diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md
index 1142a081..7a6441f6 100644
--- a/docs/architecture/retail-divergence-register.md
+++ b/docs/architecture/retail-divergence-register.md
@@ -61,12 +61,12 @@ accepted-divergence entries (#96, #49, #50).
---
-## 2. Adaptation (AD) — 30 rows
+## 2. Adaptation (AD) — 31 rows
| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
|---|---|---|---|---|---|
| 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 |
-| 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). **#145 refinement:** an OUTDOOR teleport additionally requires the destination's OWN landblock to be resident (`_worldState.IsLoaded(destLandblock)`) before placing — and `SampleTerrainZ` is short-circuited behind it. On a teleport OUT of a dungeon the collapsed SOURCE dungeon stays resident at the same streaming-local coords and answers `SampleTerrainZ` (terrain 0), so without the load check the resolve ran against the dungeon's cells and rooted the player at a dungeon-frame cell id (ACE then rejected all movement as "failed transition"). Decision factored into `TeleportArrivalRules.Decide` | `src/AcDream.App/Rendering/GameWindow.cs` (`isSpawnGroundReady` lambda ~1010 + `TeleportArrivalReadiness` ~5405 → `src/AcDream.App/World/TeleportArrivalController.cs` `TeleportArrivalRules.Decide`) (+ `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) |
+| 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). **#145 refinement (2026-06-22):** an OUTDOOR teleport additionally requires the destination's OWN landblock terrain to be resident (`PhysicsEngine.IsLandblockTerrainResident(destCell)`, which `StreamingController` priority-applies so it flips in ~hundreds of ms) before placing — and `SampleTerrainZ` is short-circuited behind it. On a teleport OUT of a dungeon the collapsed SOURCE dungeon stays resident at the same streaming-local coords and answers `SampleTerrainZ` (terrain 0), so without the load check the resolve ran against the dungeon's cells and rooted the player at a dungeon-frame cell id (ACE then rejected all movement as "failed transition"). Decision in `TeleportWorldReady`; the hold→materialize→regain-control transit is driven by `TeleportAnimSequencer` (the retail fade cover, ticked in `OnUpdate`), which replaced the retired `TeleportArrivalController` | `src/AcDream.App/Rendering/GameWindow.cs` (`isSpawnGroundReady` lambda ~1010 + `TeleportWorldReady` ~5512 + the TAS transit tick in `OnUpdate`) (+ `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) |
| 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) |
| 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] |
| 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) |
@@ -95,6 +95,7 @@ accepted-divergence entries (#96, #49, #50).
| AD-28 | Chat transcript (`UiText`) and input (`UiChatInput`) are two separate widget classes placed inside their dat-authored container panels; retail's `ChatInterface` uses a single mode-flagged `UIElement_Text` (Type-12) that switches between read and edit mode | `src/AcDream.App/UI/Layout/ChatWindowController.cs:135` (transcript) + `:150` (input) | `UIElement_Text` is inside keystone.dll with no PDB/decomp; a two-widget split is functionally equivalent (read-only scroll, editable input) and is the structural adaptation required by our UiElement architecture | A future consumer expecting a single widget for both read/write (e.g. a plugin calling the chat API and getting one widget back) must be written to the two-widget contract | `UIElement_Text` (Type-12) @ keystone.dll; `gmMainChatUI::PostInit` @0x4ce130 |
| AD-29 | `ClientObjectTable` fires global `ObjectAdded`/`ObjectUpdated`/`ObjectRemoved` events; consumers filter by guid on their end. Retail dispatches per-object via `NoticeRegistrar` observer dispatch — each UI cell observes only its specific object guid | `src/AcDream.Core/Items/ClientObjectTable.cs:48` (events); `src/AcDream.App/UI/Layout/ToolbarController.cs:115` (guid filter) | `NoticeRegistrar` is inside keystone.dll with no PDB/decomp; global broadcast + consumer-side filter is functionally equivalent for the current panel count and object volumes seen in practice | At high object counts (>1 000 objects), every `ObjectUpdated` wakes every subscribed consumer — O(n·m) notification cost instead of retail's O(1) per-observer dispatch; a consumer that forgets the guid filter processes all objects (a latent correctness bug) | `NoticeRegistrar` (keystone.dll, no PDB); retail per-object observer registration in `CObjectMaint` |
| AD-30 | Cell-march preserves seed landblock id when `TryGetTerrainOrigin` returns false for an outdoor seed (#145 D, 2026-06-22): `BuildCellSetAndPickContaining` returns `currentCellId` verbatim rather than marching via `blockOrigin=(0,0,0)`; retail never encounters this state (cells stored block-local, no streaming-gap concept) | `src/AcDream.Core/Physics/CellTransit.cs:765` | Equivalence argument: "preserve-verbatim when unregistered" is the same contract as `PhysicsEngine.Resolve`'s NO-LANDBLOCK branch; the player's cell stays the last known-correct cell until the landblock's terrain registers — no march, no lbX=0 wire | A body whose seed landblock is genuinely absent for >1 physics tick holds its last-known cell rather than discovering the true containing cell; transient only — corrects the instant terrain registers; an indoor seed is explicitly excluded from the guard (outdoor low < 0x100 gate) | `CObjCell::find_cell_list` + block-local storage (retail has no streaming gap); `TryGetTerrainOrigin` pc path |
+| AD-31 | Teleport transit covered by a full-screen black FADE (`FadeOverlay` + `TeleportAnimSequencer`) instead of retail's 3D portal-tunnel swirl (2026-06-22, spec C). Opaque black holds through the tunnel states; the world ramps back in on `WorldFadeIn`. | `src/AcDream.App/Rendering/FadeOverlay.cs` + `GameWindow.cs` (TAS transit tick; `_teleportFadeAlpha = ShowTunnel ? 1 : FadeAlpha`) | The fade is a functional cover that hides the (now-fast) destination load + the post-materialization object flood; the TAS state machine + golden timing constants are retail-verbatim — only the tunnel *graphic* is approximated. Sibling to AP-49 (fade-curve). | Visual-only: the transit shows a black cover, not the animated swirl. Retire by porting the `gmSmartBoxUI` 3D tunnel render. | `gmSmartBoxUI::UseTime` 0x004d6e30 (tunnel render, unported); `TELEPORT_ANIM_*` golden constants (spec §2.1) |
---
diff --git a/src/AcDream.App/Rendering/FadeOverlay.cs b/src/AcDream.App/Rendering/FadeOverlay.cs
new file mode 100644
index 00000000..caca95fd
--- /dev/null
+++ b/src/AcDream.App/Rendering/FadeOverlay.cs
@@ -0,0 +1,121 @@
+using System;
+using Silk.NET.OpenGL;
+
+namespace AcDream.App.Rendering;
+
+///
+/// Fullscreen black quad at a given alpha — the teleport fade cover (retail-teleport
+/// spec §C, 2026-06-22). Drawn LAST in the frame (over the world + UI) so it covers
+/// everything; the drives the alpha
+/// (opaque-black through the transit, ramping the world back in on WorldFadeIn). The
+/// authentic 3D portal-swirl is deferred — this black cover replaces it for now.
+///
+/// Draws in NDC, so it needs no view/projection. Self-contained GL state
+/// (feedback_render_self_contained_gl_state): sets blend + disables depth, restores the
+/// frame-global convention (depth test/write on) on exit.
+///
+public sealed class FadeOverlay : IDisposable
+{
+ private const string VertSrc = @"#version 430 core
+layout(location = 0) in vec2 aPos;
+void main() { gl_Position = vec4(aPos, 0.0, 1.0); }";
+
+ private const string FragSrc = @"#version 430 core
+uniform float uAlpha;
+out vec4 FragColor;
+void main() { FragColor = vec4(0.0, 0.0, 0.0, uAlpha); }";
+
+ private readonly GL _gl;
+ private readonly uint _program;
+ private readonly uint _vao;
+ private readonly uint _vbo;
+ private readonly int _locAlpha;
+
+ // Two triangles covering the whole NDC viewport.
+ private static readonly float[] QuadVerts =
+ {
+ -1f, -1f, 1f, -1f, 1f, 1f,
+ -1f, -1f, 1f, 1f, -1f, 1f,
+ };
+
+ public FadeOverlay(GL gl)
+ {
+ _gl = gl ?? throw new ArgumentNullException(nameof(gl));
+
+ uint vs = Compile(ShaderType.VertexShader, VertSrc);
+ uint fs = Compile(ShaderType.FragmentShader, FragSrc);
+ _program = _gl.CreateProgram();
+ _gl.AttachShader(_program, vs);
+ _gl.AttachShader(_program, fs);
+ _gl.LinkProgram(_program);
+ _gl.GetProgram(_program, ProgramPropertyARB.LinkStatus, out int linked);
+ if (linked == 0)
+ throw new InvalidOperationException($"FadeOverlay link failed: {_gl.GetProgramInfoLog(_program)}");
+ _gl.DeleteShader(vs);
+ _gl.DeleteShader(fs);
+
+ _locAlpha = _gl.GetUniformLocation(_program, "uAlpha");
+
+ _vao = _gl.GenVertexArray();
+ _vbo = _gl.GenBuffer();
+ _gl.BindVertexArray(_vao);
+ _gl.BindBuffer(BufferTargetARB.ArrayBuffer, _vbo);
+ unsafe
+ {
+ fixed (float* v = QuadVerts)
+ _gl.BufferData(BufferTargetARB.ArrayBuffer,
+ (nuint)(QuadVerts.Length * sizeof(float)), v, BufferUsageARB.StaticDraw);
+ _gl.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 2 * sizeof(float), (void*)0);
+ }
+ _gl.EnableVertexAttribArray(0);
+ _gl.BindVertexArray(0);
+ _gl.BindBuffer(BufferTargetARB.ArrayBuffer, 0);
+ }
+
+ private uint Compile(ShaderType type, string src)
+ {
+ uint s = _gl.CreateShader(type);
+ _gl.ShaderSource(s, src);
+ _gl.CompileShader(s);
+ _gl.GetShader(s, ShaderParameterName.CompileStatus, out int ok);
+ if (ok == 0)
+ throw new InvalidOperationException($"FadeOverlay {type} compile failed: {_gl.GetShaderInfoLog(s)}");
+ return s;
+ }
+
+ ///
+ /// Draw the fullscreen black cover at (0 = clear → no-op,
+ /// 1 = opaque). Must be called LAST in the frame, after the world and UI, so it covers
+ /// everything on screen.
