fix(world): retire motion links at hidden transitions
Port CPhysicsObj::set_hidden's PartArray HandleEnterWorld boundary on both Hidden and UnHide. This strips linked recall/casting animations and aborts their pending completions before cell visibility changes, preventing spell-recall tails after portal travel without arrival resets or action classifiers.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
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# acdream — strategic roadmap
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**Status:** Living document. Updated 2026-07-15. **M3 active; automated implementation complete, visual gates pending.** M2's connected demo loop is complete. M3 now has the retail cast-intent/component/target lifecycle, exact live enchantment wire state, scoped Magic input, retained spell bar, spellbook, component book, positive/negative effects panels, authored effect-indicator buttons, and shared `gmPanelUI` switching over the Step 9 projectile/PhysicsScript/particle/portal foundation. The remaining M3 work is the connected single-client magic-UI/casting gate and final two-client portal-out/materialization observer gate.
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**Status:** Living document. Updated 2026-07-16. **M3 active; automated implementation complete, visual gates pending.** M2's connected demo loop is complete. M3 now has the retail cast-intent/component/target lifecycle, exact live enchantment wire state, scoped Magic input, retained spell bar, spellbook, component book, positive/negative effects panels, authored effect-indicator buttons, and shared `gmPanelUI` switching over the Step 9 projectile/PhysicsScript/particle/portal foundation. The remaining M3 work is the connected single-client magic-UI/casting gate and final two-client portal-out/materialization observer gate.
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**Purpose:** One source of truth for where the project is and where it's going. Every observed defect or missing feature has a named phase that owns it; when something looks wrong in-game, look here to find the phase that'll address it. Implementation details live in per-phase specs under `docs/superpowers/specs/`, not in this file.
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---
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@ -593,7 +593,7 @@ Research: R9 + R12 + R13.
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- **✓ SHIPPED — G.1 — Sky + weather + day-night.** Deterministic client-side from Portal Year time. Sky dome geometry + keyframe gradients + rain/snow particles. See `r12-weather-daynight.md`. Full data + visual stack shipped: Region dat loader, keyframe interp, WeatherSystem with 5-kind PDF + transitions + storm flashes, WorldSession→WorldTimeService sync via ConnectRequest+TimeSync, SkyRenderer with sky-object arcs + UV scroll, rain/snow billboard renderer, F7/F10 debug cycle keys.
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- **✓ SHIPPED — G.2 — Dynamic lighting.** 8-light D3D-style fixed pipeline. Hard-cutoff at Range, no attenuation inside. Cell ambient. Shader UBO per frame. See `r13-dynamic-lighting.md`. SceneLightingUbo std140 at binding=1 feeds terrain + mesh + mesh_instanced + sky shaders. LightingHookSink auto-registers Setup.Lights at entity stream-in, flips IsLit on SetLightHook, unregisters on landblock unload.
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- **Indoor portal-based cell tracking (follow-up to Indoor walking Phase 1 / issue #87).** Replace `PhysicsDataCache.TryFindContainingCell` AABB containment with retail's `CObjMaint::HandleObjectEnterCell` portal traversal. When the player crosses a cell portal boundary, `CellId` propagates through the `CEnvCell` portal connectivity graph. Prerequisite for wall collision from outside (#85) and the remaining #84 threshold symptom. PDB symbols and `acclient.h` `CCellStructure` refs are in place (see #87). **Unblocks G.3.**
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- **✓ SHIPPED — G.3 — Dungeon streaming + portal space.** `EnvCellStreamer`, portal-visibility BFS, `PlayerTeleport (0xF751)` handling with post-transition `LoginComplete`, and the retail DAT-authored portal-space CreatureMode viewport (Setup `0x02000306`, animation `0x030005AC`, exact camera/light/timing/view-plane transitions, forward-axis roll, direct portal→world viewport switch, projection warp, destination viewer reset, object/physics-before-network frame barrier, pre-network input movement/jump output, post-inbound AutonomousPosition, and non-advancing spatial reconciliation; recall-tail corrective visual gate pending 2026-07-16). Dungeons render, stream, teleport-in, collide, light, and their doors work — see the shipped-table rows (G.3, G.3a, #137 collision, A7.L1 lighting) below and the M1.5 section of `docs/plans/2026-05-12-milestones.md` for current gate status (one recorded end-to-end dungeon round-trip user gate outstanding; live residual = far-town teleport-OUT arrival cascade, #145-residual REOPENED). See `r09-dungeon-portal-space.md` and `docs/research/2026-07-15-retail-portal-space-pseudocode.md`.
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- **✓ SHIPPED — G.3 — Dungeon streaming + portal space.** `EnvCellStreamer`, portal-visibility BFS, `PlayerTeleport (0xF751)` handling with post-transition `LoginComplete`, and the retail DAT-authored portal-space CreatureMode viewport (Setup `0x02000306`, animation `0x030005AC`, exact camera/light/timing/view-plane transitions, forward-axis roll, direct portal→world viewport switch, projection warp, destination viewer reset, object/physics-before-network frame barrier, pre-network input movement/jump output, post-inbound AutonomousPosition, non-advancing spatial reconciliation, and retail `set_hidden` PartArray timeline teardown on both Hidden and UnHide; `/ls` and spell-recall corrective visual gates passed 2026-07-16, with non-blocking visual polish deferred). Dungeons render, stream, teleport-in, collide, light, and their doors work — see the shipped-table rows (G.3, G.3a, #137 collision, A7.L1 lighting) below and the M1.5 section of `docs/plans/2026-05-12-milestones.md` for current gate status (one recorded end-to-end dungeon round-trip user gate outstanding; live residual = far-town teleport-OUT arrival cascade, #145-residual REOPENED). See `r09-dungeon-portal-space.md` and `docs/research/2026-07-15-retail-portal-space-pseudocode.md`.
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**Acceptance:** walk outside at dusk, see the sky gradient + sun moving; enter a torch-lit dungeon via portal; leave back to daylight.
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@ -301,7 +301,8 @@ recorded end-to-end dungeon round-trip user gate, plus the far-town
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teleport-OUT arrival cascade residual (**#145-residual, REOPENED** —
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capture-harness-first).
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**2026-07-15 portal presentation completion (visual gate pending).** The
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**2026-07-15 portal presentation completion (single-client visual gate passed
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2026-07-16; non-blocking polish deferred).** The
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temporary black tunnel cover is retired. F751 transit now renders retail's
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client-enum-resolved DAT Setup `0x02000306` with animation `0x030005AC` at
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40 frames/s in a dedicated CreatureMode-equivalent viewport, using retail's
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@ -317,10 +318,19 @@ object, projectile, animation, final-pose, animation-hook, particle, and
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owner-script work completes before the inbound network queue is dispatched.
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Local movement/jump output is committed on that same pre-network side, while a
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non-advancing post-network pass reconciles children and attached effect/light
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anchors after authoritative root moves. This prevents ACE's teleport Hidden state
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from freezing the final fraction of recall and replaying it after materialize,
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without an arrival reset or Hidden-time animation exception. Automated recall
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DAT conformance is green; destination-side visual confirmation remains.
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anchors after authoritative root moves. The accepted Hidden and UnHide paths
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now also port `CPhysicsObj::set_hidden @ 0x00514C60` completely. Hidden invokes
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the PartArray boundary after its effect, child visibility, collision stop, and
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cell hide; UnHide invokes it after effect/child/collision restoration but before
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the cell becomes visible. Both route through `CPartArray::HandleEnterWorld` →
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`MotionTableManager::HandleEnterWorld`. That
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strips every link animation and aborts pending motion completions before a
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spell-cast recoil or recall remainder can survive portal space. This is the
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generic retail visibility boundary, not a recall classifier, an arrival reset,
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or a Hidden-time animation exception. Installed-DAT conformance covers both
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the Lifestone recall boundary and a MagicPortal casting timeline. The user
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confirmed `/ls` and spell-recall arrivals no longer replay their animation
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tails; additional portal visual polish is explicitly deferred.
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---
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@ -300,21 +300,45 @@ SmartBox.UseTime:
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The exact call sites are `Client::UseTime` `0x00411C40` and
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`SmartBox::UseTime` `0x00455410`, and `CommandInterpreter::UseTime`
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`0x006B3BF0`. `SmartBox::DoSetState` `0x004520D0`
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applies Hidden directly and does not advance or reset animation. Separately,
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`0x006B3BF0`. `SmartBox::DoSetState` `0x004520D0` applies the accepted
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state through `CPhysicsObj::set_state` `0x00514DD0`. Separately,
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`CPhysicsObj::UpdatePositionInternal` `0x00512C30` skips `CPartArray::Update`
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while Hidden. Therefore the ordering boundary is load-bearing: the current
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frame's animation must advance before an inbound Hidden transition can freeze
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it.
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while Hidden, so ordinary animation never advances behind the portal viewport.
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ACE schedules lifestone recall teleport after the MotionTable-reported action
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length. With the installed human DATs, the boundary is about 15.06024 seconds;
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floating-point conversion can leave acdream at frame 149.999998 of the
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0..149 recall node if it dispatches Hidden before the current object tick. On
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UnHide that microscopic remainder becomes a visible destination-side recall
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tail. Retail's object-before-network order retires the node first. The faithful
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fix is that frame barrier, never an arrival-only Ready/reset command and never
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advancing PartArray while Hidden.
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tail if Hidden only suppresses drawing. Retail has a second, decisive boundary:
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`CPhysicsObj::set_hidden` `0x00514C60` invokes
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`CPartArray::HandleEnterWorld` `0x00517D70` on **both** Hidden and UnHide.
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That delegates to `MotionTableManager::HandleEnterWorld` `0x0051BDD0`, which
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removes every link animation from the sequence and drains every pending
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completion as aborted. On the Hidden edge it runs after the Hidden PES, child
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NoDraw propagation, collision stop, and cell hide. On UnHide it runs after
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collision restoration and before the cell becomes visible. A casting recoil,
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recall remainder, or authored stance transition therefore cannot resume after
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portal space.
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ACE also has timing differences when recall starts in combat. Its
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`Player_Location` handlers call `SetCombatMode(NonCombat)` and immediately send
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the NonCombat/Ready/recall command state. House, Lifestone, Allegiance Hometown,
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and PK Arena schedule `Teleport` using only
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`MotionTable.GetAnimationLength(recall)`. Retail
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`MovementManager::unpack_movement` (`0x00524440`) and
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`CMotionInterp::move_to_interpreted_state` (`0x005289C0`) preserve the authored
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combat-to-NonCombat link before the recall action. For a human leaving Magic
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stance that link is about 0.31 seconds, but ACE does not add it to the teleport
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delay. The retail Hidden boundary intentionally tolerates that: whichever
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authored links remain when teleport begins are retired by `set_hidden`, not
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carried through the tunnel.
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Marketplace is a separate ACE residual: its handler deliberately uses a fixed
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14-second delay and comments out `GetAnimationLength` because the installed
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animation is approximately 18.4 seconds. That can shorten the visible source-
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side action, but the client must still apply the same retail Hidden teardown;
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no Marketplace-specific classifier or portal-exit behavior is required.
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## acdream integration translation
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@ -355,6 +379,11 @@ advancing PartArray while Hidden.
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by that inbound pass is likewise projected without receiving a late physics
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tick; its first normal object tick occurs on the next update.
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This is update-loop ordering, not portal-specific animation logic.
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- `LiveEntityPresentationController` owns the complete accepted Hidden/UnHide
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side-effect order. Both edges route the current local entity to its existing
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`AnimationSequencer.Manager.HandleEnterWorld`, matching retail's PartArray
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boundary for player, creature, and object animations without classifying the
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preceding action.
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- Destination residency remains acdream's asynchronous adaptation. It supplies
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the same `EndTeleportAnimation` edge retail receives when its blocking cell
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load completes; it does not alter presentation ordering.
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