fix(portal): commit destination projection before reveal

Retail installs the destination CObjCell before hidden world simulation resumes. Rebucket the retained local-player projection inside the Place transaction so Hidden/UnHide scripts and particles settle behind the portal viewport instead of firing after reveal. Preserve the existing unloaded-cell scheduler gate and pin the ordering with a cross-landblock placement test.

Co-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-25 10:32:21 +02:00
parent 1a14812c44
commit 7aa9618136
4 changed files with 173 additions and 1 deletions

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@ -1211,7 +1211,7 @@ Passed 2026-07-17: “Yes works.”
## #218 — Portal silhouette pose, destination reveal, and indoor observer snap
**Status:** DONE — 2026-07-21, final two-client observer gate user-confirmed
**Status:** REGRESSION FIX IMPLEMENTED 2026-07-25 — visual re-gate pending
**Severity:** HIGH
**Filed:** 2026-07-16
**Component:** portal VFX / streaming / physics / outbound movement
@ -1263,10 +1263,23 @@ SmartBox projection, matching `SmartBox::RenderNormalMode`/`GameSky::Draw`;
the old fixed 60-degree sky camera exposed the clear/fog background during the
nearly 180-degree exit warp.
A later retained-runtime regression left one half of destination placement
uncommitted: the controller, mesh transform, and authoritative `FullCellId`
advanced, but the local player's live projection remained in its old/pending
GPU bucket. Since retail `CPhysicsObj::update_object @ 0x00515D10` advances
scripts only with a non-null cell, acdream correctly paused the queued Hidden
PES—but for the wrong reason and until after viewport reveal. Connected traces
showed `0x33000331` firing only after the normal world became visible, directly
causing the opaque pop and late purple/action tail. `LocalPlayerTeleportPlacement`
now rebuckets the same retained entity to the resolved destination cell before
spatial reconciliation and before destination simulation resumes. Legitimate
unloaded-cell script pausing remains unchanged.
**Files:** `src/AcDream.Core/Physics/AnimationSequencer.cs`;
`src/AcDream.App/Rendering/GameWindow.cs`;
`src/AcDream.App/Streaming/StreamingController.cs`;
`src/AcDream.App/Streaming/GpuWorldState.cs`;
`src/AcDream.App/Streaming/LocalPlayerTeleportController.cs`;
`src/AcDream.App/Rendering/Wb/LandblockSpawnAdapter.cs`;
`src/AcDream.App/Rendering/Wb/ObjectMeshManager.cs`;
`src/AcDream.App/Rendering/Sky/SkyProjection.cs`;

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@ -204,6 +204,62 @@ WorldBuilder cross-check: its upload queue similarly distinguishes generated
CPU scenery from render-thread GPU publication (`GameScene.ProcessUploads`),
which confirms that worker completion alone is not draw readiness.
### 2.1. Destination placement enters the spatial cell before simulation resumes
Named retail references:
- `CPhysicsObj::change_cell` at `0x00513390`
- `CPhysicsObj::update_object` at `0x00515D10`
- `CPhysicsObj::enter_world` at `0x00516170`
- `CPhysicsObj::prepare_to_enter_world` at `0x00511FA0`
- `CPhysicsObj::set_hidden` at `0x00514C60`
Retail does not separate an accepted destination Position from the object's
live cell pointer. `enter_world` runs `SetPosition`, which installs the object
in its destination `CObjCell`, before the PartArray and MovementManager
enter-world boundaries complete. `update_object` then rejects only a parented
object, a null `cell`, or a Frozen object; Hidden is not a reason to skip the
ScriptManager/ParticleManager tail.
```text
accepted portal destination becomes ready:
player.enter_world(destination)
SetPosition(destination)
change_cell(destination CObjCell)
PartArray.HandleEnterWorld()
MovementManager.HandleEnterWorld()
destination simulation resumes behind the portal viewport
update_object()
require cell != null and not Frozen
UpdateObjectInternal()
advance ScriptManager and ParticleManager
```
acdream keeps authoritative full-cell identity and render-bucket residency as
separate facts because its world streams asynchronously. The portal arrival
transaction must therefore commit both facts before releasing destination
simulation:
```text
LocalPlayerTeleportPlacement.Place:
resolve and set controller/body position
update retained WorldEntity root transform
RebucketLiveEntity(destination full cell)
reconcile child/effect/light poses
signal materialized and release world simulation
```
A 2026-07-25 connected trace proved the missing rebucket was the cause of the
spell-recall exit regression. The local record had destination `FullCellId`,
resources, and a logical projection, but remained non-resident in its old or
pending GPU bucket. The queued Hidden PES `0x33000331` consequently stayed
paused until the normal world was already visible, then fired immediately
before UnHide stopped it. That produced both the sudden opaque character and
the late purple/recall tail. The correct fix is the missing destination spatial
commit, not a recall classifier, timer, or relaxation of the legitimate
unloaded-cell script gate.
## 3. Successful indoor transitions commit the canonical outbound Position
Named retail references:

