fix(physics #145): Slice 3 — carried-anchor membership; closes the far-town cascade
The outdoor membership pick derived the landblock origin from the terrain registry, which returns (0,0) for an UNSTREAMED neighbour — so a fresh far-town teleport at a landblock edge marched the cell id one block per physics tick (the cascade; the 17410 ACE rejects is its wire artifact). Fix: thread the CARRIED cell-relative frame anchor (body.Position - body.CellPosition.Frame.Origin) into the pick via SpherePath.CarriedBlockOrigin. That anchor IS the true landblock world origin, correct even for an unstreamed neighbour, so the pick re-derives the SAME (consistent) cell and never marches. - CellTransit.FindCellSet/BuildCellSetAndPickContaining: Vector3? carriedBlockOrigin (null default = legacy TryGetTerrainOrigin → every existing caller/test untouched). - PhysicsEngine.ResolveWithTransition: set the anchor from a SEEDED OUTDOOR body whose carried landblock matches the resolve cell (else null → legacy). - PlayerMovementController.SetPosition: 3-arg overload seeds CellPosition from the wire's (cell, local) via SnapToCell; 2-arg delegates with cellLocal=pos (anchor (0,0,0) == legacy → zero test churn). - GameWindow.CellLocalForSeed: the placement seam (_liveCenter used ONCE here to derive the cell-local; physics carries it forward without _liveCenter). Regression: TeleportFarTownRunawayTests (south + east edge, unstreamed neighbour). Core 1529 / App 480, zero regressions. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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6 changed files with 147 additions and 13 deletions
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@ -792,8 +792,22 @@ public sealed class PlayerMovementController
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}
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public void SetPosition(Vector3 pos, uint cellId)
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// #145: tests + legacy callers run in the world==block-local frame (no
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// streaming center), so the cell-local seed IS the world position. This
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// makes the carried anchor (body.Position − CellPosition.Origin) == (0,0,0),
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// identical to the legacy Zero terrain-origin fallback → behaviour unchanged.
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=> SetPosition(pos, cellId, pos);
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/// <summary>
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/// Server-snap / teleport placement. <paramref name="cellLocal"/> is the
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/// LANDBLOCK-relative position (the wire's local, or world − landblock origin)
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/// which seeds the body's cell-relative <c>CellPosition</c> WITHOUT any streaming
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/// center (#145). A teleport is a large jump, so this snaps the cell frame
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/// directly via <c>SnapToCell</c> rather than delta-syncing through the setter.
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/// </summary>
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public void SetPosition(Vector3 pos, uint cellId, Vector3 cellLocal)
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{
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_body.Position = pos;
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_body.SnapToCell(cellId, pos, cellLocal);
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_prevPhysicsPos = pos;
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_currPhysicsPos = pos;
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UpdateCellId(cellId, "teleport");
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@ -5482,6 +5482,22 @@ public sealed class GameWindow : IDisposable
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private AcDream.App.World.TeleportArrivalController? _teleportArrival;
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private System.Numerics.Quaternion _pendingTeleportRot = System.Numerics.Quaternion.Identity;
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// #145: the LANDBLOCK-relative (cell-local) position used to SEED the player
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// body's cell-relative CellPosition. This is the ONE place the streaming center
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// (_liveCenter) is allowed to touch the physics frame — at the placement seam,
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// converting the render-frame world position into the wire's (cell, local). After
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// seeding, physics carries (cell, local) forward without ever reading _liveCenter.
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private System.Numerics.Vector3 CellLocalForSeed(System.Numerics.Vector3 worldPos, uint cellId)
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{
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int lbX = (int)((cellId >> 24) & 0xFFu);
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int lbY = (int)((cellId >> 16) & 0xFFu);
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var origin = new System.Numerics.Vector3(
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(lbX - _liveCenterX) * 192f,
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(lbY - _liveCenterY) * 192f,
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0f);
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return worldPos - origin;
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}
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private void EnsureTeleportArrivalController()
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{
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if (_teleportArrival is not null) return;
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@ -5534,7 +5550,8 @@ public sealed class GameWindow : IDisposable
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pe.ParentCellId = resolved.CellId;
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pe.Rotation = _pendingTeleportRot;
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}
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_playerController.SetPosition(snappedPos, resolved.CellId);
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_playerController.SetPosition(snappedPos, resolved.CellId,
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CellLocalForSeed(snappedPos, resolved.CellId));
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_chaseCamera?.Update(snappedPos, _playerController.Yaw);
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_retailChaseCamera?.Update(snappedPos, _playerController.Yaw,
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@ -12750,7 +12767,8 @@ public sealed class GameWindow : IDisposable
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var initResult = _physicsEngine.Resolve(
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playerEntity.Position, pinitCellId,
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System.Numerics.Vector3.Zero, 100f);
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_playerController.SetPosition(initResult.Position, initResult.CellId);
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_playerController.SetPosition(initResult.Position, initResult.CellId,
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CellLocalForSeed(initResult.Position, initResult.CellId));
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// #111 (2026-06-10): snap the ENTITY too — parity with the
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// teleport-arrival path (entity.SetPosition + ParentCellId at
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// GameWindow.cs:4914). Without this, the renderer keeps drawing the
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@ -677,7 +677,8 @@ public static class CellTransit
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Vector3 worldSphereCenter,
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float sphereRadius,
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uint currentCellId,
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out IReadOnlyCollection<uint> cellSet)
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out IReadOnlyCollection<uint> cellSet,
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Vector3? carriedBlockOrigin = null)
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{
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var spheres = new[]
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{
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@ -688,7 +689,7 @@ public static class CellTransit
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},
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};
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return FindCellSet(cache, spheres, spheres.Length, currentCellId, out cellSet);
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return FindCellSet(cache, spheres, spheres.Length, currentCellId, out cellSet, carriedBlockOrigin);
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}
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/// <summary>
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@ -701,11 +702,12 @@ public static class CellTransit
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IReadOnlyList<Sphere> worldSpheres,
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int numSpheres,
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uint currentCellId,
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out IReadOnlyCollection<uint> cellSet)
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out IReadOnlyCollection<uint> cellSet,
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Vector3? carriedBlockOrigin = null)
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{
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var containing = BuildCellSetAndPickContaining(
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cache, worldSpheres, numSpheres, currentCellId,
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out var candidates);
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carriedBlockOrigin, out var candidates);
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cellSet = candidates;
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return containing;
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}
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@ -715,6 +717,7 @@ public static class CellTransit
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IReadOnlyList<Sphere> worldSpheres,
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int numSpheres,
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uint currentCellId,
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Vector3? carriedBlockOrigin,
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out CellArray candidates)
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{
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// Ordered, deduped candidate array — retail CELLARRAY (add_cell @701036).
