fix(streaming): derive the portal reveal window from the live streaming radii (#280)
The user watched far terrain visibly assemble after portal space exits.
The reveal gate was NOT missing a hold — Slice E's hold mechanism is
correct and already in place. The hold was measuring the wrong domain:
it opened at a hardcoded 3x3 landblock neighbourhood (~192 m) while the
visible world extends to the fog end (~2,189 m at the shipped High
preset, inside a 2,304 m Far window). An 11.4:1 ratio.
Retail's equivalent ratio is 1:1 BY CONSTRUCTION. `LScape` owns one
`mid_width x mid_width` array of `CLandBlock*` (`LScape::SetMidRadius`
@0x00504C00, `LScape::update_block` @0x005063A0), `mid_radius` is
assigned directly from the user's `Render.LandscapeDrawDistance`
preference (`SmartBox::SetRegion` @0x004531F0; values
`Render_LandscapeDrawDistance_Values` @0x007CA988 = {3,5,8,11,15,25},
default 8 — both byte-verified against the PDB-paired 2013 binary), and
that same square is simultaneously the prefetched set
(`LScape::PreFetchCells` @0x00505660), the drawn set (`block_draw_list`
over the same array), and the set the simulation blocks on
(`CellManager::blocking_for_cells`). There is no retail configuration in
which the client streams farther than it gates, because there is only
one number.
So the fix derives rather than duplicates. Four coupled parts, which is
why this is one commit and not four — D1 without D2 hangs the client and
D2 without D1 is dead code:
D1 `WorldRevealReadinessBarrier` takes a live `Func<StreamingRevealWindow>`
and stops being static: outdoor requires `FarRadius`, indoor still 0
(retail's `CEnvCell::PreFetchCells` @0x0052D1E0 arm). Read per
evaluation, never captured — the radii are runtime mutable through
Settings, and retail's answer to a mid-hold radius change is to reset,
re-radius, and re-arm the blocking prefetch at the NEW value
(`SmartBox::set_mid_radius` @0x00453180). `OutdoorNeighborhoodRadius`
is deleted; there is no constant left to drift.
D2 `StreamingController.IsRenderNeighborhoodResident` becomes tiered,
because acdream's loaded landscape is: inside `NearRadius`,
`IsNearTier && IsRenderReady`; out to `FarRadius`, `IsRenderReady` only.
Without this the fix cannot work at all — nothing outside the Near ring
is ever promoted, so any radius above `NearRadius` was unsatisfiable and
would have held the reveal forever. Proof obligation P1 (a Far-tier
landblock genuinely satisfies `IsRenderReady`) is now a test driven
through the real `PublicationKind.Far` pipeline against a real
`LandblockSpawnAdapter`, not an inference.
D7 `RuntimeWorldTransitState.AcknowledgeDestinationReadiness` re-derived
`indoor ? 0 : 1` and failed `invalid-readiness-shape` on any other
value, so changing the radius alone would have looked like "the fix
hangs the client". It is now a SHAPE invariant (`indoor => 0`,
`outdoor => >= 1`). Runtime does not own the graphical host's streaming
configuration and must not learn it; plumbing App radii into Runtime to
preserve the strict equality is exactly the assert-a-mechanism-that-does-
not-exist failure C5b was built to stop. Both non-graphical producers
keep emitting their centre-ring token and stay legal, annotated in place.
D6 `PhysicsEngine.IsNeighborhoodTerrainResident` rebuilt a full-map
`HashSet` on every call, every frame of every hold. At radius 1 that was
invisible; at radius 12 (625 ring members) it violates Slice I1's
0 B/resolve standard. Now an engine-owned scratch set, cleared in place;
measured at 0 bytes over 1,000 warmed radius-12 queries.
Also: the destination reservation opens at exactly the gate's radius and
reopens on the same generation when the radius changes mid-hold (retail
has one square for both, and no concept of prioritising an inner ring
differently). Composite warmup deliberately stays `NearRadius`-scoped —
the composite domain is entity-scoped and Far builds carry no entities,
so widening it would walk the outer window to warm nothing.
`ACDREAM_PROBE_REVEAL_RADIUS` is a measurement probe in a diagnostic
owner (CLAUDE.md rule 5) so the connected route can be run A/B on one
binary; it is NOT a user-facing prefetch knob, since a low setting would
reintroduce the decoupling this slice exists to close.
Register: AD-2 amended with the derived window, the two-tier split, and
the four new retail anchors. AP-149 FILED for the residual this does not
close — the outer ring accepts terrain-only publication where retail
requires LandBlockInfo and every building EnvCell, so a distant building
can still pop in at Far-ring distances. Do not let a later closeout
claim parity.
Docs: `ACDREAM_STREAM_RADIUS`'s CLAUDE.md description was wrong on every
clause (the default is unset, not 2; it forces `NearRadius`; it is
silently discarded by any Settings save) — corrected, since that is the
file every session reads. `reference_two_tier_streaming.md` corrected in
four ways, including "Far tier = terrain only": Far also publishes
terrain COLLISION, which is precisely what makes this fix viable.
#280's issue text had the right conclusion from a wrong premise (it
names a view-distance setting acdream does not have) — corrected, and
the missing Viewing Distance option filed separately as #326, with #327
(DDD progress readout) and #328 (hardcoded 5000 f far plane vs retail's
byte-verified 4000) filed alongside.
Expect LONGER holds and the "In Portal Space - Please Wait..." cue on
recalls MORE often. That is convergence toward retail, not away from it:
retail emits the byte-identical string for the whole duration of a
blocked prefetch and polls at 5 s intervals. The failure condition is
non-convergence, not duration.
