fix(render): doorway blue-hole — render root clobbered by NPCs (CurrCell per-entity write)
THE doorway flap root cause, found via [flap-cam]/[shell]/[cell-transit] (2026-06-03): the player spawned + stood still in the room (cell 0171, NO [cell-transit] after teleport), yet the render rooted at the vestibule (0170) for all 77,951 frames — drawing only 0170's ~8-triangle shell, the rest = GL clear color = the bluish void. CellGraph.CurrCell IS "the player's cell" (the render root), but it was written by SetCurrAndReturn inside the PER-ENTITY ResolveWithTransition + ResolveCellId — so EVERY NPC wrote it. A Holtburg NPC (0x000F4240) jump-looping near the doorway clobbered the player's render root every tick. Standing still (player makes no resolve calls) the NPC's write wins → stuck blue void; moving, player/NPC writes fight → the flap. This is why the membership pick fix (correct, kept) didn't change the visual — the render root was clobbered regardless. Fix: CurrCell is now written ONLY by the player. New PhysicsEngine.UpdatePlayerCurrCell is called from PlayerMovementController.UpdateCellId — the single player-only chokepoint for CellId (teleport / server snap @ SetPosition + per-frame resolver). Removed the CurrCell write from SetCurrAndReturn (inlined the 2 resolve call sites to sp.CurCellId) and the 4 ResolveCellId sites. NPCs no longer touch the render root. Teleport→UpdateCellId also covers spawn/standing-still (CurrCell = the player's spawn cell immediately). CellGraphMembershipTests rewritten to the new contract (3 tests): UpdatePlayerCurrCell writes the render root; ResolveCellId does NOT (the blue-hole guard); stale-beats-null preserved. Full Core suite: 1295 pass / 5 fail = the documented §10 baseline, zero new breakage. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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79fb6e7c23
3 changed files with 87 additions and 25 deletions
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@ -780,6 +780,15 @@ public sealed class PlayerMovementController
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$"[cell-transit] 0x{CellId:X8} -> 0x{newCellId:X8} pos=({pos.X:F3},{pos.Y:F3},{pos.Z:F3}) reason={reason}"));
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}
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CellId = newCellId;
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// Render root: CellGraph.CurrCell IS "the player's cell" — it roots the indoor render
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// (GameWindow.OnRender). Set it HERE, the single PLAYER-only chokepoint for CellId
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// (teleport / server snap @ SetPosition + per-frame resolver), NOT in the per-entity
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// PhysicsEngine.ResolveWithTransition. That ran for EVERY entity, so a Holtburg NPC
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// jump-looping near the cottage doorway clobbered the render root every tick → the render
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// rooted at the NPC's tiny connector cell → only its ~8-tri shell drew, rest = GL clear
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// color = the cottage doorway "blue-hole" flap (diagnosed 2026-06-03 via [flap-cam]/[shell]).
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_physics.UpdatePlayerCurrCell(newCellId);
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}
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public void SetPosition(Vector3 pos, uint cellId)
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@ -257,16 +257,29 @@ public sealed class PhysicsEngine
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/// </para>
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/// </summary>
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/// <summary>
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/// UCG W2 Task 1: record the resolved cell as the single membership answer. Additive —
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/// CurrCell is written here; it has no reader yet (render-read is a later task).
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/// Leaves CurrCell unchanged when the id can't be resolved in the graph (stale beats null).
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/// Retail anchor: CPhysicsObj::set_cell_id (acclient_2013_pseudo_c.txt).
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/// Set the render root cell — <see cref="World.Cells.CellGraph.CurrCell"/>, which IS
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/// "the PLAYER's cell" (CellGraph.cs:19) and roots the indoor render
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/// (GameWindow.OnRender). Call ONLY for the local player, from
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/// <c>PlayerMovementController.UpdateCellId</c> — the single player chokepoint for CellId
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/// (teleport / server snap / per-frame resolver).
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///
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/// <para>
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/// 2026-06-03: this write was previously inside the per-entity <see cref="ResolveWithTransition"/>
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/// (every NPC / remote calls that). A Holtburg NPC jump-looping near the cottage doorway
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/// clobbered the player's render root every tick → the render rooted at the NPC's tiny
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/// connector cell (0170) instead of the player's room (0171) → only that cell's ~8-triangle
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/// shell drew, the rest showing the GL clear color = the cottage doorway "blue-hole" flap.
