fix(G.3): pin dungeon collapse to the cell's landblock, not the position-derived one (#133)

"The dungeon is broken" — the collapse was unloading the REAL dungeon. A dungeon's
EnvCells sit at arbitrary "ocean" world coords with negative cell-local Y (snap
showed pos=(58.9,-69.6) in cell 0x00070133), so the observer landblock
_liveCenterY + floor(pp.Y/192) = 7 + floor(-69.6/192) = 7 + (-1) = 6 lands one row
off. The collapse pinned to 0x0006 and unloaded 0x0007 — the real dungeon — which
nulled CurrCell (the cell no longer existed) and left the player floating in
outdoor-lit empty space (lb 1/1 @ ~1585 fps, but the wrong landblock). This is the
Bug-A negative-local-coordinate class.

Fix: when inside a dungeon, pin the collapse to the cell's OWN landblock
(CurrCell.Id >> 16), never the position-derived observer landblock — the cell id is
the authoritative landblock for ocean-placed dungeon geometry.

Also hardened the hysteresis so a transient CurrCell flicker can't thrash:
- Re-collapse when insideDungeon at a DIFFERENT landblock (multi-landblock dungeon).
- Expand only on a DISTANT move (Chebyshev > 1) — a real exit teleports far from the
  ocean-grid block; the off-by-one flicker is always an ADJACENT (±1) landblock, so
  it now HOLDS the collapse instead of expanding.
- SweepCollapsed always preserves _collapsedCenter (the true dungeon landblock),
  never the per-frame observer landblock.

Build green; 59 streaming tests green (flicker regression test updated to the
realistic adjacent off-by-one).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-13 22:51:50 +02:00
parent d9e7dd65e9
commit 2561918a70
3 changed files with 52 additions and 18 deletions

View file

@ -6892,10 +6892,23 @@ public sealed class GameWindow : IDisposable
// and keep their surrounding terrain.
// Mirrors the playerInsideCell computation below (CurrCell → registry
// LoadedCell.SeenOutside): true only for a sealed indoor cell.
bool insideDungeon =
_physicsEngine.DataCache?.CellGraph.CurrCell is AcDream.Core.World.Cells.EnvCell pcEnv
bool insideDungeon = false;
if (_physicsEngine.DataCache?.CellGraph.CurrCell is AcDream.Core.World.Cells.EnvCell pcEnv
&& _cellVisibility.TryGetCell(pcEnv.Id, out var pcReg)
&& pcReg is { SeenOutside: false };
&& pcReg is { SeenOutside: false })
{
insideDungeon = true;
// Pin the collapse to the cell's OWN landblock (cell id high 16 bits),
// NOT the position-derived observer landblock. A dungeon's EnvCells sit
// at arbitrary world coords (the "ocean" placement) with negative local
// offsets, so floor(pp.Y/192) lands one landblock off — which collapses
// onto the WRONG landblock and unloads the real dungeon, nulling CurrCell
// and breaking the render (the Bug-A coordinate class). The cell id is the
// authoritative landblock.
uint cellLb = pcEnv.Id >> 16;
observerCx = (int)((cellLb >> 8) & 0xFFu);
observerCy = (int)(cellLb & 0xFFu);
}
_streamingController.Tick(observerCx, observerCy, insideDungeon);
// Re-inject persistent entities rescued from unloaded landblocks