diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md
index b1d2689d..091f74a4 100644
--- a/docs/architecture/retail-divergence-register.md
+++ b/docs/architecture/retail-divergence-register.md
@@ -436,7 +436,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
| ~~TS-20~~ | **RETIRED AS A FALSE ATTRIBUTION 2026-07-16** — `CGfxObj::InitLoad` passes the complete polygon array to `D3DPolyRender::ConstructMesh`; ordinary GfxObj rendering does not filter it through DrawingBSP. Building DrawingBSP traversal discovers and orders portal apertures after `RemoveNonPortalNodes`; it is not a global visible-polygon selector. The alleged building-shell "orphans" are `DrawingBSPNode.Portals`, omitted by the old diagnostic collector; the corrected node-polygons ∪ portal-polygons audit finds no true orphans. Applying the proposed filter would repeat the door disappearance regression from `e46d3d9`. | `docs/research/2026-06-11-holistic-map/wf1-gfxobj-draw.md`; `docs/research/2026-06-11-holistic-map/wf1-building-shells.md`; `tests/AcDream.Core.Tests/Rendering/Wb/Issue113DoorVanishDiagnosticTests.cs` | — | — | `CGfxObj::InitLoad @ 0x005346B0`; `D3DPolyRender::ConstructMesh @ 0x0059DFA0`; `BSPTREE::build_draw_portals_only @ 0x00539860` |
| TS-21 | Default run/jump skills 200/300 tuned to feel until the first PlayerDescription lands (the stale "we don't parse yet" comment was FIXED in R4-V5; K-fix7 parses PD → SetCharacterSkills) | `src/AcDream.Runtime/Gameplay/PlayerMovementController.cs:311` | Defaults rule only pre-PD or on PD parse failure; jump bumped 200→300 on user complaint (3.01 m max felt too low) | Any window with defaults live predicts run/jump speeds the server disagrees with — observer rubber-banding, local snap-backs | retail height = (skill/(skill+1300))×22.2 + 0.05 |
| TS-27 | **NARROWED 2026-07-29 (Campaign N Slice N1)** — OUTBOUND is ported: sent-packet cache + header-rebuilt resend on server `RequestRetransmit`, `ids[0]` implicit ack, wrap-safe watermark prune (`src/AcDream.Core.Net/Transport/`). Residual: INBOUND loss is still fatal — no sequence-aligned inbound ISAAC discipline, no client NAK emission, no `RejectRetransmit` consumption (Campaign N slices N2/N4) | `src/AcDream.Core.Net/WorldSession.cs` (`ProcessDatagram` inbound path); `docs/plans/2026-07-29-network-transport-campaign.md` §2.2/§2.3 | Campaign N executes the port one direction per slice; the N0 ACE double grades each slice before the next lands | One lost S2C packet still shifts the inbound keystream permanently — every later encrypted packet fails checksum and the session goes silently deaf until timeout | `SharedNet::ProcessPacket @ 0x00544790`; `ReceiverData::AddNakked @ 0x00549240`; `SharedNet::EnqueueNaks @ 0x00543BD0` |
-| TS-28 | **NARROWED 2026-08-03** — F751 teleports resend LoginComplete only after the DAT-authored portal-space viewport and final world fade finish. Initial login no longer acknowledges raw PlayerCreate receipt: graphical and prepared headless hosts send exactly once after canonical local-player first placement; content-less headless sends after its accepted direct Create because it has no placement conductor. Residual: initial login still does not enter the full portal-space presentation. | `src/AcDream.Runtime/Session/RuntimeFirstEntryDriveController.cs`; `src/AcDream.App/Net/GraphicalSessionEventRoute.cs`; `src/AcDream.Headless/Hosting/HeadlessSessionEventRoute.cs`; `src/AcDream.Runtime/Session/RuntimeLiveEntitySessionController.cs`; `src/AcDream.Core.Net/WorldSession.cs` | Initial placement is now the shared readiness contract that releases ACE's intentional Hidden/pink-bubble state without racing presentation. The content-less direct host uses its only truthful admission edge. | The persistent login materialization haze is fixed and server updates no longer unlock before canonical placement. The remaining difference is presentation-only: initial login skips retail's wormhole sequence. | `gmSmartBoxUI::UseTime @ 0x004D6E30`; retail post-EnterWorld flow; holtburger `client/messages.rs:391-422` |
+| TS-28 | **NARROWED 2026-08-17 (enter-world round)** — the GRAPHICAL host now runs retail's full login wormhole: the login reveal (`RuntimeWorldTransitState.BeginLoginReveal`, shared by direct auto-select, character-select Enter, and enter-after-create) arms the same `TeleportAnimSequencer`/`PortalTunnelPresentation` machine the F751 pump uses (`LocalPlayerTeleportController` login arm), with `Sound_UI_EnterPortal`/`Sound_UI_ExitPortal` at retail's edges and LoginComplete sent at the WorldFadeIn end gated on canonical first placement. Residual: HEADLESS hosts have no presentation — prepared headless sends LoginComplete once after canonical local-player first placement; content-less headless sends after its accepted direct Create because it has no placement