fix(physics): validate retail cell containment roots
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23 changed files with 429 additions and 197 deletions
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@ -608,6 +608,13 @@ public static class CellTransit
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}
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else
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{
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// CELLARRAY stores GetVisible's result beside every id.
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// Retail skips a later candidate whose cell pointer is
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// null (0052b588..0052b59f), even when a stale building
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// record for that landcell remains cached.
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if (cache.CellGraph.GetVisible(cellId) is null)
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continue;
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// CLandCell::find_transit_cells (0x00533800):
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// add_all_outside_cells (added_outside-guarded) then the
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// building bridge for the landcell's building, if any.
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@ -666,9 +673,9 @@ public static class CellTransit
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/// </para>
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///
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/// <para>
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/// A missing <see cref="CellPhysics"/> record is unavailable and skipped.
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/// A loaded record whose authored containment root is null retains retail's
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/// <see cref="BSPQuery.PointInsideCellBsp"/> universal-inside base case.
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/// A missing or rootless <see cref="CellPhysics"/> record is unavailable
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/// and skipped. The retail inside base case belongs to a missing positive
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/// child below a valid root, not to the root itself.
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/// </para>
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/// </summary>
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public static uint FindVisibleChildCell(
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@ -705,8 +712,8 @@ public static class CellTransit
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/// <summary>
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/// <c>CEnvCell::point_in_cell</c> (cell-BSP vtable[0x84]) against a world point:
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/// transform to the cell's local frame, then <see cref="BSPQuery.PointInsideCellBsp"/>.
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/// A missing cell payload returns false; a loaded payload with a null root
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/// returns true through the retail BSP base case.
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/// A missing/rootless payload returns false. Retail also returns false
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/// before containment when <c>CEnvCell::portals</c> is null.
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/// </summary>
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private static bool PointInCell(
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PhysicsDataCache cache,
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@ -714,6 +721,7 @@ public static class CellTransit
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Vector3 worldPoint)
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{
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if (cell is null ||
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cell.Portals.Count == 0 ||
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!CollisionTraversal.HasCellContainment(cache, cell))
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{
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return false;
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@ -920,6 +928,11 @@ public static class CellTransit
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if ((cellId & 0xFFFFu) < 0x0100u)
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{
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// Match CELLARRAY's stored GetVisible pointer: an adjacent
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// landcell id may be present because the sphere overlaps it,
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// while that landblock is not loaded yet.
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if (cache.CellGraph.GetVisible(cellId) is null)
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continue;
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// Landcell dispatch — CLandCell::find_transit_cells (0x00533800)
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// → CSortCell::find_transit_cells (0x00534060, this->building)
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// → CBuildingObj::find_building_transit_cells (0x006b5230)
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@ -994,17 +1007,13 @@ public static class CellTransit
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{
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// Interior candidate — point_in_cell via the cell BSP (vtable[0x84]).
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var cand = cache.GetCellStruct(candId);
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if (cand is null ||
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!CollisionTraversal.HasCellContainment(cache, cand))
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{
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continue;
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}
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var local = Vector3.Transform(worldSphereCenter, cand.InverseWorldTransform);
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if (CollisionTraversal.PointInsideCell(cache, cand, local))
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if (PointInCell(cache, cand, worldSphereCenter))
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return candId; // interior-wins, stop (pseudo_c:308819)
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}
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else if (outdoorResult == 0u && containingOutdoorId != 0u && outdoorPickAllowed)
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else if (outdoorResult == 0u &&
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containingOutdoorId != 0u &&
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outdoorPickAllowed &&
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cache.CellGraph.GetVisible(candId) is not null)
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{
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// Outdoor candidate — CLandCell::point_in_cell is the XY-column the
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// sphere is over (acdream landcells have no BSP point_in_cell; the
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@ -25,14 +25,9 @@ internal static class CollisionTraversal
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{
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if (UseFlat(cache))
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{
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// Availability is the authored CellStruct payload, not the
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// containment root. Retail's loaded BSPTREE may have a null
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// root; BSPNODE::point_inside_cell_bsp treats that base case as
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// universally inside. A missing flat payload is still a broken
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// production publication and must fail loudly.
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_ = cell.FlatContainmentBsp ??
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FlatCellContainmentBsp flat = cell.FlatContainmentBsp ??
