feat(phys): A6.P4 slice 1 — portal-reachable cellSet includes outdoor cells
Closes #99 (run-through doors regression fromb3ce505). Theb3ce505stopgap for #98 gates the outdoor 24m radial sweep on indoor primary cells. Combined with ShadowObjectRegistry.GetNearbyObjects' "skip outdoor ids" filter on the cellScope-pass loop, this meant doors registered at outdoor cells (default cellScope=0u for server-spawned entities at GameWindow.cs:3139) were invisible to spheres on the indoor side of a doorway threshold — walk-through. Pre-flight reads found that CellTransit.FindCellSet already adds outdoor cells to its candidate set when the sphere straddles an OtherCellId=0xFFFF exit portal (via AddAllOutsideCells triggered by exitOutside=true inside the indoor-seed BFS). The fix is to stop filtering those outdoor ids out before iterating, and rename the param to portalReachableCells to reflect what the set actually contains. - Q1: Indoor EnvCell.VisibleCellIds is indoor-only in all 16 cottage fixtures (low 16 bits ≥ 0x0100). OtherCellId=0xFFFF on portals marks "exit to outdoor world" without naming a specific cellId; the specific outdoor cell is computed by AddAllOutsideCells from world XY when the sphere straddles the exit portal. - Q2: GameWindow.cs:3139 ShadowObjects.Register for server-spawned entities passes no cellScope → default 0u → outdoor 24m grid registration. UpdatePosition (line 145) does the same on movement. Doors are confirmed outdoor-registered. Slice 1 makes a smaller change than the spec proposed (no new parameter; just drop the existing filter), because FindCellSet's existing exit-portal logic already exposes the needed outdoor cells. The retail-faithful registration-side BuildShadowCellSet refactor and theb3ce505gate removal stay scheduled for slices 2-3. Verification: - 24/24 ShadowObjectRegistryTests pass (incl. two new slice 1 tests: IndoorPrimary_OutdoorCellInPortalSet_DoorReturned closes #99; IndoorPrimary_IndoorOnlyPortalSet_OutdoorRadialStillSkipped regression-pins #98) - 11/11 CellarUpTrajectoryReplayTests pass (LiveCompare_FirstCap_ FixClosesCottageFloorCap stays green) - dotnet build AcDream.slnx: 0 errors, 0 warnings - Pre-existing 6-8 static-state-leakage failures in serial physics suite verified unchanged by stash+retest baseline check Visual verification pending: walk Holtburg cottage doorway from both sides; door blocks both directions; cellar still climbable. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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3 changed files with 122 additions and 30 deletions
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@ -244,15 +244,14 @@ public sealed class ShadowObjectRegistry
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/// Within each landblock, queries only the cells the query sphere overlaps.
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///
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/// <para>
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/// Issue #91 (2026-05-20): the optional <paramref name="indoorCellIds"/>
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/// parameter is the candidate set of indoor cells the foot-sphere overlaps
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/// (from <see cref="CellTransit.FindCellSet"/>). When supplied, indoor
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/// shadows registered via <see cref="Register"/>'s <c>cellScope</c>
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/// parameter (A1.5 fix at `4d3bf6f`) are ALSO included in the result.
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/// Without this, interior statics (fireplaces, tables, chests) registered
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/// against e.g. `0xA9B40121` are stored under that key but the outdoor-
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/// grid lookup (cell ids like `0xA9B40029`) never queries the indoor key.
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/// Net effect pre-fix: interior items don't block movement.
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/// Issue #91 (2026-05-20): the optional <paramref name="portalReachableCells"/>
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/// parameter is the candidate set returned by <see cref="CellTransit.FindCellSet"/>.
