docs: #106 pinned — outdoor membership freezes at landblock boundaries
The 53MB flap-probe capture (user live-reproduced the broken-house entry)
plus 3-agent analysis settles the day: playerCell froze at 0xA9B40031 for
10,449 frames spanning ~130m of outdoor walking into landblock A9B3 and a
stand INSIDE an A9B3 cottage. Within-landblock outdoor flips are 96/96
clean; all 10 successful indoor entries were same-landblock buildings; the
single cross-landblock entry failed. The render flood independently drew the
A9B3 interior cells the whole time — rendering is downstream and healthy;
membership is the broken layer (feedback_render_downstream_of_membership,
proven again). The stale render anchor also explains the outdoor running
distortion; the capture refutes flood-level causes outdoors (26,960/26,960
outdoor frames rigid at outPolys=1 vis=1).
Files #106 (HIGH, physics/membership) with fix pointers: ResolveCellId /
AddAllOutsideCells cross-landblock proposal, the b3ce505 outdoor-sweep gate
(possible stopgap fallout, like #99), retail find_cell_list :308742 +
LandDefs.get_outside_lcoord. Reframes #105: largely superseded by #106;
residual (single wall missing while membership indoor-correct) stays open
with all tripwires armed. Handoff:
docs/research/2026-06-09-105-capture-analysis-membership-landblock-pin.md
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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---
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---
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## #106 — Outdoor player-cell membership FREEZES at landblock boundaries (whole interiors unenterable)
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**Status:** OPEN
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**Severity:** HIGH
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**Filed:** 2026-06-09
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**Component:** physics, membership
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**Description:** Walking outdoors across a landblock boundary does NOT update the player's
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outdoor cell: `playerCell` stays pinned to the last cell of the previous landblock,
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indefinitely. Every downstream consumer degrades: entering any building in the new landblock
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never fires the outdoor→indoor membership transition (the interior never renders — "I'm inside
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but it looks like I'm standing outside"), and the render root stays anchored at the stale
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outdoor cell, producing the "screen distorted with world background" artifacts while running.
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**Root cause / status:** PINNED by live capture 2026-06-09 (`flap-105-capture.log`, 53 MB,
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analyzed in `docs/research/2026-06-09-105-capture-analysis-membership-landblock-pin.md`):
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playerCell froze at `0xA9B40031` at log line 93363 and never changed for 10,449 frames —
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spanning ~130 m of outdoor walking into landblock `0xA9B3` (player y reaching −109 in
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A9B4-local coords) and an 8,929-frame stand inside an A9B3 cottage. Within-landblock outdoor
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transitions are clean (96/96); all 10 successful indoor entries were same-landblock buildings;
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the single failure was the only cross-landblock building entered. The render flood
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independently SAW the A9B3 interior cells (`0xA9B301xx` in `[render-sig]`) — rendering is
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downstream and healthy; membership is the broken layer. Suspects for the fix session: the
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outdoor candidate-cell proposal in `PhysicsEngine.ResolveCellId` / `CellTransit.AddAllOutsideCells`
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(a coord-convention bug there was fixed 2026-05-25; cross-landblock proposals may still be
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missing or gated), and the `b3ce505` #98 stopgap which GATED the outdoor sweep (the physics
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digest carries this workaround debt — this may be its fallout). Retail oracle:
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`CObjCell::find_cell_list` Position-variant (`acclient_2013_pseudo_c.txt:308742-308783`) +
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`LandDefs` outside-cell coordinate handling.
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**Files:** `src/AcDream.Core/Physics/PhysicsEngine.cs` (ResolveCellId),
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`src/AcDream.Core/Physics/CellTransit.cs` (AddAllOutsideCells),
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`src/AcDream.Core/Physics/` membership chokepoint (UpdateCellId).
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**Research:** `docs/research/2026-06-09-105-capture-analysis-membership-landblock-pin.md`.
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**Acceptance:** walk outdoors from Holtburg across each neighboring landblock boundary —
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`[cell-transit]` (ACDREAM_PROBE_CELL=1) shows the outdoor cell updating to the new landblock's
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cells; enter a cross-landblock building — membership transitions indoor and the interior
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renders; the running-distortion artifacts stop accumulating with distance.
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---
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## #105 — Intermittent silent dat-load failure: white/missing cottage walls until relaunch
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## #105 — Intermittent silent dat-load failure: white/missing cottage walls until relaunch
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**Status:** OPEN
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**Status:** OPEN
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@ -58,18 +101,21 @@ windows) draw normally. Once broken, broken for the whole session — the failed
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cached (mesh batches build once, hydration runs once). The failure has never produced a single
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cached (mesh batches build once, hydration runs once). The failure has never produced a single
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log line: every dat-read failure on the walls-relevant paths exits silently.
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log line: every dat-read failure on the walls-relevant paths exits silently.
