fix(streaming): #138-B avatar vanishes after teleporting out — don't relocate during PortalSpace

After a teleport-OUT the per-frame avatar-sync (GameWindow ~:8018) called
GpuWorldState.RelocateEntity with the player controller's cell — which stays the
FROZEN SOURCE cell until PlaceTeleportArrival materializes the destination. So
mid-transit it dragged the avatar (which the teleport's rescue/re-inject had
correctly placed at the destination center) back into the now-UNLOADED source
landblock's pending bucket, where nothing recovers it (RelocateEntity only scans
_loaded). Net: the avatar vanished after teleporting out and stayed gone.

Fix: skip the per-frame relocate while the player is in PortalSpace. The teleport
machinery (DrainRescued + PlaceTeleportArrival) owns the avatar's landblock during
transit; per-frame relocation resumes at FireLoginComplete (InWorld).

Live-verified with a new env-gated avatar-lifecycle probe (ACDREAM_PROBE_ENT /
EntityVanishProbe; [ent] draw-set transitions + [dyn] cull check): pre-fix the
trace showed `[ent] APPEND lb=0x0007FFFF(source) -> PENDING -> DRAWSET ABSENT`
never recovering; post-fix every teleport goes RESCUE -> ABSENT ->
APPEND(destination) -> PRESENT and stays drawn (4 teleports incl. to Holtburg,
session ended PRESENT).

Suites green: Core 1568(+2 skip), App 468(+2 skip), UI 425, Net 317.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-24 12:30:20 +02:00
parent 57e79dc679
commit afd5f2a012
4 changed files with 111 additions and 1 deletions

View file

@ -2394,6 +2394,7 @@ public sealed class GameWindow : IDisposable
_vitalsVm?.SetLocalPlayerGuid(chosen.Id); _vitalsVm?.SetLocalPlayerGuid(chosen.Id);
Chat.SetLocalPlayerGuid(chosen.Id); Chat.SetLocalPlayerGuid(chosen.Id);
_worldState.MarkPersistent(chosen.Id); _worldState.MarkPersistent(chosen.Id);
AcDream.App.Streaming.EntityVanishProbe.PlayerGuid = chosen.Id; // TEMP #138-B probe
Console.WriteLine($"live: entering world as 0x{chosen.Id:X8} {chosen.Name}"); Console.WriteLine($"live: entering world as 0x{chosen.Id:X8} {chosen.Name}");
_liveSession.EnterWorld(user, characterIndex: 0); _liveSession.EnterWorld(user, characterIndex: 0);
@ -8014,7 +8015,21 @@ public sealed class GameWindow : IDisposable
int ply = _liveCenterY + (int)System.Math.Floor(pp.Y / 192f); int ply = _liveCenterY + (int)System.Math.Floor(pp.Y / 192f);
currentLb = (uint)((plx << 24) | (ply << 16) | 0xFFFF); currentLb = (uint)((plx << 24) | (ply << 16) | 0xFFFF);
} }
_worldState.RelocateEntity(pe, currentLb); // #138-B (2026-06-24): do NOT relocate the avatar while a teleport
// is in transit (PortalSpace). The controller's cell is still the
// FROZEN SOURCE until PlaceTeleportArrival materializes the
// destination, so relocating here drags the avatar — which the
// teleport's rescue/re-inject (GpuWorldState.DrainRescued) already
// placed at the destination center — back into the now-UNLOADED
// SOURCE landblock's pending bucket, where nothing recovers it
// (RelocateEntity only scans _loaded). Net: the avatar vanishes
// after teleporting out. The teleport machinery owns the avatar's
// landblock during transit; per-frame relocation resumes at
// FireLoginComplete (InWorld). Probe-confirmed: launch4 line 561
// APPEND guid=player lb=0x0007FFFF(source dungeon) -> PENDING ->
// DRAWSET ABSENT, never recovered.
if (_playerController.State != AcDream.App.Input.PlayerState.PortalSpace)
_worldState.RelocateEntity(pe, currentLb);
} }
// Update chase camera(s). The CameraController exposes whichever // Update chase camera(s). The CameraController exposes whichever

