feat(phys): A6.P4 slice 1 — portal-reachable cellSet includes outdoor cells

Closes #99 (run-through doors regression from b3ce505).

The b3ce505 stopgap 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
the b3ce505 gate 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>
This commit is contained in:
Erik 2026-05-24 08:10:32 +02:00
parent 3e3cd77202
commit b49ed904c3
3 changed files with 122 additions and 30 deletions

View file

@ -244,15 +244,14 @@ public sealed class ShadowObjectRegistry
/// Within each landblock, queries only the cells the query sphere overlaps. /// Within each landblock, queries only the cells the query sphere overlaps.
/// ///
/// <para> /// <para>
/// Issue #91 (2026-05-20): the optional <paramref name="indoorCellIds"/> /// Issue #91 (2026-05-20): the optional <paramref name="portalReachableCells"/>
/// parameter is the candidate set of indoor cells the foot-sphere overlaps /// parameter is the candidate set returned by <see cref="CellTransit.FindCellSet"/>.
/// (from <see cref="CellTransit.FindCellSet"/>). When supplied, indoor /// When supplied, indoor shadows registered via <see cref="Register"/>'s
/// shadows registered via <see cref="Register"/>'s <c>cellScope</c> /// <c>cellScope</c> parameter (A1.5 fix at `4d3bf6f`) are ALSO included in
/// parameter (A1.5 fix at `4d3bf6f`) are ALSO included in the result. /// the result. Without this, interior statics (fireplaces, tables, chests)
/// Without this, interior statics (fireplaces, tables, chests) registered /// registered against e.g. `0xA9B40121` are stored under that key but the
/// against e.g. `0xA9B40121` are stored under that key but the outdoor- /// outdoor-grid lookup (cell ids like `0xA9B40029`) never queries the
/// grid lookup (cell ids like `0xA9B40029`) never queries the indoor key. /// indoor key. Net effect pre-fix: interior items don't block movement.
/// Net effect pre-fix: interior items don't block movement.
/// </para> /// </para>
/// ///
/// <para> /// <para>
@ -262,7 +261,8 @@ public sealed class ShadowObjectRegistry
/// <c>acclient_2013_pseudo_c.txt:308751-308769</c>: when the sphere's /// <c>acclient_2013_pseudo_c.txt:308751-308769</c>: when the sphere's
/// position is in an indoor cell (id ≥ 0x0100), retail only adds THAT /// position is in an indoor cell (id ≥ 0x0100), retail only adds THAT
/// cell + portal-visible neighbors to the cell array — never outdoor /// cell + portal-visible neighbors to the cell array — never outdoor
/// cells. Combined with <c>CEnvCell::find_collisions</c> only iterating /// cells (except via portal traversal — see #99 below). Combined with
/// <c>CEnvCell::find_collisions</c> only iterating
/// <c>this->shadow_object_list</c>, retail's indoor cells never test /// <c>this->shadow_object_list</c>, retail's indoor cells never test
/// against outdoor statics like landblock-baked buildings. /// against outdoor statics like landblock-baked buildings.
/// </para> /// </para>
@ -279,24 +279,45 @@ public sealed class ShadowObjectRegistry
/// the pre-fix radial-only behavior for callers that don't know / /// the pre-fix radial-only behavior for callers that don't know /
/// care about cell type (existing tests). /// care about cell type (existing tests).
/// </para> /// </para>
///
/// <para>
/// A6.P4 slice 1 / issue #99 (2026-05-24): the
/// <paramref name="portalReachableCells"/> loop no longer filters out
/// outdoor cell ids. <see cref="CellTransit.FindCellSet"/> already adds
/// outdoor cells to the candidate set when the sphere straddles an
/// indoor cell's exit portal (<c>OtherCellId=0xFFFF</c>) via
/// <see cref="CellTransit.AddAllOutsideCells(System.Numerics.Vector3, float, uint, System.Collections.Generic.HashSet{uint})"/>.
/// Pre-slice-1, the explicit
/// "skip outdoor ids" filter combined with #98's indoor-primary gate
/// meant doors registered at outdoor cells (default <c>cellScope=0</c>
/// for server-spawned doors at GameWindow.cs:3139) were invisible to
/// spheres on the indoor side of the doorway — walk-through. Iterating
/// those outdoor cells from the portal-reachable set lets the indoor
/// query reach them without re-enabling the full 24-m radial sweep
/// (which is what #98 closed).
/// </para>
/// </summary> /// </summary>
public void GetNearbyObjects(Vector3 worldPos, float queryRadius, public void GetNearbyObjects(Vector3 worldPos, float queryRadius,
float worldOffsetX, float worldOffsetY, uint landblockId, float worldOffsetX, float worldOffsetY, uint landblockId,
List<ShadowEntry> results, List<ShadowEntry> results,
System.Collections.Generic.IReadOnlyCollection<uint>? indoorCellIds = null, System.Collections.Generic.IReadOnlyCollection<uint>? portalReachableCells = null,
uint primaryCellId = 0u) uint primaryCellId = 0u)
{ {
results.Clear(); results.Clear();
var seen = new HashSet<uint>(); var seen = new HashSet<uint>();
// Indoor-scoped shadows (A1.5 cellScope). Query first so the // Cells reachable from the sphere's primary cell via the portal graph
// outdoor-grid lookup below skips duplicates via `seen`. // (output of CellTransit.FindCellSet). This set holds the primary
if (indoorCellIds is not null) // cell, any indoor neighbours the sphere overlaps via portals, and —
// when the sphere straddles an exit portal (0xFFFF) — outdoor cells
// added by AddAllOutsideCells. Iterate all of them so cellScope-
// registered indoor statics AND outdoor-scope shadows reachable
// through a doorway are both visible.
if (portalReachableCells is not null)
{ {
foreach (uint indoorCellId in indoorCellIds) foreach (uint cellId in portalReachableCells)
{ {
if ((indoorCellId & 0xFFFFu) < 0x0100u) continue; // skip outdoor ids if (!_cells.TryGetValue(cellId, out var list)) continue;
if (!_cells.TryGetValue(indoorCellId, out var list)) continue;
foreach (var entry in list) foreach (var entry in list)
{ {
if (seen.Add(entry.EntityId)) if (seen.Add(entry.EntityId))

View file

@ -2160,22 +2160,24 @@ public sealed class Transition
var nearbyObjs = new List<ShadowEntry>(); var nearbyObjs = new List<ShadowEntry>();
float queryRadius = sphereRadius + movement.Length() + 5f; float queryRadius = sphereRadius + movement.Length() + 5f;
// Issue #91 (2026-05-20): interior items (fireplaces, tables, chests) // Issue #91 (2026-05-20) + A6.P4 slice 1 issue #99 (2026-05-24):
// are registered with `cellScope = ParentCellId` per A1.5's fix at // ask CellTransit for the portal-reachable cell set. Two payoffs:
// `4d3bf6f`. They're stored under the indoor cell key (e.g. // 1. A1.5 cellScope-registered indoor statics (fireplaces, tables,
// `0xA9B40121`), but GetNearbyObjects's outdoor-grid lookup (cells // chests under e.g. 0xA9B40121) are reachable from indoor
// like `0xA9B40029`) never queries that key. Compute the indoor // primary cells (the outdoor 24-m grid would never find them).
// candidate set via CellTransit.FindCellSet — same set A4 uses for // 2. Doors registered at outdoor cells (default cellScope=0u for
// multi-cell BSP iteration — and pass it through so indoor shadows // server-spawned entities at GameWindow.cs:3139) sit at the
// are also picked up. When the seed is outdoor the set typically // doorway threshold. When the sphere straddles an exit portal
// contains only outdoor land-cells which the new branch in // (OtherCellId=0xFFFF) the cellSet picks up outdoor cells via
// GetNearbyObjects skips via the `< 0x0100u` filter, so behavior // AddAllOutsideCells, so an indoor-side sphere can still see
// matches the prior outdoor-only path. // the door without re-enabling the #98 outdoor radial sweep.
// For outdoor seeds the set is just the local outdoor cells; the
// radial sweep below dedupes via the `seen` set in GetNearbyObjects.
// (engine.DataCache is non-null per the early-return at top of // (engine.DataCache is non-null per the early-return at top of
// FindObjCollisions; redundant inner check would confuse nullable // FindObjCollisions; redundant inner check would confuse nullable
// flow analysis.) // flow analysis.)
_ = CellTransit.FindCellSet(engine.DataCache, currPos, sphereRadius, _ = CellTransit.FindCellSet(engine.DataCache, currPos, sphereRadius,
sp.CheckCellId, out var indoorCellIds); sp.CheckCellId, out var portalReachableCells);
// Issue #98 (2026-05-24): pass primary cellId so the radial outdoor // Issue #98 (2026-05-24): pass primary cellId so the radial outdoor
// sweep is skipped when sphere is in an indoor cell. Mirrors retail's // sweep is skipped when sphere is in an indoor cell. Mirrors retail's
@ -2187,7 +2189,7 @@ public sealed class Transition
currPos, queryRadius, currPos, queryRadius,
worldOffsetX, worldOffsetY, landblockId, worldOffsetX, worldOffsetY, landblockId,
nearbyObjs, nearbyObjs,
indoorCellIds, portalReachableCells,
primaryCellId: sp.CheckCellId); primaryCellId: sp.CheckCellId);
foreach (var obj in nearbyObjs) foreach (var obj in nearbyObjs)

