20). When true, every write to
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/// <c>CollisionInfo.ContactPlane{,Valid,CellId,IsWater}</c> and
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/// <c>LastKnownContactPlane{,Valid,CellId,IsWater}</c> emits one
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/// <c>[cp-write]</c> line: field, old → new value, caller method (walked
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/// from the stack), and source line. Maps the per-frame lifecycle of the
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/// contact plane to confirm/refute the hypothesis that
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/// <c>FindEnvCollisions</c> indoor branch is rewriting CP every frame
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/// instead of retaining it across frames.
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///
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/// <para>
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/// Only logs when the value actually changes (suppresses no-op writes to
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/// reduce log volume). Initial state from
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/// <c>ACDREAM_PROBE_CONTACT_PLANE=1</c>. Spike-only — remove once the fix
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/// lands and the diagnostic value is captured.
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/// </para>
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/// </summary>
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public static bool ProbeContactPlaneEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_CONTACT_PLANE") == "1";
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public static void LogCpBoolWrite(string field, bool oldValue, bool newValue)
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{
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var caller = GetCpCallerName();
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Console.WriteLine(System.FormattableString.Invariant(
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$"[cp-write] {field}: {oldValue} -> {newValue} caller={caller}"));
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}
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public static void LogCpPlaneWrite(string field, Plane oldPlane, Plane newPlane)
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{
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var caller = GetCpCallerName();
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Console.WriteLine(System.FormattableString.Invariant(
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$"[cp-write] {field}: n=({oldPlane.Normal.X:F3},{oldPlane.Normal.Y:F3},{oldPlane.Normal.Z:F3}) D={oldPlane.D:F3} -> n=({newPlane.Normal.X:F3},{newPlane.Normal.Y:F3},{newPlane.Normal.Z:F3}) D={newPlane.D:F3} caller={caller}"));
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}
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public static void LogCpCellIdWrite(string field, uint oldValue, uint newValue)
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{
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var caller = GetCpCallerName();
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Console.WriteLine(System.FormattableString.Invariant(
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$"[cp-write] {field}: 0x{oldValue:X8} -> 0x{newValue:X8} caller={caller}"));
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}
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/// <summary>
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/// Walks the stack to identify the first frame outside <c>CollisionInfo</c>
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/// and <c>PhysicsDiagnostics</c> — that's the actual caller writing the
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/// ContactPlane field. Format: <c>TypeName.MethodName:line</c> when file
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/// info is available, else just <c>TypeName.MethodName</c>. Walked with
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/// <c>fileNeeded=true</c> only when the probe flag is on, so zero cost
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/// when off.
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/// </summary>
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private static string GetCpCallerName()
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{
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// Skip 2: this method + the LogCp*Write helper that called it.
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var st = new System.Diagnostics.StackTrace(2, fNeedFileInfo: true);
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for (int i = 0; i < st.FrameCount; i++)
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{
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var f = st.GetFrame(i);
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var m = f?.GetMethod();
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if (m is null) continue;
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var typeName = m.DeclaringType?.Name ?? "?";
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if (typeName == "CollisionInfo" || typeName == "PhysicsDiagnostics") continue;
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int line = f?.GetFileLineNumber() ?? 0;
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return line > 0 ? $"{typeName}.{m.Name}:{line}" : $"{typeName}.{m.Name}";
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}
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return "?";
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}
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}
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