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@ -236,6 +236,21 @@ internal sealed class LocalPlayerTeleportPlacement : ILocalPlayerTeleportPlaceme
entity.SetPosition(controller.Position);
entity.ParentCellId = controller.CellId;
entity.Rotation = rotation;
// Retail CPhysicsObj::enter_world installs the object in its
// destination CObjCell before hidden scripts/particles resume.
// The accepted Position packet has already advanced FullCellId,
// but that wire fact alone does not move acdream's retained
// projection out of its source/pending GPU bucket. Commit both
// halves of the spatial move here, while portal space still owns
// the viewport, so CPhysicsObj::update_object's cell-gated tail
// can advance the Hidden/UnHide PES chain at retail's boundary.
if (!_liveEntities.RebucketLiveEntity(playerGuid, controller.CellId))
{
throw new InvalidOperationException(
$"Teleport Place could not commit local player 0x{playerGuid:X8} "
+ $"to destination cell 0x{controller.CellId:X8}.");
}
}
// Retail teleport_hook tail @ 0x00514ED0 clears the local target and

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@ -464,6 +464,94 @@ public sealed class LocalPlayerTeleportControllerTests
spatial.Snapshot.ControllerRotation);
}
[Fact]
public void ConcretePlacement_CommitsDestinationSpatialBucketBeforeReconcile()
{
const uint guid = 0x50000001u;
const uint sourceCell = 0x20210001u;
const uint destinationCell = 0x30310001u;
var world = new GpuWorldState();
world.AddLandblock(new LoadedLandblock(
sourceCell & 0xFFFF0000u | 0xFFFFu,
new DatReaderWriter.DBObjs.LandBlock(),
Array.Empty<WorldEntity>()));
world.AddLandblock(new LoadedLandblock(
destinationCell & 0xFFFF0000u | 0xFFFFu,
new DatReaderWriter.DBObjs.LandBlock(),
Array.Empty<WorldEntity>()));
var runtime = new LiveEntityRuntime(world, new NullResources());
runtime.RegisterLiveEntity(Spawn(guid, sourceCell));
WorldEntity entity = runtime.MaterializeLiveEntity(
guid,
sourceCell,
id => new WorldEntity
{
Id = id,
ServerGuid = guid,
SourceGfxObjOrSetupId = 0x02000001u,
Position = Vector3.Zero,
Rotation = Quaternion.Identity,
MeshRefs = Array.Empty<MeshRef>(),
})!;
var identity = new LocalPlayerIdentityState { ServerGuid = guid };
var controllerSlot = new LocalPlayerControllerSlot
{
Controller = new PlayerMovementController(new PhysicsEngine()),
};
controllerSlot.Controller.SetPosition(
Vector3.Zero,
sourceCell,
Vector3.Zero);
var cameras = new ChaseCameraInputState
{
Legacy = new ChaseCamera(),
Retail = new RetailChaseCamera(),
};
var origin = new LiveWorldOriginState();
origin.SetPlaceholder(0x30, 0x31);
LiveEntityRecord? recordAtReconcile = null;
var spatial = new FakeSpatialReconcile(() =>
{
Assert.True(runtime.TryGetRecord(guid, out recordAtReconcile));
return new PlacementSnapshot(
entity.Position,
entity.ParentCellId ?? 0u,
entity.Rotation,
controllerSlot.Controller.Position,
controllerSlot.Controller.CellId,
controllerSlot.Controller.BodyOrientation);
});
var placement = new LocalPlayerTeleportPlacement(
new PhysicsEngine(),
runtime,
identity,
controllerSlot,
new LocalPlayerPhysicsHostSlot(),
cameras,
origin,
spatial);
placement.Place(
new Vector3(12f, 24f, 6f),
destinationCell,
Quaternion.Identity);
Assert.NotNull(recordAtReconcile);
uint resolvedDestinationCell = controllerSlot.Controller.CellId;
Assert.Equal(
destinationCell & 0xFFFF0000u,
resolvedDestinationCell & 0xFFFF0000u);
Assert.Equal(resolvedDestinationCell, recordAtReconcile.FullCellId);
Assert.Equal(
destinationCell & 0xFFFF0000u | 0xFFFFu,
recordAtReconcile.CanonicalLandblockId);
Assert.True(recordAtReconcile.IsSpatiallyProjected);
Assert.True(recordAtReconcile.IsSpatiallyVisible);
Assert.Contains(entity, world.Entities);
Assert.Equal(resolvedDestinationCell, entity.ParentCellId);
Assert.Equal(1, spatial.Count);
}
private static int Index(IReadOnlyList<string> events, string prefix)
{
for (int i = 0; i < events.Count; i++)