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throw MissingFlat("cell containment");
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const bool flatAuthorityResult = true;
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bool flatAuthorityResult = flat.RootIndex >= 0;
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CollisionShadowVerifier? flatShadow = cache.CollisionShadow;
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if (flatShadow is null ||
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!flatShadow.TrySample(out long flatAuthoritySample))
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@ -43,7 +38,7 @@ internal static class CollisionTraversal
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flatShadow.BeginGraphPass();
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try
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{
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graphRefereeResult = true;
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graphRefereeResult = cell.CellBSP?.Root is not null;
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}
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catch (Exception fault)
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{
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@ -79,16 +74,15 @@ internal static class CollisionTraversal
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CollisionShadowVerifier? shadow = cache.CollisionShadow;
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if (shadow is null || !shadow.TrySample(out long sample))
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return true;
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return cell.CellBSP?.Root is not null;
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bool flatResult = false;
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Exception? flatFault = null;
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shadow.BeginFlatPass();
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try
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{
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_ = cell.FlatContainmentBsp ??
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throw MissingFlat("cell containment");
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flatResult = true;
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flatResult = (cell.FlatContainmentBsp ??
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throw MissingFlat("cell containment")).RootIndex >= 0;
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}
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catch (Exception fault)
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{
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@ -99,7 +93,7 @@ internal static class CollisionTraversal
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shadow.EndFlatPass();
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}
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const bool graphResult = true;
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bool graphResult = cell.CellBSP?.Root is not null;
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if (flatFault is null)
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{
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shadow.RecordBoolean(
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@ -82,8 +82,8 @@ public sealed class PhysicsDataCache
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/// <summary>
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/// The unified cell graph (UCG): the active id->cell resolver and registry.
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/// Populated unconditionally in <see cref="CacheCellStruct"/> so BSP-less
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/// authored cells are registered too, and
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/// Populated by <see cref="CacheCellStruct"/> for cells with valid
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/// containment (including cells with no physics root), and
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/// consumed across the engine: the player render/lighting root
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/// (<c>CellGraph.CurrCell</c>, written at the player chokepoint
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/// <c>PhysicsEngine.UpdatePlayerCurrCell</c> and read by the renderer), the
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@ -364,11 +364,10 @@ public sealed class PhysicsDataCache
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}
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/// <summary>
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/// Extract and cache the authored CellStruct payload (indoor room
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/// geometry), including cells whose physics or containment BSP has a null
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/// root. Retail keeps those loaded cells distinct from an unavailable
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/// visible-cell lookup; the null containment root is universally inside.
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/// No-ops only when the id is already cached.
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/// Extract and cache an authored CellStruct payload (indoor room geometry).
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/// A missing physics root is valid (the cell can still own containment and
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/// portals); a missing containment root is not a loadable CEnvCell and is
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/// rejected before either the graph or collision record is published.
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/// </summary>
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public void CacheCellStruct(
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uint envCellId,
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@ -398,11 +397,6 @@ public sealed class PhysicsDataCache
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!_flatEnvCell.ContainsKey(envCellId))
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throw MissingPreparedCollision("EnvCell topology", envCellId);
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if (preparedStructure is not null)
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_flatCellStruct.TryAdd(envCellId, preparedStructure);
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if (preparedTopology is not null)
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_flatEnvCell.TryAdd(envCellId, preparedTopology);
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if (_requirePreparedCollision)
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{
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CachePreparedCellStruct(
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@ -416,7 +410,27 @@ public sealed class PhysicsDataCache
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return;
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}
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// UCG Stage 1: register in the unified graph for every authored cell.
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// CCellStruct::point_in_cell dereferences cell_bsp->root_node before
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// entering BSPNODE::point_inside_cell_bsp. A null ROOT is therefore
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// not the recursive missing-positive-child "inside" sentinel. The
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// installed 2013 catalog contains zero such payloads; quarantine one
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// rather than publishing a cell that claims the whole world.
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if (cellStruct.CellBSP?.Root is null)
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return;
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// A malformed optional prepared shadow must not attach to an otherwise
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// valid raw cell. Production takes the prepared-only overload below.
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if (preparedStructure?.ContainmentBsp.RootIndex < 0)
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{
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preparedStructure = null;
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preparedTopology = null;
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}
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if (preparedStructure is not null)
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_flatCellStruct.TryAdd(envCellId, preparedStructure);
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if (preparedTopology is not null)
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_flatEnvCell.TryAdd(envCellId, preparedTopology);
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// UCG Stage 1: register only a loadable authored cell.
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if (!CellGraph.Contains(envCellId))
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{
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CellGraph.Add(UcgEnvCell.FromDat(
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@ -618,6 +632,13 @@ public sealed class PhysicsDataCache
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FlatCellStructureCollisionAsset preparedStructure,
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FlatEnvCellTopology preparedTopology)
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{
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// Same invariant as the raw loader. RootIndex -1 is the flattened
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// encoding of a missing ROOT, not a recursive positive-child sentinel.
