cdb attached to retail at a Holtburg cottage door while user walked the inside-out off-center scenario. Three trace iterations identified that retail's collision-recording happens via SPHEREPATH::set_neg_poly_hit (fires hundreds of times during inside-out walk), NOT via the more obvious-named COLLISIONINFO setters (which fire 0 times). Apparatus scripts at tools/cdb/door-inside-out-v[1-3].cdb + symbol-probe.cdb. Our codebase has NegPolyHitDispatch defined but never called. The downstream TransitionalInsert NegPolyHit handler was a stub. Two-part fix landed: 1. BSPQuery.FindCollisions Path 5 (Contact branch) restructured — distinguishes full hit (hit0 == true → StepSphereUp) from near-miss (hit0 == false but hitPoly0 != null → NegPolyHitDispatch). Mirrors retail BSPTREE::find_collisions at acclient_2013_pseudo_c.txt:0053a630-0053a6fb. 2. Transition.TransitionalInsert NegPolyHit handler — dispatches to step_up + step_up_slide (NegStepUp=true) or records collision normal + returns Collided (NegStepUp=false). Mirrors retail CTransition::transitional_insert at acclient_2013_pseudo_c.txt:0050b7af-0050b7e6. Tests: all 11 fix-relevant + regression tests pass including issue #98. VISUAL VERIFICATION (user-driven inside-out off-center): still squeezes through. Diagnostic [neg-poly-dispatch] probe shows ZERO hits in production. The Path 5 restructuring doesn't surface NegPolyHit because our SphereIntersectsPolyInternal only sets hitPoly on FULL hits — retail's sphere_intersects_poly sets var_5c (closest polygon) even on near-misses via BSP-traversal side effect. Remaining fix (next session): add near-miss polygon recording to SphereIntersectsPolyInternal. Once it sets hitPoly on near-miss BSP traversal, the Path 5 NegPolyHit dispatch (this commit) will fire and the TransitionalInsert handler (this commit) will block. Full handoff with cdb trace table + next-step plan: docs/research/2026-05-25-door-bug-cdb-retail-trace-findings.md Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
39 lines
1.9 KiB
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39 lines
1.9 KiB
Text
$$
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$$ Retail cdb trace — does the cottage door block sphere at off-center inside-out approach?
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$$ 2026-05-25
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$$
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$$ Three breakpoints with counters; auto-detach at 30K total events to avoid
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$$ retail-session-lag → ACE timeout. Pattern from a6-probe.cdb (proven).
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$$
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$$ Question: when player walks from inside cottage to outside, off-center ~50cm,
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$$ does retail's collision system FIRE (set_collide) at the corner where
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$$ alcove east wall meets cottage north exterior wall? Or does it walk through
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$$ silently like acdream does?
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$$
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$$ BP1: CPhysicsObj::FindObjCollisions — per-object collision test entry.
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$$ BP2: CCylSphere::collides_with_sphere — cylinder shape hit test.
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$$ BP3: SPHEREPATH::set_collide — collision RECORDED (the smoking gun).
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$$ If BP3 fires often during inside-out walk: retail blocks.
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$$ If BP3 silent: retail walks through too (= retail-faithful behavior).
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$$
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.logopen C:\Users\erikn\source\repos\acdream\.claude\worktrees\strange-albattani-3fc83c\retail-door-inside-out.log
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.sympath C:\Users\erikn\source\repos\acdream\.claude\worktrees\strange-albattani-3fc83c\refs
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.symopt+ 0x40
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.reload /f acclient.exe
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r $t0 = 0
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r $t1 = 0
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r $t2 = 0
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r $t3 = 0
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bp acclient!CPhysicsObj::FindObjCollisions "r $t1 = @$t1 + 1; r $t0 = @$t0 + 1; .if (@$t1 % 5000 == 0) { .printf /D \"[BP1] FindObjCollisions=%d cyl_collides=%d set_collide=%d\\n\", @$t1, @$t2, @$t3 }; .if (@$t0 >= 30000) { .printf /D \"=== DETACH total=%d FindObj=%d cyl=%d setCollide=%d ===\\n\", @$t0, @$t1, @$t2, @$t3; qd } .else { gc }"
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bp acclient!CCylSphere::collides_with_sphere "r $t2 = @$t2 + 1; r $t0 = @$t0 + 1; .if (@$t0 >= 30000) { qd } .else { gc }"
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bp acclient!SPHEREPATH::set_collide "r $t3 = @$t3 + 1; r $t0 = @$t0 + 1; .printf /D \"[BP3] set_collide hit#%d nx_h=0x%08X ny_h=0x%08X nz_h=0x%08X\\n\", @$t3, dwo(poi(@esp+4)+0), dwo(poi(@esp+4)+4), dwo(poi(@esp+4)+8); .if (@$t0 >= 30000) { qd } .else { gc }"
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.printf "Door inside-out trace armed: 3 BPs, threshold 30K. Walk now.\\n"
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g
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