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 Reframes #105: largely superseded by #106;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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Erik 2026-06-09 22:38:19 +02:00
parent 0a38d934fd
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@ -44,6 +44,49 @@ Copy this block when adding a new issue:
--- ---
## #106 — Outdoor player-cell membership FREEZES at landblock boundaries (whole interiors unenterable)
**Status:** OPEN
**Severity:** HIGH
**Filed:** 2026-06-09
**Component:** physics, membership
**Description:** Walking outdoors across a landblock boundary does NOT update the player's
outdoor cell: `playerCell` stays pinned to the last cell of the previous landblock,
indefinitely. Every downstream consumer degrades: entering any building in the new landblock
never fires the outdoor→indoor membership transition (the interior never renders — "I'm inside
but it looks like I'm standing outside"), and the render root stays anchored at the stale
outdoor cell, producing the "screen distorted with world background" artifacts while running.
**Root cause / status:** PINNED by live capture 2026-06-09 (`flap-105-capture.log`, 53 MB,
analyzed in `docs/research/2026-06-09-105-capture-analysis-membership-landblock-pin.md`):
playerCell froze at `0xA9B40031` at log line 93363 and never changed for 10,449 frames —
spanning ~130 m of outdoor walking into landblock `0xA9B3` (player y reaching 109 in
A9B4-local coords) and an 8,929-frame stand inside an A9B3 cottage. Within-landblock outdoor
transitions are clean (96/96); all 10 successful indoor entries were same-landblock buildings;
the single failure was the only cross-landblock building entered. The render flood
independently SAW the A9B3 interior cells (`0xA9B301xx` in `[render-sig]`) — rendering is
downstream and healthy; membership is the broken layer. Suspects for the fix session: the
outdoor candidate-cell proposal in `PhysicsEngine.ResolveCellId` / `CellTransit.AddAllOutsideCells`
(a coord-convention bug there was fixed 2026-05-25; cross-landblock proposals may still be
missing or gated), and the `b3ce505` #98 stopgap which GATED the outdoor sweep (the physics
digest carries this workaround debt — this may be its fallout). Retail oracle:
`CObjCell::find_cell_list` Position-variant (`acclient_2013_pseudo_c.txt:308742-308783`) +
`LandDefs` outside-cell coordinate handling.
**Files:** `src/AcDream.Core/Physics/PhysicsEngine.cs` (ResolveCellId),
`src/AcDream.Core/Physics/CellTransit.cs` (AddAllOutsideCells),
`src/AcDream.Core/Physics/` membership chokepoint (UpdateCellId).
**Research:** `docs/research/2026-06-09-105-capture-analysis-membership-landblock-pin.md`.
**Acceptance:** walk outdoors from Holtburg across each neighboring landblock boundary —
`[cell-transit]` (ACDREAM_PROBE_CELL=1) shows the outdoor cell updating to the new landblock's
cells; enter a cross-landblock building — membership transitions indoor and the interior
renders; the running-distortion artifacts stop accumulating with distance.
---
## #105 — Intermittent silent dat-load failure: white/missing cottage walls until relaunch ## #105 — Intermittent silent dat-load failure: white/missing cottage walls until relaunch
**Status:** OPEN **Status:** OPEN
@ -58,18 +101,21 @@ windows) draw normally. Once broken, broken for the whole session — the failed
cached (mesh batches build once, hydration runs once). The failure has never produced a single cached (mesh batches build once, hydration runs once). The failure has never produced a single
log line: every dat-read failure on the walls-relevant paths exits silently. log line: every dat-read failure on the walls-relevant paths exits silently.
