fix(G.3): place the player on the cell floor for an indoor dungeon login (#135 follow-up)
Two regressions from the pre-collapse (712f17f), found by live gate + a runtime
probe:
1) Login-into-dungeon stopped loading the dungeon. The login-hold streaming
observer fell through to the OFFLINE fly-camera branch once
_lastLivePlayerLandblockId was filtered to the player guid (a dungeon-local
NPC used to keep it pinned). A camera-derived observer far from the
pre-collapsed dungeon tripped ExitDungeonExpand and unloaded it. Fix: a LIVE
in-world session never uses the fly camera for the observer — it follows the
player's server landblock, falling back to the recentered spawn center
(_liveCenterX/Y). The fly camera is the OFFLINE observer only.
2) Even with the dungeon resident, auto-entry hung: the #106 "ground ready" gate
required SampleTerrainZ under the spawn, but a dungeon's negative-offset cells
place the spawn's WORLD position in a NEIGHBOUR terrain landblock the #135
collapse deliberately doesn't load (probe: cellReady=True, terrReady=False
forever). The terrain gate is wrong for an indoor spawn — the player lands on
the EnvCell FLOOR. Fix: gate an indoor (hydratable) spawn/teleport on
IsSpawnCellReady, not the terrain heightmap; outdoor (and unhydratable→demote)
spawns still hold on terrain. Applied to both isSpawnGroundReady (login auto-
entry) and TeleportArrivalReadiness (teleport). This is the faithful equivalent
of retail's synchronous cell load + place-on-floor; the pre-#135 terrain hold
only passed because the 25x25 window streamed the neighbour terrain.
Verified live: login into 0x0007 → auto-entered player mode, snapped to
0x00070145, dungeon renders, FPS steady. Register AD-2 amended.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
712f17f0f2
commit
2c923755c4
2 changed files with 64 additions and 24 deletions
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@ -63,7 +63,7 @@ accepted-divergence entries (#96, #49, #50).
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| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
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|---|---|---|---|---|---|
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| AD-1 | Lost-cell machinery replaced by recoverable outdoor demote (**#107** safety net) + outdoor-restore `max(terrainZ, z)` under-terrain lift; retail goes `GotoLostCell` | `src/AcDream.Core/Physics/PhysicsEngine.cs:553` (+ :808) | acdream has no lost-cell state machine; outdoor landcell is the recoverable equivalent; the #107 auto-entry hold should make the demote branch unreachable | Gap in the hold → player committed to outdoor terrain inside/under a building (fake-grounded spawn, fall-through); a legit below-heightmap server restore is silently lifted — upward warp vs server | `GotoLostCell` pc:283418; `SetPositionInternal` 0x00515bd0, pc:283892-283945 |
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| AD-2 | Async spawn gates replacing retail's synchronous cell load: terrain-ready hold (**#106**) + indoor cell-hydration hold (**#107**, `IsSpawnCellReady`); claims beyond NumCells skip the gate (demoted) | `src/AcDream.App/Rendering/GameWindow.cs:1008` (+ `src/AcDream.App/Input/PlayerModeAutoEntry.cs:69`, `src/AcDream.Core/Physics/PhysicsEngine.cs:468`) | Entering earlier integrates gravity against an empty world (free-fall into void); the gate is the async-streaming equivalent of retail's blocking load; a looser "any struct present" version reproduced the transparent-interior wedge | Gate opens early → raw claim commit → outdoor demote mid-building; predicate never satisfied (streamer stall, dat edge case) → login wedges in pre-player mode | retail synchronous cell load before SetPosition (no gate exists) |
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| AD-2 | Async spawn gates replacing retail's synchronous cell load. **#135 refinement:** an INDOOR spawn/teleport (cell ≥ 0x0100, hydratable) gates ONLY on the EnvCell floor (`IsSpawnCellReady`), NOT the terrain heightmap; an OUTDOOR spawn (or an unhydratable indoor claim that demotes outdoor) gates on the terrain-ready hold (**#106**). A dungeon's negative-offset cells can place the spawn's WORLD position in a neighbour terrain landblock the #135 dungeon collapse doesn't load, so a terrain requirement would hang indoor login/teleport forever (cellReady true, terrain null) — the player lands on the cell floor, terrain is irrelevant indoors. Claims beyond NumCells skip the gate (demoted) | `src/AcDream.App/Rendering/GameWindow.cs` (`isSpawnGroundReady` lambda ~1010 + `TeleportArrivalReadiness` ~5012) (+ `src/AcDream.App/Input/PlayerModeAutoEntry.cs:69`, `src/AcDream.Core/Physics/PhysicsEngine.cs:468`) | Entering earlier integrates gravity against an empty world (free-fall into void); the gate is the async-streaming equivalent of retail's blocking load; a looser "any struct present" version reproduced the transparent-interior wedge. Indoor-on-cellReady is the faithful equivalent of retail's synchronous cell load + place-on-floor (terrain under a dungeon is meaningless; the pre-#135 terrain hold only passed because the 25×25 window streamed the neighbour terrain) | Gate opens early → raw claim commit → outdoor demote mid-building; predicate never satisfied (streamer stall, dat edge case) → login wedges in pre-player mode; an indoor spawn whose cell never hydrates now holds on cellReady alone (no terrain backstop) — but that path is exactly the #107 hold | retail synchronous cell load before SetPosition (no gate exists) |