View file

@ -301,4 +301,73 @@ public class ShadowObjectRegistryTests
Assert.Equal(0x00000004u, inA.State); Assert.Equal(0x00000004u, inA.State);
Assert.Equal(0x00000004u, inB.State); Assert.Equal(0x00000004u, inB.State);
} }
// -----------------------------------------------------------------------
// A6.P4 slice 1 — portalReachableCells set includes outdoor cells
// when sphere straddles an exit portal (issue #99)
// -----------------------------------------------------------------------
[Fact]
public void GetNearbyObjects_PortalReachableSetIncludesOutdoorCell_IndoorPrimary_DoorReturned()
{
// A6.P4 slice 1 / issue #99 (2026-05-24): when the player's sphere is
// in an indoor cell but its CellTransit.FindCellSet result includes
// an outdoor cell (via AddAllOutsideCells triggered by the sphere
// straddling an OtherCellId=0xFFFF exit portal), GetNearbyObjects
// must return shadows registered in that outdoor cell. Doors are
// server-spawned entities registered at GameWindow.cs:3139 with
// default cellScope=0u → outdoor 24-m grid registration. Before this
// fix, the loop filtered out outdoor cell ids ("skip outdoor ids")
// AND #98's primaryCellId gate skipped the radial sweep — net result
// was that doors at building thresholds were invisible to spheres
// on the indoor side: walk-through.
var reg = new ShadowObjectRegistry();
const uint doorEntityId = 0x000F4244u;
reg.Register(doorEntityId, 0x020019FFu, new Vector3(12f, 12f, 50f),
Quaternion.Identity, 1f, OffX, OffY, LbId,
ShadowCollisionType.Cylinder, cylHeight: 2.5f);
var results = new List<ShadowEntry>();
uint doorOutdoorCellId = LbId | 1u; // outdoor cell where door sits
uint vestibuleCellId = LbId | 0x0145u; // indoor cell on the other side
// Sphere is in the vestibule; FindCellSet added the doorway's outdoor
// cell via AddAllOutsideCells. Both ids land in portalReachableCells.
reg.GetNearbyObjects(
new Vector3(12f, 12f, 50f), 5f, OffX, OffY, LbId, results,
portalReachableCells: new[] { vestibuleCellId, doorOutdoorCellId },
primaryCellId: vestibuleCellId);
Assert.Contains(results, e => e.EntityId == doorEntityId);
}
[Fact]
public void GetNearbyObjects_IndoorPrimary_IndoorOnlyPortalSet_OutdoorRadialStillSkipped()
{
// Regression check for issue #98: when the FindCellSet result holds
// only indoor cells (sphere not near an exit portal — e.g. deep in
// a cellar), the radial outdoor sweep must stay skipped so the
// landblock-baked cottage GfxObj (registered at outdoor cellScope=0)
// is NOT returned to a sphere in the cellar EnvCell. Otherwise the
// head sphere bumps the cottage's downward-facing floor poly from
// below and caps the cellar ascent at world Z≈92.7.
var reg = new ShadowObjectRegistry();
const uint cottageEntityId = 0xA9B47900u;
reg.Register(cottageEntityId, 0x01000A2Bu, new Vector3(12f, 12f, 90f),
Quaternion.Identity, 5.5f, OffX, OffY, LbId);
var results = new List<ShadowEntry>();
uint cellarCellId = LbId | 0x0146u;
// Sphere is in the cellar; FindCellSet returned indoor-only set
// (no exit portal nearby).
reg.GetNearbyObjects(
new Vector3(12f, 12f, 50f), 5.5f, OffX, OffY, LbId, results,
portalReachableCells: new[] { cellarCellId },
primaryCellId: cellarCellId);
Assert.DoesNotContain(results, e => e.EntityId == cottageEntityId);
}
} }