fix(physics): D8 — RemoveCellsForLandblock; cell transforms rebase per apply
Mirrors RemoveBuildingsForLandblock (#146) for indoor CellPhysics entries. _cellStruct is first-wins (CacheCellStruct's ContainsKey guard); without eviction a dungeon's BSP WorldTransform is permanently locked to the _liveCenter value at first streaming — a teleport recenter leaves cells at a stale offset (~source↔dest distance), and foot-sphere collision queries miss the geometry that visually renders correctly. PhysicsDataCache.RemoveCellsForLandblock iterates _cellStruct.Keys and TryRemove-s every entry whose high-word matches the evicted landblock prefix. PhysicsEngine.RemoveLandblock now calls it alongside ShadowObjects.RemoveLandblock so cell BSPs rebase on the next CacheCellStruct pass, same as buildings. No divergence register row needed: this closes a gap introduced when the #146 building-eviction pattern was created without the symmetric cell eviction. Tests: RemoveCellsForLandblockTests (3 cases): evicts-matching-prefix, empty-cache no-throw, no-matching-cells leaves-others. Core suite: 1587 pass / 0 fail. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@ -459,6 +459,24 @@ public sealed class PhysicsDataCache
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_buildings.TryRemove(key, out _);
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}
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/// <summary>
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/// D8 (2026-06-24): drop every cached cell struct belonging to a landblock so
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/// the next <see cref="CacheCellStruct"/> re-bases its STREAMING-RELATIVE
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/// <c>WorldTransform</c> against the current <c>_liveCenter</c> — symmetric with
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/// <see cref="RemoveBuildingsForLandblock"/> (#146). Without this, the
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/// <c>_cellStruct</c> first-wins guard LOCKS a dungeon cell's transform at its
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/// first streaming frame; a teleport recenter then leaves the cell BSP at a stale
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/// world offset (~the source↔dest landblock distance), so foot-sphere collision
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/// queries walk through where the wall geometry is.
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/// </summary>
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public void RemoveCellsForLandblock(uint landblockId)
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{
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uint prefix = landblockId & 0xFFFF0000u;
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foreach (var key in _cellStruct.Keys)
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if ((key & 0xFFFF0000u) == prefix)
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_cellStruct.TryRemove(key, out _);
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}
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public BuildingPhysics? GetBuilding(uint landcellId)
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=> _buildings.TryGetValue(landcellId, out var b) ? b : null;
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@ -122,6 +122,7 @@ public sealed class PhysicsEngine
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{
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_landblocks.Remove(landblockId);
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ShadowObjects.RemoveLandblock(landblockId);
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DataCache?.RemoveCellsForLandblock(landblockId); // D8: rebase cell BSP transforms on next apply
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// #145: if the player's current cell belonged to the landblock being removed (a teleport
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// drops the stale source center via OnLivePositionUpdated), clear it. Otherwise CurrCell
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