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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75acae02d6
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6 changed files with 185 additions and 21 deletions
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@ -2577,7 +2577,12 @@ public sealed class GameWindow : IDisposable
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entityEffects.PlayTyped,
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_equippedChildRenderer.SetDirectChildrenNoDraw,
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ClearTargetForHiddenEntity,
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() => (_liveCenterX, _liveCenterY));
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() => (_liveCenterX, _liveCenterY),
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handlePartArrayEnterWorld: localEntityId =>
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{
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if (_animatedEntities.TryGetValue(localEntityId, out var animated))
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animated.Sequencer?.Manager.HandleEnterWorld();
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});
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_remoteTeleportController = new AcDream.App.Physics.RemoteTeleportController(
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_physicsEngine,
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_liveEntities,
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@ -27,6 +27,7 @@ public sealed class LiveEntityPresentationController : IDisposable
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private readonly Action<uint> _clearInvalidTarget;
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private readonly Func<(int X, int Y)> _liveCenter;
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private readonly Action<uint>? _onShadowRestored;
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private readonly Action<uint> _handlePartArrayEnterWorld;
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private readonly Dictionary<uint, ushort> _readyGenerationByGuid = new();
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private readonly Dictionary<uint, ushort> _suspendedShadowGenerationByGuid = new();
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private readonly Dictionary<uint, ushort> _activePlacementGenerationByGuid = new();
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@ -39,7 +40,8 @@ public sealed class LiveEntityPresentationController : IDisposable
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Action<uint, bool>? setDirectChildrenNoDraw = null,
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Action<uint>? clearInvalidTarget = null,
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Func<(int X, int Y)>? liveCenter = null,
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Action<uint>? onShadowRestored = null)
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Action<uint>? onShadowRestored = null,
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Action<uint>? handlePartArrayEnterWorld = null)
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{
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_liveEntities = liveEntities ?? throw new ArgumentNullException(nameof(liveEntities));
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_shadows = shadows ?? throw new ArgumentNullException(nameof(shadows));
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@ -48,6 +50,7 @@ public sealed class LiveEntityPresentationController : IDisposable
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_clearInvalidTarget = clearInvalidTarget ?? (_ => { });
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_liveCenter = liveCenter ?? (() => (0, 0));
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_onShadowRestored = onShadowRestored;
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_handlePartArrayEnterWorld = handlePartArrayEnterWorld ?? (_ => { });
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_liveEntities.ProjectionVisibilityChanged += OnProjectionVisibilityChanged;
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}
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@ -223,12 +226,22 @@ public sealed class LiveEntityPresentationController : IDisposable
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_shadows.Suspend(entity.Id);
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if (!IsPlacementActive(record))
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_suspendedShadowGenerationByGuid[record.ServerGuid] = record.Generation;
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// Retail CPhysicsObj::set_hidden @ 0x00514C60 calls
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// CPartArray::HandleEnterWorld after hiding the object
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// from its cell. Despite the name, this is the motion
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// timeline boundary: it strips link animations and
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// aborts every pending completion through
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// MotionTableManager::HandleEnterWorld @ 0x0051BDD0.
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_handlePartArrayEnterWorld(entity.Id);
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_clearInvalidTarget(record.ServerGuid);
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break;
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case RetailHiddenTransition.BecameVisible:
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_playTyped(entity.Id, UnHideScriptType, 1f);
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_setDirectChildrenNoDraw(record.ServerGuid, false);
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// Retail invokes the same PartArray boundary before
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// CObjCell::unhide_object restores cell visibility.
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_handlePartArrayEnterWorld(entity.Id);
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if (!IsPlacementActive(record) && RestoreShadow(record, entity))
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_suspendedShadowGenerationByGuid.Remove(record.ServerGuid);
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break;
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