View file

@ -726,6 +726,10 @@ public sealed class RetailPViewRenderer
{ {
EntitySphere(e, out var c, out float r); EntitySphere(e, out var c, out float r);
bool indoor = InteriorEntityPartition.IsIndoorCellId(e.ParentCellId); bool indoor = InteriorEntityPartition.IsIndoorCellId(e.ParentCellId);
// TEMP (#138-B): trace the avatar's survival through this cull.
bool isProbePlayer = AcDream.App.Streaming.EntityVanishProbe.Enabled
&& AcDream.App.Streaming.EntityVanishProbe.PlayerGuid != 0
&& e.ServerGuid == AcDream.App.Streaming.EntityVanishProbe.PlayerGuid;
// #118: under an interior root, outdoor-classified dynamics drew in // #118: under an interior root, outdoor-classified dynamics drew in
// the outside stage (pre-clear, seal-protected) — retail draws them // the outside stage (pre-clear, seal-protected) — retail draws them
// via LScape::draw's per-landcell DrawSortCell, never in the // via LScape::draw's per-landcell DrawSortCell, never in the
@ -734,10 +738,18 @@ public sealed class RetailPViewRenderer
// seal. Indoor dynamics (incl. exit-portal straddlers, which drew // seal. Indoor dynamics (incl. exit-portal straddlers, which drew
// in BOTH stages) stay — this pass is retail's loop C. // in BOTH stages) stay — this pass is retail's loop C.
if (!rootIsOutdoor && !indoor) if (!rootIsOutdoor && !indoor)
{
if (isProbePlayer)
AcDream.App.Streaming.EntityVanishProbe.LogPlayerDynOnChange(
$"cell=0x{(e.ParentCellId ?? 0):X8} indoor=False rootOutdoor={rootIsOutdoor} -> CULLED(outside-stage)");
continue; continue;
}
bool visible = indoor bool visible = indoor
? viewcone.SphereVisibleInCell(e.ParentCellId!.Value, c, r) ? viewcone.SphereVisibleInCell(e.ParentCellId!.Value, c, r)
: viewcone.SphereVisibleOutside(c, r); : viewcone.SphereVisibleOutside(c, r);
if (isProbePlayer)
AcDream.App.Streaming.EntityVanishProbe.LogPlayerDynOnChange(
$"cell=0x{(e.ParentCellId ?? 0):X8} indoor={indoor} rootOutdoor={rootIsOutdoor} viewcone={visible} -> {(visible ? "DRAWN" : "CULLED(viewcone)")}");
if (visible) if (visible)
_dynamicsScratch.Add(e); _dynamicsScratch.Add(e);
} }

View file

@ -0,0 +1,49 @@
using System;
namespace AcDream.App.Streaming;
/// <summary>
/// TEMP diagnostic (#138-B avatar-vanish). Env-gated (<c>ACDREAM_PROBE_ENT=1</c>)
/// trace of the persistent player entity across teleport streaming churn:
/// whether it is present in the render draw-DATA (<see cref="GpuWorldState"/>
/// flat view) and whether it survives the dynamics CULL
/// (<c>RetailPViewRenderer.DrawDynamicsLast</c>).
///
/// <para>The two halves answer the decisive question: is the avatar
/// "missing for a moment" because it is <b>absent from the draw set</b>
/// (re-injected into the pending bucket while its landblock re-streams), or
/// because it is <b>present but culled</b> (in the dynamics list, dropped by
/// the outside-stage / viewcone gate)?</para>
///
/// <para>STRIP once #138-B is root-caused (throwaway, like the dense-town FPS
/// apparatus). Observation-only — emits no behavior change.</para>
/// </summary>
internal static class EntityVanishProbe
{
public static readonly bool Enabled =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_ENT") == "1";
/// <summary>Player server guid, set once at world entry so the draw-side
/// <c>[dyn]</c> line can single out the avatar without plumbing the guid
/// through the render stack.</summary>
public static uint PlayerGuid;
public static void Log(string msg)
{
if (Enabled) Console.WriteLine(msg);
}
private static string _lastPlayerDyn = "";
/// <summary>Emit a <c>[dyn] player</c> line only when the outcome string
/// changes — a stationary, drawn avatar must not spam one line per frame
/// (that console+Tee I/O would itself depress FPS and bury the signal).
/// Fires on cell change or DRAWN↔CULLED transition.</summary>
public static void LogPlayerDynOnChange(string status)
{
if (!Enabled) return;
if (status == _lastPlayerDyn) return;
_lastPlayerDyn = status;
Console.WriteLine("[dyn] player " + status);
}
}

