refactor(streaming): extract the update frame
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13 changed files with 912 additions and 184 deletions
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@ -123,6 +123,7 @@ public sealed class GameWindow : IDisposable
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_landblockPresentationPipeline;
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private AcDream.App.Rendering.EquippedChildRenderController? _equippedChildRenderer;
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private AcDream.App.Streaming.StreamingController? _streamingController;
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private AcDream.App.Update.IStreamingFramePhase _streamingFrame = null!;
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private AcDream.App.Streaming.WorldRevealCoordinator? _worldReveal;
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private int _streamingRadius = 2; // default 5×5 (kept for debug overlay getStreamingRadius callback)
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private int _nearRadius = 4; // Phase A.5 T16: two-tier near ring (default 4 → 9×9)
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@ -531,7 +532,12 @@ public sealed class GameWindow : IDisposable
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}
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private AcDream.App.Rendering.ChaseCamera? _chaseCamera;
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private AcDream.App.Rendering.RetailChaseCamera? _retailChaseCamera;
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private bool _playerMode;
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private readonly AcDream.App.Input.LocalPlayerModeState _localPlayerMode = new();
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private bool _playerMode
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{
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get => _localPlayerMode.IsPlayerMode;
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set => _localPlayerMode.IsPlayerMode = value;
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}
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private readonly AcDream.App.Input.LocalPlayerIdentityState _localPlayerIdentity = new();
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private uint _playerServerGuid
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{
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@ -661,18 +667,6 @@ public sealed class GameWindow : IDisposable
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private readonly AcDream.App.World.LiveWorldOriginState _liveWorldOrigin = new();
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private int _liveCenterX => _liveWorldOrigin.CenterX;
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private int _liveCenterY => _liveWorldOrigin.CenterY;
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// #192 (2026-07-09): true once the player's first canonical Position has
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// been accepted — i.e. _liveCenterX/Y reflects a real, server-confirmed
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// position, not the Holtburg startup placeholder. Renderability is not a
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// prerequisite: a partial CreateObject may carry Position before Setup.
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// Gates
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// streaming via StreamingReadinessGate.ShouldStream so no landblock is ever
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// built around a still-guessed center in live mode. See
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// AcDream.Core.World.StreamingReadinessGate for the full mechanism this
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// closes (stale-centered geometry built during the InWorld-but-not-yet-
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// located window, applied late once its build finished).
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private bool _liveCenterKnown => _liveWorldOrigin.IsKnown;
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// K-fix1 (2026-04-26): cached at startup so per-frame branches are
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// single-flag reads instead of env-var lookups. True iff
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// ACDREAM_LIVE=1 was set when the window came up.
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@ -699,7 +693,11 @@ public sealed class GameWindow : IDisposable
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// Latches true the first time chase mode becomes active. Used by
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// IsLiveModeWaitingForLogin to suppress the pre-login render gate
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// for subsequent fly-mode toggles.
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private bool _chaseModeEverEntered;
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private bool _chaseModeEverEntered
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{
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get => _localPlayerMode.ChaseModeEverEntered;
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set => _localPlayerMode.ChaseModeEverEntered = value;
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}
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/// <summary>
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/// Phase 6.6/6.7: server-guid → local WorldEntity lookup so
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@ -2654,6 +2652,22 @@ public sealed class GameWindow : IDisposable
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// gated behind ACDREAM_LIVE=1 so the default run path is unchanged.
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_liveWorldOrigin.SetPlaceholder(centerX, centerY);
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_liveSessionController = new AcDream.App.Net.LiveSessionController();
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_streamingFrame = new AcDream.App.Streaming.StreamingFrameController(
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_options.LiveMode,
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_localPlayerMode,
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_playerControllerSlot,
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_liveSessionController,
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_liveWorldOrigin,
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_liveEntityNetworkUpdates!,
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new AcDream.App.Streaming.FlyCameraStreamingObserverSource(
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_cameraController!),
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new AcDream.App.Streaming.PhysicsStreamingDungeonCellSource(
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_physicsEngine),
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_streamingOriginRecenter!,
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_streamingController!,
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new AcDream.App.Streaming.LiveProjectionRescueRebucketter(
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_worldState,
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_liveEntities));
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var liveEffectFrame = new AcDream.App.Update.LiveEffectFrameController(
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_translucencyFades,
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_animationHookFrames!,
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@ -2803,7 +2817,7 @@ public sealed class GameWindow : IDisposable
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}
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finally
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{
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_playerMode = false;
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_localPlayerMode.ResetSession();
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_playerController = null;
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_playerHost = null;
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_chaseCamera = null;
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@ -2811,7 +2825,6 @@ public sealed class GameWindow : IDisposable
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_playerMouseDeltaX = 0f;
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_rmbHeld = false;
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_autoRunActive = false;
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_chaseModeEverEntered = false;
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_lastMovementTruthOutbound = null;
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_localPlayerShadow.Clear();
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_spawnClaimRangeMemo = null;
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@ -3836,169 +3849,9 @@ public sealed class GameWindow : IDisposable
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// reuse the same timestamp for animation hooks and the later drain.