conductor. | `src/AcDream.App/Streaming/LocalPlayerTeleportController.cs` (login arm); `src/AcDream.App/Net/LiveSessionRuntimeFactory.cs` (first-entry completion latch); `src/AcDream.Headless/Hosting/HeadlessSessionEventRoute.cs`; `src/AcDream.Runtime/Session/RuntimeLiveEntitySessionController.cs` | Headless hosts are bots — an animation hold would only delay automation; their placement-edge send remains the truthful admission contract. | A headless bot's LoginComplete reaches ACE seconds earlier than a graphical client's, so its observer-visible materialization is earlier than retail cadence. | `SmartBox::teleport_in_progress @ 0x00451C20`; `gmSmartBoxUI::UseTime @ 0x004D6E30` (login edge @ 0x004D6EAB, LoginComplete @ 0x004D745D); `gmSmartBoxUI::BeginTeleportAnimation @ 0x004D6300` (enter cue @ 0x004D638E); `SmartBox::UseTime @ 0x00455410` (position_update_complete @ 0x00455483); `CPlayerSystem::SendLoginCompleteNotification @ 0x00562E90`; holtburger `client/messages.rs:391-422` |
| ~~TS-29~~ | **RETIRED 2026-08-08 (Campaign A slices A5/A6).** Both halves are resolved, in opposite directions. **Ambient:** ported. `AmbientSoundGatherer` walks retail's 3x3 landblock ring x 64 land cells off the region file's `SoundInfo`/`SceneInfo`/`TerrainInfo` chain, `AmbientSoundScheduler` runs the absolute-deadline queue, and continuous beds are re-fired one-shots on `min_rate` rather than looping voices — retail never sets the DirectSound loop flag, so the `StartAmbient`/`StopAmbient` handle API this row described modelled a mechanism that does not exist and is deleted. **Music:** there is nothing to port. Retail EoR links a complete winmm MIDI player and never feeds it — `midiPlay` has zero callers, the string "music" appears zero times in the 65 MB decomp, `SoundType` has no music member, `InitPrefs` registers no music key, and the retail install ships no music files. What players remember as dungeon music is the AdminEnvirons `UI_*` stinger family (TS-54, landed at A4). | retired | — | — | `Ambient::UpdatePlayQueue @ 0x551A50`; `Ambient::Play @ 0x5517A0`; `Ambient::UseTime @ 0x551880`; `CLandBlock::add_ambient_sounds @ 0x530310`; `docs/research/2026-08-08-audio-retail-ambient-runtime.md`; `docs/research/2026-08-08-audio-retail-music-absence.md` |
| TS-30 | Chat DAT elements `0x10000522`–`0x10000525` render but have no controller semantics; the older claim that they are numbered in-window filter tabs is **unproven** | `src/AcDream.App/UI/Layout/ChatWindowController.cs` | Named retail proves separately filtered main/floaty chat windows, not an in-window numbered-tab model. Wave 5 must live/DAT-confirm these element roles before assigning behavior | The controls may be inert today, but inventing tab switching could be a larger divergence than leaving an unconfirmed role inactive | `gmMainChatUI @ 0x004CCCC0..0x004CE2A0`; correction in `docs/research/2026-07-10-retail-panel-behavior-pseudocode.md` |
| TS-31 | **NARROWED 2026-07-13** — `/squelch`, `/unsquelch`, `/filter`, `/unfilter`, and `/messagetypes` send the exact modification events and consume the authoritative retail `SquelchDB`; incoming `ChatLog` lines are not yet filtered through that database, and clickable name-tag social actions remain absent | `src/AcDream.Core/Social/SquelchState.cs`; `src/AcDream.Core.Net/Messages/SocialStateMessages.cs`; `src/AcDream.App/UI/ClientCommandController.cs`; `src/AcDream.Core/Chat/ChatLog.cs` | Command/state transport is complete; enforcement belongs at the shared inbound-chat boundary so both backends remain identical | A squelch appears in the list and persists server-side but matching incoming lines can still render; contextual name actions remain unavailable | `SquelchDB::UnPack @ 0x006B1900`; `ChatFilter::IsSquelched`; retail right-click player name → Squelch menu |
diff --git a/src/AcDream.App/Input/PlayerModeController.cs b/src/AcDream.App/Input/PlayerModeController.cs
index ee8903d3..faa2e1d5 100644
--- a/src/AcDream.App/Input/PlayerModeController.cs
+++ b/src/AcDream.App/Input/PlayerModeController.cs
@@ -141,13 +141,39 @@ internal sealed class PlayerModeController :
if (Controller is null && !TryEnter("teleport"))
return false;
- if (Controller is not { } controller)
+ // Enter-world round (2026-08-17): the Runtime first-entry conductor
+ // can have CONSTRUCTED the controller without publishing it yet
+ // (CandidatePreparing/Sealed/Dormant). A State write in that window
+ // throws (EnsurePublishedForRuntimeOperation); CanExecuteLiveMovement
+ // is the documented skip-instead-of-fault predicate for exactly this
+ // pre-publication login window. Refuse — every caller retries on its
+ // own tick cadence.
+ if (Controller is not { CanExecuteLiveMovement: true } controller)
return false;
controller.State = PlayerState.PortalSpace;
return true;
}
+ ///
+ /// Enter-world round (2026-08-17): the login tunnel's portal-space entry.