+ ///
+ public void Draw(float alpha)
+ {
+ if (alpha <= 0f) return;
+ alpha = Math.Clamp(alpha, 0f, 1f);
+
+ // ---- set state (everything this draw depends on) ----
+ _gl.Disable(EnableCap.DepthTest);
+ _gl.DepthMask(false);
+ _gl.Disable(EnableCap.CullFace);
+ _gl.Enable(EnableCap.Blend);
+ _gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
+
+ _gl.UseProgram(_program);
+ _gl.Uniform1(_locAlpha, alpha);
+ _gl.BindVertexArray(_vao);
+ _gl.DrawArrays(PrimitiveType.Triangles, 0, 6);
+ _gl.BindVertexArray(0);
+ _gl.UseProgram(0);
+
+ // ---- restore the frame-global convention ----
+ _gl.DepthMask(true);
+ _gl.Enable(EnableCap.DepthTest);
+ }
+
+ public void Dispose()
+ {
+ _gl.DeleteProgram(_program);
+ _gl.DeleteVertexArray(_vao);
+ _gl.DeleteBuffer(_vbo);
+ }
+}
diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs
index 9e9478c9..96abb8b3 100644
--- a/src/AcDream.App/Rendering/GameWindow.cs
+++ b/src/AcDream.App/Rendering/GameWindow.cs
@@ -171,6 +171,7 @@ public sealed class GameWindow : IDisposable
// each frame on an indoor root (null on the outdoor root).
private AcDream.App.Rendering.RetailPViewRenderer? _retailPViewRenderer;
private AcDream.App.Rendering.PortalDepthMaskRenderer? _portalDepthMask;
+ private AcDream.App.Rendering.FadeOverlay? _fadeOverlay; // teleport fade cover (spec C)
private AcDream.App.Rendering.InteriorEntityPartition.Result? _interiorPartition;
// Phase U.3: the shared per-frame clip data (binding=2 mesh SSBO + terrain
@@ -2211,6 +2212,7 @@ public sealed class GameWindow : IDisposable
// T1: invisible portal depth writes (seal/punch) — retail
// DrawPortalPolyInternal (Ghidra 0x0059bc90).
_portalDepthMask = new AcDream.App.Rendering.PortalDepthMaskRenderer(_gl);
+ _fadeOverlay = new AcDream.App.Rendering.FadeOverlay(_gl);
}
// Phase G.1 sky renderer — its own shader (sky.vert / sky.frag)
@@ -5462,29 +5464,44 @@ public sealed class GameWindow : IDisposable
newWorldPos = worldPos;
}
- // G.3a: do NOT snap here. The destination dungeon landblock has not
- // streamed in yet; an immediate Resolve falls back to the resident
- // (old) landblocks and lands the player in ocean (#133). HOLD the snap
- // in portal space — TeleportArrivalController.Tick (per frame) places
- // the player via PlaceTeleportArrival once the destination cell
- // hydrates (TeleportArrivalReadiness == Ready), or force-places on an
- // impossible claim / timeout. PortalSpace keeps input frozen meanwhile.
- EnsureTeleportArrivalController();
- _pendingTeleportRot = rot;
- _teleportArrival!.BeginArrival(newWorldPos, p.LandblockId);
+ // Retail "pink-bubble" transit: do NOT snap here. Record the destination and
+ // PRIORITIZE its landblock in streaming so it applies ahead of the per-frame
+ // budget (residency in ~hundreds of ms, not 10-14s). The TAS — ticked per frame
+ // in OnUpdate — holds the player in PortalSpace behind the fade until the
+ // destination terrain is resident (TeleportWorldReady), then fires Place. While
+ // held, no movement resolve runs, so the outbound cell frame can't corrupt.
+ _pendingTeleportRot = rot;
+ _pendingTeleportPos = newWorldPos;
+ _pendingTeleportCell = p.LandblockId;
+ _teleportHoldFrames = 0;
+ _teleportForced = false;
+ if (_streamingController is not null)
+ _streamingController.PriorityLandblockId =
+ AcDream.App.Streaming.StreamingRegion.EncodeLandblockId(lbX, lbY);
AcDream.Core.Physics.PhysicsDiagnostics.LogTeleport(
"AIM", p.LandblockId,
$"lb={lbX},{lbY} indoor={((p.LandblockId & 0xFFFFu) >= 0x0100u)} diffLb={differentLandblock}");
}
}
- // G.3a (#133): holds a teleport arrival in portal space until the destination
- // dungeon landblock/cell has hydrated, then places the player via the unchanged
- // validated-claim Resolve path. Lazily constructed on the first teleport (all
- // runtime deps are wired by then).
