diff --git a/src/AcDream.App/Rendering/CellVisibility.cs b/src/AcDream.App/Rendering/CellVisibility.cs
index d3cf6f1..87fdc67 100644
--- a/src/AcDream.App/Rendering/CellVisibility.cs
+++ b/src/AcDream.App/Rendering/CellVisibility.cs
@@ -176,6 +176,18 @@ public sealed class CellVisibility
/// Full-ID lookup for O(1) neighbour resolution during BFS.
private readonly Dictionary _cellLookup = new();
+ ///
+ /// Phase A8 RR7.1 (2026-05-27): read-only view of every loaded cell, keyed
+ /// by full 32-bit cell id. Used by at
+ /// landblock-info-arrival time so its BFS can reach cells that streamed
+ /// in on earlier frames (not just the per-frame drain). Without this view
+ /// the registry's EnvCellIds set was systematically short, leaving
+ /// unset on the cells the camera
+ /// actually enters — which silently routed indoor frames through the
+ /// outdoor branch.
+ ///
+ public IReadOnlyDictionary AllLoadedCells => _cellLookup;
+
/// The cell the camera was in during the last call.
private LoadedCell? _lastCameraCell;
diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs
index d6ecebb..6c26170 100644
--- a/src/AcDream.App/Rendering/GameWindow.cs
+++ b/src/AcDream.App/Rendering/GameWindow.cs
@@ -5696,12 +5696,21 @@ public sealed class GameWindow : IDisposable
_terrain.AddLandblockWithMesh(lb.LandblockId, meshData, origin);
// Step 4: drain pending LoadedCells from the worker thread.
- // Also collect into a local dict for the BuildingLoader stamping pass below.
- var drainedCells = new System.Collections.Generic.Dictionary();
+ // Phase A8 RR7.1 (2026-05-27): also late-stamp BuildingId on each
+ // arriving cell if the landblock's BuildingRegistry already exists
+ // (cells loaded after the registry-build pass at line ~5876). Cells
+ // arriving BEFORE the registry are stamped by BuildingLoader.Build
+ // itself via the AllLoadedCells dict.
while (_pendingCells.TryTake(out var cell))
{
_cellVisibility.AddCell(cell);
- drainedCells[cell.CellId] = cell;
+ uint cellLbId = cell.CellId & 0xFFFF0000u;
+ if (_buildingRegistries.TryGetValue(cellLbId, out var existingReg))
+ {
+ var bs = existingReg.GetBuildingsContainingCell(cell.CellId);
+ if (bs.Count > 0)
+ cell.BuildingId = bs[0].BuildingId;
+ }
}
// Compute the per-landblock AABB for frustum culling. XY from the
@@ -5863,18 +5872,20 @@ public sealed class GameWindow : IDisposable
_physicsEngine.AddLandblock(lb.LandblockId, terrainSurface, cellSurfaces,
portalPlanes, origin.X, origin.Y);
- // Phase A8 (2026-05-26): build per-landblock BuildingRegistry from
- // LandBlockInfo.Buildings, stamping LoadedCell.BuildingId for each cell
- // in a building's cell set. Uses the already-drained drainedCells dict
- // (LoadedCells registered this frame) so stamping and registry build
- // happen in the same render-thread pass — no extra dat reads required.
- // Cells without a building stay at BuildingId == null (outdoor surface
- // cells; dungeon cells not enumerated in LandBlockInfo.Buildings).
+ // Phase A8 (2026-05-26, fixed 2026-05-27 RR7.1): build per-landblock
+ // BuildingRegistry from LandBlockInfo.Buildings, stamping
+ // LoadedCell.BuildingId for each cell in a building's cell set.
+ // Uses _cellVisibility.AllLoadedCells (every cell loaded so far,
+ // not just the per-frame drain) so the BFS can reach cells that
+ // streamed in on earlier frames. Cells arriving AFTER this build
+ // pass get stamped at drain time (see _pendingCells loop above).
+ // Cells without a building stay at BuildingId == null (outdoor
+ // surface cells; dungeon cells not in LandBlockInfo.Buildings).
if (lbInfo is not null)
{
_buildingRegistries[lb.LandblockId] =
AcDream.App.Rendering.Wb.BuildingLoader.Build(
- lbInfo, lb.LandblockId, drainedCells);
+ lbInfo, lb.LandblockId, _cellVisibility.AllLoadedCells);
}
}