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@ -729,11 +732,21 @@ public static class CellTransit
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float sphereRadius = worldSpheres[0].Radius;
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uint currentLow = currentCellId & 0xFFFFu;
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// #106: the current block's world origin converts the world-frame sphere
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// coords into retail's block-local frame for the LandDefs lcoord math.
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// Unregistered terrain (tests; pre-stream) falls back to Vector3.Zero —
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// the legacy anchor-frame assumption (world frame == block-local frame).
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cache.CellGraph.TryGetTerrainOrigin(currentCellId, out var blockOrigin);
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// #145: the carried cell-relative frame supplies the TRUE landblock world
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// origin (body.Position - body.CellPosition.Frame.Origin) — correct even
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// for an UNSTREAMED neighbour, where TryGetTerrainOrigin returns (0,0) and
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// the pick marches the cell id one block per tick (the far-town cascade).
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// Falls back to the terrain registry for unseeded movers (NPCs/tests) and
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// indoor seeds. The caller guarantees the anchor's landblock == currentCellId's
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// (PhysicsEngine passes body.CellPosition.ObjCellId as the cell when seeded).
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//
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// #106: blockOrigin converts the world-frame sphere coords into retail's
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// block-local frame for the LandDefs lcoord math.
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Vector3 blockOrigin;
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if (carriedBlockOrigin is { } carriedAnchor)
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blockOrigin = carriedAnchor;
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else
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cache.CellGraph.TryGetTerrainOrigin(currentCellId, out blockOrigin);
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// #112 rider: outdoor candidates may win the pick only when retail would
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// have admitted them — outdoor seeds always; indoor seeds only when a
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@ -974,6 +974,22 @@ public sealed class PhysicsEngine
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transition.SpherePath.InitPath(currentPos, targetPos, cellId, sphereRadius, sphereHeight);
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// #145: supply the carried cell-relative frame anchor to the outdoor
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// membership pick. body.Position - body.CellPosition.Frame.Origin is the TRUE
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// landblock world origin, correct even for an UNSTREAMED neighbour — replacing
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// the terrain-registry origin that returns (0,0) and marches the cell id one
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// landblock per tick (the #145 far-town cascade). Engaged only for a SEEDED
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// OUTDOOR body whose carried landblock matches the resolve cell (the controller
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// passes body.CellPosition.ObjCellId for the outdoor case, so they agree);
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// null otherwise → legacy TryGetTerrainOrigin for NPCs/tests/indoor.
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transition.SpherePath.CarriedBlockOrigin =
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body is not null
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&& (cellId & 0xFFFFu) is >= 1u and <= 0x40u // resolve cell is an outdoor landcell
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&& (body.CellPosition.ObjCellId & 0xFFFFu) is >= 1u and <= 0x40u // carried cell is outdoor (seeded)
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&& (cellId >> 16) == (body.CellPosition.ObjCellId >> 16) // same landblock → anchor consistent
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? body.Position - body.CellPosition.Frame.Origin
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: null;
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if (isOnGround && body is not null
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&& body.WalkablePolygonValid
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&& body.WalkableVertices is { Length: >= 3 })
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@ -335,6 +335,15 @@ public sealed class SpherePath
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public uint CurCellId;
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public uint CheckCellId;
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// #145: the carried cell-relative frame anchor (body.Position -
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// body.CellPosition.Frame.Origin) — the TRUE landblock world origin, set at
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// resolve entry from a SEEDED OUTDOOR player body. Threaded into the outdoor
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// membership pick (CellTransit.FindCellSet) so it no longer derives the origin
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// from the terrain registry (which returns (0,0) for an unstreamed neighbour →
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// the far-town cell-march cascade). Null for unseeded movers (NPCs/tests) and
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// indoor seeds → legacy TryGetTerrainOrigin.
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public Vector3? CarriedBlockOrigin;
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// Per-step offset
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public Vector3 GlobalOffset;
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@ -2289,7 +2298,8 @@ public sealed class Transition
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sp.HitsInteriorCell = false;
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uint containingCellId = CellTransit.FindCellSet(
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engine.DataCache, sp.GlobalSphere, sp.NumSphere, sp.CheckCellId, out var cellSet);
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engine.DataCache, sp.GlobalSphere, sp.NumSphere, sp.CheckCellId, out var cellSet,
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sp.CarriedBlockOrigin);
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LogIssue98CellSetSummary(engine, containingCellId, cellSet, footCenter, sphereRadius);
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if ((sp.CheckCellId & 0xFFFFu) >= 0x0100u
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