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**Root cause / status:** NOT YET ATTRIBUTED — but heavily narrowed (full evidence:
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**Root cause / status:** LARGELY SUPERSEDED BY #106 (2026-06-09 evening): the live capture
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`docs/research/2026-06-09-dat-reader-thread-safety-investigation.md`). Refuted: the dat
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pinned "whole interior missing / enter house and see outside" to the cross-landblock outdoor
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library's concurrent read path (Chorizite.DatReaderWriter 2.1.7) is exonerated by line-level
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membership freeze — most "broken house" reports were that. What REMAINS under #105 is the
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source audit + the in-tree hammer test (`DatConcurrencyStressTests`, ~1.1M concurrent reads,
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narrower residual observed twice earlier: a single wall section missing (sky/clear color)
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zero anomalies). Fixed nearby: the teardown dispose-during-read AccessViolation (`8fadf77`).
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**while membership and viewer cell were demonstrably correct and INDOOR** (`viewerCell=0171`,
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Remaining candidates: a lifecycle/ordering race in our hydration/streaming pipeline, or a
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props drawn, collision present). All data/upload/registration layers are exonerated for it:
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GL-side staged-upload / bindless-residency failure under load. Tripwire log lines
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four rounds of tripwires (`[dat-miss]`/`[tex-miss]`/`[tex-skip]`/`[cell-miss]`,
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(`[dat-miss]` / `[tex-miss]` / `[tex-skip]` / `[cell-miss]`, commit `7433b70`) now cover every
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`[geom-null]`/`[geom-misroute]`/`[up-null]`, `[finalize-replace]`/`[late-register]`) were
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silent exit; the next occurrence self-attributes in the launch log. Discriminator: magenta
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silent across every reproduction, the dat library is exonerated (`DatConcurrencyStressTests`,
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walls = TextureCache decode miss; see-through + `[tex-skip]`/`[dat-miss]` = mesh-build miss;
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~1.1M concurrent reads), and the capture analysis shows no never-flooding building and no
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see-through + `[cell-miss]` = hydration miss; broken with NO tripwire output = GL-side —
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empty indoor floods. The teardown dispose-during-read AccessViolation was fixed nearby
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instrument `WbMeshAdapter.Tick`'s upload drain next.
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(`8fadf77`). Known-benign noise: `[up-null]` for `0x010002B4`/`0x010008A8` (deterministic,
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legitimately empty meshes). If the residual reproduces, the remaining suspects are the
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draw-level clip path (the §4 edge-on clip family) — note `BuildFromExterior` has NO pv-trace
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hook yet (add one for attribution). Keep all tripwires until this closes.
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**Files:** `src/AcDream.App/Rendering/Wb/ObjectMeshManager.cs` (texture chains),
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**Files:** `src/AcDream.App/Rendering/Wb/ObjectMeshManager.cs` (texture chains),
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`src/AcDream.App/Rendering/Wb/DatCollectionAdapter.cs` (`DatDatabaseWrapper.TryGet`),
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`src/AcDream.App/Rendering/Wb/DatCollectionAdapter.cs` (`DatDatabaseWrapper.TryGet`),
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@ -0,0 +1,90 @@
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# #105 capture analysis — outdoor membership FREEZES at landblock boundaries (#106 PINNED)
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**Date:** 2026-06-09 (evening). **Branch:** `claude/thirsty-goldberg-51bb9b`.
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**Evidence:** `flap-105-capture.log` (53 MB UTF-16LE, `ACDREAM_PROBE_FLAP=1`, 136,736 lines,
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30,698 `[flap-cam]` frames, 16,587 `[render-sig]`, 750 `[pv-trace]`), analyzed by 3 parallel
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workers (throwaway scripts `q105_*.py` in the worktree root). User live-reproduced during
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capture: entered a cottage and "EVERYTHING disappears, like I'm standing outside."
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---
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## 0. TL;DR
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1. **#106 PINNED: the player's OUTDOOR cell membership never crosses a landblock boundary.**
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`playerCell` froze at `0xA9B40031` (line 93363) and stayed frozen for **10,449 frames**:
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~130 m of outdoor walking south across the `A9B4→A9B3` boundary (player y reaching −109.65
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in A9B4-local coords = ~82 m inside A9B3) plus an 8,929-frame stand INSIDE an A9B3 cottage.
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Zero indoor candidates ever flickered. Within-landblock outdoor transitions are clean
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(96/96, e.g. `0x0031↔0x0029` flipping exactly at the x=144 cell line).
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2. **The discriminator landed hard:** all **10 successful** outdoor→indoor entries this
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session (7 distinct buildings: 0170, 0150, 0164, 016E, 016C, 010B, 0118) were buildings in
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the SAME landblock as the player's outdoor cell — each a single clean flip with the viewer
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cell trailing ~48 frames (camera boom still outside), no flicker. The ONE failing entry was
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the only CROSS-landblock building entered.