- private AcDream.App.World.TeleportArrivalController? _teleportArrival;
+ // Retail teleport transit: the dormant 7-state TAS drives the fade cover, holds the
+ // player in PortalSpace until the destination is resident (TeleportWorldReady), then
+ // fires Place (materialize) and FireLoginComplete (regain control + ack the server).
+ // Replaces the old TeleportArrivalController hold/place machine.
+ private readonly AcDream.Core.World.TeleportAnimSequencer _teleportAnim = new();
+ private bool _teleportInProgress;
+ private System.Numerics.Vector3 _pendingTeleportPos;
+ private uint _pendingTeleportCell;
+ private int _teleportHoldFrames; // frames waiting for residency (safety-net timeout)
+ private bool _teleportForced; // true when the safety-net timeout force-places
+ private float _teleportFadeAlpha; // 0 = clear, 1 = full black; consumed by the fade overlay
private System.Numerics.Quaternion _pendingTeleportRot = System.Numerics.Quaternion.Identity;
+ // ~10s at 60fps. Loud safety net for a destination that never streams (worker crash /
+ // corrupt dat / OOB coords) — mirrors the retired controller's 600-frame ceiling. Now
+ // rarely fires because priority-apply makes residency fast.
+ private const int TeleportMaxHoldFrames = 600;
+
// #145: the LANDBLOCK-relative (cell-local) position used to SEED the player
// body's cell-relative CellPosition. This is the ONE place the streaming center
// (_liveCenter) is allowed to touch the physics frame — at the placement seam,
@@ -5501,35 +5518,21 @@ public sealed class GameWindow : IDisposable
return worldPos - origin;
}
- private void EnsureTeleportArrivalController()
+ ///
+ /// worldReady for the TAS transit: is the player's teleport destination resident so we
+ /// can materialize? Indoor (sealed dungeon / building interior) gates on the EnvCell
+ /// struct hydrating (#135); outdoor gates on the destination terrain landblock being
+ /// registered (priority-applied). An impossible claim (indoor cell id outside the dat's
+ /// NumCells) returns true so the TAS stops holding and the forced placement surfaces the
+ /// failure loudly rather than holding forever.
+ ///
+ private bool TeleportWorldReady(uint destCell)
{
- if (_teleportArrival is not null) return;
- _teleportArrival = new AcDream.App.World.TeleportArrivalController(
- readiness: TeleportArrivalReadiness,
- place: PlaceTeleportArrival);
- }
-
- // Reuses the #107 login readiness triplet (GameWindow.cs:1010-1024), evaluated
- // against the teleport's (destPos, destCell): an impossible indoor claim short-
- // circuits to immediate placement; otherwise hold until terrain is sampled and,
- // for an indoor cell, the cell struct has hydrated.
- private AcDream.App.World.ArrivalReadiness TeleportArrivalReadiness(
- System.Numerics.Vector3 destPos, uint destCell)
- {
- bool claimUnhydratable = IsSpawnClaimUnhydratable(destCell);
-
- // #135: an INDOOR destination (sealed dungeon / building interior) gates on the
- // EnvCell FLOOR hydrating. Retail places on the cell floor. An OUTDOOR destination
- // places immediately on the server-authoritative position — see TeleportArrivalRules
- // (#145: holding is futile because streaming doesn't progress during a PortalSpace
- // hold; the stale source landblock is dropped at recenter so the resolve trusts the
- // server cell until the destination streams in).
+ if (IsSpawnClaimUnhydratable(destCell)) return true;
bool indoor = (destCell & 0xFFFFu) >= 0x0100u;
- bool indoorCellReady = indoor && !claimUnhydratable
- && _physicsEngine.IsSpawnCellReady(destCell);
-
- return AcDream.App.World.TeleportArrivalRules.Decide(
- claimUnhydratable, indoor, indoorCellReady);
+ return indoor
+ ? _physicsEngine.IsSpawnCellReady(destCell)
+ : _physicsEngine.IsLandblockTerrainResident(destCell);
}
// The deferred snap (the original OnLivePositionUpdated steps 2-5), now run only
@@ -5563,29 +5566,30 @@ public sealed class GameWindow : IDisposable
contactPlaneNormal: System.Numerics.Vector3.UnitZ,
dt: 1f / 60f);
- _playerController.State = AcDream.App.Input.PlayerState.InWorld;
AcDream.Core.Physics.PhysicsDiagnostics.LogTeleport(
"PLACED", resolved.CellId, $"forced={forced}");
- Console.WriteLine($"live: teleport complete — snapped to {snappedPos} cell=0x{resolved.CellId:X8}");
-
- // Tell the server the client finished loading the new landblock (holtburger
- // client/messages.rs:434 — re-send LoginComplete after each portal transition).
- _liveSession?.SendGameAction(
- AcDream.Core.Net.Messages.GameActionLoginComplete.Build());
+ // Do NOT flip to InWorld or send LoginComplete here — the player materializes BEHIND
+ // the fade and stays input-frozen (PortalSpace) until the TAS fades the world back in
+ // and fires FireLoginComplete (which regains control + acks the server). This is the
+ // retail "pop out the other side" sequence.
