From 3622a658fd1754e3cd0afdb4710fb28d6c00036f Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 2 Jun 2026 10:55:21 +0200 Subject: [PATCH] =?UTF-8?q?docs(render):=20Phase=20W=20=E2=80=94=20W2a=20s?= =?UTF-8?q?hipped+verified=20+=20baseline=20handoff?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit W2a (render reads physics CurrCell) visually verified: indoor world-from-below fixed (cellar/stairs seal). Baseline scopes the residuals: W2b (doorway ping-pong 0170<->0031, confirmed) + W3 (one-gate seal: roof, entity bleed, openings) + the EnvCellRenderer GL_BLEND fix (transparent walls). Membership (W2) done. Co-Authored-By: Claude Opus 4.8 (1M context) --- docs/plans/2026-04-11-roadmap.md | 2 +- ...02-phase-w-w2a-shipped-baseline-handoff.md | 153 ++++++++++++++++++ 2 files changed, 154 insertions(+), 1 deletion(-) create mode 100644 docs/research/2026-06-02-phase-w-w2a-shipped-baseline-handoff.md diff --git a/docs/plans/2026-04-11-roadmap.md b/docs/plans/2026-04-11-roadmap.md index 5a01fd9..79c7f4e 100644 --- a/docs/plans/2026-04-11-roadmap.md +++ b/docs/plans/2026-04-11-roadmap.md @@ -19,7 +19,7 @@ and the abandoned A8 two-pipe (#103). Five verify-each stages on branch | Stage | What | Status | |---|---|---| | **W1** | `ObjCell` scaffold — Core `ObjCell`/`EnvCell`/`LandCell`/`CellPortal`/`CellGraph` built alongside the legacy systems, consumed by nobody (zero behavior change). | **Shipped 2026-06-02** (`9cb1571`→`f2663b7`; 22 tests; Opus-reviewed) | -| W2 | One membership — player `curr_cell` via retail `find_cell_list` + `change_cell` + doorway hysteresis; collapses `ResolveCellId` + `FindCameraCell` into one answer. *First behavior-changing stage.* | Next | +| W2 | One membership — player `curr_cell` via retail `find_cell_list` + `change_cell` + doorway hysteresis; collapses `ResolveCellId` + `FindCameraCell` into one answer. *First behavior-changing stage.* | **W2a shipped + visually verified 2026-06-02** (`0e27a6c`+`02acac5`: render reads physics `CurrCell`; the indoor "world from below" is FIXED — cellar/stairs seal walls+floor). **W2b next** (doorway hysteresis — ping-pong `0170↔0031` confirmed). Baseline+handoff: [`docs/research/2026-06-02-phase-w-w2a-shipped-baseline-handoff.md`](../research/2026-06-02-phase-w-w2a-shipped-baseline-handoff.md) | | W3 | Render on the graph — PView walk + **one gate** for terrain/shells/entities. **The visible M1.5 indoor fix.** | Planned | | W4 | Collision on the graph — physics queries the same `ObjCell`s; retire parallel `CellPhysics`. | Planned | | W5 | Streaming → `ObjCell`s — terrain as `LandCell`; the frozen-streaming rewrite. | Planned | diff --git a/docs/research/2026-06-02-phase-w-w2a-shipped-baseline-handoff.md b/docs/research/2026-06-02-phase-w-w2a-shipped-baseline-handoff.md new file mode 100644 index 0000000..d1b919f --- /dev/null +++ b/docs/research/2026-06-02-phase-w-w2a-shipped-baseline-handoff.md @@ -0,0 +1,153 @@ +# Phase W (Unified Cell Graph) — W2a shipped + baseline handoff (2026-06-02) + +> **Canonical pickup for the next session.** This session pivoted the indoor render work +> to a full retail `CObjCell` cell-graph migration (Phase W), shipped **W1** (scaffold) and +> **W2a** (render reads physics membership), visually verified W2a (the indoor "world from +> below" is fixed), and captured a scoped baseline of the remaining residuals. Read this +> first, then the W2 spec/plan + the evidence doc. + +## 0. Git / safety state +- **Branch `claude/thirsty-goldberg-51bb9b` — UNPUSHED.** Do not push without the user. +- **Two git stashes preserved — do NOT drop:** `stash@{0}` (#98/#101/A8-culling WIP), + `stash@{1}` (issue98 backup). +- Working tree clean except throwaway untracked `baseline-w2a-*.png` / `shot-*.png` / + `launch*.log` (the baseline evidence — ephemeral, do not commit; delete freely). +- HEAD = `02acac5`. + +## 1. What shipped this session (commit ledger, oldest→newest) +| SHA | What | +|---|---| +| `e8c7164` | Pivot decision: evidence model + W1 (ObjCell scaffold) spec | +| `bd0244f` | W1 implementation plan | +| `9cb1571` | W1 T1 — `ObjCell` base + `CellPortal` | +| `76c9e2f` | W1 T2 — `EnvCell` + `PointInCell` (AABB/BSP) | +| `5bc72d5` | W1 T3 — `EnvCell.FromDat` (mirrors `BuildLoadedCell`) | +| `03f08f0` | W1 T3 fix — `ResolvePortalPolygon` all-or-nothing (review caught a real latent Stage-3 bug) | +| `b4c4318` | W1 T4 — `LandCell` synthesized from `TerrainSurface` | +| `cf5d60d` | W1 T5 — `CellGraph` resolver + registry + inert `CurrCell` | +| `1aede3d` | W1 T6 — real cottage-cell fixture grounding test | +| `8e703be` | W1 T7 — populate `CellGraph` from `CacheCellStruct` + `AddLandblock` (inert) | +| `f2663b7` | W1 final-review polish (Opus review: VisibleCells null-guard + Neighbor doc) | +| `07e68e0` | Roadmap — register Phase W; W1 shipped | +| `83c452b` | W2 (one membership) spec + plan | +| `0e27a6c` | **W2 T1** — `ResolveCellId` writes `CellGraph.CurrCell` (additive/write-only) | +| `02acac5` | **W2 T2** — render root from physics `CurrCell` (`FindCameraCell` fallback) | + +Specs/plans: `docs/superpowers/specs/2026-06-02-unified-cell-graph-stage1-design.md`, +`.../2026-06-02-unified-cell-graph-stage2-design.md`, +`docs/superpowers/plans/2026-06-02-unified-cell-graph-stage1.md`, +`.../2026-06-02-unified-cell-graph-stage2.md`. Evidence: `docs/research/2026-06-02-render-cell-membership-evidence.md`. + +## 2. The program (Phase W, 5 stages — see roadmap) +W1 ObjCell scaffold (**shipped**) → **W2 one membership** (W2a shipped+verified; **W2b next**) → +W3 render on the graph / one gate → W4 collision on the graph → W5 streaming → ObjCells. +The architecture: ONE retail `CObjCell` cell graph (`AcDream.Core.World.Cells`) shared by +physics + render (+ later collision + streaming). Membership is physics-owned (`ResolveCellId` +→ `CellGraph.CurrCell`); render reads it. + +## 3. W2a — VERIFIED result +Render now reads the physics membership answer (`CellGraph.CurrCell`) as its visibility root, +with a `FindCameraCell` fallback (so it can't regress below baseline). **Visually verified +2026-06-02** at the Holtburg cottage: +- **The indoor "world from below" is fixed.