**Root cause / status:** NOT YET ATTRIBUTED — but heavily narrowed (full evidence: **Root cause / status:** LARGELY SUPERSEDED BY #106 (2026-06-09 evening): the live capture
`docs/research/2026-06-09-dat-reader-thread-safety-investigation.md`). Refuted: the dat pinned "whole interior missing / enter house and see outside" to the cross-landblock outdoor
library's concurrent read path (Chorizite.DatReaderWriter 2.1.7) is exonerated by line-level membership freeze — most "broken house" reports were that. What REMAINS under #105 is the
source audit + the in-tree hammer test (`DatConcurrencyStressTests`, ~1.1M concurrent reads, narrower residual observed twice earlier: a single wall section missing (sky/clear color)
zero anomalies). Fixed nearby: the teardown dispose-during-read AccessViolation (`8fadf77`). **while membership and viewer cell were demonstrably correct and INDOOR** (`viewerCell=0171`,
Remaining candidates: a lifecycle/ordering race in our hydration/streaming pipeline, or a props drawn, collision present). All data/upload/registration layers are exonerated for it:
GL-side staged-upload / bindless-residency failure under load. Tripwire log lines four rounds of tripwires (`[dat-miss]`/`[tex-miss]`/`[tex-skip]`/`[cell-miss]`,
(`[dat-miss]` / `[tex-miss]` / `[tex-skip]` / `[cell-miss]`, commit `7433b70`) now cover every `[geom-null]`/`[geom-misroute]`/`[up-null]`, `[finalize-replace]`/`[late-register]`) were
silent exit; the next occurrence self-attributes in the launch log. Discriminator: magenta silent across every reproduction, the dat library is exonerated (`DatConcurrencyStressTests`,
walls = TextureCache decode miss; see-through + `[tex-skip]`/`[dat-miss]` = mesh-build miss; ~1.1M concurrent reads), and the capture analysis shows no never-flooding building and no
see-through + `[cell-miss]` = hydration miss; broken with NO tripwire output = GL-side — empty indoor floods. The teardown dispose-during-read AccessViolation was fixed nearby
instrument `WbMeshAdapter.Tick`'s upload drain next. (`8fadf77`). Known-benign noise: `[up-null]` for `0x010002B4`/`0x010008A8` (deterministic,
legitimately empty meshes). If the residual reproduces, the remaining suspects are the
draw-level clip path (the §4 edge-on clip family) — note `BuildFromExterior` has NO pv-trace
hook yet (add one for attribution). Keep all tripwires until this closes.
**Files:** `src/AcDream.App/Rendering/Wb/ObjectMeshManager.cs` (texture chains), **Files:** `src/AcDream.App/Rendering/Wb/ObjectMeshManager.cs` (texture chains),
`src/AcDream.App/Rendering/Wb/DatCollectionAdapter.cs` (`DatDatabaseWrapper.TryGet`), `src/AcDream.App/Rendering/Wb/DatCollectionAdapter.cs` (`DatDatabaseWrapper.TryGet`),

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@ -0,0 +1,90 @@
# #105 capture analysis — outdoor membership FREEZES at landblock boundaries (#106 PINNED)
**Date:** 2026-06-09 (evening). **Branch:** `claude/thirsty-goldberg-51bb9b`.
**Evidence:** `flap-105-capture.log` (53 MB UTF-16LE, `ACDREAM_PROBE_FLAP=1`, 136,736 lines,
30,698 `[flap-cam]` frames, 16,587 `[render-sig]`, 750 `[pv-trace]`), analyzed by 3 parallel
workers (throwaway scripts `q105_*.py` in the worktree root). User live-reproduced during
capture: entered a cottage and "EVERYTHING disappears, like I'm standing outside."
---
## 0. TL;DR
1. **#106 PINNED: the player's OUTDOOR cell membership never crosses a landblock boundary.**
`playerCell` froze at `0xA9B40031` (line 93363) and stayed frozen for **10,449 frames**:
~130 m of outdoor walking south across the `A9B4→A9B3` boundary (player y reaching 109.65
in A9B4-local coords = ~82 m inside A9B3) plus an 8,929-frame stand INSIDE an A9B3 cottage.
Zero indoor candidates ever flickered. Within-landblock outdoor transitions are clean
(96/96, e.g. `0x0031↔0x0029` flipping exactly at the x=144 cell line).
2. **The discriminator landed hard:** all **10 successful** outdoor→indoor entries this
session (7 distinct buildings: 0170, 0150, 0164, 016E, 016C, 010B, 0118) were buildings in
the SAME landblock as the player's outdoor cell — each a single clean flip with the viewer
cell trailing ~48 frames (camera boom still outside), no flicker. The ONE failing entry was
the only CROSS-landblock building entered.
3. **Rendering is downstream and healthy:** while membership said "outdoor," `[render-sig]`
shows the flood drawing the A9B3 interior cells (`0xA9B30100/0103/.../0110`) — the renderer
could see the rooms membership refused to enter. 89 distinct indoor cells flood under
outdoor roots across the session; ids==draw (no misses); **no never-flooding building
exists**; **no indoor flood ever collapsed empty** (all 17 indoor roots always vis≥2).