+ Console.WriteLine($"live: teleport materialized — snapped to {snappedPos} cell=0x{resolved.CellId:X8}");
}
///
- /// Phase B.3: fires when the server sends a PlayerTeleport (0xF751).
- /// Freeze movement input by setting the player controller to PortalSpace.
- /// The controller's Update() will return a zero-movement result until the
- /// destination UpdatePosition arrives and OnLivePositionUpdated resets the
- /// state to InWorld.
+ /// Phase B.3: fires when the server sends a PlayerTeleport (0xF751). Freeze movement
+ /// input (PortalSpace) and begin the retail fade transit. The per-frame TAS tick holds
+ /// the player behind the fade until the destination is resident, then materializes them
+ /// (Place) and, after the world fades back in, regains control + acks the server
+ /// (FireLoginComplete).
///
private void OnTeleportStarted(uint sequence)
{
if (_playerController is not null)
_playerController.State = AcDream.App.Input.PlayerState.PortalSpace;
- EnsureTeleportArrivalController();
+ _teleportInProgress = true;
+ _teleportHoldFrames = 0;
+ _teleportForced = false;
+ _teleportAnim.Begin(AcDream.Core.World.TeleportEntryKind.Portal);
Console.WriteLine($"live: teleport started (seq={sequence})");
}
@@ -7573,11 +7577,52 @@ public sealed class GameWindow : IDisposable
// Step 2: routed through the controller; functionally identical.
_liveSessionController?.Tick();
- // G.3a (#133): advance any held teleport arrival. Runs AFTER streaming
- // (which applies the destination landblock) and the live-session drain
- // (which may have just called BeginArrival), so a destination that
- // hydrated this frame is placed the same frame.
- _teleportArrival?.Tick();
+ // Retail teleport transit. Runs AFTER streaming (which priority-applies the
+ // destination landblock this frame) and the live-session drain, so a destination
+ // that became resident this frame materializes the same frame. The TAS holds at
+ // Tunnel until worldReady, fires Place (materialize, hidden), then after the min-
+ // continue + fades fires FireLoginComplete (regain control + ack). The fade overlay
+ // is opaque black during the tunnel states (we render a fade, not the 3D swirl) and
+ // ramps the world back in on WorldFadeIn.
+ if (_teleportInProgress)
+ {
+ bool haveDest = _pendingTeleportCell != 0u;
+ bool ready = haveDest && TeleportWorldReady(_pendingTeleportCell);
+ if (haveDest && !ready && ++_teleportHoldFrames >= TeleportMaxHoldFrames)
+ {
+ ready = true;
+ _teleportForced = true;
+ }
+
+ var (snap, evts) = _teleportAnim.Tick((float)dt, ready);
+ _teleportFadeAlpha = snap.ShowTunnel ? 1f : snap.FadeAlpha;
+
+ foreach (var e in evts)
+ {
+ switch (e)
+ {
+ case AcDream.Core.World.TeleportAnimEvent.Place:
+ PlaceTeleportArrival(_pendingTeleportPos, _pendingTeleportCell, _teleportForced);
+ if (_streamingController is not null)
+ _streamingController.PriorityLandblockId = 0u;
+ break;
+ case AcDream.Core.World.TeleportAnimEvent.FireLoginComplete:
+ if (_playerController is not null)
+ _playerController.State = AcDream.App.Input.PlayerState.InWorld;
+ // holtburger client/messages.rs:434 — re-send LoginComplete after
+ // each portal transition.
+ _liveSession?.SendGameAction(
+ AcDream.Core.Net.Messages.GameActionLoginComplete.Build());
+ _teleportInProgress = false;
+ _pendingTeleportCell = 0u;
+ _teleportFadeAlpha = 0f;
+ break;
+ default:
+ // PlayEnterSound / EnterTunnel / PlayExitSound — audio polish deferred.
+ break;
+ }
+ }
+ }
// Phase K.1a — tick the input dispatcher so Hold-type bindings
// re-fire while their chord is held. K.1b adds the subscribers
@@ -9019,6 +9064,11 @@ public sealed class GameWindow : IDisposable
_uiHost.Draw(new System.Numerics.Vector2(_window!.Size.X, _window.Size.Y));
}
+ // Teleport fade cover (retail-teleport spec C). Drawn AFTER the world + retail UI so
+ // it covers them during a transit; the ImGui devtools below composite on top so they
+ // stay visible for debugging. Alpha is 0 outside a teleport → Draw is a no-op.
