fix(teleport): dungeon-exit priority-apply footgun + wall-clock timeout + arrival facing

T6 visual gate found three issues; probe pinned the roots.

- StreamingController.DrainAndApply: the priority hunt + outbox drain were gated
  behind 'if (budget <= 0) return;' AFTER the deferred-buffer drain. During a
  dungeon-exit expand (~600 completions) the buffer is always >= budget, so the
  hunt never ran and the destination never priority-applied (APPLY stalled ~5s;
  dest built +265ms but applied +6s). Restructured: priority hunt runs FIRST and
  unconditionally. Indoor (single-LB collapse) was unaffected, which is why only
  outdoor exits broke.
- Teleport timeout was a 600-FRAME count; the empty-world exit hold renders at
  ~1000fps so it fired in ~0.6s and force-placed into the skybox before the
  expand finished. Now wall-clock (10s) — worldReady wins the race.
- Arrival facing: synced _playerController.Yaw to the server orientation via the
  exact inverse of YawToAcQuaternion (ExtractYawFromQuaternion has a 270deg offset
  vs our yaw). Previously only the render mesh got the rotation → camera/movement
  faced the stale pre-teleport direction.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-22 14:27:55 +02:00
parent 3ce1fae332
commit 6e78fcd7f6
2 changed files with 63 additions and 56 deletions

View file

@ -5473,7 +5473,7 @@ public sealed class GameWindow : IDisposable
_pendingTeleportRot = rot;
_pendingTeleportPos = newWorldPos;
_pendingTeleportCell = p.LandblockId;
_teleportHoldFrames = 0;
_teleportHoldSeconds = 0f;
_teleportForced = false;
if (_streamingController is not null)
_streamingController.PriorityLandblockId =
@ -5492,15 +5492,17 @@ public sealed class GameWindow : IDisposable
private bool _teleportInProgress;
private System.Numerics.Vector3 _pendingTeleportPos;
private uint _pendingTeleportCell;
private int _teleportHoldFrames; // frames waiting for residency (safety-net timeout)
private float _teleportHoldSeconds; // wall-clock seconds waiting for residency (safety-net timeout)
private bool _teleportForced; // true when the safety-net timeout force-places
private float _teleportFadeAlpha; // 0 = clear, 1 = full black; consumed by the fade overlay
private System.Numerics.Quaternion _pendingTeleportRot = System.Numerics.Quaternion.Identity;
// ~10s at 60fps. Loud safety net for a destination that never streams (worker crash /
// corrupt dat / OOB coords) — mirrors the retired controller's 600-frame ceiling. Now
// rarely fires because priority-apply makes residency fast.
private const int TeleportMaxHoldFrames = 600;
// Loud safety net for a destination that never streams (worker crash / corrupt dat /
// OOB coords). WALL-CLOCK, not a frame count: during a dungeon-exit hold the source is
// unloaded and the destination not yet loaded → empty world → ~1000 fps, so a 600-FRAME
// ceiling fired in ~0.6s and force-placed into the skybox before the expand finished.
// Now rarely fires because priority-apply makes residency fast.
private const float TeleportMaxHoldSeconds = 10f;
// #145: the LANDBLOCK-relative (cell-local) position used to SEED the player
// body's cell-relative CellPosition. This is the ONE place the streaming center
@ -5558,6 +5560,11 @@ public sealed class GameWindow : IDisposable
}
_playerController.SetPosition(snappedPos, resolved.CellId,
CellLocalForSeed(snappedPos, resolved.CellId));
// Face the server-specified destination heading (retail drops you facing a fixed
// direction). The render entity already got _pendingTeleportRot above; sync the
// controller yaw so the camera + movement frame match it instead of the stale
// pre-teleport facing.
_playerController.Yaw = AcQuaternionToYaw(_pendingTeleportRot);
_chaseCamera?.Update(snappedPos, _playerController.Yaw);
_retailChaseCamera?.Update(snappedPos, _playerController.Yaw,
@ -5586,9 +5593,9 @@ public sealed class GameWindow : IDisposable
{
if (_playerController is not null)
_playerController.State = AcDream.App.Input.PlayerState.PortalSpace;
_teleportInProgress = true;
_teleportHoldFrames = 0;
_teleportForced = false;
_teleportInProgress = true;
_teleportHoldSeconds = 0f;
_teleportForced = false;
_teleportAnim.Begin(AcDream.Core.World.TeleportEntryKind.Portal);
Console.WriteLine($"live: teleport started (seq={sequence})");
}
@ -7588,10 +7595,14 @@ public sealed class GameWindow : IDisposable
{
bool haveDest = _pendingTeleportCell != 0u;
bool ready = haveDest && TeleportWorldReady(_pendingTeleportCell);
if (haveDest && !ready && ++_teleportHoldFrames >= TeleportMaxHoldFrames)
if (haveDest && !ready)
{
ready = true;
_teleportForced = true;
_teleportHoldSeconds += (float)dt;
if (_teleportHoldSeconds >= TeleportMaxHoldSeconds)
{
ready = true;
_teleportForced = true;
}
}
var (snap, evts) = _teleportAnim.Tick((float)dt, ready);
@ -8077,6 +8088,22 @@ public sealed class GameWindow : IDisposable
1f - 2f * (q.Y * q.Y + q.Z * q.Z));
}
/// <summary>
/// Exact inverse of <see cref="YawToAcQuaternion"/>: AC wire orientation → our internal
/// yaw (radians, 0=+X East). NOT the same as <see cref="ExtractYawFromQuaternion"/>, which
/// returns the raw quaternion Z-angle (AC's <c>theta = 450 - heading</c>) — that carries a
/// 270° offset vs our yaw. Inverting the documented chain: theta = 450 - heading and
/// heading = 180 - yaw ⇒ yaw = thetaDeg - 270. Used to face the player the server-specified
/// way on a teleport arrival (retail drops you facing the portal's destination heading).
/// </summary>
private static float AcQuaternionToYaw(System.Numerics.Quaternion q)
{
float thetaDeg = ExtractYawFromQuaternion(q) * (180f / MathF.PI);
float yawDeg = thetaDeg - 270f; // 180 - (450 - thetaDeg)
float yaw = yawDeg * (MathF.PI / 180f);
return MathF.Atan2(MathF.Sin(yaw), MathF.Cos(yaw)); // normalize to (-PI, PI]
}
private void OnCameraModeChanged(bool _modeBool)
{
if (_input is null) return;