+ /// The login wormhole begins before any player-mode entry has happened
+ /// (retail's camera set simply follows its always-present player), so
+ /// this first performs the SAME presentation attach the post-reveal
+ /// auto-entry used to run ( — chase camera, shadow,
+ /// animation sinks, approach lifetime), then flips into portal space.
+ /// itself refuses until the Runtime first-entry
+ /// conductor commits, so pre-publication calls fail closed and retry.
+ ///
+ public bool TryEnterPortalSpaceForLogin()
+ {
+ _autoEntry?.Cancel();
+ if (!_mode.IsPlayerMode && !TryEnter("login"))
+ return false;
+
+ return TryEnterPortalSpace();
+ }
+
public void EnterWorld()
{
if (Controller is { } controller)
diff --git a/src/AcDream.App/Net/LiveSessionRuntimeFactory.cs b/src/AcDream.App/Net/LiveSessionRuntimeFactory.cs
index cecf9923..9791477e 100644
--- a/src/AcDream.App/Net/LiveSessionRuntimeFactory.cs
+++ b/src/AcDream.App/Net/LiveSessionRuntimeFactory.cs
@@ -337,16 +337,25 @@ internal sealed class LiveSessionRuntimeFactory
_world.FirstEntryDrive,
_ =>
{
- session.SendGameAction(GameActionLoginComplete.Build());
+ // Enter-world round (2026-08-17): the graphical host no
+ // longer sends LoginComplete here. Retail sends 0xA1 at the
+ // END of the login wormhole (gmSmartBoxUI::UseTime
+ // @0x004D745D -> CPlayerSystem::SendLoginCompleteNotification
+ // @0x00562E90), and the login portal-space presentation now
+ // runs on this host, so the send rides its
+ // FireLoginComplete edge (LocalPlayerTeleportController's
+ // login pump) — the same edge the F751 pump already uses.
+ // This notification is the presentation's worldReady latch:
+ // the canonical local-player first placement committed
+ // (retail's position_update_complete=1 analogue,
+ // SmartBox::UseTime @0x00455483).
+ _world.Teleport.OnLocalPlayerFirstEntryCompleted();
// Night-round review F2: CM_House::Event_QueryHouse @0x006aaa00
// is tail-called, unconditionally, from the end of
- // CPlayerSystem::InitializePlayer @0x00563570 — the SAME
- // once-per-session function AttemptSendLoginCompleteNotification
- // lives in (guarded by player_initialized), right after that
- // notification. This is the graphical host's direct
- // (non-portal) first-entry completion edge — the exact
- // analogue. Portal-space re-entries (LocalPlayerTeleportController)
- // do NOT resend it, matching retail's single-shot guard.
+ // CPlayerSystem::InitializePlayer @0x00563570 (guarded by
+ // player_initialized, once per session) — an object-arrival
+ // edge, NOT a tunnel edge, so it stays at first-entry
+ // completion rather than moving with LoginComplete.
session.SendHouseQuery();
},
_world.AcceptedPositionDrive,
diff --git a/src/AcDream.App/Streaming/LocalPlayerTeleportController.cs b/src/AcDream.App/Streaming/LocalPlayerTeleportController.cs
index ec960380..9b447e78 100644
--- a/src/AcDream.App/Streaming/LocalPlayerTeleportController.cs
+++ b/src/AcDream.App/Streaming/LocalPlayerTeleportController.cs
@@ -25,6 +25,21 @@ internal interface ILocalPlayerTeleportNetworkSink
RuntimeTeleportDestination destination,
bool teleportTimestampAdvanced);
+ ///
+ /// Enter-world round (2026-08-17): the graphical host's local-player
+ /// first-entry conductor completed its canonical initial placement.
+ /// This is the login analogue of retail's
+ /// SmartBox::UseTime @ 0x00455410 setting
+ /// position_update_complete = 1 — the fact that lets the login
+ /// portal-space presentation leave its Tunnel hold. LoginComplete
+ /// (0xA1) itself now rides the presentation's own
+ /// edge, matching
+ /// retail's send at the WorldFadeIn end
+ /// (gmSmartBoxUI::UseTime @ 0x004D745D →
+ /// CPlayerSystem::SendLoginCompleteNotification @ 0x00562E90).
+ ///
+ void OnLocalPlayerFirstEntryCompleted();
+
void ResetSession();
void ResetGenerationPresentation();
@@ -65,6 +80,9 @@ internal sealed class DeferredLocalPlayerTeleportNetworkSink
bool teleportTimestampAdvanced) =>
Required().OfferDestination(destination, teleportTimestampAdvanced);
+ public void OnLocalPlayerFirstEntryCompleted() =>
+ Required().OnLocalPlayerFirstEntryCompleted();
+
public void ResetSession() => Required().ResetSession();
public void ResetGenerationPresentation() =>
@@ -102,6 +120,19 @@ internal interface ILocalPlayerTeleportModeOperations
PlayerMovementController? Controller { get; }
Matrix4x4 Projection { get; }
bool TryEnterPortalSpace();
+
+ ///
+ /// Enter-world round (2026-08-17): the LOGIN arm's portal-space entry.