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/// When supplied, indoor shadows registered via <see cref="Register"/>'s
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/// <c>cellScope</c> parameter (A1.5 fix at `4d3bf6f`) are ALSO included in
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/// the result. Without this, interior statics (fireplaces, tables, chests)
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/// registered against e.g. `0xA9B40121` are stored under that key but the
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/// outdoor-grid lookup (cell ids like `0xA9B40029`) never queries the
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/// indoor key. Net effect pre-fix: interior items don't block movement.
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/// </para>
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///
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/// <para>
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@ -262,7 +261,8 @@ public sealed class ShadowObjectRegistry
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/// <c>acclient_2013_pseudo_c.txt:308751-308769</c>: when the sphere's
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/// position is in an indoor cell (id ≥ 0x0100), retail only adds THAT
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/// cell + portal-visible neighbors to the cell array — never outdoor
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/// cells. Combined with <c>CEnvCell::find_collisions</c> only iterating
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/// cells (except via portal traversal — see #99 below). Combined with
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/// <c>CEnvCell::find_collisions</c> only iterating
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/// <c>this->shadow_object_list</c>, retail's indoor cells never test
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/// against outdoor statics like landblock-baked buildings.
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/// </para>
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@ -279,24 +279,45 @@ public sealed class ShadowObjectRegistry
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/// the pre-fix radial-only behavior for callers that don't know /
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/// care about cell type (existing tests).
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/// </para>
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///
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/// <para>
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/// A6.P4 slice 1 / issue #99 (2026-05-24): the
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/// <paramref name="portalReachableCells"/> loop no longer filters out
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/// outdoor cell ids. <see cref="CellTransit.FindCellSet"/> already adds
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/// outdoor cells to the candidate set when the sphere straddles an
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/// indoor cell's exit portal (<c>OtherCellId=0xFFFF</c>) via
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/// <see cref="CellTransit.AddAllOutsideCells(System.Numerics.Vector3, float, uint, System.Collections.Generic.HashSet{uint})"/>.
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/// Pre-slice-1, the explicit
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/// "skip outdoor ids" filter combined with #98's indoor-primary gate
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/// meant doors registered at outdoor cells (default <c>cellScope=0</c>
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/// for server-spawned doors at GameWindow.cs:3139) were invisible to
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/// spheres on the indoor side of the doorway — walk-through. Iterating
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/// those outdoor cells from the portal-reachable set lets the indoor
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/// query reach them without re-enabling the full 24-m radial sweep
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/// (which is what #98 closed).
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/// </para>
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/// </summary>
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public void GetNearbyObjects(Vector3 worldPos, float queryRadius,
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float worldOffsetX, float worldOffsetY, uint landblockId,
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List<ShadowEntry> results,
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System.Collections.Generic.IReadOnlyCollection<uint>? indoorCellIds = null,
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System.Collections.Generic.IReadOnlyCollection<uint>? portalReachableCells = null,
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uint primaryCellId = 0u)
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{
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results.Clear();
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var seen = new HashSet<uint>();
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// Indoor-scoped shadows (A1.5 cellScope). Query first so the
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// outdoor-grid lookup below skips duplicates via `seen`.
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if (indoorCellIds is not null)
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// Cells reachable from the sphere's primary cell via the portal graph
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// (output of CellTransit.FindCellSet). This set holds the primary
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// cell, any indoor neighbours the sphere overlaps via portals, and —
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// when the sphere straddles an exit portal (0xFFFF) — outdoor cells
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// added by AddAllOutsideCells. Iterate all of them so cellScope-
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// registered indoor statics AND outdoor-scope shadows reachable
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// through a doorway are both visible.
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if (portalReachableCells is not null)
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{
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foreach (uint indoorCellId in indoorCellIds)
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foreach (uint cellId in portalReachableCells)
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{
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if ((indoorCellId & 0xFFFFu) < 0x0100u) continue; // skip outdoor ids
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if (!_cells.TryGetValue(indoorCellId, out var list)) continue;
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if (!_cells.TryGetValue(cellId, out var list)) continue;
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foreach (var entry in list)
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{
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if (seen.Add(entry.EntityId))
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