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/// Moving the write to the player-only chokepoint fixes it: NPCs no longer touch CurrCell.
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/// </para>
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///
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/// <para>Leaves CurrCell unchanged when the id isn't resolvable in the graph yet
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/// (stale beats null), matching the prior behavior. Retail anchor:
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/// CObjCell::change_cell sets the object's curr_cell; only the player's drives the viewer.</para>
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/// </summary>
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private uint SetCurrAndReturn(uint resolvedId)
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public void UpdatePlayerCurrCell(uint cellId)
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{
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if (DataCache?.CellGraph is { } cg && cg.GetVisible(resolvedId) is { } cell)
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if (DataCache?.CellGraph is { } cg && cg.GetVisible(cellId) is { } cell)
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cg.CurrCell = cell;
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return resolvedId;
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}
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internal uint ResolveCellId(Vector3 worldPos, float sphereRadius, uint fallbackCellId)
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@ -320,7 +333,7 @@ public sealed class PhysicsEngine
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// optionally re-enter an indoor cell via CheckBuildingTransit.
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var indoorCell = DataCache.GetCellStruct(indoorResult);
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if (indoorCell?.CellBSP?.Root is null)
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return SetCurrAndReturn(indoorResult); // Can't verify (no CellBSP); trust FindCellList.
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return indoorResult; // render root (CurrCell) set by the player's UpdateCellId // Can't verify (no CellBSP); trust FindCellList.
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// Issue #90 fix (2026-05-20): use SPHERE-overlap instead of POINT-in
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// for the indoor verification. The previous point-only check caused
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@ -338,7 +351,7 @@ public sealed class PhysicsEngine
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// BSPTREE::sphere_intersects_cell_bsp at :323267.
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var localCenter = Vector3.Transform(worldPos, indoorCell.InverseWorldTransform);
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if (BSPQuery.SphereIntersectsCellBsp(indoorCell.CellBSP.Root, localCenter, sphereRadius))
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return SetCurrAndReturn(indoorResult);
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return indoorResult; // render root (CurrCell) set by the player's UpdateCellId
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// Fall through to outdoor resolution: player has FULLY left the
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// indoor portal-connected graph (sphere no longer overlaps).
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@ -372,12 +385,12 @@ public sealed class PhysicsEngine
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{
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// First candidate wins — building portal containment is
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// mutually exclusive in retail (one interior cell per portal).
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foreach (var c in candidates) return SetCurrAndReturn(c);
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foreach (var c in candidates) return c;
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}
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}
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}
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return SetCurrAndReturn(outdoorCellId);
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return outdoorCellId; // render root (CurrCell) set by the player's UpdateCellId
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}
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}
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@ -875,9 +888,10 @@ public sealed class PhysicsEngine
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// Phase W Stage 1: return the transition's SWEPT cell (retail SetPositionInternal
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// reads sphere_path.curr_cell), not a static re-derive from the resting origin.
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// ValidateTransition advances sp.CurCellId only on accepted moves / reverts on
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// blocks, so push-back or standing still cannot flip it. SetCurrAndReturn keeps the
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// W2a CellGraph.CurrCell write the render root consumes.
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SetCurrAndReturn(sp.CurCellId),
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// blocks, so push-back or standing still cannot flip it. The render root
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// (CellGraph.CurrCell) is NOT written here — this runs for EVERY entity; it is set
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// from this id only by the player's UpdateCellId (see UpdatePlayerCurrCell).
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sp.CurCellId,
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onGround,
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collisionNormalValid,
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collisionNormal);
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@ -898,7 +912,8 @@ public sealed class PhysicsEngine
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sp.CheckPos,
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// Phase W Stage 1: prefer the swept cell; fall back to partialCellId only when
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// sp.CurCellId is zero (transition never advanced — teleport or physics reset).
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SetCurrAndReturn(sp.CurCellId != 0 ? sp.CurCellId : partialCellId),
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// (Render root set by the player's UpdateCellId, not here — see UpdatePlayerCurrCell.)