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3. **Rendering is downstream and healthy:** while membership said "outdoor," `[render-sig]`
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shows the flood drawing the A9B3 interior cells (`0xA9B30100/0103/.../0110`) — the renderer
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could see the rooms membership refused to enter. 89 distinct indoor cells flood under
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outdoor roots across the session; ids==draw (no misses); **no never-flooding building
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exists**; **no indoor flood ever collapsed empty** (all 17 indoor roots always vis≥2).
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`feedback_render_downstream_of_membership` proven again.
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4. **The outdoor "running distortion" is the same freeze:** the render root stays anchored at
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the stale outdoor cell while the player runs away from it (10,415-frame root run at
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`0x0031`), so the whole view is built from a wrong anchor. The capture REFUTES flood-level
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causes outdoors: in all 26,960 outdoor-root frames, `outPolys=1` and `vis=1` with zero
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exceptions.
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5. **The §4 indoor flap is unchanged and separate:** vis oscillation exists only under indoor
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roots (520 changes, longest 9 consecutive flips, cells 0x013F/0x0143/0x0150/0x0171) plus
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~11 one-to-three-frame OUT↔IN root blips at doorways (e.g. lines 31704..31713) — the known
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doorway flap, untouched today.
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## 1. What #106 explains vs what stays in #105
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- **#106 explains:** "enter house → everything disappears, looks like outside" (cross-landblock
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buildings), most of the day's per-session "some houses broken" reports (which houses break
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depends on where you've walked = which boundaries you crossed), and the outdoor running
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distortion (stale render anchor).
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- **Still #105 (residual, twice-observed earlier):** a single wall section missing
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(sky/clear color) while membership/viewer were demonstrably INDOOR-correct
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(`viewerCell=0171`, props drawn, collision present). All data/upload/registration layers are
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exonerated by 4 silent tripwire rounds; if it reproduces, the draw-level clip path (§4
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family) is the remaining suspect space.
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## 2. Fix pointers for #106 (next session)
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- **Membership chokepoint:** the outdoor candidate-cell proposal. The capture shows the
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resolver flips outdoor cells fine WITHIN a landblock but never proposes another landblock's
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outdoor cell. Look at `PhysicsEngine.ResolveCellId` + `CellTransit.AddAllOutsideCells`
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(its coord-convention bug was fixed 2026-05-25 — `feedback_latent_bug_masked_by_fallback`;
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cross-landblock proposals may be missing or clamped to the current landblock's 8×8 grid).
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- **Check the `b3ce505` #98 stopgap first:** it GATED the outdoor sweep (a flagged WORKAROUND
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that already caused #99). If the gate suppresses the sweep that would propose
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neighboring-landblock cells, #106 is its fallout — fixing the root (per-cell shadow
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architecture A6.P4) or narrowing the gate may be the real fix. Read
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`claude-memory/project_physics_collision_digest.md` DO-NOT-RETRY before touching anything.
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- **Retail oracle:** `CObjCell::find_cell_list` Position-variant
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(`acclient_2013_pseudo_c.txt:308742-308783`) + `LandDefs` outside-coordinate handling
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(`get_outside_lcoord` family) — retail resolves outdoor cells from GLOBAL coordinates, so
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landblock crossings are inherent. Cross-check ACE `Physics/Common/LandDefs.cs`.
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- **Cheap probe for the fix loop:** `ACDREAM_PROBE_CELL=1` (`[cell-transit]`, low volume)
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while walking across each Holtburg boundary; acceptance in #106's entry.
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## 3. Apparatus notes (carried forward)
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- `[pv-trace]` is hard-gated to roots `0x016F..0x0175` (`PortalVisibilityBuilder.cs:606-647`)
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and `BuildFromExterior` has **NO trace hook** — outside-looking-in cull reasons are
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unobservable until one is added (needed if #105's residual reproduces).
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- `[flap]`'s `vis`/`outPolys` are PRE-merge (emitted in `Build`, before
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`MergeNearbyBuildingFloods` in `RetailPViewRenderer.cs:48-61`); post-merge truth is
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`[render-sig] ids=/draw=`.
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- Tripwires still live (keep until #105/#106 close): rounds 1–3 + `[up-null]` (known-benign
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ids `0x010002B4`, `0x010008A8` — deterministic empty meshes, ignore).
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- Capture + scripts: `flap-105-capture.log`, `q105_*.py` (untracked throwaways).
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## 4. The day's full arc (for the next session's orientation)
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dat-reader direction chosen → read path EXONERATED (audit + 1.1M-read hammer, `b3920d8`) →
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teardown dispose-during-read AV FIXED (`8fadf77`) → white-walls trapped through 4 tripwire
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rounds (all silent) → live capture → **#106 pinned (membership, cross-landblock)**. The day's
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"render bug" was a physics bug all along, exactly per
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`feedback_render_downstream_of_membership`. Next session: fix #106 (membership/A6 territory,
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read the physics digest first).
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