feat(teleport C): TAS-driven fade transit + retire TeleportArrivalController

Wires the dormant TeleportAnimSequencer as the transit driver: on PlayerTeleport
the player holds in PortalSpace behind a full-screen fade (FadeOverlay) until the
destination terrain is resident (TeleportWorldReady, gated on the priority-applied
landblock), then materializes (Place), and after the world fades back in regains
control + acks the server (FireLoginComplete). No movement resolves against the
empty world, so the outbound cell frame can't corrupt. Outdoor changes from
place-immediately back to hold-until-resident (now fast, not a band-aid).

- FadeOverlay: fullscreen NDC black quad, alpha = ShowTunnel ? 1 : FadeAlpha.
- Retires TeleportArrivalController + its 2 tests (TAS subsumes the driver role).
- Divergence register: AD-2 updated to the new mechanism; AD-31 (fade vs swirl).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-22 14:03:25 +02:00
parent 9ac719424c
commit 3ce1fae332
7 changed files with 237 additions and 407 deletions

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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<PlaceCall> 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<PlaceCall>();
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<PlaceCall>();
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<PlaceCall>();
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<PlaceCall>();
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<PlaceCall>();
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<PlaceCall>();
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<PlaceCall>();
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<PlaceCall>();
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);
}
}

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using AcDream.App.World;
using Xunit;
namespace AcDream.App.Tests.World;
/// <summary>
/// The teleport-arrival readiness decision (#145/#138).
/// <list type="bullet">
/// <item>Unhydratable claim → place immediately via the caller's safety-net (Impossible).</item>
/// <item>Indoor (sealed dungeon / building interior) → hold until the EnvCell floor hydrates.</item>
/// <item>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.</item>
/// </list>
/// </summary>
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));
}
}