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| AD-3 | Outdoor seeds always walk the transit array (retail skips the walk when the seed CLandCell is null/unloaded); per-cell lookups no-op on unhydrated data | `src/AcDream.Core/Physics/CellTransit.cs:503` | Equivalence argument: with nothing hydrated every lookup inside the walk no-ops, so the result matches retail's skipped walk | Near partially-streamed landblocks, building-transit promotion silently can't fire until structs hydrate — membership stays outdoor while the player is inside a building | `CObjCell::find_cell_list` 0052b535-0052b56c (null-CLandCell case) |
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| AD-4 | `point_in_cell` against an unhydrated CellBSP returns false (skip) rather than the null-node "inside" default; retail never queries unloaded cells | `src/AcDream.Core/Physics/CellTransit.cs:588` | The null-node default would make an unhydrated cell spuriously claim every point; skipping is the conservative streaming-safe choice | During hydration, a point genuinely inside a not-yet-loaded cell resolves outdoor/stale — transient membership misclassification driving wrong collision set and render root | `CEnvCell::find_visible_child_cell` :311397; cell-BSP vtable[0x84] |
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| AD-5 | Outdoor `point_in_cell` is an identity compare against the global XY-column cell from `LandDefs.AdjustToOutside` (no per-cell containment test) | `src/AcDream.Core/Physics/CellTransit.cs:865` | Landcells are disjoint 24 m columns — identity-compare against the column under the sphere centre is exactly equivalent to retail's per-candidate test | If block-origin/lcoord math is wrong at a landblock seam, the compare silently never matches — outdoor membership freezes at boundaries (the pre-#106 symptom) | `find_cell_list` pick pc:308788-308825; `CLandCell::point_in_cell` (get_block_offset pc:308804) |
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@ -1007,21 +1007,36 @@ public sealed class GameWindow : IDisposable
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// integrates gravity against an empty world and free-falls
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// the player into the void (retail loads cells synchronously;
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// this is the async-streaming equivalent of that invariant).
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isSpawnGroundReady: () => _entitiesByServerGuid.TryGetValue(_playerServerGuid, out var pe)
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&& _physicsEngine.SampleTerrainZ(pe.Position.X, pe.Position.Y) is not null
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// #107 gate-2 extension (2026-06-10): an INDOOR spawn claim
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// additionally waits for the claimed cell's hydration so the
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// entry snap's AdjustPosition validation can act (retail loads
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// the cell synchronously before SetPosition; this is the
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// async-streaming equivalent). Claims that can never hydrate
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// (id outside the landblock's NumCells range per the dat)
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// don't hold the gate — the Resolve-head safety net demotes
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// them loudly.
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&& (!_lastSpawnByGuid.TryGetValue(_playerServerGuid, out var sp)
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|| sp.Position is not { } spawnClaim
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|| spawnClaim.LandblockId == 0
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|| _physicsEngine.IsSpawnCellReady(spawnClaim.LandblockId)
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|| IsSpawnClaimUnhydratable(spawnClaim.LandblockId)),
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isSpawnGroundReady: () =>
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{
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if (!_entitiesByServerGuid.TryGetValue(_playerServerGuid, out var pe)) return false;
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// #107 / #135: spawn-ground readiness is spawn-claim aware. For an
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// INDOOR claim (sealed dungeon / building interior) the ground the
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// player lands on is the EnvCell FLOOR (its BSP), so gate on the
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// cell's hydration (IsSpawnCellReady) — NOT the terrain heightmap.
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// A dungeon's cells sit in their landblock at an arbitrary (often
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// negative) offset, so the spawn's WORLD position can fall in a
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// NEIGHBOUR terrain landblock that the #135 dungeon collapse
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// deliberately does not load; requiring terrain there hangs login
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// forever (cellReady true, SampleTerrainZ null). Retail loads the
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// cell synchronously and places the player on the cell floor —
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// cellReady is the faithful indoor equivalent (#106/#107, AD-2).
