file: issue #95 — dungeon portal-graph visibility blowup
Filed during A6.P1 scen5 capture (Town Network as substitute for the
nonexistent Holtburg Sewer). After portal teleport, visibleCells per
cell explodes from ~4 to 135-145, with cells from multiple disconnected
landblocks loaded simultaneously — direct cause of the user-observed
"see through walls / other dungeons rendering" failure across all
portal-accessed dungeons.
This is what "dungeons are broken" means as a coherent failure mode.
Scen6-9 (sewer corridor/chamber/stair) as originally scripted couldn't
have produced clean physics-only captures because the dungeon would
have been visually unusable from the moment of portal entry. The A6.P1
scenario script was written before the visibility bug was characterized.
Evidence is in scen5's acdream.log (already committed at 35d5c58).
Scen6-9 are not captured — the visibility bug blocks the scenarios.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@ -574,6 +574,34 @@ Retail oracle for cell-id hysteresis: `acclient_2013_pseudo_c.txt:308742-308783`
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## #95 — Dungeon portal-graph visibility blowup (see-through-walls / other dungeons rendered)
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**Status:** OPEN — **explains user-observed "dungeons are broken"**
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**Severity:** HIGH (blocks all dungeon navigation visually)
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**Filed:** 2026-05-21
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**Component:** rendering, visibility, EnvCell portal traversal
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**Description:** When +Acdream enters a dungeon via portal (verified at Town Network hub in A6.P1 scen5), the `visibleCells` count per cell explodes from a normal ~4-7 to **135-145**, and cells from **multiple disconnected landblocks** are loaded simultaneously. Observed result: the player can see through walls, sees geometry from other dungeons rendering inside the current dungeon, and rendering is generally garbled. This single bug is responsible for "dungeons are broken" as a whole — every portal-accessed dungeon hits this on entry.
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**Root cause / status:** Suspected: portal-graph traversal in the EnvCell visibility computation walks outbound portals recursively without proper termination, so a network hub (which has many outbound portals to different dungeons) marks 100+ cells from disconnected dungeons as visible. The visibility computation likely needs to (a) cap traversal depth, (b) terminate at portal boundaries to OTHER landblocks, or (c) only include cells that share line-of-sight through a chain of portals from the camera's current cell.
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**Evidence (committed):**
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- `docs/research/2026-05-21-a6-captures/scen5_sewer_entry/acdream.log` — full trace of the rendering breakdown after portal teleport.
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- Pre-teleport: `visibleCells=4` per cell (normal outdoor).
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- Post-teleport: `visibleCells=135-145` per cell at landblock 0x0007 + spurious cells from 0x020A and 0x0408 (different worldOrigins, i.e. different dungeons entirely).
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- Cell-transit chain: `0xA9B40003 -> 0x00070143 reason=teleport` is the portal entry; everything after the teleport is corrupted.
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**Files:**
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- `src/AcDream.App/Streaming/` — cell streaming + visibility logic (suspect: cell-cache visibility computation)
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- WB-extracted visibility: `src/AcDream.App/Rendering/Wb/` (whichever file owns `visibleCells`)
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- Check `EnvCellRenderManager` + `VisibilityManager` in `references/WorldBuilder/` for the WB-original algorithm and where our extraction may have diverged
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**Research:** scen5 acdream.log is the primary evidence. Compare against WorldBuilder's original portal-traversal termination logic.
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**Acceptance:** After portal entry to any dungeon, `visibleCells` per cell stays in the normal ~4-15 range, cells from non-adjacent landblocks do NOT appear in the cell-cache, and visually no other-dungeon geometry renders through walls.
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**Status:** DONE
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