+ /// Unlike — whose F751 callers run when
+ /// player-mode presentation is already attached (or deliberately absent,
+ /// e.g. fly mode) — the login tunnel begins BEFORE any player-mode entry
+ /// has happened, so this operation must also perform the same
+ /// presentation attach the post-reveal auto-entry used to do (chase
+ /// camera, shadow, animation sinks) before flipping the controller into
+ /// portal space. Refuses (retryable) until the Runtime first-entry
+ /// conductor has published the movement controller.
+ ///
+ bool TryEnterPortalSpaceForLogin();
void EnterWorld();
}
@@ -449,6 +480,37 @@ internal sealed class LocalPlayerTeleportController
private long _lifetimeGeneration;
private bool _disposed;
+ ///
+ /// Enter-world round (2026-08-17): the login reveal generation this
+ /// controller's presentation currently owns (0 = none). Retail runs the
+ /// SAME wormhole machine at initial login as at an F751 teleport —
+ /// SmartBox::teleport_in_progress @ 0x00451C20 returns 1 whenever
+ /// the SmartBox has a player whose position_update_complete is
+ /// still 0, which is true the moment the login CreatePlayer lands, and
+ /// gmSmartBoxUI::UseTime @ 0x004D6EAB edge-detects that flag into
+ /// BeginTeleportAnimation(TAS_TUNNEL) @ 0x004D6EC9 (which plays
+ /// Sound_UI_EnterPortal @ 0x004D638E) with no F751 involved.
+ /// acdream's canonical equivalent of that condition is Runtime's login
+ /// reveal (,
+ /// begun on the first accepted local-player position) — so this arm keys
+ /// the same presentation off that Runtime-owned lifecycle instead of a
+ /// teleport start.
+ ///
+ private long _loginRevealGeneration;
+ private bool _loginPresentationActive;
+
+ ///
+ /// Latched by — the
+ /// first-entry conductor's canonical initial placement committed. The
+ /// login pump's worldReady requires it, so the sequencer cannot
+ /// leave its Tunnel hold (and therefore cannot reach
+ /// ) before the same
+ /// placement contract that previously gated the immediate LoginComplete
+ /// send. Session-scoped: cleared only by session-level resets.
+ ///
+ private bool _loginPlacementCompleted;
+ private float _loginHoldSeconds;
+
public LocalPlayerTeleportController(
ILocalPlayerTeleportAuthority authority,
ILocalPlayerTeleportInputLifetime input,
@@ -476,8 +538,35 @@ internal sealed class LocalPlayerTeleportController
public bool IsActive => _transit.IsTeleportActive;
public bool IsPortalViewportVisible => _presentation.IsPortalViewportVisible;
- public uint ActiveDestinationCell =>
- _transit.IsTeleportActive ? _pendingCell : 0u;
+
+ ///
+ /// The destination the portal viewport is currently holding for. The
+ /// render frame's reveal-preparation arm
+ /// ()
+ /// keys composite-texture preparation and readiness evaluation off this
+ /// cell; the login presentation must report its own destination here
+ /// because entering portal space flips ChaseModeEverEntered, which
+ /// retires the fallback "waiting for login" cell source that used to keep
+ /// preparation running pre-entry.
+ ///
+ public uint ActiveDestinationCell
+ {
+ get
+ {
+ if (_transit.IsTeleportActive)
+ return _pendingCell;
+ if (_loginPresentationActive)
+ {
+ RuntimePortalSnapshot snapshot = _transit.Snapshot;
+ if (snapshot.Kind == RuntimePortalKind.Login
+ && snapshot.Generation == _loginRevealGeneration)
+ {
+ return snapshot.Readiness.DestinationCell;
+ }
+ }
+ return 0u;
+ }
+ }
public void OnTeleportStarted(uint sequence)
{
@@ -515,13 +604,22 @@ internal sealed class LocalPlayerTeleportController
TryAimAcceptedDestination();
}
+ public void OnLocalPlayerFirstEntryCompleted()
+ {
+ ThrowIfDisposed();
+ _loginPlacementCompleted = true;
+ }
+
public void Tick(float deltaSeconds)
{
ThrowIfDisposed();
TryActivatePendingPresentation();
TryAimAcceptedDestination();
if (!_transit.IsTeleportActive)
+ {
+ TickLoginPresentation(deltaSeconds);
return;
+ }
long generation = _lifetimeGeneration;
ushort sequence = _transit.ActiveTeleportSequence;
@@ -902,6 +1000,225 @@ internal sealed class LocalPlayerTeleportController
+ $"(seq={_transit.ActiveTeleportSequence})");
}
+ ///
+ /// Enter-world round (2026-08-17): the login half of retail's ONE
+ /// wormhole machine. Retail begins the identical TAS_TUNNEL animation for
+ /// initial login and for F751 teleports from the same
+ /// gmSmartBoxUI::UseTime @ 0x004D6EAB flag edge —
+ /// SmartBox::teleport_in_progress @ 0x00451C20 goes high the
+ /// moment the login player object exists with
+ /// position_update_complete == 0, no F751 required. acdream's
+ /// canonical login edge is Runtime's login reveal generation
+ /// (, begun on the
+ /// first accepted local-player position on every entry route: direct
+ /// auto-select, character-select Enter, and enter-after-create).
+ ///
+ ///
+ /// Activation retries every Tick until
+ ///
+ /// succeeds — the same retry shape the F751 arm uses — which requires the
+ /// Runtime first-entry conductor's published movement controller.
+ /// Entering portal space cancels the player-mode auto-entry (its first
+ /// statement), so this arm owns the reveal's
+ /// EnterWorld/LoginComplete/Complete suffix exactly like the teleport
+ /// pump owns its own; the update-frame order (teleport phase before
+ /// auto-entry) guarantees this claim happens before auto-entry could
+ /// fire.
+ ///
+ ///
+ private void TryActivateLoginPresentation()
+ {
+ if (_transit.HasPendingTeleportStart || _transit.IsTeleportActive)
+ return;
+
+ RuntimePortalSnapshot snapshot = _transit.Snapshot;
+ if (snapshot.Kind != RuntimePortalKind.Login
+ || snapshot.Generation == 0
+ || snapshot.Completed
+ || snapshot.Cancelled
+ || _loginRevealGeneration == snapshot.Generation)
+ {
+ return;
+ }
+
+ // Quiet pre-gate: until the first-entry conductor PUBLISHES the
+ // movement controller, portal-space entry cannot succeed (and the
+ // full entry path would log a refusal every tick). Retry silently.
+ if (_mode.Controller is not { CanExecuteLiveMovement: true })
+ return;
+
+ long generation = _lifetimeGeneration;
+ if (!_mode.TryEnterPortalSpaceForLogin()
+ || _lifetimeGeneration != generation
+ || _mode.Controller is null)
+ {
+ return;
+ }
+
+ // Re-read after the mode entry: TryEnterPortalSpaceForLogin can run
+ // arbitrary presentation attach work.
+ snapshot = _transit.Snapshot;
+ if (snapshot.Kind != RuntimePortalKind.Login
+ || snapshot.Generation == 0
+ || snapshot.Completed
+ || snapshot.Cancelled)
+ {
+ return;
+ }
+
+ _loginRevealGeneration = snapshot.Generation;
+ _loginPresentationActive = true;
+ _loginHoldSeconds = 0f;
+ _presentation.Begin(_mode.Projection);
+ Console.WriteLine(
+ $"live: login portal-space presentation started "
+ + $"(gen={snapshot.Generation} "
+ + $"cell=0x{snapshot.Readiness.DestinationCell:X8})");
+ }
+
+ ///
+ /// Per-frame pump for the login presentation — the login mirror of the
+ /// teleport pump in . Differences, each anchored in
+ /// retail: there is no Place edge to drive (the first-entry conductor
+ /// committed the canonical placement before this presentation could
+ /// begin — retail's SmartBox::UseTime @ 0x00455483 likewise only
+ /// flips position_update_complete, it does not place), and
+ /// LoginComplete rides
+ /// at the WorldFadeIn end (gmSmartBoxUI::UseTime @ 0x004D745D →
+ /// CPlayerSystem::SendLoginCompleteNotification @ 0x00562E90)
+ /// instead of at raw first placement.
+ ///
+ private void TickLoginPresentation(float deltaSeconds)
+ {
+ TryActivateLoginPresentation();
+
+ RuntimePortalSnapshot snapshot = _transit.Snapshot;
+ bool revealActive = snapshot.Kind == RuntimePortalKind.Login
+ && snapshot.Generation != 0
+ && !snapshot.Completed
+ && !snapshot.Cancelled;
+ if (!revealActive || _loginRevealGeneration != snapshot.Generation)
+ {
+ if (_loginPresentationActive)
+ {
+ // The reveal this presentation was serving ended underneath
+ // it (cancel, supersession, or session reset that did not
+ // route through this controller's own reset). Drop the claim
+ // and retire the visuals; a successor reveal re-activates
+ // through TryActivateLoginPresentation above.
+ _loginRevealGeneration = 0;
+ _loginPresentationActive = false;
+ _loginHoldSeconds = 0f;
+ _presentation.Reset();
+ }
+ return;
+ }
+
+ if (!_loginPresentationActive)
+ return;
+
+ long generation = _lifetimeGeneration;
+ long revealGeneration = snapshot.Generation;
+ uint destinationCell = snapshot.Readiness.DestinationCell;
+
+ bool originReady = !_streaming.IsRecenterPending;
+ bool worldReady = _loginPlacementCompleted
+ && originReady
+ && _worldReveal.Evaluate(destinationCell).IsReady;
+ if (!IsCurrentLoginLifetime(generation, revealGeneration))
+ return;
+
+ if (!worldReady)
+ _loginHoldSeconds += deltaSeconds;
+ _presentation.SetWaitCue(
+ !worldReady
+ && _worldReveal.ObserveWait(
+ TimeSpan.FromSeconds(_loginHoldSeconds)));
+
+ var (_, events) = _presentation.Tick(deltaSeconds, worldReady);
+ if (!IsCurrentLoginLifetime(generation, revealGeneration))
+ return;
+
+ foreach (TeleportAnimEvent teleportEvent in events)
+ {
+ switch (teleportEvent)
+ {
+ case TeleportAnimEvent.PlayEnterSound:
+ // Sound_UI_EnterPortal as the animation begins —
+ // BeginTeleportAnimation @ 0x004D638E, identical for the
+ // login entry. Logged (once per login) as the audio-start
+ // evidence line for connected gates.