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_scriptRunner?.PublishTime(frameTiming.ScriptTime);
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// Phase A.1: advance the streaming controller FIRST so the initial
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// landblocks are loaded into GpuWorldState before live-session
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// CreateObject events drain. The earlier order (live tick first,
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// streaming tick second) caused the initial CreateObject flood from
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// login to land before any landblock was loaded; live projection placement
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// is a no-op for unloaded landblocks, so all 40+ NPCs/weenies were
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// silently dropped on the first frame and never rendered.
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//
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// K-fix1 (2026-04-26): skip streaming entirely while live mode is
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// configured but the chase camera hasn't engaged yet — otherwise
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// the orbit camera at startup centers on the hardcoded
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// 0xA9B4 (Holtburg) and Holtburg landblocks render briefly
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// until the player spawn arrives + auto-entry switches to chase.
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//
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// #106 gate-3 (2026-06-09): narrowed to PRE-LOGIN only. The original
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// form also blocked the in-world window between EnterWorld and
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// auto-entry, which deadlocked the spawn-ground entry hold:
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// auto-entry waits for terrain under the spawn, terrain streaming
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// waited for chase mode. Once the session is InWorld the player's
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// landblock is known (the fly-camera else-if below was written for
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// exactly this window) — stream it. Pre-login, streaming stays
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// blocked, which is the hardcoded-Holtburg flash K-fix1 targeted.
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// The world-geometry RENDER gate (IsLiveModeWaitingForLogin at the
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// draw site) is unchanged — the pre-entry screen still shows sky
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// only.
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// Recenter cancellation/session-reset requests must keep converging
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// even when ordinary streaming is temporarily gated off. This call is
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// a no-op outside a pending teleport or session-boundary origin
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// retirement transaction.
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_streamingOriginRecenter?.Advance();
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bool liveInWorld = _liveSessionController?.IsInWorld == true;
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// #192: liveInWorld alone used to be sufficient here — but InWorld fires
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// right after the login handshake, before the player's own spawn
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// CreateObject (and hence the real center) has arrived. Streaming that
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// ran in that gap baked landblock offsets from the still-placeholder
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// _liveCenterX/Y (Holtburg), producing stale-positioned geometry applied
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// late once its build finished. Require _liveCenterKnown too — see
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// AcDream.Core.World.StreamingReadinessGate for the full mechanism.
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if (_streamingController is not null && _cameraController is not null
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&& AcDream.Core.World.StreamingReadinessGate.ShouldStream(
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LiveModeEnabled, _chaseModeEverEntered, liveInWorld, _liveCenterKnown))
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{
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int observerCx = _liveCenterX;
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int observerCy = _liveCenterY;
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if (_playerMode && _playerController is not null
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&& _playerController.State == AcDream.App.Input.PlayerState.PortalSpace)
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{
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// Teleport hold (#135): the local player position is frozen at the
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// PRE-teleport spot, expressed in the OLD center frame. The
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// origin coordinator commits _liveCenterX/Y to the destination
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// only after old-window presentation retirement converges; the
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// streaming controller remains gated until that edge. Follow
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// the active shared origin directly — the stale position-derived offset
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// (_liveCenterX + floor(frozenPos/192)) could land ≥2 landblocks off
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// the dungeon and trip ExitDungeonExpand, re-streaming the very
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// neighbor window the pre-collapse just suppressed. Correct for an
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// outdoor teleport too: pre-load the destination during the hold.
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//
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// NOTE: these assignments equal the observerCx/Cy defaults initialized
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// above — the LOAD-BEARING effect of this branch is INHIBITING the
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// position-derived offset in the else-if below while the player position
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// is frozen, not the (redundant) assignment. Kept explicit for clarity.
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observerCx = _liveCenterX;
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observerCy = _liveCenterY;
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}
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else if (_playerMode && _playerController is not null)
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{
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// Player mode: follow the physics-resolved player position.
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// The player walks via the local physics engine; the server
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// doesn't echo back our autonomous moves, so _lastLivePlayer*
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// stays at the login position. Compute the landblock from the
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// controller's current world-space position instead.
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var pp = _playerController.Position;
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observerCx = _liveCenterX + (int)System.Math.Floor(pp.X / 192f);
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observerCy = _liveCenterY + (int)System.Math.Floor(pp.Y / 192f);
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}
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else if (liveInWorld)
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{
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// Live, not yet in player mode: the login auto-entry hold, or a live
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// fly-camera spectator. Follow the PLAYER's server-known landblock; if it
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// hasn't arrived yet, KEEP the _liveCenterX/_liveCenterY default — which is
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// the spawn/teleport recenter (the dungeon landblock at a dungeon login).