** Spawning directly in the cellar and standing + still: `[vis]=15, [shell]=19448` (baseline spawn-in was **0/0** = render never engaged → + terrain/world drawn). The cellar/stairs now seal walls+floor; render follows physics + through the cottage. +- Tests: W2 T1 + T2 spec-reviewed; 166+ Core/App tests green; App builds 0/0. +- W2a is **membership only** — it does NOT seal the full interior (that's W3). + +## 4. Baseline of the W2a residuals (scoped by owner — the next-work map) +Captured across cellar / stairs / room / doorway (screenshots `baseline-w2a-*.png`, ephemeral). +**None of these are W2 membership** — that's done. + +| Residual | Where | Probe-grounded cause | Owner | +|---|---|---|---| +| Missing ceiling / open roof | cellar, stairs | ceiling not capped by the drawn shells | **W3** (seal) | +| Entities bleed through (NPCs / doors / smoke pillars / particles) | everywhere indoors | entities drawn **ungated** — not clipped to the visible cells | **W3** (entity gate) | +| Openings show "bluish world" | cellar entrance, doorway | openings reveal clear-color/sky instead of the adjacent cell | **W3** (clip) | +| Transparent interior walls | room | opaque shells (`[shell] tr=0 zh=0`) render transparent → `EnvCellRenderer` inherits a leftover `GL_BLEND`; opaque texels composite against the bluish clear color | **Render GL-state fix** (memory `render-self-contained-gl-state`) | +| **Doorway ping-pong `0170↔0031`** | threshold | physics cell flips indoor↔outdoor at a near-static position; **no stab-list prune** | **W2b** (confirmed needed) | + +**Key cross-cutting observation:** the PView *builder* (`PortalVisibilityBuilder`) computes +sensible visible-cell sets (1–5 cells depending on root) AND non-empty `OutsideView` clip +regions at exit portals (`[vis] root=0171 outside(polys=1,planes=4)` from the room's front +door). The problem is the render **gates don't all obey** that output — entities draw +ungated, the ceiling isn't drawn/capped, openings show the background. **That is exactly +W3's "compute visibility once, enforce it once for ALL geometry."** + +## 5. Ping-pong evidence (W2b is needed, not optional) +At the doorway threshold, `[cell-transit]` shows the physics cell flipping at a near-static +position: +``` +0xA9B40170 -> 0xA9B40031 pos=(155.054,16.569,94.000) +0xA9B40031 -> 0xA9B40170 pos=(155.075,16.522,94.000) +0xA9B40170 -> 0xA9B40031 pos=(155.035,16.610,94.000) +0xA9B40031 -> 0xA9B40170 pos=(155.129,16.403,94.000) +``` +`0170` (indoor) ↔ `0031` (outdoor) at ~(155.1, 16.5). W2b's stab-list prune (hold the indoor +cell unless the outdoor candidate is in `CurrCell.StabList`) is the retail-faithful fix the +#98 saga never tried. Plan: W2 plan **Task 3** (`docs/superpowers/plans/2026-06-02-unified-cell-graph-stage2.md`). + +## 6. Apparatus / how to reproduce +- Launch (per CLAUDE.md "Running the client") with + `ACDREAM_PROBE_SHELL=1 ACDREAM_PROBE_VIS=1 ACDREAM_PROBE_CELL=1 ACDREAM_PROBE_ENVCELL=1`. + Pipe to a log via `Tee-Object` — **note the log is UTF-16**; read it with the ripgrep-based + Grep tool or PowerShell `Get-Content`, NOT GNU `grep` (silently matches nothing). +- Screenshots: PowerShell `System.Drawing` `CopyFromScreen` on the `AcDream.App` + `MainWindowHandle` → PNG → `Read` the PNG. (Capture loop used this session; works.) +- Probes: `[vis]` (root + visible cells + OutsideView poly/plane counts), `[shell]` (per-cell + shell render + `tr`/`zh` flags), `[cell-transit]` (physics CellId changes + reason), + `[envcells]`. ACE respawns at last logout position (likely the cellar `0xA9B40171/0174`). +- Cottage cells: `0171` room (Z94), `0175` stairs (Z93), `0174` cellar (Z90), `0172/0173` + room sub-cells, `0170` vestibule; outdoor neighbours `0031/0032`. + +## 7. Do-NOT-repeat / settled facts +- **W2a (membership) is done** — the