Gates: Release build 0 errors. Complete suite 11,178 passed / 4 skipped
/ 0 failed, against a re-measured 11,142 / 4 / 0 baseline at 9ee9c1a1 —
+36, reconciled exactly as 36 new tests (App +23, Runtime +10, Core +3),
zero deleted, zero newly skipped. Nine discriminating tests
sabotage-verified in both directions. The connected/visual gate is
batched into C5's matrix; its recipe, its three positive artifacts, and
its required recall leg are written into the campaign plan.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
parent
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23 changed files with 2502 additions and 86 deletions
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@ -1684,14 +1684,63 @@ it. Do #297 FIRST — #298 depends on it.
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entity cell. Spell buffs, recalls, arrows, and combat spell projectiles were
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verified in the connected client; focused effect, projectile, and
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cell-transition tests cover the race. Landed at `f24532ad`.
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- **#280 — OPEN — portal reveal can expose an incompletely streamed distant
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landscape.** User-observed 2026-08-03: after some recalls, the nearby
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destination is playable but terrain near the far end of the view continues
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visibly building after portal space exits. The current outdoor reveal gate
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is explicitly only `WorldRevealReadinessBarrier.OutdoorNeighborhoodRadius =
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1` (a 3x3 landblock neighborhood), while the normal configured view extends
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substantially farther; this permits the world viewport to open before its
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visible static destination is complete.
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- **#280 — FIXED (2026-08-05), pending the batched C5c connected/visual gate —
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portal reveal could expose an incompletely streamed distant landscape.**
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User-observed 2026-08-03: after some recalls, the nearby destination is
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playable but terrain near the far end of the view continues visibly building
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after portal space exits. **Premise correction (the original text named a
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setting that does not exist):** acdream has no "configured view distance" —
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`grep -rniE "viewdistance|view_distance|LandscapeDrawDistance|DrawDistance"`
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over `src/` returns nothing. The correct premise is the configured
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*streaming/fog* window, `QualitySettings.FarRadius`: at the shipped `High`
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preset the user sees terrain out to the fog end
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(`FarRadius * 192 m * 0.95` ≈ 2,189 m) inside a 2,304 m Far window, while the
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outdoor reveal gate opened at a hardcoded radius-1 3×3 neighbourhood
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(≈192 m) — an 11.4:1 ratio where retail's is 1:1 by construction, because
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retail's prefetched, loaded and drawn squares are literally the same array
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(`LScape::mid_radius`; `LScape::PreFetchCells` @0x00505660). The conclusion
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in the original text was right; the premise was not.
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**Fix correction:** raising the constant alone could not work, twice over.
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`StreamingController.IsRenderNeighborhoodResident` demanded `IsNearTier` for
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every ring member, so any radius above `NearRadius` was unsatisfiable and
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would have held the reveal forever; and
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`RuntimeWorldTransitState.AcknowledgeDestinationReadiness` re-derived and
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asserted `indoor ? 0 : 1`, so a changed radius failed
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`invalid-readiness-shape` and the reveal never opened. The landed change is a
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radius derivation **and** a tier-aware predicate **and** an invariant
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loosening, plus the forced allocation fix in
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`PhysicsEngine.IsNeighborhoodTerrainResident`. Contract:
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`docs/research/2026-08-05-280-contract.md`. Residual filed as register row
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AP-149 (the outer ring accepts terrain-only publication where retail requires
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LandBlockInfo and every building EnvCell).
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- **#326 — OPEN — acdream has no Viewing Distance option.** Retail exposes one
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user-facing landscape-extent preference,
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`Render.LandscapeDrawDistance` — a six-position enum
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(`Render_LandscapeDrawDistance_Values` @0x007CA988 = 3/5/8/11/15/25, labels
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VeryLow/…/Extreme, **default 8**, both byte-verified), registered at
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`UserPreferences::RegisterPreference` @0x0054ECBE and pushed into
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`SmartBox::set_mid_radius` @0x004531D0. acdream's structural analogue is the
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quality preset's `NearRadius`/`FarRadius` pair, which is not separately
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user-controllable. Split out of #280 deliberately (§3/§14 of that contract):
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#280 derives its reveal window from whatever feeds the streaming radii, so
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this feature lands by changing what feeds them and #280's derivation keeps
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working untouched.
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- **#327 — OPEN — acdream has no analogue of retail's DDD prefetch progress
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readout.** While `CellManager::blocking_for_cells` is latched, retail reports
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`ECM_DDD::SendNotice_RuntimeDDDStatus(active, remaining, total)` @0x00692870
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into `gmPowerbarUI::RecvNotice_RuntimeDDDStatus` @0x004DA5C0, which drives a
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powerbar progress bar with an "N of M" cell count (string id
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`ID_Powerbar_DDDModeText`). acdream shows only the centered
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"In Portal Space - Please Wait..." cue. #280 makes reveal holds longer and
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more frequent, which makes the missing readout more noticeable.
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- **#328 — OPEN — the camera far plane is a hardcoded 5000 f in four camera
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classes.** `RetailChaseCamera.cs`, `ChaseCamera.cs`, `FlyCamera.cs`,
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`OrbitCamera.cs` each hardcode it with no config path. Retail's
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`Render::zfar` is statically initialised to **4000.0** (byte-verified at
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`0x0081EC88`), and the only writers are `GameSky::Draw` @0x00507055 /
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@0x005070EE, which temporarily multiply by 4 for the skybox and restore.
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Independent of #280 — in both clients the landscape horizon is the landblock
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window, not the frustum — but it is an uncited divergence.
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- **#281 — DONE (2026-08-03) — the stabilization commits left the automated
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suites red, and the world-frame contract they introduced had no coverage.**
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The 2026-08-03 handoff recorded "six selected fixture failures". A measured
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