+ _fadeOverlay?.Draw(_teleportFadeAlpha);
+
// Phase D.2a — end ImGui frame. Runs AFTER all scene + debug draws
// so ImGui composites on top. ImGuiController save/restores the
// GL state it touches (blend, scissor, VAO, shader, texture); any
@@ -13072,6 +13122,7 @@ public sealed class GameWindow : IDisposable
_wbDrawDispatcher?.Dispose();
_envCellRenderer?.Dispose(); // Phase A8
_portalDepthMask?.Dispose(); // T1
+ _fadeOverlay?.Dispose();
_clipFrame?.Dispose(); // Phase U.3
_skyRenderer?.Dispose(); // depends on sampler cache; dispose first
_samplerCache?.Dispose();
diff --git a/src/AcDream.App/Streaming/DungeonStreamingGate.cs b/src/AcDream.App/Streaming/DungeonStreamingGate.cs
index ee87a6c7..86aaeb5d 100644
--- a/src/AcDream.App/Streaming/DungeonStreamingGate.cs
+++ b/src/AcDream.App/Streaming/DungeonStreamingGate.cs
@@ -37,8 +37,8 @@ public static class DungeonStreamingGate
// must follow the DESTINATION, which the PortalSpace observer pin already does, so
// the source-cell gate is suppressed. Otherwise a teleport OUT of a dungeon keeps
// streaming collapsed on the source dungeon (CurrCell still sealed) → the outdoor
- // destination never hydrates → TeleportArrivalReadiness holds 600 frames → force-
- // snap to ocean. A teleport INTO a dungeon is handled explicitly upstream by
+ // destination never hydrates → the TAS transit holds 600 frames → force-snap to
+ // ocean. A teleport INTO a dungeon is handled explicitly upstream by
// StreamingController.PreCollapseToDungeon (and the controller's _collapsed latch
// holds it through the hold), so suppressing the gate here doesn't regress it.
if (isTeleportHold)
diff --git a/src/AcDream.App/World/TeleportArrivalController.cs b/src/AcDream.App/World/TeleportArrivalController.cs
deleted file mode 100644
index eeddf858..00000000
--- a/src/AcDream.App/World/TeleportArrivalController.cs
+++ /dev/null
@@ -1,144 +0,0 @@
-using System;
-using System.Numerics;
-
-namespace AcDream.App.World;
-
-/// Verdict from the per-frame readiness probe for a held teleport arrival.
-public enum ArrivalReadiness
-{
- /// Destination not yet hydrated; keep holding.
- NotReady,
-
- /// Destination terrain + cell are ready; place now.
- Ready,
-
- /// The claim can never hydrate (e.g. an indoor cell id outside the dat's
- /// LandBlockInfo.NumCells range). Place immediately via the caller's safety-net
- /// demote rather than hold forever.
- Impossible,
-}
-
-/// Lifecycle of a single teleport arrival.
-public enum TeleportArrivalPhase { Idle, Holding }
-
-///
-/// G.3a (#133) — holds a teleport arrival in portal space until the destination
-/// dungeon landblock/cell has streamed in, THEN places the player. Replaces the
-/// unconditional snap in GameWindow.OnLivePositionUpdated that resolved the
-/// arrival against the resident (old) landblocks before the destination hydrated
-/// and landed the player in ocean.
-///
-/// The controller is pure: readiness and placement are injected delegates,
-/// so it carries no GL / dat / network dependency and is fully unit-testable. The
-/// player stays input-frozen while this is Holding because the GameWindow keeps
-/// PlayerState.PortalSpace until the placement delegate flips it back to
-/// InWorld.
-///
-/// The timeout is a coarse frame count (not wall-clock) so the controller
-/// needs no external clock; it is a loud safety net for a never-hydrating
-/// destination, not a precise deadline.
-///
-public sealed class TeleportArrivalController
-{
- /// ~10 s at 60 fps. Coarse safety net for a destination that never streams.
- public const int DefaultMaxHoldFrames = 600;
-
- private readonly Func _readiness;
- private readonly Action _place; // (destPos, destCell, forced)
- private readonly int _maxHoldFrames;
-
- private Vector3 _destPos;
- private uint _destCell;
- private int _heldFrames;
-
- public TeleportArrivalPhase Phase { get; private set; } = TeleportArrivalPhase.Idle;
-
- public TeleportArrivalController(
- Func readiness,
- Action place,
- int maxHoldFrames = DefaultMaxHoldFrames)
- {
- _readiness = readiness ?? throw new ArgumentNullException(nameof(readiness));
- _place = place ?? throw new ArgumentNullException(nameof(place));
- _maxHoldFrames = maxHoldFrames;
- }
-
- /// Begin holding for a teleport arrival. Called from OnLivePositionUpdated
- /// AFTER the streaming origin has been recentered on the destination landblock.
- /// Re-calling with a fresh server position resets the hold (server-authoritative).
- public void BeginArrival(Vector3 destPos, uint destCell)
- {
- _destPos = destPos;
- _destCell = destCell;
- _heldFrames = 0;
- Phase = TeleportArrivalPhase.Holding;
- }
-
- /// Per-frame: evaluate readiness and place when ready / impossible / timed out.
- /// No-op when Idle.
- public void Tick()
- {
- if (Phase != TeleportArrivalPhase.Holding) return;
- _heldFrames++;
-
- ArrivalReadiness verdict = _readiness(_destPos, _destCell);
- if (verdict == ArrivalReadiness.Ready)
- {
- Place(forced: false);
- return;
- }
-
- if (verdict == ArrivalReadiness.Impossible || _heldFrames >= _maxHoldFrames)
- {
- Place(forced: true);
- }
- // else NotReady -> keep holding
- }
-
- private void Place(bool forced)
- {
- // Flip to Idle BEFORE invoking the placement delegate so the machine
- // reflects "done holding" even if the delegate were to re-enter Tick.
