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

View file

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

View file

@ -110,22 +110,24 @@ public class StreamingControllerDungeonGateTests
}
[Fact]
public void Collapsed_CurrCellFlickersToNull_SameLandblock_DoesNotExpand()
public void Collapsed_CurrCellFlickersToAdjacentOffByOne_DoesNotExpand()
{
// Regression: the live run thrashed collapse↔expand because CurrCell
// momentarily resolved to null (insideDungeon=false) while the player
// stayed in the dungeon landblock — leaking lights via reload storms.
// The landblock-hysteresis must hold the collapse.
// Regression: the live run broke because a dungeon cell's negative local-Y
// makes the position-derived observer landblock land one row off (0,7→0,6).
// When CurrCell flickers null mid-frame, GameWindow stops overriding to the
// cell landblock and passes that adjacent (0,6). The Chebyshev>1 guard must
// treat that as a flicker and HOLD — never expand (which would unload the
// real dungeon and re-stream the 25×25 neighbor window).
var h = Make();
h.State.AddLandblock(MakeLb(0, 7));
h.Ctrl.Tick(0, 7, insideDungeon: true); // collapse
h.Ctrl.Tick(0, 7, insideDungeon: true); // collapse onto the dungeon (0,7)
h.Loads.Clear();
h.Unloads.Clear();
h.Ctrl.Tick(0, 7, insideDungeon: false); // CurrCell flicker, same landblock
h.Ctrl.Tick(0, 6, insideDungeon: false); // flicker → adjacent off-by-one
Assert.Empty(h.Loads); // NO full-window reload
Assert.Empty(h.Unloads); // only the center is resident → nothing to sweep
Assert.Empty(h.Unloads); // dungeon (0,7) preserved; nothing else resident
}
[Fact]