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sp.CurCellId != 0 ? sp.CurCellId : partialCellId,
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partialOnGround,
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collisionNormalValid,
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collisionNormal);
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@ -1,39 +1,77 @@
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.Core.Physics;
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using AcDream.Core.World.Cells;
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using DatReaderWriter.Types;
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using Xunit;
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using DatEnvCell = DatReaderWriter.DBObjs.EnvCell;
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namespace AcDream.Core.Tests.Physics;
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// 2026-06-03 blue-hole fix: CellGraph.CurrCell IS "the player's cell" (CellGraph.cs:19) — it roots
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// the indoor render (GameWindow.OnRender). It is written ONLY by the player-only
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// PhysicsEngine.UpdatePlayerCurrCell (called from PlayerMovementController.UpdateCellId, the single
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// player chokepoint for CellId), NOT by the per-entity ResolveCellId / ResolveWithTransition. Before
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// the fix, those per-entity paths wrote CurrCell, so a Holtburg NPC jump-looping near the cottage
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// doorway clobbered the player's render root every tick → the render rooted at the NPC's tiny
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// connector cell → the cottage doorway "blue-hole" flap.
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public class CellGraphMembershipTests
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{
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[Fact]
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public void ResolveCellId_Resolved_WritesCurrCellTrackingTheResolvedId()
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private static PhysicsEngine MakeEngineWithCell(uint cellId)
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{
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var engine = new PhysicsEngine();
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var cache = new PhysicsDataCache();
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engine.DataCache = cache;
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var cs = new CellStruct {
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var cs = new CellStruct
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{
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VertexArray = new VertexArray { Vertices = new Dictionary<ushort, SWVertex>() },
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Polygons = new Dictionary<ushort, Polygon>(),
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PhysicsBSP = null,
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};
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var dat = new DatEnvCell {
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var dat = new DatEnvCell
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{
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Flags = (DatReaderWriter.Enums.EnvCellFlags)0,
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CellPortals = new List<DatReaderWriter.Types.CellPortal>(),
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VisibleCells = new List<ushort>(),
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};
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cache.CacheCellStruct(0xA9B40174u, dat, cs, Matrix4x4.Identity); // registers in the graph (W1)
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cache.CacheCellStruct(cellId, dat, cs, Matrix4x4.Identity); // registers in the graph (W1)
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return engine;
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}
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[Fact]
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public void UpdatePlayerCurrCell_Resolved_WritesCurrCellTrackingTheId()
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{
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var engine = MakeEngineWithCell(0xA9B40174u);
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engine.UpdatePlayerCurrCell(0xA9B40174u);
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Assert.NotNull(engine.DataCache!.CellGraph.CurrCell);
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Assert.Equal(0xA9B40174u, engine.DataCache.CellGraph.CurrCell!.Id);
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}
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[Fact]
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public void UpdatePlayerCurrCell_UnresolvableId_LeavesCurrCellUnchanged()
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{
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var engine = MakeEngineWithCell(0xA9B40174u);
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engine.UpdatePlayerCurrCell(0xA9B40174u); // CurrCell = 0174
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engine.UpdatePlayerCurrCell(0xDEADBEEFu); // not in the graph → stale beats null
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Assert.NotNull(engine.DataCache!.CellGraph.CurrCell);
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Assert.Equal(0xA9B40174u, engine.DataCache.CellGraph.CurrCell!.Id);
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}
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// Guards the blue-hole fix: the per-entity ResolveCellId must NOT touch the render root.
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// (Only the player's UpdatePlayerCurrCell does.) Before the fix this wrote CurrCell, so a
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// nearby NPC's ResolveCellId/ResolveWithTransition clobbered the player's render root.
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[Fact]
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public void ResolveCellId_DoesNotWriteTheRenderRoot()
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{
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var engine = MakeEngineWithCell(0xA9B40174u);
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uint result = engine.ResolveCellId(new Vector3(0, 0, 0), 0.5f, 0xA9B40174u);
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// CurrCell tracks whatever id ResolveCellId returned (when that id is in the graph).
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Assert.NotNull(cache.CellGraph.CurrCell);
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Assert.Equal(result, cache.CellGraph.CurrCell!.Id);
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Assert.Equal(0xA9B40174u, cache.CellGraph.CurrCell!.Id);
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Assert.Equal(0xA9B40174u, result); // still resolves the cell correctly
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Assert.Null(engine.DataCache!.CellGraph.CurrCell); // but does NOT write the render root
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}
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}
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