docs: handoff — teleport issues cluster (#145 residual + retail teleport flow + FPS leak)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
b7ca33118b
commit
59b4868408
1 changed files with 104 additions and 0 deletions
104
docs/research/2026-06-21-teleport-issues-handoff.md
Normal file
104
docs/research/2026-06-21-teleport-issues-handoff.md
Normal file
|
|
@ -0,0 +1,104 @@
|
|||
# Handoff — teleport issues cluster (2026-06-21)
|
||||
|
||||
**Branch:** `claude/thirsty-goldberg-51bb9b` — committed, NOT merged ("merge later").
|
||||
**Account:** `notan` / `MittSnus81!` → `+Je`. Portal via the Town Network hub (`0x0007`) to far towns.
|
||||
|
||||
---
|
||||
|
||||
## What shipped this session (context)
|
||||
|
||||
#145 **cell-relative physics frame (Option B)**, Slices 1–3 + 7 (`438bb68`→`403a338`). The carried-anchor
|
||||
fix closes the far-town cascade **for a STREAMED-terrain arrival** — live-verified across ~10 far-town
|
||||
landblocks over 2 sessions, zero march. Design + plan:
|
||||
`docs/superpowers/specs/2026-06-21-145-cell-relative-physics-frame-design.md` + the matching plan.
|
||||
Adversarial review passed (2 flagged issues were verified false positives). Slices **4–6** (contact-plane /
|
||||
walkable cell-relative + `_liveCenter` fully render-only — invisible architectural completeness) remain.
|
||||
|
||||
---
|
||||
|
||||
## Work item A — #145 RESIDUAL (reopened): unstreamed-arrival-near-edge cascade
|
||||
|
||||
**Trigger:** a teleport that arrives onto a **NOT-YET-STREAMED** landblock **near an edge** → the cascade
|
||||
recurs (+ a Z free-fall). **Evidence** (`launch5.log`):
|
||||
- `[snap] claim=0xC98C0028 pos=(113.666,190.259,22.010) branch=NO-LANDBLOCK (lbs=0) -> verbatim` — arrival
|
||||
local Y=190.3, **1.7 m from the 192 edge**, destination not streamed → cell marches `0xC98C → 0xC9FE`
|
||||
(+2 lbY/tick), Z free-falls 22→−19; outbound wire sends the marched cell `C9FE0031` + compensating garbage
|
||||
`localY=−21684` → ACE `MOVEMENT SPEED` / `failed transition` → **player stuck**.
|
||||
- Same session, **mid-block** unstreamed arrival `0x977B000C` (Y=73.8) → Z free-fall only, **no march**.
|
||||
- Hub `0x00070133` **VALIDATED** (cells resident) → fine.
|
||||
|
||||
**Root (HYPOTHESIS — not apparatus-confirmed):** outdoor teleport places immediately but the destination
|
||||
streams a few ticks later (`streaming: dungeon EXIT-expand -> (201,140)` logs just after placement). During
|
||||
the gap the resolve runs against an empty world; at an edge the player crosses into the **unstreamed
|
||||
neighbour**, where the carried anchor (which computes to `(0,0,0)` at the recentered center) gives no
|
||||
protection. **Same root as the Z free-fall** (`#135`/`#138` placed-before-streamed gap).
|
||||
|
||||
**⚠️ DO NOT guess-patch** (original #145 burned 5 attempts). **Apparatus first:** add a diagnostic that logs
|
||||
the **anchor value + the engagement-guard state** in `PhysicsEngine.ResolveWithTransition` at the crossing
|
||||
tick (behind a probe flag), reproduce a `0xC98C`-style arrival once, and confirm whether the anchor
|
||||
**disengages** (CellId/CellPosition landblock divergence) or the **body is repositioned into a marched frame
|
||||
first**. *Then* the fix is a known quantity.
|
||||
|
||||
**Likely fix:** a **streaming-gap HOLD** — freeze the per-tick resolve (no integration/gravity, no membership
|
||||
march) while the player's landblock is unloaded, until it streams in (a few ticks). The async-streaming
|
||||
equivalent of retail's synchronous load; would fix **both** the cascade and the Z plunge.
|
||||
**Note:** this may be **subsumed by Work item B** — the retail teleport flow holds until the world loads, so
|
||||
there's no unstreamed gap to begin with. Decide A-vs-B ordering at brainstorm.
|
||||
|
||||
---
|
||||
|
||||
## Work item B — KEYSTONE FEATURE: the retail teleport flow
|
||||
|
||||
**Symptoms (user-reported; all ONE root):**
|
||||
1. Camera **floats** to the destination on teleport (disliked).
|
||||
2. Teleport **takes too long** / feels off vs retail.
|
||||
3. Player **input is not locked** during teleport.
|
||||
|
||||
**Retail behaviour (user = oracle, treat as axiom):** teleport plays an **animation** (portal effect), holds
|
||||
input + camera, **waits for the world to load**, then exits/places the player. Used for **ALL** teleportation:
|
||||
**login, logout, death, portal.**
|
||||
|
||||
**Insight:** acdream places **immediately** (raw placement → the floating camera + the unstreamed gap). A
|
||||
faithful retail teleport flow (anim + input/camera lock + **hold-until-loaded** + single exit point) fixes the
|
||||
float, the timing, the input-lock, **and very likely Work item A.** This is the keystone.
|
||||
|
||||
**This is a FEATURE → start with `superpowers:brainstorming`** (the user is the retail oracle on look/feel).
|
||||
**Research first:** grep `docs/research/named-retail/acclient_2013_pseudo_c.txt` for the portal/teleport flow
|
||||
— the teleport animation, the loading hold, the PortalSpace exit condition, and the unified path for
|
||||
login/logout/death/portal. **Extend, don't rebuild:** acdream already has `PlayerState.PortalSpace`,
|
||||
`TeleportArrivalController`, and `TeleportArrivalRules.Decide` (`src/AcDream.App/World/` + `GameWindow`); the
|
||||
flow should slot the anim + hold-until-loaded into that machinery.
|
||||
|
||||
---
|
||||
|
||||
## Work item C — FPS leak after teleports (perf bug, SEPARATE)
|
||||
|
||||
**Symptom:** FPS drops low after a couple of teleports (cumulative).
|
||||
**Hypothesis:** a streaming/entity **leak** — landblocks or render/physics entities not freed on teleport,
|
||||
accumulating across round-trips (candidates: dungeon collapse/expand not cleaning up; `RehydrateServerEntities`
|
||||
/ `_lastSpawnByGuid` accumulating; `GpuWorldState` entities not pruned). **NEXT:** capture FPS + landblock /
|
||||
entity counts across N teleports (`ACDREAM_DUMP_LIVE_SPAWNS=1` + streaming logs + the DebugPanel counts), find
|
||||
what grows unbounded. Independent of A and B.
|
||||
|
||||
---
|
||||
|
||||
## Pointers / apparatus
|
||||
|
||||
- **Logs (worktree root):** `launch5.log` (#145 residual capture — the `0xC98C` stuck-at-`−21684` run),
|
||||
`launch4.log` (Z free-fall + a 3-far-town round-trip), `launch3`/`launch2` (clean streamed-arrival runs).
|
||||
- **#145 record:** `docs/ISSUES.md` #145 (reopened, with the trigger table) + the physics digest banner
|
||||
(`claude-memory/project_physics_collision_digest.md`).
|
||||
- **Probes (no rebuild):** `ACDREAM_PROBE_CELL=1` (`[cell-transit]`), `ACDREAM_PROBE_RESOLVE=1`,
|
||||
`ACDREAM_CAPTURE_RESOLVE=<path>`, `ACDREAM_DUMP_LIVE_SPAWNS=1`.
|
||||
- **Decomp oracle:** `docs/research/named-retail/` (grep `class::method`); for the teleport flow, look at the
|
||||
portal/teleport + DDD-loading + animation paths.
|
||||
- **Wire cross-check:** `references/holtburger` (client teleport flow) + `references/ACE` (server teleport /
|
||||
`MOVEMENT SPEED` validation — the `failed transition` rejects).
|
||||
|
||||
## Suggested order (brainstorm to confirm)
|
||||
|
||||
1. **B first** (retail teleport flow) — it's the keystone and likely subsumes **A**. Brainstorm → spec → build.
|
||||
2. Re-test **A**: if the hold-until-loaded flow eliminates the unstreamed gap, the #145 residual is gone; if a
|
||||
narrow edge case survives, apply the diagnostic + targeted hold.
|
||||
3. **C** (FPS leak) — independent; can run in parallel as its own investigation.
|
||||
4. (Background) Slices **4–6** — the invisible Option-B completeness, unrelated to this cluster.
|
||||
Loading…
Add table
Add a link
Reference in a new issue