+ Console.WriteLine(
+ "live: login portal-space enter cue "
+ + "(Sound_UI_EnterPortal)");
+ _presentation.PlayEnterCue();
+ if (!IsCurrentLoginLifetime(generation, revealGeneration))
+ return;
+ break;
+ case TeleportAnimEvent.EnterTunnel:
+ _presentation.EnterTunnel();
+ if (!IsCurrentLoginLifetime(generation, revealGeneration))
+ return;
+ break;
+ case TeleportAnimEvent.Place:
+ // No login Place edge: the canonical initial placement is
+ // the first-entry conductor's, already committed (the
+ // worldReady latch above requires it). Retail's login
+ // analogue only flips position_update_complete
+ // (SmartBox::UseTime @ 0x00455483).
+ break;
+ case TeleportAnimEvent.PlayExitSound:
+ // Release destination cell blocking at the exact
+ // portal/world viewport swap — same edge as the teleport
+ // pump (gmSmartBoxUI::UseTime @ 0x004D6E30), with
+ // Sound_UI_ExitPortal @ 0x004D7405.
+ _worldReveal.RevealWorldViewport();
+ if (!IsCurrentLoginLifetime(generation, revealGeneration))
+ return;
+ _presentation.PlayExitCue();
+ if (!IsCurrentLoginLifetime(generation, revealGeneration))
+ return;
+ _presentation.ExitTunnel();
+ if (!IsCurrentLoginLifetime(generation, revealGeneration))
+ return;
+ break;
+ case TeleportAnimEvent.FireLoginComplete:
+ _mode.EnterWorld();
+ if (!IsCurrentLoginLifetime(generation, revealGeneration))
+ return;
+ _session.SendLoginComplete();
+ if (!IsCurrentLoginLifetime(generation, revealGeneration))
+ return;
+ _worldReveal.Complete();
+ _loginRevealGeneration = 0;
+ _loginPresentationActive = false;
+ _loginHoldSeconds = 0f;
+ Console.WriteLine(
+ "live: login portal-space presentation complete");
+ return;
+ default:
+ break;
+ }
+ }
+
+ _presentation.TickTunnel(deltaSeconds);
+ }
+
+ ///
+ /// The login pump's currency check — the login mirror of
+ /// : same controller
+ /// lifetime, still no active teleport (an F751 supersedes the login
+ /// presentation), and the transit snapshot still carries the exact
+ /// claimed login reveal generation.
+ ///
+ private bool IsCurrentLoginLifetime(
+ long lifetimeGeneration,
+ long revealGeneration) =>
+ _lifetimeGeneration == lifetimeGeneration
+ && !_transit.IsTeleportActive
+ && _loginRevealGeneration == revealGeneration
+ && _transit.Snapshot.Generation == revealGeneration;
+
private void TryAimAcceptedDestination()
{
if (!_transit.TryGetAcceptedTeleportDestination(
@@ -1030,6 +1347,18 @@ internal sealed class LocalPlayerTeleportController
_placementCommitted = false;
_awaitingDeferredWake = false;
_holdSeconds = 0f;
+ // Enter-world round (2026-08-17): an F751 arriving mid-login-tunnel
+ // (clearSession: false) withdraws the login presentation's claim —
+ // the portal pump supersedes it and owns the single LoginComplete,
+ // exactly as retail's one teleportInProgress flag stays high across
+ // both and sends once at the eventual WorldFadeIn end. The
+ // placement-completed latch is a session fact: it survives the
+ // teleport-scoped reset and clears only with the session.
+ _loginRevealGeneration = 0;
+ _loginPresentationActive = false;
+ _loginHoldSeconds = 0f;
+ if (clearSession)
+ _loginPlacementCompleted = false;
_streaming.ResetRecenter(clearSession);
if (_lifetimeGeneration != generation)
diff --git a/tests/AcDream.App.Tests/Physics/LiveEntityNetworkOnPositionCollapseMatrixTests.cs b/tests/AcDream.App.Tests/Physics/LiveEntityNetworkOnPositionCollapseMatrixTests.cs
index cb21a238..8d8d99ff 100644
--- a/tests/AcDream.App.Tests/Physics/LiveEntityNetworkOnPositionCollapseMatrixTests.cs
+++ b/tests/AcDream.App.Tests/Physics/LiveEntityNetworkOnPositionCollapseMatrixTests.cs
@@ -1825,6 +1825,8 @@ public sealed class LiveEntityNetworkOnPositionCollapseMatrixTests
bool teleportTimestampAdvanced)
{ }
+ public void OnLocalPlayerFirstEntryCompleted() { }
+
public void ResetSession() { }
public void ResetGenerationPresentation() { }
diff --git a/tests/AcDream.App.Tests/Physics/LiveEntityNetworkRemoteTeleportPresentationTests.cs b/tests/AcDream.App.Tests/Physics/LiveEntityNetworkRemoteTeleportPresentationTests.cs
index 74f03454..1b5eaa34 100644
--- a/tests/AcDream.App.Tests/Physics/LiveEntityNetworkRemoteTeleportPresentationTests.cs
+++ b/tests/AcDream.App.Tests/Physics/LiveEntityNetworkRemoteTeleportPresentationTests.cs
@@ -1059,6 +1059,8 @@ public sealed class LiveEntityNetworkRemoteTeleportPresentationTests
bool teleportTimestampAdvanced)
{ }
+ public void OnLocalPlayerFirstEntryCompleted() { }
+
public void ResetSession() { }
public void ResetGenerationPresentation() { }
diff --git a/tests/AcDream.App.Tests/Streaming/LocalPlayerTeleportControllerTests.cs b/tests/AcDream.App.Tests/Streaming/LocalPlayerTeleportControllerTests.cs
index b1f9ae53..e9174380 100644
--- a/tests/AcDream.App.Tests/Streaming/LocalPlayerTeleportControllerTests.cs
+++ b/tests/AcDream.App.Tests/Streaming/LocalPlayerTeleportControllerTests.cs
@@ -911,12 +911,22 @@ public sealed class LocalPlayerTeleportControllerTests
public readonly RuntimeLocalPlayerMovementState Movement;
public IPreparedCollisionSource DiagnosticCollisionSource => new UnusedCollisionSource();
+ ///
+ /// Enter-world round (2026-08-17): mutable so a login-arm test can
+ /// flip destination readiness mid-flight (the login tunnel's hold is
+ /// exactly "readiness not yet true"). Initialized from the ctor's
+ /// existing worldReady parameter, so every prior test reads
+ /// identically.
