fix(phys): #107 indoor-login spawn wedge — validate the server (cell,pos) pair at the player snap (retail AdjustPosition) + unfreeze same-landblock teleport arrivals + self-consistent wire pairs
Root cause (capture resolve-107-login1.jsonl + dat conformance scan): ACE restored the player with a POISONED (cell, position) pair — cell 0xA9B40162 (one building) with a position inside 0xA9B40171 (a different building 55 m away). Our entry snap trusted the claim verbatim: the player stood fake-grounded for minutes (isOnGround passthrough, no contact plane, no walkable polygon — zero-move resolves short-circuit), the FIRST movement input ran a real transition, the pick demoted the indoor claim to outdoor mid-building, and the player fell 2.4 m through the cottage floor onto the terrain underneath — wedged inside the building shell. The second wedge shape (flood-fix-gate2.log) was the PortalSpace freeze: the teleport-arrival detection gated on `differentLandblock || farAway>100m`, an invented heuristic — ACE's same-landblock short-hop corrections matched neither, so PortalSpace never exited and movement input stayed frozen all session. Four legs, all retail-anchored: 1. PhysicsEngine.Resolve (the player snap path: login entry + teleport arrival) now runs AdjustPosition first — retail SetPositionInternal step 1 (acclient :283892, AdjustPosition :280009): validate/correct the claimed cell from the foot-sphere center BEFORE any physics. Corrections log one [spawn-adjust] line. 2. AdjustPosition's previously-deferred indoor seen_outside → adjust_to_outside sub-fallback (:280037-280046) is completed; CellPhysics gains the SeenOutside flag (dat EnvCellFlags.SeenOutside) cached in CacheCellStruct. The camera path does not reach this sub-branch in the gated scenarios (CameraCornerSealReplayTests green). 3. PortalSpace arrival = ANY player position update (holtburger PlayerTeleport handler conformant; recenter still only on landblock change). Verified live: ACE sent a same-lb dist=69.8 correction that the old gate would have frozen on — it now completes. 4. Outbound wire (cell, position) pairs are now SELF-CONSISTENT: derive the landblock frame from the resolver's full cell id instead of welding a position-derived landblock onto its low word — the old composition could write exactly the poisoned pair shape into ACE's character save. Plus the #106-gate-2 hold extension: an indoor spawn claim waits for the claimed cell's hydration (IsSpawnCellReady) so the validation can act — the async equivalent of retail's synchronous cell load. Live verification (wedge-107-verify1.log): entry clean; ACE's same-lb teleport correction completed (old code: permanent freeze); the teleport destination itself carried ANOTHER poisoned claim (0xA9B40150) which [spawn-adjust] corrected to 0xA9B40019; player fully controllable, walking across landcells. 3 new dat-backed conformance tests pin the poisoned-pair facts (Issue107SpawnDiagnosticTests). Baseline: 1380+4 pre-existing #99-era failures+1 skip / 223 / 420 / 294. Pending user gate: park indoors, log out gracefully, relaunch — expect a clean indoor spawn standing on the interior floor. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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4 changed files with 287 additions and 19 deletions
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@ -411,11 +411,42 @@ public sealed class PhysicsEngine
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/// <para>
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/// <c>SmartBox::update_viewer</c> calls this to seat the camera sweep's start
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/// cell at the head-pivot (:280032, indoor branch only) and again as fallback 1
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/// at the sought eye (:280078). Retail's indoor <c>seen_outside →
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/// adjust_to_outside</c> sub-fallback (:280037-280046) is deferred — not on the
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/// cottage/cellar camera path (see the design spec §6).
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/// at the sought eye (:280078). The player snap path
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/// (<c>SetPositionInternal</c> :283908 → our <see cref="Resolve"/>) calls it to
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/// validate the server-restored (cell, position) pair before any physics runs —
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/// the #107 indoor-login wedge was this validation missing: a poisoned save
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/// (cell id from one building, position inside another) was trusted verbatim,
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/// the player stood fake-grounded with no walkable floor, and the first movement
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/// demoted them outdoor mid-building → 2.4 m fall under the cottage floor.
