fix(teleport): preserve dungeon cell identity on respawn (#215)

Classify teleport landblock transitions from the source and destination Position cell IDs instead of render-space coordinates. This keeps same-dungeon death respawns on their resident floor physics while preserving the existing true cross-landblock streaming path.

Co-Authored-By: Codex <noreply@openai.com>
This commit is contained in:
Erik 2026-07-13 20:08:21 +02:00
parent b0c175afc0
commit 0ad6700a07
7 changed files with 296 additions and 9 deletions

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@ -412,6 +412,24 @@ replace state produced by another job. CPU mesh extraction may still be schedule
onto `ObjectMeshManager`'s thread-safe work queue, but the worker never publishes
partially hydrated cell membership or shell placement to the renderer.
### Teleport cell identity at the streaming boundary
The network and physics layers carry retail's complete `Position`: an
authoritative `objcell_id` plus a frame. Any streaming decision that asks
whether a teleport crossed a landblock compares the source and destination cell
IDs. It must never reconstruct either landblock by flooring render/world XYZ.
Dungeon EnvCells have arbitrary frame origins, including valid negative local
coordinates, so XYZ-to-grid inference can evict the landblock the player is
still standing in.
`TeleportLandblockTransition` owns this App-layer classification. When the
source cell is unavailable before first placement, it uses the typed current
streaming-center landblock as the fallback identity. The existing async
recenter/hydration path runs only for a real cell-ID landblock change; a
same-landblock teleport keeps the already-published render and physics unit.
This is the asynchronous adapter for retail's direct full-`Position` placement
(`SmartBox::TeleportPlayer @ 0x00453910`).
## Roadmap Model
The old R1-R8 architecture sequence was a useful early refactor sketch, but it