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// Reject it atomically so graph, collision, and prepared caches agree
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// that this cell is unavailable and a later valid hydration may retry.
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if (preparedStructure.ContainmentBsp.RootIndex < 0)
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return;
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_flatCellStruct.TryAdd(envCellId, preparedStructure);
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_flatEnvCell.TryAdd(envCellId, preparedTopology);
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@ -630,9 +651,8 @@ public sealed class PhysicsDataCache
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preparedTopology));
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}
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// The prepared structure itself is the loaded CellStruct payload.
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// Empty physics and containment roots remain meaningful authored
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// values; neither means that the cell is unavailable.
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// Physics may be rootless even though the cell's containment and
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// topology are valid; preserve that loaded, non-colliding cell.
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if (_cellStruct.ContainsKey(envCellId))
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return;
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@ -1023,9 +1043,9 @@ public sealed class CellPhysics
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/// (point-in-cell tests). Separate tree from <see cref="BSP"/>
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/// (collision) and from the renderer's drawing-BSP.
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/// Source: <c>cellStruct.CellBSP</c> at cache time.
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/// A nullable root is an authored, universally-inside containment tree.
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/// Cell availability is represented by presence of this
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/// <see cref="CellPhysics"/> record, not by root presence.
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/// Root presence is required for a published cell. Missing positive
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/// children inside a valid tree are the retail inside base case; a missing
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/// root is rejected by <see cref="PhysicsDataCache.CacheCellStruct"/>.
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/// </summary>
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public DatReaderWriter.Types.CellBSPTree? CellBSP { get; init; }
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@ -7,9 +7,9 @@ namespace AcDream.Core.World.Cells;
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/// <summary>
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/// The unified cell graph: the active, authoritative id->cell resolver and registry.
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/// Populated unconditionally from
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/// <see cref="AcDream.Core.Physics.PhysicsDataCache.CacheCellStruct"/> (including
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/// authored cells with null physics or containment roots) and consumed across
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/// Populated from validated
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/// <see cref="AcDream.Core.Physics.PhysicsDataCache.CacheCellStruct"/> payloads
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/// (a physics root is optional; a containment root is required) and consumed across
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/// the engine: <see cref="GetVisible"/> resolves any cell id, <see cref="CurrCell"/> is
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/// the player render/lighting root, <see cref="FindVisibleChildCell"/> resolves the
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/// 3rd-person camera cell, and <see cref="TryGetTerrainOrigin"/> supplies the block-local
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@ -11,9 +11,9 @@ namespace AcDream.Core.World.Cells;
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public sealed class EnvCell : ObjCell
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{
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/// <summary>
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/// Cell-containment BSP (retail CellStruct.CellBSP). A present tree with a
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/// null root is universally inside; an absent test/tooling payload uses the
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/// legacy AABB fallback.
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/// Cell-containment BSP (retail CellStruct.CellBSP). Production publication
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/// requires a non-null root; prepared production uses
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/// <see cref="FlatContainmentBsp"/> instead.
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/// </summary>
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public CellBSPTree? ContainmentBsp { get; }
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@ -38,14 +38,18 @@ public sealed class EnvCell : ObjCell
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public override bool PointInCell(Vector3 worldPoint)
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{
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// Retail CEnvCell::point_in_cell @ 0x0052C300 returns false before
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// touching the CellStruct when this->portals is null. Installed data
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// contains real zero-portal cells, so this guard is behavior-bearing.
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if (Portals.Count == 0)
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return false;
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var local = Vector3.Transform(worldPoint, InverseWorldTransform);
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if (FlatContainmentBsp is not null)
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if (FlatContainmentBsp is { RootIndex: >= 0 })
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return FlatBspQuery.PointInsideCellBsp(FlatContainmentBsp, local);
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if (ContainmentBsp is not null)
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if (ContainmentBsp?.Root is not null)
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return BSPQuery.PointInsideCellBsp(ContainmentBsp.Root, local); // BSPQuery.cs:1034
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return local.X >= LocalBoundsMin.X && local.X <= LocalBoundsMax.X
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&& local.Y >= LocalBoundsMin.Y && local.Y <= LocalBoundsMax.Y
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&& local.Z >= LocalBoundsMin.Z && local.Z <= LocalBoundsMax.Z;
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return false;
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}
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/// <summary>
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