+ ///
+ public bool WorldReady;
+
public Harness(
int centerX = 0x20,
int centerY = 0x21,
bool worldReady = true,
List? order = null)
{
+ WorldReady = worldReady;
order ??= new List();
Mode = new FakeMode(order);
Streaming = new FakeStreaming(centerX, centerY, order);
@@ -927,10 +937,10 @@ public sealed class LocalPlayerTeleportControllerTests
Reveal = new WorldRevealCoordinator(
Transit,
revealWindow: () => RevealWindow,
- isRenderNeighborhoodReady: (_, _, _) => worldReady,
- isSpawnCellReady: _ => worldReady,
- isTerrainNeighborhoodReady: (_, _) => worldReady,
- areCompositeTexturesReady: () => worldReady,
+ isRenderNeighborhoodReady: (_, _, _) => WorldReady,
+ isSpawnCellReady: _ => WorldReady,
+ isTerrainNeighborhoodReady: (_, _) => WorldReady,
+ areCompositeTexturesReady: () => WorldReady,
prepareCompositeTextures: (_, _) => { },
invalidateCompositeTextures: () => { },
isSpawnClaimUnhydratable: _ => false,
@@ -1330,6 +1340,14 @@ public sealed class LocalPlayerTeleportControllerTests
return true;
}
+ public int EnterPortalForLoginCount;
+
+ public bool TryEnterPortalSpaceForLogin()
+ {
+ EnterPortalForLoginCount++;
+ return TryEnterPortalSpace();
+ }
+
public void EnterWorld()
{
_order.Add("enter-world");
@@ -1439,12 +1457,14 @@ public sealed class LocalPlayerTeleportControllerTests
private sealed class FakeNetworkSink : ILocalPlayerTeleportNetworkSink
{
public List Starts { get; } = [];
+ public int FirstEntryCompletions;
public void OnTeleportStarted(uint sequence) => Starts.Add(sequence);
public void OfferDestination(
RuntimeTeleportDestination destination,
bool teleportTimestampAdvanced)
{
}
+ public void OnLocalPlayerFirstEntryCompleted() => FirstEntryCompletions++;
public void ResetSession()
{
}
@@ -1482,6 +1502,135 @@ public sealed class LocalPlayerTeleportControllerTests
Assert.False(harness.Presentation.IsPortalViewportVisible);
}
+ // ── Enter-world round (2026-08-17): the LOGIN portal-space arm ──────
+ //
+ // Retail runs the identical TAS_TUNNEL wormhole on initial login —
+ // SmartBox::teleport_in_progress @ 0x00451C20 goes high the moment the
+ // login player exists with position_update_complete == 0, and
+ // gmSmartBoxUI::UseTime @ 0x004D6EAB begins the same animation (and the
+ // same Sound_UI_EnterPortal @ 0x004D638E) it begins for an F751. These
+ // tests drive the login reveal (RuntimeWorldTransitState.BeginLoginReveal
+ // via WorldRevealCoordinator.BeginLogin — the shared edge of every entry
+ // route) through the controller's login pump.
+
+ [Fact]
+ public void LoginReveal_ArmsThePortalSpacePresentation_WithRetailCues()
+ {
+ var order = new List();
+ var harness = new Harness(worldReady: false, order: order);
+
+ harness.Reveal.BeginLogin(0x20210001u);
+ Assert.Equal(RuntimePortalKind.Login, harness.Reveal.Snapshot.Kind);
+
+ // First tick: the arm claims the reveal, enters portal space, and
+ // begins the presentation.
+ harness.Controller.Tick(0.016f);
+ Assert.Equal(1, harness.Mode.EnterPortalCount);
+ Assert.Equal(Matrix4x4.Identity, harness.Presentation.BeginProjection);
+ Assert.Equal(0x20210001u, harness.Controller.ActiveDestinationCell);
+
+ // Enter cue at animation begin, tunnel viewport on its own edge —
+ // the same event contract as the F751 pump.
