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>
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3 changed files with 52 additions and 18 deletions
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@ -120,13 +120,22 @@ public sealed class StreamingController
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if (_collapsed)
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{
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// Hysteresis: stay collapsed while the player remains in the dungeon
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// landblock, regardless of CurrCell flicker. Expand only on an actual
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// landblock change (the player left through a portal / was teleported).
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if (centerId != _collapsedCenter)
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// Hysteresis. Cases:
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// - Still in the SAME dungeon landblock → hold (sweep stragglers).
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// - In a DIFFERENT dungeon cell (multi-landblock dungeon / new dungeon)
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// → re-collapse onto it.
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// - CurrCell flickered null but the player hasn't gone anywhere: the
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// observer landblock reverts to the position-derived value, which for a
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// dungeon is only ever the ADJACENT off-by-one landblock (negative cell-
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// local Y). Hold — never expand on an adjacent flicker.
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// - Genuinely left to a DISTANT landblock (portal/teleport out, always far
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// from the ocean-grid dungeon block) → expand.
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if (insideDungeon && centerId != _collapsedCenter)
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EnterDungeonCollapse(observerCx, observerCy, centerId);
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else if (!insideDungeon && ChebyshevLandblocks(centerId, _collapsedCenter) > 1)
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ExitDungeonExpand(observerCx, observerCy);
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else
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SweepCollapsed(centerId);
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SweepCollapsed();
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}
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else if (insideDungeon)
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{
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@ -200,10 +209,20 @@ public sealed class StreamingController
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/// effect. At steady state only the dungeon landblock is resident, so this
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/// is a no-op.
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/// </summary>
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private void SweepCollapsed(uint centerId)
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private void SweepCollapsed()
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{
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// Always preserve the true dungeon landblock (_collapsedCenter), never the
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// per-frame observer landblock — a CurrCell flicker must not unload the dungeon.
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foreach (var id in _state.LoadedLandblockIds)
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if (id != centerId) _enqueueUnload(id);
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if (id != _collapsedCenter) _enqueueUnload(id);
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}
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/// <summary>Chebyshev distance in landblock cells between two landblock ids.</summary>
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private static int ChebyshevLandblocks(uint a, uint b)
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{
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int ax = (int)((a >> 24) & 0xFFu), ay = (int)((a >> 16) & 0xFFu);
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int bx = (int)((b >> 24) & 0xFFu), by = (int)((b >> 16) & 0xFFu);
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return Math.Max(Math.Abs(ax - bx), Math.Abs(ay - by));
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}
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/// <summary>
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