- Phase = TeleportArrivalPhase.Idle;
- _place(_destPos, _destCell, forced);
- }
-}
-
-///
-/// Pure readiness decision for a teleport arrival, factored out of
-/// GameWindow.TeleportArrivalReadiness for testing.
-///
-public static class TeleportArrivalRules
-{
- ///
- /// Decide whether a held teleport arrival can place now.
- ///
- /// The destination cell can never hydrate.
- /// Destination is an indoor cell (cell index ≥ 0x0100).
- /// For an indoor destination, the EnvCell floor has hydrated.
- public static ArrivalReadiness Decide(
- bool claimUnhydratable,
- bool indoor,
- bool indoorCellReady)
- {
- if (claimUnhydratable)
- return ArrivalReadiness.Impossible;
-
- // Indoor (sealed dungeon / building interior): gate on the EnvCell floor hydrating,
- // exactly as #135. The dungeon-IN path pre-collapses + waits for the cell struct, and
- // its placement validates the specific claimed cell (the indoor resolve is cell-keyed,
- // not the grid-snap), so it is unaffected by the overlap that broke teleport-OUT.
- if (indoor)
- return indoorCellReady ? ArrivalReadiness.Ready : ArrivalReadiness.NotReady;
-
- // Outdoor: place IMMEDIATELY on the server-authoritative position. #145/#138 — holding
- // for the destination to stream in is futile: streaming does NOT progress while the
- // player is held in PortalSpace (the destination only loads once placement flips the
- // state to InWorld). The stale source center landblock is dropped at recenter (see
- // GameWindow.OnLivePositionUpdated), so the arrival resolve falls through to the
- // server-authoritative cell/position (Resolve NO-LANDBLOCK verbatim) and the player is
- // placed grounded there; streaming then loads the destination and the per-frame resolve
- // grounds onto it. This trusts the server's teleport position — retail-faithful.
- return ArrivalReadiness.Ready;
- }
-}
diff --git a/tests/AcDream.App.Tests/World/TeleportArrivalControllerTests.cs b/tests/AcDream.App.Tests/World/TeleportArrivalControllerTests.cs
deleted file mode 100644
index 54a23f2f..00000000
--- a/tests/AcDream.App.Tests/World/TeleportArrivalControllerTests.cs
+++ /dev/null
@@ -1,147 +0,0 @@
-using System.Collections.Generic;
-using System.Numerics;
-using AcDream.App.World;
-using Xunit;
-
-namespace AcDream.App.Tests.World;
-
-public class TeleportArrivalControllerTests
-{
- // Records each Place(destPos, destCell, forced) call.
- private sealed record PlaceCall(Vector3 Pos, uint Cell, bool Forced);
-
- private static TeleportArrivalController Make(
- ArrivalReadiness verdict,
- List placed,
- int maxHoldFrames = TeleportArrivalController.DefaultMaxHoldFrames)
- => new(
- readiness: (_, _) => verdict,
- place: (pos, cell, forced) => placed.Add(new PlaceCall(pos, cell, forced)),
- maxHoldFrames: maxHoldFrames);
-
- [Fact]
- public void BeginArrival_EntersHolding()
- {
- var placed = new List();
- var c = Make(ArrivalReadiness.NotReady, placed);
-
- c.BeginArrival(new Vector3(1, 2, 3), 0x01250126u);
-
- Assert.Equal(TeleportArrivalPhase.Holding, c.Phase);
- Assert.Empty(placed);
- }
-
- [Fact]
- public void Tick_WhenIdle_IsNoOp()
- {
- var placed = new List();
- var c = Make(ArrivalReadiness.Ready, placed);
-
- c.Tick(); // never began
-
- Assert.Equal(TeleportArrivalPhase.Idle, c.Phase);
- Assert.Empty(placed);
- }
-
- [Fact]
- public void Tick_NotReady_KeepsHolding_DoesNotPlace()
- {
- var placed = new List();
- var c = Make(ArrivalReadiness.NotReady, placed);
- c.BeginArrival(new Vector3(1, 2, 3), 0x01250126u);
-
- c.Tick();
- c.Tick();
-
- Assert.Equal(TeleportArrivalPhase.Holding, c.Phase);
- Assert.Empty(placed);
- }
-
- [Fact]
- public void Tick_Ready_PlacesUnforced_AndIdles()
- {
- var placed = new List();
- var c = Make(ArrivalReadiness.Ready, placed);
- c.BeginArrival(new Vector3(30, -60, 6.005f), 0x01250126u);
-
- c.Tick();
-
- Assert.Equal(TeleportArrivalPhase.Idle, c.Phase);
- var call = Assert.Single(placed);
- Assert.False(call.Forced);
- Assert.Equal(0x01250126u, call.Cell);
- Assert.Equal(new Vector3(30, -60, 6.005f), call.Pos);
- }
-
- [Fact]
- public void Tick_Impossible_PlacesForced_AndIdles()
- {
- var placed = new List();
