fix(world): preserve portal materialization effects
Route accepted Hidden and UnHide transitions through retail's internal typed-script path so their DAT scripts queue while the owner is cell-less and resume at the destination. Consume ACE's successful teleport control statuses silently, matching retail HandleFailureEvent. Co-authored-by: OpenAI Codex <codex@openai.com>
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12 changed files with 142 additions and 8 deletions
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@ -2574,7 +2574,7 @@ public sealed class GameWindow : IDisposable
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_liveEntityPresentation = new AcDream.App.World.LiveEntityPresentationController(
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_liveEntities,
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_physicsEngine.ShadowObjects,
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entityEffects.PlayTyped,
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entityEffects.PlayTypedFromHiddenTransition,
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_equippedChildRenderer.SetDirectChildrenNoDraw,
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ClearTargetForHiddenEntity,
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() => (_liveCenterX, _liveCenterY),
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@ -3496,6 +3496,9 @@ public sealed class GameWindow : IDisposable
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? $"({sp.PositionX:F1},{sp.PositionY:F1},{sp.PositionZ:F1})@0x{sp.LandblockId:X8}"
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: "no-pos";
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string setupStr = spawn.SetupTableId is { } su ? $"0x{su:X8}" : "no-setup";
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string physicsTableStr = spawn.Physics?.PhysicsScriptTableId is { } pe
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? $"0x{pe:X8}"
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: "no-petable";
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string nameStr = spawn.Name is { Length: > 0 } n ? $"\"{n}\"" : "no-name";
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string itemTypeStr = spawn.ItemType is { } it ? $"0x{it:X8}" : "no-itemtype";
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int animPartCount = spawn.AnimPartChanges?.Count ?? 0;
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@ -3503,7 +3506,8 @@ public sealed class GameWindow : IDisposable
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int subPalCount = spawn.SubPalettes?.Count ?? 0;
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Console.WriteLine(
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$"live: spawn guid=0x{spawn.Guid:X8} name={nameStr} setup={setupStr} pos={posStr} " +
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$"itemType={itemTypeStr} animParts={animPartCount} texChanges={texChangeCount} subPalettes={subPalCount}");
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$"petable={physicsTableStr} itemType={itemTypeStr} animParts={animPartCount} " +
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$"texChanges={texChangeCount} subPalettes={subPalCount}");
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}
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// Target the statue specifically for full diagnostic dump: Name match
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@ -256,8 +256,36 @@ public sealed class EntityEffectController : IAnimationHookSink
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public bool PlayTyped(uint ownerLocalId, uint rawScriptType, float intensity)
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{
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if (!CanStartOwner(ownerLocalId)
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|| !_profilesByLocalId.TryGetValue(ownerLocalId, out EntityEffectProfile? profile)
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// Retail CPhysicsObj::play_script @ 0x00513260 does not enqueue for a
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// cell-less object. Network F755/default-hook playback comes through
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// this ordinary path.
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if (!CanStartOwner(ownerLocalId))
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return false;
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return ResolveAndQueueTyped(ownerLocalId, rawScriptType, intensity);
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}
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/// <summary>
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/// Queues a typed script from <c>CPhysicsObj::set_hidden</c> without the
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/// ordinary <c>play_script</c> cell gate.
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/// </summary>
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/// <remarks>
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/// Retail <c>set_hidden</c> at <c>0x00514C60</c> resolves Hidden/UnHide
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/// directly and calls <c>play_script_internal</c>. This is load-bearing
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/// during portal travel: the owner may already be cell-less while its
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/// purple materialization script must remain queued for destination entry.
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/// </remarks>
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public bool PlayTypedFromHiddenTransition(
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uint ownerLocalId,
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uint rawScriptType,
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float intensity)
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=> ResolveAndQueueTyped(ownerLocalId, rawScriptType, intensity);
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private bool ResolveAndQueueTyped(
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uint ownerLocalId,
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uint rawScriptType,
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float intensity)
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{
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if (!_profilesByLocalId.TryGetValue(ownerLocalId, out EntityEffectProfile? profile)
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|| profile.CurrentPhysicsScriptTableDid is not { } tableDid)
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{
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DiagnosticSink?.Invoke(
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