fix(streaming): recover the player from the pending bucket — invisible-player / world-not-loading bug
Root cause (confirmed live via ACDREAM_PROBE_ENT): a persistent server-spawned
entity that spawns into a not-yet-loaded landblock is parked in
GpuWorldState._pendingByLandblock. RelocateEntity — called every frame to keep
the player homed to its current landblock so it draws — scanned ONLY _loaded, so
it silently no-op'd on a pending entity. The player then fell through ALL of the
recovery paths: the AddLandblock pending-drain had already run (empty) before the
cold-spawn churn re-parked the player; the server-object re-hydrate excludes the
player by design ("persistent-rescue owns it"); and RelocateEntity couldn't reach
a pending entity. Net: the player stayed stranded in pending, hidden forever.
Probe evidence (cold-spawn at 0xADAF): `[ent] APPEND guid=0x5000000A
lb=0xADAFFFFF -> PENDING(hidden)`, no later `DRAWSET PRESENT` — while the sibling
NPCs `re-hydrated 3 server object(s) into landblock 0xADAFFFFF` and drew fine.
This is the mechanism behind BOTH reported symptoms: cold-spawn "everything gone
/ invisible" AND "character disappears running out of Holtburg far enough" — both
are "player parked in pending, never recovered" (run-out crosses into a
still-streaming landblock; cold-spawn spawns into one).
Fix: RelocateEntity now removes the entity from whichever bucket it occupies
(_loaded OR _pendingByLandblock) via RemoveEntityFromAllBuckets, then re-appends
to its current landblock — promoting a stranded pending entity to drawn as soon
as its landblock is loaded. Keeps the fast-path early-return for a settled
entity (no per-frame churn).
NOT R5-V2: verified line-by-line that the voyeur/target wiring is read-only w.r.t.
position/cell/landblock/streaming — this is a pre-existing streaming bug. The
separate cold-spawn `cells=0` (outdoor spawn placed before Near-tier cells load,
no re-snap) is benign for outdoor placement (terrain-Z is used) and filed
separately; it does not block visibility, which this fix restores.
Test: GpuWorldStateTests.RelocateEntity_StrandedInPending_MovesToLoadedTarget
(red before, green after). Full suite 4007 green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
fffe90b30a
commit
315af02f8a
2 changed files with 85 additions and 10 deletions
|
|
@ -92,6 +92,47 @@ public class GpuWorldStateTests
|
|||
Assert.Equal(1, state.PendingLiveEntityCount); // 0xAAAAFFFF entry still parked
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RelocateEntity_StrandedInPending_MovesToLoadedTarget()
|
||||
{
|
||||
// Regression: the cold-spawn / run-out "invisible player" bug
|
||||
// (2026-07-03). A persistent (server-spawned) entity that spawned into a
|
||||
// not-yet-loaded landblock is parked in the pending bucket. The per-frame
|
||||
// RelocateEntity is supposed to keep it homed to its current landblock so
|
||||
// it draws — but the old implementation scanned ONLY _loaded, so it
|
||||
// silently no-op'd on a pending entity and the player stayed hidden
|
||||
// forever. Confirmed live: "[ent] APPEND guid=0x5000000A -> PENDING(hidden)"
|
||||
// with no later DRAWSET PRESENT, even after the landblock loaded (its
|
||||
// sibling NPCs re-hydrated into it fine — the player was excluded).
|
||||
var state = new GpuWorldState();
|
||||
|
||||
var player = new WorldEntity
|
||||
{
|
||||
Id = 1,
|
||||
ServerGuid = 0x5000000Au, // server-spawned + persistent
|
||||
SourceGfxObjOrSetupId = 0x01000001u,
|
||||
Position = System.Numerics.Vector3.Zero,
|
||||
Rotation = System.Numerics.Quaternion.Identity,
|
||||
MeshRefs = Array.Empty<MeshRef>(),
|
||||
};
|
||||
state.MarkPersistent(0x5000000Au);
|
||||
|
||||
// Spawned before its landblock streamed in → parked in pending, hidden.
|
||||
state.AppendLiveEntity(0xADAF0011u, player);
|
||||
Assert.Empty(state.Entities);
|
||||
Assert.Equal(1, state.PendingLiveEntityCount);
|
||||
|
||||
// The player's current landblock IS loaded now (the live log shows the
|
||||
// sibling NPCs re-hydrated into it). RelocateEntity — called every frame
|
||||
// to keep the player homed to its current landblock — must promote the
|
||||
// stranded pending entity into the loaded bucket so it draws.
|
||||
state.AddLandblock(MakeStubLandblock(0xBBBBFFFFu));
|
||||
state.RelocateEntity(player, 0xBBBB0011u);
|
||||
|
||||
Assert.Single(state.Entities); // now drawn
|
||||
Assert.Equal(0, state.PendingLiveEntityCount); // no longer stranded
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RemoveLandblock_DropsPendingForThatLandblock()
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue