fix(world): complete recall before teleport hide
Match retail's update ordering so object animation, particles, and scripts advance before inbound teleport state is applied. Separate input-originated movement from post-network autonomous position output, and reconcile presentation without a second physics tick so recall cannot resume after arrival. Co-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
parent
dded9e6b17
commit
75acae02d6
13 changed files with 1068 additions and 332 deletions
|
|
@ -593,7 +593,7 @@ Research: R9 + R12 + R13.
|
|||
- **✓ SHIPPED — G.1 — Sky + weather + day-night.** Deterministic client-side from Portal Year time. Sky dome geometry + keyframe gradients + rain/snow particles. See `r12-weather-daynight.md`. Full data + visual stack shipped: Region dat loader, keyframe interp, WeatherSystem with 5-kind PDF + transitions + storm flashes, WorldSession→WorldTimeService sync via ConnectRequest+TimeSync, SkyRenderer with sky-object arcs + UV scroll, rain/snow billboard renderer, F7/F10 debug cycle keys.
|
||||
- **✓ SHIPPED — G.2 — Dynamic lighting.** 8-light D3D-style fixed pipeline. Hard-cutoff at Range, no attenuation inside. Cell ambient. Shader UBO per frame. See `r13-dynamic-lighting.md`. SceneLightingUbo std140 at binding=1 feeds terrain + mesh + mesh_instanced + sky shaders. LightingHookSink auto-registers Setup.Lights at entity stream-in, flips IsLit on SetLightHook, unregisters on landblock unload.
|
||||
- **Indoor portal-based cell tracking (follow-up to Indoor walking Phase 1 / issue #87).** Replace `PhysicsDataCache.TryFindContainingCell` AABB containment with retail's `CObjMaint::HandleObjectEnterCell` portal traversal. When the player crosses a cell portal boundary, `CellId` propagates through the `CEnvCell` portal connectivity graph. Prerequisite for wall collision from outside (#85) and the remaining #84 threshold symptom. PDB symbols and `acclient.h` `CCellStructure` refs are in place (see #87). **Unblocks G.3.**
|
||||
- **✓ SHIPPED — G.3 — Dungeon streaming + portal space.** `EnvCellStreamer`, portal-visibility BFS, `PlayerTeleport (0xF751)` handling with post-transition `LoginComplete`, and the retail DAT-authored portal-space CreatureMode viewport (Setup `0x02000306`, animation `0x030005AC`, exact camera/light/timing/view-plane transitions, forward-axis roll, direct portal→world viewport switch, projection warp, and destination viewer reset; corrective visual gate pending 2026-07-15). Dungeons render, stream, teleport-in, collide, light, and their doors work — see the shipped-table rows (G.3, G.3a, #137 collision, A7.L1 lighting) below and the M1.5 section of `docs/plans/2026-05-12-milestones.md` for current gate status (one recorded end-to-end round-trip user gate outstanding; live residual = far-town teleport-OUT arrival cascade, #145-residual REOPENED). See `r09-dungeon-portal-space.md` and `docs/research/2026-07-15-retail-portal-space-pseudocode.md`.
|
||||
- **✓ SHIPPED — G.3 — Dungeon streaming + portal space.** `EnvCellStreamer`, portal-visibility BFS, `PlayerTeleport (0xF751)` handling with post-transition `LoginComplete`, and the retail DAT-authored portal-space CreatureMode viewport (Setup `0x02000306`, animation `0x030005AC`, exact camera/light/timing/view-plane transitions, forward-axis roll, direct portal→world viewport switch, projection warp, destination viewer reset, object/physics-before-network frame barrier, pre-network input movement/jump output, post-inbound AutonomousPosition, and non-advancing spatial reconciliation; recall-tail corrective visual gate pending 2026-07-16). Dungeons render, stream, teleport-in, collide, light, and their doors work — see the shipped-table rows (G.3, G.3a, #137 collision, A7.L1 lighting) below and the M1.5 section of `docs/plans/2026-05-12-milestones.md` for current gate status (one recorded end-to-end dungeon round-trip user gate outstanding; live residual = far-town teleport-OUT arrival cascade, #145-residual REOPENED). See `r09-dungeon-portal-space.md` and `docs/research/2026-07-15-retail-portal-space-pseudocode.md`.
|
||||
|
||||
**Acceptance:** walk outside at dusk, see the sky gradient + sun moving; enter a torch-lit dungeon via portal; leave back to daylight.
|
||||
|
||||
|
|
|
|||
|
|
@ -312,6 +312,16 @@ a black alpha fade; both compose below retained UI, so
|
|||
chat, panels, toolbar, cursor, and input remain live throughout travel. See
|
||||
`docs/research/2026-07-15-retail-portal-space-pseudocode.md`.
|
||||
|
||||
The live frame barrier now also matches `SmartBox::UseTime`: local/remote
|
||||
object, projectile, animation, final-pose, animation-hook, particle, and
|
||||
owner-script work completes before the inbound network queue is dispatched.
|
||||
Local movement/jump output is committed on that same pre-network side, while a
|
||||
non-advancing post-network pass reconciles children and attached effect/light
|
||||
anchors after authoritative root moves. This prevents ACE's teleport Hidden state
|
||||
from freezing the final fraction of recall and replaying it after materialize,
|
||||
without an arrival reset or Hidden-time animation exception. Automated recall
|
||||
DAT conformance is green; destination-side visual confirmation remains.
|
||||
|
||||
---
|
||||
|
||||
#### (historical M1.5 working notes below)
|
||||
|
|
@ -513,9 +523,9 @@ include dungeons.
|
|||
zero-time recursive chains fail diagnostically while valid timed weather loops
|
||||
continue. The
|
||||
live-pose step now publishes exact root/indexed rigid-part transforms after
|
||||
animation and equipped-child composition, then drains animation hooks,
|
||||
PhysicsScripts, attached emitters/lights, and particle simulation in fixed
|
||||
frame order. World-released particles remain at their birth positions while
|
||||
animation and equipped-child composition, advances existing FP hooks, drains
|
||||
animation hooks, refreshes attached emitters/lights, advances particles, then
|
||||
ticks PhysicsScripts in fixed retail frame order. World-released particles remain at their birth positions while
|
||||
parent-local particles follow; normal/blocking/anonymous logical emitter
|
||||
semantics are exact; pending projections skip particle updates/draw while
|
||||
retaining absolute creation times, the same emitter, and its logical ID, so
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue