fix(streaming): block login on complete world reveal

Make initial login and portal arrival consume one WorldRevealReadinessBarrier that joins near-tier mesh publication, destination composite uploads, and collision residency before normal world geometry becomes visible. This ports retail SmartBox's blocking-cell completion edge into the asynchronous client instead of exposing a ground-only login.

Add focused outdoor, indoor, texture, and invalid-claim tests; update the retail pseudocode, architecture, divergence record, issue ledger, roadmap baseline, and synchronized agent guidance.

Co-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-20 16:08:03 +02:00
parent 6c3bd4ce4b
commit b60cb67009
14 changed files with 360 additions and 102 deletions

View file

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namespace AcDream.App.Streaming;
/// <summary>
/// Joins the render-publication, texture, and collision domains that must be
/// complete before the normal world viewport is revealed. Retail keeps
/// <c>SmartBox::position_update_complete</c> false while
/// <c>CellManager::blocking_for_cells</c> is set
/// (<c>SmartBox::UseTime</c>, 0x00455410). acdream loads those domains
/// asynchronously, so login and portal arrival must share this explicit
/// equivalent of retail's single blocking-cell edge.
/// </summary>
internal sealed class WorldRevealReadinessBarrier
{
internal const int OutdoorNeighborhoodRadius = 1;
private readonly Func<uint, int, bool> _isRenderNeighborhoodReady;
private readonly Func<uint, bool> _isSpawnCellReady;
private readonly Func<uint, int, bool> _isTerrainNeighborhoodReady;
private readonly Func<bool> _areCompositeTexturesReady;
private readonly Action<uint, int> _prepareCompositeTextures;
private readonly Action _invalidateCompositeTextures;
private readonly Func<uint, bool> _isSpawnClaimUnhydratable;
public WorldRevealReadinessBarrier(
Func<uint, int, bool> isRenderNeighborhoodReady,
Func<uint, bool> isSpawnCellReady,
Func<uint, int, bool> isTerrainNeighborhoodReady,
Func<bool> areCompositeTexturesReady,
Action<uint, int> prepareCompositeTextures,
Action invalidateCompositeTextures,
Func<uint, bool> isSpawnClaimUnhydratable)
{
_isRenderNeighborhoodReady = isRenderNeighborhoodReady
?? throw new ArgumentNullException(nameof(isRenderNeighborhoodReady));
_isSpawnCellReady = isSpawnCellReady
?? throw new ArgumentNullException(nameof(isSpawnCellReady));
_isTerrainNeighborhoodReady = isTerrainNeighborhoodReady
?? throw new ArgumentNullException(nameof(isTerrainNeighborhoodReady));
_areCompositeTexturesReady = areCompositeTexturesReady
?? throw new ArgumentNullException(nameof(areCompositeTexturesReady));
_prepareCompositeTextures = prepareCompositeTextures
?? throw new ArgumentNullException(nameof(prepareCompositeTextures));
_invalidateCompositeTextures = invalidateCompositeTextures
?? throw new ArgumentNullException(nameof(invalidateCompositeTextures));
_isSpawnClaimUnhydratable = isSpawnClaimUnhydratable
?? throw new ArgumentNullException(nameof(isSpawnClaimUnhydratable));
}
/// <summary>
/// Starts a new reveal lifetime. Texture readiness is destination-scoped;
/// carrying the prior login/portal result across a new destination would
/// open the barrier before that destination's composites were uploaded.
/// </summary>
public void Begin() => _invalidateCompositeTextures();
/// <summary>
/// Advances render-thread texture preparation after all required static
/// meshes for the destination neighborhood have been published.
/// </summary>
public void Prepare(uint destinationCell)
{
if (destinationCell == 0 || _isSpawnClaimUnhydratable(destinationCell))
return;
int radius = RequiredRenderRadius(destinationCell);
if (_isRenderNeighborhoodReady(destinationCell, radius))
_prepareCompositeTextures(destinationCell, radius);
}
/// <summary>
/// True only when the same destination is drawable and collidable. An
/// impossible indoor claim intentionally crosses the barrier so the
/// existing loud forced-placement path can expose the invalid server data.
/// </summary>
public bool IsReady(uint destinationCell)
{
if (destinationCell == 0)
return false;
if (_isSpawnClaimUnhydratable(destinationCell))
return true;
int radius = RequiredRenderRadius(destinationCell);
if (!_isRenderNeighborhoodReady(destinationCell, radius)
|| !_areCompositeTexturesReady())
return false;
return IsIndoor(destinationCell)
? _isSpawnCellReady(destinationCell)
: _isTerrainNeighborhoodReady(destinationCell, radius);
}
private static int RequiredRenderRadius(uint destinationCell) =>
IsIndoor(destinationCell) ? 0 : OutdoorNeighborhoodRadius;
private static bool IsIndoor(uint cellId) => (cellId & 0xFFFFu) >= 0x0100u;
}