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// (Before #135 this only passed by accident: the 25×25 window
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// happened to stream the neighbour terrain.)
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if (_lastSpawnByGuid.TryGetValue(_playerServerGuid, out var sp)
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&& sp.Position is { } spawnClaim
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&& spawnClaim.LandblockId != 0
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&& (spawnClaim.LandblockId & 0xFFFFu) >= 0x0100u
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&& !IsSpawnClaimUnhydratable(spawnClaim.LandblockId))
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return _physicsEngine.IsSpawnCellReady(spawnClaim.LandblockId);
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// Outdoor spawn, OR an unhydratable indoor claim that will demote to
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// an outdoor position: hold until the terrain under the spawn streams
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// (the original #106 gate — entering against an empty world free-falls
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// the player into the void).
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return _physicsEngine.SampleTerrainZ(pe.Position.X, pe.Position.Y) is not null;
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},
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enterPlayerMode: EnterPlayerModeFromAutoEntry);
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}
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@ -5013,10 +5028,19 @@ public sealed class GameWindow : IDisposable
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{
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if (IsSpawnClaimUnhydratable(destCell))
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return AcDream.App.World.ArrivalReadiness.Impossible;
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if (_physicsEngine.SampleTerrainZ(destPos.X, destPos.Y) is null)
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return AcDream.App.World.ArrivalReadiness.NotReady;
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// #135: an INDOOR destination (sealed dungeon / building interior) gates on the
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// EnvCell FLOOR, not the terrain heightmap. A dungeon's negative-offset cells can
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// place destPos in a NEIGHBOUR terrain landblock the #135 collapse doesn't load,
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// so SampleTerrainZ would stay null forever (the cell IS ready). Retail places on
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// the cell floor. Outdoor: the terrain heightmap is the ground.
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bool indoor = (destCell & 0xFFFFu) >= 0x0100u;
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if (indoor && !_physicsEngine.IsSpawnCellReady(destCell))
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if (indoor)
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return _physicsEngine.IsSpawnCellReady(destCell)
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? AcDream.App.World.ArrivalReadiness.Ready
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: AcDream.App.World.ArrivalReadiness.NotReady;
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if (_physicsEngine.SampleTerrainZ(destPos.X, destPos.Y) is null)
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return AcDream.App.World.ArrivalReadiness.NotReady;
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return AcDream.App.World.ArrivalReadiness.Ready;
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}
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@ -6929,12 +6953,28 @@ public sealed class GameWindow : IDisposable
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observerCy = _liveCenterY + (int)System.Math.Floor(pp.Y / 192f);
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}
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else if (_liveSession is not null
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&& _liveSession.CurrentState == AcDream.Core.Net.WorldSession.State.InWorld
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&& _lastLivePlayerLandblockId is { } lid)
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&& _liveSession.CurrentState == AcDream.Core.Net.WorldSession.State.InWorld)
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{
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// Live mode (fly camera): follow the server's last-known player position.
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observerCx = (int)((lid >> 24) & 0xFFu);
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observerCy = (int)((lid >> 16) & 0xFFu);
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// Live, not yet in player mode: the login auto-entry hold, or a live
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// fly-camera spectator. Follow the PLAYER's server-known landblock; if it
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// hasn't arrived yet, KEEP the _liveCenterX/_liveCenterY default — which is
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// the spawn/teleport recenter (the dungeon landblock at a dungeon login).
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//
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// #135 regression fix (2026-06-14): this MUST NOT fall through to the
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// fly-camera projection below. During a dungeon-login hold the streaming is
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// pre-collapsed onto the spawn landblock; a camera-derived observer far from
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// it trips ExitDungeonExpand and unloads the dungeon before it can hydrate —
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// the player is never placed and login hangs with no dungeon. Previously
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// _lastLivePlayerLandblockId was set by ANY entity, so a dungeon-local NPC
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// kept this branch on the dungeon; once it was filtered to the player guid
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// (line ~4507), a not-yet-arrived player UP dropped to the camera branch.
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// The fly camera is the OFFLINE observer only.
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if (_lastLivePlayerLandblockId is { } lid)
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{
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observerCx = (int)((lid >> 24) & 0xFFu);
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observerCy = (int)((lid >> 16) & 0xFFu);
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}
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// else: keep the _liveCenterX/_liveCenterY default (the spawn recenter).
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}
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else
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{
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