+ harness.Presentation.Enqueue(TeleportAnimEvent.PlayEnterSound);
+ harness.Controller.Tick(0.016f);
+ Assert.Equal(["enter"], harness.Presentation.Cues);
+
+ harness.Presentation.Enqueue(TeleportAnimEvent.EnterTunnel);
+ harness.Controller.Tick(0.016f);
+ Assert.True(harness.Presentation.IsPortalViewportVisible);
+
+ // Destination not ready and first placement not yet completed: the
+ // sequencer must keep seeing worldReady == false (its Tunnel hold).
+ Assert.All(harness.Presentation.WorldReadyValues, value => Assert.False(value));
+ Assert.Equal(0, harness.Session.LoginCompleteCount);
+
+ // Readiness alone is not enough — the first-entry conductor's
+ // canonical placement is half of the latch.
+ harness.WorldReady = true;
+ harness.Controller.Tick(0.016f);
+ Assert.False(harness.Presentation.WorldReadyValues[^1]);
+
+ harness.Controller.OnLocalPlayerFirstEntryCompleted();
+ harness.Controller.Tick(0.016f);
+ Assert.True(harness.Presentation.WorldReadyValues[^1]);
+
+ // The login pump has no Place edge of its own: the conductor already
+ // placed the player (retail: SmartBox::UseTime @ 0x00455483 only
+ // flips position_update_complete).
+ harness.Presentation.Enqueue(TeleportAnimEvent.Place);
+ harness.Controller.Tick(0.016f);
+ Assert.False(harness.Placement.Called);
+
+ // Viewport swap: reservation release + exit cue + tunnel retire
+ // (gmSmartBoxUI::UseTime, Sound_UI_ExitPortal @ 0x004D7405).
+ harness.Presentation.Enqueue(TeleportAnimEvent.PlayExitSound);
+ harness.Controller.Tick(0.016f);
+ Assert.Equal(["enter", "exit"], harness.Presentation.Cues);
+ Assert.False(harness.Presentation.IsPortalViewportVisible);
+ Assert.Single(harness.Streaming.ReservationEnds);
+
+ // WorldFadeIn end: EnterWorld + the ONE LoginComplete + reveal
+ // completion (gmSmartBoxUI::UseTime @ 0x004D745D).
+ harness.Presentation.Enqueue(TeleportAnimEvent.FireLoginComplete);
+ harness.Controller.Tick(0.016f);
+ Assert.Contains("enter-world", order);
+ Assert.Equal(1, harness.Session.LoginCompleteCount);
+ Assert.True(harness.Reveal.Snapshot.Completed);
+ Assert.Equal(0u, harness.Controller.ActiveDestinationCell);
+
+ // The completed reveal stays completed; no re-arm, no second send.
+ harness.Controller.Tick(0.016f);
+ Assert.Equal(1, harness.Mode.EnterPortalCount);
+ Assert.Equal(1, harness.Session.LoginCompleteCount);
+ }
+
+ [Fact]
+ public void LoginPump_SendsLoginCompleteOnlyAtThePresentationEnd()
+ {
+ var harness = new Harness(worldReady: true);
+ harness.Reveal.BeginLogin(0x20210001u);
+ harness.Controller.OnLocalPlayerFirstEntryCompleted();
+
+ // Ticks before the FireLoginComplete edge never send.
+ for (int i = 0; i < 5; i++)
+ harness.Controller.Tick(0.016f);
+ Assert.Equal(0, harness.Session.LoginCompleteCount);
+
+ harness.Presentation.Enqueue(TeleportAnimEvent.FireLoginComplete);
+ harness.Controller.Tick(0.016f);
+ Assert.Equal(1, harness.Session.LoginCompleteCount);
+ Assert.True(harness.Reveal.Snapshot.Completed);
+ }
+
+ [Fact]
+ public void RealTeleportStart_SupersedesTheLoginPresentation()
+ {
+ var order = new List();
+ var harness = new Harness(worldReady: true, order: order);
+ harness.Reveal.BeginLogin(0x20210001u);
+ harness.Controller.OnLocalPlayerFirstEntryCompleted();
+ harness.Controller.Tick(0.016f);
+ harness.Presentation.Enqueue(TeleportAnimEvent.EnterTunnel);
+ harness.Controller.Tick(0.016f);
+ Assert.True(harness.Presentation.IsPortalViewportVisible);
+
+ // An F751 mid-login-tunnel (ACE can relocate a broken spawn at
+ // login): the portal pump takes the presentation over and owns the
+ // single LoginComplete, mirroring retail's one teleportInProgress
+ // flag spanning both.
+ harness.Controller.OnTeleportStarted(3);
+ Assert.Contains("presentation-reset", order);
+ Assert.True(harness.Controller.IsActive);
+ Assert.Equal(0, harness.Session.LoginCompleteCount);
+
+ // The login claim is gone: ticking the portal-active controller
+ // never re-enters the login pump (no second presentation-begin from
+ // the login arm beyond the teleport activation's own).
+ int loginCompletes = harness.Session.LoginCompleteCount;
+ harness.Controller.Tick(0.016f);
+ Assert.Equal(loginCompletes, harness.Session.LoginCompleteCount);
+ }
+
private sealed class FakePresentation : ILocalPlayerTeleportPresentation
{
private readonly List _order;