`feedback_render_downstream_of_membership` proven again.
4. **The outdoor "running distortion" is the same freeze:** the render root stays anchored at
the stale outdoor cell while the player runs away from it (10,415-frame root run at
`0x0031`), so the whole view is built from a wrong anchor. The capture REFUTES flood-level
causes outdoors: in all 26,960 outdoor-root frames, `outPolys=1` and `vis=1` with zero
exceptions.
5. **The §4 indoor flap is unchanged and separate:** vis oscillation exists only under indoor
roots (520 changes, longest 9 consecutive flips, cells 0x013F/0x0143/0x0150/0x0171) plus
~11 one-to-three-frame OUT↔IN root blips at doorways (e.g. lines 31704..31713) — the known
doorway flap, untouched today.
## 1. What #106 explains vs what stays in #105
- **#106 explains:** "enter house → everything disappears, looks like outside" (cross-landblock
buildings), most of the day's per-session "some houses broken" reports (which houses break
depends on where you've walked = which boundaries you crossed), and the outdoor running
distortion (stale render anchor).
- **Still #105 (residual, twice-observed earlier):** a single wall section missing
(sky/clear color) while membership/viewer were demonstrably INDOOR-correct
(`viewerCell=0171`, props drawn, collision present). All data/upload/registration layers are
exonerated by 4 silent tripwire rounds; if it reproduces, the draw-level clip path (§4
family) is the remaining suspect space.
## 2. Fix pointers for #106 (next session)
- **Membership chokepoint:** the outdoor candidate-cell proposal. The capture shows the
resolver flips outdoor cells fine WITHIN a landblock but never proposes another landblock's
outdoor cell. Look at `PhysicsEngine.ResolveCellId` + `CellTransit.AddAllOutsideCells`
(its coord-convention bug was fixed 2026-05-25 — `feedback_latent_bug_masked_by_fallback`;
cross-landblock proposals may be missing or clamped to the current landblock's 8×8 grid).
- **Check the `b3ce505` #98 stopgap first:** it GATED the outdoor sweep (a flagged WORKAROUND
that already caused #99). If the gate suppresses the sweep that would propose
neighboring-landblock cells, #106 is its fallout — fixing the root (per-cell shadow
architecture A6.P4) or narrowing the gate may be the real fix. Read
`claude-memory/project_physics_collision_digest.md` DO-NOT-RETRY before touching anything.
- **Retail oracle:** `CObjCell::find_cell_list` Position-variant
(`acclient_2013_pseudo_c.txt:308742-308783`) + `LandDefs` outside-coordinate handling
(`get_outside_lcoord` family) — retail resolves outdoor cells from GLOBAL coordinates, so
landblock crossings are inherent. Cross-check ACE `Physics/Common/LandDefs.cs`.
- **Cheap probe for the fix loop:** `ACDREAM_PROBE_CELL=1` (`[cell-transit]`, low volume)
while walking across each Holtburg boundary; acceptance in #106's entry.
## 3. Apparatus notes (carried forward)
- `[pv-trace]` is hard-gated to roots `0x016F..0x0175` (`PortalVisibilityBuilder.cs:606-647`)
and `BuildFromExterior` has **NO trace hook** — outside-looking-in cull reasons are
unobservable until one is added (needed if #105's residual reproduces).
- `[flap]`'s `vis`/`outPolys` are PRE-merge (emitted in `Build`, before
`MergeNearbyBuildingFloods` in `RetailPViewRenderer.cs:48-61`); post-merge truth is
`[render-sig] ids=/draw=`.
- Tripwires still live (keep until #105/#106 close): rounds 13 + `[up-null]` (known-benign
ids `0x010002B4`, `0x010008A8` — deterministic empty meshes, ignore).
- Capture + scripts: `flap-105-capture.log`, `q105_*.py` (untracked throwaways).
## 4. The day's full arc (for the next session's orientation)
dat-reader direction chosen → read path EXONERATED (audit + 1.1M-read hammer, `b3920d8`) →
teardown dispose-during-read AV FIXED (`8fadf77`) → white-walls trapped through 4 tripwire
rounds (all silent) → live capture → **#106 pinned (membership, cross-landblock)**. The day's
"render bug" was a physics bug all along, exactly per
`feedback_render_downstream_of_membership`. Next session: fix #106 (membership/A6 territory,
read the physics digest first).