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/// </para>
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/// <para>
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/// #107 (2026-06-10) completed the previously-deferred indoor
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/// <c>seen_outside → adjust_to_outside</c> sub-fallback (:280037-280046): when
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/// the claimed cell is hydrated, nothing in its visible graph contains the
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/// point, and the cell has outdoor-visible portals, retail demotes to the
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/// landcell under the point. The corner-seal replay (`b21bb28`) shows camera
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/// eyes always land inside cells/openings, so the camera path does not reach
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/// this sub-branch in the gated scenarios (CameraCornerSealReplayTests stays
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/// green).
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/// </para>
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/// </summary>
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/// <summary>
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/// #107 auto-entry hold (gate-2 extension, 2026-06-10): true when the
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/// server-claimed spawn cell is ready for <see cref="AdjustPosition"/> to
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/// act on. Outdoor claims need only terrain (the existing gate). Indoor
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/// claims wait until the claimed cell's struct is hydrated — the async-
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/// streaming equivalent of retail's synchronous cell load before
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/// SetPosition — OR until the landblock's interior batch hydrated WITHOUT
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/// the claimed id (a poisoned save: proceed and let AdjustPosition demote).
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/// </summary>
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public bool IsSpawnCellReady(uint cellId)
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{
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if ((cellId & 0xFFFFu) < 0x0100u) return true;
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if (DataCache is null) return false;
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if (DataCache.GetCellStruct(cellId) is not null) return true;
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return DataCache.HasAnyCellStructInLandblock(cellId);
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}
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public (uint cellId, bool found) AdjustPosition(uint seedCellId, Vector3 worldPoint)
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{
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if (seedCellId == 0u) return (seedCellId, false);
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@ -425,7 +456,15 @@ public sealed class PhysicsEngine
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// Indoor: find_visible_child_cell(this, point, arg3 = 1) (:280028).
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if (DataCache is null) return (seedCellId, false);
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uint child = CellTransit.FindVisibleChildCell(DataCache, seedCellId, worldPoint, useStabList: true);
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return child != 0u ? (child, true) : (seedCellId, false);
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if (child != 0u) return (child, true);
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// Retail :280037-280046: claimed cell hydrated + seen_outside →
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// Position::adjust_to_outside (fall through to the grid snap below).
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// A non-hydrated or not-seen-outside claim stays (seed, false) —
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// retail's lost-cell path; our callers keep their legacy fallback.
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var claimed = DataCache.GetCellStruct(seedCellId);
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if (claimed is null || !claimed.SeenOutside)
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return (seedCellId, false);
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}
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// Outdoor: LandDefs::adjust_to_outside — snap to the landcell under the
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@ -460,6 +499,26 @@ public sealed class PhysicsEngine
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/// </summary>
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public ResolveResult Resolve(Vector3 currentPos, uint cellId, Vector3 delta, float stepUpHeight)
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{
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// #107 (2026-06-10): retail CPhysicsObj::SetPositionInternal (:283892)
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// step 1 — AdjustPosition (:283908) validates/corrects the claimed cell
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// from the position BEFORE any physics runs. This legacy Resolve is the
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// player snap path (login entry + teleport arrival — the SetPosition
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// shaped calls); both hand it a server-restored (cell, position) pair
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// that can be poisoned (the #107 capture: cell id from one building,
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// position inside another, 55 m apart). Retail validates at the foot-
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// sphere CENTER (localtoglobal of sphere_path.local_sphere, :283903);
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// the player's foot sphere is radius 0.48 m centred 0.48 m above the
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// feet (PlayerMovementController body — capture input.sphereRadius).
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const float FootSphereCenterLift = 0.48f;
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var (adjustedCellId, adjustedFound) = AdjustPosition(
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cellId, currentPos + new Vector3(0f, 0f, FootSphereCenterLift));
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if (adjustedFound && adjustedCellId != cellId)
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{
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Console.WriteLine(System.FormattableString.Invariant(
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$"[spawn-adjust] claimed cell 0x{cellId:X8} does not contain ({currentPos.X:F3},{currentPos.Y:F3},{currentPos.Z:F3}) — corrected to 0x{adjustedCellId:X8} (retail AdjustPosition :280009)"));
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cellId = adjustedCellId;
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}
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var candidatePos = currentPos + new Vector3(delta.X, delta.Y, 0f);
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// Find the landblock this candidate position falls in.
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