View file

@ -332,66 +332,46 @@ public sealed class StreamingController
/// </summary>
private void DrainAndApply()
{
int budget = MaxCompletionsPerFrame;
// --- Step 1: drain the deferred buffer first (items held from a prior
// priority-hunt that overshot the cap). Apply up to `budget` of them.
int i1 = 0;
while (i1 < budget && i1 < _deferredApply.Count) { ApplyResult(_deferredApply[i1]); i1++; }
if (i1 > 0) _deferredApply.RemoveRange(0, i1);
budget -= i1;
if (budget <= 0) return;
// --- Step 2: priority hunt (only when a destination is set).
// --- Step 1: priority hunt FIRST and UNCONDITIONALLY (when a destination is set).
// The teleport destination must apply the frame the worker finishes building it,
// ahead of any deferred/outbox backlog — otherwise a big dungeon-exit expand
// (hundreds of completions) buries it and the arrival times out into the skybox.
// CRITICAL: this must NOT be gated behind the per-frame budget. The prior version
// ran the deferred drain first and returned when the budget hit 0, so once
// _deferredApply held >= MaxCompletionsPerFrame items the hunt (and the outbox
// drain) were skipped entirely — the destination never priority-applied. The hunt
// drains the outbox in bounded chunks; the priority is applied on match, every
// non-priority item is buffered in _deferredApply (no loss).
if (PriorityLandblockId != 0u)
{
// Drain in chunks of MaxCompletionsPerFrame (bounded at 64 total
// iterations to avoid an unbounded loop if the outbox is huge).
const int MaxHuntIterations = 64;
const int MaxHuntIterations = 64; // cap at 64 * MaxCompletionsPerFrame drained/frame
int hunted = 0;
bool found = false;
while (hunted < MaxHuntIterations && !found)
while (hunted < MaxHuntIterations)
{
var chunk = _drainCompletions(MaxCompletionsPerFrame);
if (chunk.Count == 0) break;
foreach (var result in chunk)
{
hunted++;
if (ResultLandblockId(result) == PriorityLandblockId)
{
ApplyResult(result);
budget--; // priority counts against the budget
found = true;
// Remaining items in this chunk go to deferred — they
// were drained past the cap to find the priority; don't
// drop them.
}
ApplyResult(result); // applied immediately, ahead of the budget
else
{
_deferredApply.Add(result);
}
}
}
if (found)
{
// Now apply up to remaining budget from deferred (mix from the
// chunk we just buffered + any pre-existing deferred items).
int i2 = 0;
while (i2 < budget && i2 < _deferredApply.Count) { ApplyResult(_deferredApply[i2]); i2++; }
if (i2 > 0) _deferredApply.RemoveRange(0, i2);
return;
}
// Priority not found in the outbox this frame: fall through to
// normal drain (the deferred buffer was already partially applied
// above; budget was already decremented).
}
// --- Step 3: normal path — drain up to remaining budget from the
// worker's outbox (priority was 0, or not found this frame).
// --- Step 2: apply up to MaxCompletionsPerFrame this frame — the deferred backlog
// first (FIFO), then fresh outbox completions. Caps GPU upload per frame so a big
// diff doesn't spike. While a priority is set, Step 1 has already moved the outbox
// into _deferredApply, so this drains that backlog at the budget rate.
int budget = MaxCompletionsPerFrame;
int i = 0;
while (i < budget && i < _deferredApply.Count) { ApplyResult(_deferredApply[i]); i++; }
if (i > 0) _deferredApply.RemoveRange(0, i);
budget -= i;
if (budget <= 0) return;
var drained = _drainCompletions(budget);
foreach (var result in drained)
ApplyResult(result);