- var c = Make(ArrivalReadiness.Impossible, placed);
- c.BeginArrival(new Vector3(1, 2, 3), 0x0125FF00u);
-
- c.Tick();
-
- Assert.Equal(TeleportArrivalPhase.Idle, c.Phase);
- var call = Assert.Single(placed);
- Assert.True(call.Forced);
- }
-
- [Fact]
- public void Tick_Timeout_PlacesForced_AfterMaxHoldFrames()
- {
- var placed = new List();
- var c = Make(ArrivalReadiness.NotReady, placed, maxHoldFrames: 3);
- c.BeginArrival(new Vector3(1, 2, 3), 0x01250126u);
-
- c.Tick(); // 1
- c.Tick(); // 2
- Assert.Empty(placed);
- Assert.Equal(TeleportArrivalPhase.Holding, c.Phase);
-
- c.Tick(); // 3 -> timeout
-
- var call = Assert.Single(placed);
- Assert.True(call.Forced);
- Assert.Equal(TeleportArrivalPhase.Idle, c.Phase);
- }
-
- [Fact]
- public void BeginArrival_AfterPlace_ReArms()
- {
- var placed = new List();
- var c = Make(ArrivalReadiness.Ready, placed);
-
- c.BeginArrival(new Vector3(1, 0, 0), 0x01250126u);
- c.Tick(); // places #1, idle
- c.BeginArrival(new Vector3(2, 0, 0), 0x01250127u);
- c.Tick(); // places #2, idle
-
- Assert.Equal(2, placed.Count);
- Assert.Equal(0x01250127u, placed[1].Cell);
- }
-
- [Fact]
- public void BeginArrival_DuringHold_ResetsTimeoutCounter()
- {
- var placed = new List();
- var c = Make(ArrivalReadiness.NotReady, placed, maxHoldFrames: 3);
-
- c.BeginArrival(new Vector3(1, 0, 0), 0x01250126u);
- c.Tick(); // held=1
- c.Tick(); // held=2 (one short of the timeout)
-
- // Re-arm mid-hold with a fresh destination: the counter must restart.
- c.BeginArrival(new Vector3(2, 0, 0), 0x01250199u);
- c.Tick(); // held=1 again (NOT 3 -> no placement yet)
- c.Tick(); // held=2
- Assert.Empty(placed);
- Assert.Equal(TeleportArrivalPhase.Holding, c.Phase);
-
- c.Tick(); // held=3 -> timeout, forced place of the SECOND destination
- var call = Assert.Single(placed);
- Assert.True(call.Forced);
- Assert.Equal(0x01250199u, call.Cell);
- Assert.Equal(new Vector3(2, 0, 0), call.Pos);
- }
-}
diff --git a/tests/AcDream.App.Tests/World/TeleportArrivalRulesTests.cs b/tests/AcDream.App.Tests/World/TeleportArrivalRulesTests.cs
deleted file mode 100644
index eb0b12ea..00000000
--- a/tests/AcDream.App.Tests/World/TeleportArrivalRulesTests.cs
+++ /dev/null
@@ -1,52 +0,0 @@
-using AcDream.App.World;
-using Xunit;
-
-namespace AcDream.App.Tests.World;
-
-///
-/// The teleport-arrival readiness decision (#145/#138).
-///
-/// - Unhydratable claim → place immediately via the caller's safety-net (Impossible).
-/// - Indoor (sealed dungeon / building interior) → hold until the EnvCell floor hydrates.
-/// - Outdoor → place IMMEDIATELY on the server-authoritative position. Holding is futile —
-/// streaming does not progress while the player is held in PortalSpace, so the
-/// destination can't stream in during a hold. The stale source landblock is dropped at
-/// recenter (GameWindow.OnLivePositionUpdated), so the resolve falls through to the
-/// server cell (Resolve NO-LANDBLOCK verbatim) until the destination streams in.
-///
-///
-public class TeleportArrivalRulesTests
-{
- [Fact]
- public void Unhydratable_IsImpossible()
- {
- Assert.Equal(ArrivalReadiness.Impossible,
- TeleportArrivalRules.Decide(claimUnhydratable: true, indoor: false, indoorCellReady: false));
- // …even for an indoor claim.
- Assert.Equal(ArrivalReadiness.Impossible,
- TeleportArrivalRules.Decide(claimUnhydratable: true, indoor: true, indoorCellReady: false));
- }
-
- [Fact]
- public void Indoor_CellReady_IsReady()
- {
- Assert.Equal(ArrivalReadiness.Ready,
- TeleportArrivalRules.Decide(claimUnhydratable: false, indoor: true, indoorCellReady: true));
- }
-
- [Fact]
- public void Indoor_CellNotReady_HoldsNotReady()
- {
- Assert.Equal(ArrivalReadiness.NotReady,
- TeleportArrivalRules.Decide(claimUnhydratable: false, indoor: true, indoorCellReady: false));
- }
-
- [Fact]
- public void Outdoor_PlacesImmediately()
- {
- // #145: never hold an outdoor arrival — place at once on the server position. The
- // indoorCellReady flag is irrelevant for an outdoor destination.
- Assert.Equal(ArrivalReadiness.Ready,
- TeleportArrivalRules.Decide(claimUnhydratable: false, indoor: false, indoorCellReady: false));
- }
-}