residuals are W2b/W3/GL-state, NOT membership. Don't + re-investigate "why doesn't render engage" — it does now. +- The transparent walls are NOT translucent geometry (`tr=0`) — it's the `EnvCellRenderer` + inherited-`GL_BLEND` bug (memory `render-self-contained-gl-state`, item 3). Mirror + `WbDrawDispatcher`'s per-pass `Disable/Enable(Blend)` + `DepthMask`. +- The PView builder works; don't rebuild it. W3 makes the GATES obey it. +- Disproven earlier (do not revisit): camera/eye as root, cull mode, shell geometry/texture + missing, stencil-mask-breaks-outdoors, flag-based per-entity gate routing. + +## 8. Pickup prompt (copy-paste for the next session) +``` +PHASE W (Unified Cell Graph) — continue on branch claude/thirsty-goldberg-51bb9b +(do NOT branch/worktree). Preserve the 2 git stashes — do not drop. Branch UNPUSHED — ask +before pushing. HEAD = 02acac5. + +READ FIRST, in full: docs/research/2026-06-02-phase-w-w2a-shipped-baseline-handoff.md, then +the W2 spec docs/superpowers/specs/2026-06-02-unified-cell-graph-stage2-design.md + plan +docs/superpowers/plans/2026-06-02-unified-cell-graph-stage2.md, then the evidence doc +docs/research/2026-06-02-render-cell-membership-evidence.md. + +STATE: M1.5 "indoor world feels right." Phase W = full retail CObjCell cell-graph migration, +5 stages. W1 (ObjCell scaffold) SHIPPED. W2a (render reads physics CurrCell) SHIPPED + +visually verified — the indoor "world from below" is FIXED (cellar/stairs seal walls+floor). +W2 membership is done. Remaining residuals are scoped in the handoff §4. + +DO NEXT (in order): +1. W2b — stab-list doorway hysteresis (CONFIRMED needed: ping-pong 0170<->0031 at the + threshold, handoff §5). Implement W2 plan Task 3 (port retail find_cell_list do_not_load_cells + prune into PhysicsEngine.ResolveCellId; hold indoor cell unless the outdoor candidate is in + CurrCell.StabList). Behavior-changing -> visual-verify the ping-pong stops, then W2 T4 + (flip W2 shipped in roadmap). Subagent-driven per the plan. +2. W3 — render on the graph / ONE gate (spec it first via superpowers:brainstorming, grounded + in the handoff §4). Make ALL geometry obey the PView output: draw the ceiling/cap cell, + CLIP ENTITIES to the visible cells (kills the NPC/door/smoke bleed), clip the outside to + exit-portal openings (kills "bluish world" through openings). The PView builder already + produces sensible visible sets + OutsideView regions — W3 makes the gates obey them. + Fold in the EnvCellRenderer inherited-GL_BLEND fix (transparent walls; memory + render-self-contained-gl-state) here or as a standalone render-GL-state fix. + +EVIDENCE-FIRST for any render/visual question: launch with ACDREAM_PROBE_SHELL/VIS/CELL/ENVCELL, +screenshot (PowerShell CopyFromScreen on AcDream.App), read the UTF-16 log with ripgrep/PowerShell +(NOT GNU grep). Cottage cells: 0171 room, 0175 stairs, 0174 cellar, 0170 vestibule, 0031/0032 +outdoor. Visual verification at the cottage is the acceptance gate for W2b + W3. + +DO NOT REPEAT: W2a membership is done (render engages now); transparent walls = EnvCellRenderer +inherited GL_BLEND (not translucent geometry); the PView builder works (W3 fixes the GATES, not +the builder); camera/eye-as-root + stencil-mask-breaks-outdoors + flag-based gate routing are +all evidence-disproven. +```