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//
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// #135 regression fix (2026-06-14): this MUST NOT fall through to the
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// fly-camera projection below. During a dungeon-login hold the streaming is
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// pre-collapsed onto the spawn landblock; a camera-derived observer far from
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// it trips ExitDungeonExpand and unloads the dungeon before it can hydrate —
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// the player is never placed and login hangs with no dungeon. Previously
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// The last-player-landblock hint was once set by ANY entity, so a dungeon-local NPC
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// kept this branch on the dungeon; once it was filtered to the player guid
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// (line ~4507), a not-yet-arrived player UP dropped to the camera branch.
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// The fly camera is the OFFLINE observer only.
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if (_liveEntityNetworkUpdates?.LastLivePlayerLandblockId is { } lid)
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{
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observerCx = (int)((lid >> 24) & 0xFFu);
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observerCy = (int)((lid >> 16) & 0xFFu);
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}
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// else: keep the _liveCenterX/_liveCenterY default (the spawn recenter).
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}
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else
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{
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// Offline: project the fly camera's world-space position back into
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// landblock coordinates. OrbitCamera doesn't expose Position via
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// ICamera, but FlyCamera.Position is always updated (even when the
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// orbit camera is Active), so this is safe in both modes.
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// Each landblock is 192 world units wide.
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var camPos = _cameraController.Fly.Position;
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observerCx = _liveCenterX + (int)System.Math.Floor(camPos.X / 192f);
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observerCy = _liveCenterY + (int)System.Math.Floor(camPos.Y / 192f);
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}
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// Dungeon gate (#133 FPS): when the player stands in a SEALED EnvCell
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// (indoor cell that doesn't see outside — the same predicate that kills
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// the sun/sky, playerInsideCell below), collapse streaming to the single
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// dungeon landblock. AC dungeons have no adjacent landblocks; the 25×25
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// window otherwise pulls in ~129 unrelated ocean-grid dungeons. Building
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// interiors (cottage/inn) have SeenOutside cells, so they are NOT gated
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// and keep their surrounding terrain.
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// True only for a sealed indoor cell. Read the physics CurrCell's own
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// SeenOutside (ObjCell.SeenOutside, set from the EnvCell dat flags) rather
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// than the render registry: the registry lookup only succeeds AFTER the
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// landblock FINALIZES (~tens of seconds for a 205-cell dungeon), which
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// delayed the collapse and let the full 25×25 neighbor window churn in
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// first (the "~30s to stabilize" report). CurrCell.SeenOutside is set the
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// moment the player is placed, so the collapse now engages at the snap.
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// AP-36 / #145: during a teleport HOLD the player is unplaced and CurrCell is
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// the frozen SOURCE cell. Suppress the source-cell gate so a teleport OUT of a
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// dungeon follows the destination (the PortalSpace observer pin above) instead
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// of staying pinned to the source dungeon — see DungeonStreamingGate.
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bool isTeleportHold =
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_playerController is { State: AcDream.App.Input.PlayerState.PortalSpace };
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var currCell = _physicsEngine.DataCache?.CellGraph.CurrCell;
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bool currSealedDungeon =
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currCell is AcDream.Core.World.Cells.EnvCell pcEnv && !pcEnv.SeenOutside;
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var gate = AcDream.App.Streaming.DungeonStreamingGate.Compute(
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isTeleportHold, currSealedDungeon, currCell?.Id ?? 0u);
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bool insideDungeon = gate.InsideDungeon;
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if (gate.ObserverLandblockKey is { } cellLb)
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{
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// Pin the collapse to the cell's OWN landblock (cell id high 16 bits),
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// NOT the position-derived observer landblock. A dungeon's EnvCells sit
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// at arbitrary world coords (the "ocean" placement) with negative local
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// offsets, so floor(pp.Y/192) lands one landblock off — which collapses
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// onto the WRONG landblock and unloads the real dungeon, nulling CurrCell
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// and breaking the render (the Bug-A coordinate class). The cell id is the
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// authoritative landblock.
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observerCx = (int)((cellLb >> 8) & 0xFFu);
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observerCy = (int)(cellLb & 0xFFu);
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}
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_streamingController.Tick(observerCx, observerCy, insideDungeon);
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// Re-inject persistent entities rescued from unloaded landblocks
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// into the current center landblock (the one the observer is in).
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var rescued = _worldState.DrainRescued();
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if (rescued.Count > 0)
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{
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uint centerLb = (uint)((observerCx << 24) | (observerCy << 16) | 0xFFFF);
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foreach (var entity in rescued)
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_liveEntities?.RebucketLiveEntity(entity.ServerGuid, centerLb);
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}
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}
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// Streaming publishes before inbound CreateObject dispatch so newly
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// accepted live projections can enter a resident bucket this frame.
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_streamingFrame.Tick();
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// Input callbacks feed the current object tick. Packets already read
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// by Core.Net remain queued until the retail object/physics phase has
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