View file

@ -298,6 +298,7 @@ public sealed class GpuWorldState
if (entity.ServerGuid != 0 && _persistentGuids.Contains(entity.ServerGuid)) if (entity.ServerGuid != 0 && _persistentGuids.Contains(entity.ServerGuid))
{ {
_persistentRescued.Add(entity); _persistentRescued.Add(entity);
EntityVanishProbe.Log($"[ent] RESCUE guid=0x{entity.ServerGuid:X8} from=loaded lb=0x{landblockId:X8}");
} }
} }
@ -331,7 +332,10 @@ public sealed class GpuWorldState
foreach (var entity in pendingForLb) foreach (var entity in pendingForLb)
{ {
if (entity.ServerGuid != 0 && _persistentGuids.Contains(entity.ServerGuid)) if (entity.ServerGuid != 0 && _persistentGuids.Contains(entity.ServerGuid))
{
_persistentRescued.Add(entity); _persistentRescued.Add(entity);
EntityVanishProbe.Log($"[ent] RESCUE guid=0x{entity.ServerGuid:X8} from=pending lb=0x{landblockId:X8}");
}
} }
} }
@ -439,6 +443,8 @@ public sealed class GpuWorldState
_entityScriptActivator?.OnCreate(entity); _entityScriptActivator?.OnCreate(entity);
uint canonicalLandblockId = (landblockId & 0xFFFF0000u) | 0xFFFFu; uint canonicalLandblockId = (landblockId & 0xFFFF0000u) | 0xFFFFu;
bool probePersistent = EntityVanishProbe.Enabled
&& entity.ServerGuid != 0 && _persistentGuids.Contains(entity.ServerGuid);
if (_loaded.TryGetValue(canonicalLandblockId, out var lb)) if (_loaded.TryGetValue(canonicalLandblockId, out var lb))
{ {
@ -451,6 +457,8 @@ public sealed class GpuWorldState
lb.LandblockId, lb.LandblockId,
lb.Heightmap, lb.Heightmap,
newEntities); newEntities);
if (probePersistent)
EntityVanishProbe.Log($"[ent] APPEND guid=0x{entity.ServerGuid:X8} lb=0x{canonicalLandblockId:X8} -> LOADED(drawn)");
RebuildFlatView(); RebuildFlatView();
return; return;
} }
@ -464,6 +472,8 @@ public sealed class GpuWorldState
_pendingByLandblock[canonicalLandblockId] = bucket; _pendingByLandblock[canonicalLandblockId] = bucket;
} }
bucket.Add(entity); bucket.Add(entity);
if (probePersistent)
EntityVanishProbe.Log($"[ent] APPEND guid=0x{entity.ServerGuid:X8} lb=0x{canonicalLandblockId:X8} -> PENDING(hidden)");
} }
/// <summary> /// <summary>
@ -570,5 +580,29 @@ public sealed class GpuWorldState
private void RebuildFlatView() private void RebuildFlatView()
{ {
_flatEntities = _loaded.Values.SelectMany(lb => lb.Entities).ToArray(); _flatEntities = _loaded.Values.SelectMany(lb => lb.Entities).ToArray();
if (EntityVanishProbe.Enabled) ProbeFlatViewTransitions();
}
// TEMP (#138-B): persistent guids currently present in the drawn flat
// view, for EntityVanishProbe transition logging. Strip with the probe.
private readonly HashSet<uint> _persistentInFlatProbe = new();
// TEMP (#138-B): log when a persistent (player) entity enters/leaves the
// drawn flat view. Transition-gated → low volume (fires at teleport
// boundaries, not every rebuild). Strip with EntityVanishProbe.
private void ProbeFlatViewTransitions()
{
var now = new HashSet<uint>();
foreach (var e in _flatEntities)
if (e.ServerGuid != 0 && _persistentGuids.Contains(e.ServerGuid))
now.Add(e.ServerGuid);
foreach (var g in now)
if (!_persistentInFlatProbe.Contains(g))
EntityVanishProbe.Log($"[ent] DRAWSET guid=0x{g:X8} -> PRESENT (flatCount={_flatEntities.Count})");
foreach (var g in _persistentInFlatProbe)
if (!now.Contains(g))
EntityVanishProbe.Log($"[ent] DRAWSET guid=0x{g:X8} -> ABSENT (flatCount={_flatEntities.Count})");
_persistentInFlatProbe.Clear();
foreach (var g in now) _persistentInFlatProbe.Add(g);
} }
} }