fix(phys): #106 gate-2 — bogus-indoor-claim recovery + spawn-ground entry hold
Gate-2 fallout chain: session 1's bare-id wedge poisoned ACE's save (the client reported garbage cells while walking through walls), so session 2 logged in with (cell=0xA9B4013F inn interior, pos=(91.4,32.7)) — a position that cell does not contain. Probe evidence: exactly one [cell-transit] line all session; the player free-fell into an empty world. Two holes, both fixed at the root: 1. CellTransit pick escape hatch — restores the #83/A1.7 + #90 verification that lived in PhysicsEngine.ResolveCellId before the collide-then-pick rewrite moved membership into BuildCellSetAndPickContaining: an indoor current cell that IS hydrated but whose CellBSP no longer overlaps ANY part of the foot sphere is a bogus claim (corrupt save, or walked out through an unblocked gap). The portal BFS can never reach an exit portal from a cell the sphere isn't in, so no candidates exist and the claim held forever — wedging collision (ShadowObjectRegistry's #98 gate reads "indoor primary" -> outdoor object sweep skipped), wall BSP, terrain, and the render root. The pick now demotes to the outdoor column under the sphere centre (the LandDefs.AdjustToOutside result already computed for the pick — cross-block safe). Sphere-overlap (BSPQuery.SphereIntersectsCellBsp, pseudo_c:317666 -> :323267), NOT point-in: doorway push-back leaves the centre a few cm outside while the sphere still overlaps — no demotion, #90's ping-pong stays dead. An unhydrated cell cannot be verified — stale beats null while streaming hydrates (retail-equivalent: stale curr_cell kept when the pick finds nothing). 2. PlayerModeAutoEntry spawn-ground hold — player-mode entry now waits for the terrain under the spawn position to stream in (isSpawnGroundReady predicate, K.2 pattern). Entering earlier integrates gravity against an empty world: indoor-claimed spawns got no floor from any source and free-fell into the void; outdoor spawns raced hydration by ~1s every login. Retail never has this state (it loads cells synchronously) — the hold is the async-streaming equivalent of that invariant. With the hold, the entry snap (Resolve, stepUp=100) runs against hydrated cell floors + terrain and re-seats a corrupt save's claim immediately. Tests: IndoorSeed_SphereFullyOutsideHydratedCell_DemotesToOutdoorColumn (the gate-2 wedge shape, red pre-fix), straddle + no-BSP guards (the #90 hysteresis and stale-beats-null), TryEnter_Armed_SpawnGroundNotReady_ DoesNotFire. Full suite: 294+218+420 green; Core 1375 green + the same 4 pre-existing door/#99-era failures + 1 skip. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
23adc9c9df
commit
6dbbf953c6
5 changed files with 184 additions and 5 deletions
|
|
@ -619,7 +619,40 @@ public static class CellTransit
|
|||
// No interior cell contained the centre. Return the outdoor XY-column cell if
|
||||
// it was a candidate, else stay on the current cell (retail leaves *result
|
||||
// null → caller keeps curr_cell).
|
||||
return outdoorResult != 0u ? outdoorResult : currentCellId;
|
||||
if (outdoorResult != 0u) return outdoorResult;
|
||||
|
||||
// ── #106 gate-2 escape hatch: bogus-indoor-claim recovery ──────────
|
||||
// Restores the #83/A1.7 + #90 verification that lived in
|
||||
// PhysicsEngine.ResolveCellId before the collide-then-pick rewrite
|
||||
// moved membership here: an INDOOR current cell that IS hydrated but
|
||||
// whose CellBSP no longer overlaps ANY part of the foot sphere is a
|
||||
// bogus claim — a corrupt server save pairing an indoor cell with a
|
||||
// position far outside it, or the player walked out through an
|
||||
// unblocked gap. Keeping it wedges everything downstream: the BFS
|
||||
// can't reach an exit portal from a cell the sphere isn't in (no
|
||||
// candidates → frozen), ShadowObjectRegistry's #98 gate reads
|
||||
// "indoor primary" (no object collision anywhere), and there's no
|
||||
// wall BSP and no terrain (void fall). Demote to the outdoor column
|
||||
// under the sphere centre (LandDefs global math — cross-block safe).
|
||||
//
|
||||
// Sphere-overlap (BSPQuery.SphereIntersectsCellBsp,
|
||||
// pseudo_c:317666→:323267), NOT point-in: a doorway push-back leaves
|
||||
// the centre a few cm outside while the sphere still overlaps — that
|
||||
// must NOT demote (#90's ping-pong). A cell with no hydrated CellBSP
|
||||
// cannot be verified — trust the claim (stale beats null while
|
||||
// streaming hydrates).
|
||||
if (currentLow >= 0x0100u && containingOutdoorId != 0u)
|
||||
{
|
||||
var cur = cache.GetCellStruct(currentCellId);
|
||||
if (cur?.CellBSP?.Root is not null)
|
||||
{
|
||||
var curLocal = Vector3.Transform(worldSphereCenter, cur.InverseWorldTransform);
|
||||
if (!BSPQuery.SphereIntersectsCellBsp(cur.CellBSP.Root, curLocal, sphereRadius))
|
||||
return containingOutdoorId;
|
||||
}
|
||||
}
|
||||
|
||||
return currentCellId;
|
||||
}
|
||||
|
||||
private static int EffectiveSphereCount(IReadOnlyList<Sphere> worldSpheres, int numSpheres)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue