revert #176/#177 cap raise: the uncapped light pool exposes unported per-cell reach semantics — defer to A7
The MaxGlobalLights 128->1024 fix (4d25e04d) was live-tested and made
the eviction pops stop — but with the full 366-fixture pool active,
three unported retail lighting semantics dominate the Facility Hub:
(a) lights reach THROUGH solid floors/walls: retail registers lights
per-CELL (insert_light 0x0054d1b0) so the under-room portals'
purple light never touches the corridor above; our flat
sphere-overlap selection has no reach/occlusion notion — rooms
washed magenta (user screenshot).
(b) stationary weenie fixtures ride the DYNAMIC 1/d falloff (~9x
retail's static 1/d3 bake curve at 3m) — the #143 isDynamic
assignment is wrong for ACE-served world fixtures.
(c) an unexplained striped z-fight-like artifact on lit floor regions
(user screenshot; no coincident dat geometry — the coplanar-pair
sweep came back empty; not a striped texture — all corridor
surfaces are plain Base1Image stone).
Reverted to 128. The cap is now documented as a LOAD-BEARING STOPGAP:
it accidentally approximates per-cell reach by keeping the pool local
to the camera. The #176/#177 root cause (cap eviction popping per-cell
light sets) stays CONFIRMED and fully documented; the real fix is the
A7 dungeon-lighting arc: per-cell light registration + the static
fixture curve + the stripe hunt, THEN uncap. The desired-end-state pin
is kept as Skip with the full pointer. Register row AP-85 rewritten to
match reality; ISSUES #176/#177 back to OPEN with the complete
mechanism story.
Suites: Core 2591+3skip / App 719 green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
4d25e04d83
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5 changed files with 169 additions and 48 deletions
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@ -106,23 +106,34 @@ corridor, and (c) pops into existence on entering the room. Classic
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portal-visibility miss: the stair geometry's cell is not reached by the
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portal flood from the viewer's cell until the viewer crosses into it.
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**Status update:** 🟡 FIX SHIPPED 2026-07-06 — pending user gate.
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**Root cause (found via the probe launch):** the geometry never vanished —
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its LIGHTS did. `BuildPointLightSnapshot` kept only the `MaxGlobalLights=128`
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point lights nearest THE CAMERA; the Facility Hub registers 366 fixtures, so
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238 were evicted per frame by camera distance. A room whose torches all
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ranked past the cap rendered at bare 0.2 ambient (near-black in a dungeon =
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"not visible"); approaching re-admitted them ("pops into existence"); the
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eviction boundary sweeping with the camera dropped the ramp's lights
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mid-descent ("disappears on the last step"). Retail's
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`minimize_object_lighting` (0x0054d480) has no global camera-nearest cap.
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**FIX:** cap raised to a non-biting 1024 safety valve (register row AP-85);
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pin `LightManagerTests.PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant`
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(RED at 128, GREEN at 1024). Investigation ledger (12 refuted mechanisms +
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the probe run that discriminated):
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**Status:** OPEN — root cause CONFIRMED; fix DEFERRED to the A7
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dungeon-lighting arc (the cap-raise fix was live-tested and REVERTED,
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see below).
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**Root cause (confirmed via the probe launches):** the geometry never
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vanishes — its LIGHTS do. `BuildPointLightSnapshot` keeps only the
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`MaxGlobalLights=128` point lights nearest THE CAMERA; the Facility Hub
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registers 366 fixtures, so 238 are evicted per frame by camera distance.
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A room whose torches all rank past the cap renders at bare 0.2 ambient
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(near-black in a dungeon = "not visible"); approaching re-admits them
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("pops into existence"); the eviction boundary sweeping with the camera
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drops the ramp's lights mid-descent ("disappears on the last step").
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Retail's `minimize_object_lighting` (0x0054d480) has no global
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camera-nearest cap.
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**Why the fix is deferred:** raising the cap to 1024 (commit `4d25e04d`)
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made the pops stop but exposed three unported retail lighting semantics
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that DOMINATE the frame with the full pool active: (a) lights reach
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through solid floors/walls — retail registers lights per-CELL
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(`insert_light` 0x0054d1b0) so the under-room portal light never touches
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the corridor above; our flat sphere-overlap has no reach notion; (b)
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stationary weenie fixtures ride the DYNAMIC 1/d falloff (~9× retail's
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static 1/d³ at 3 m — the #143 isDynamic misassignment for ACE-served
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fixtures); (c) an unexplained striped z-fight-like artifact on lit floor
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regions (user screenshot). Reverted to 128 (`AP-85` documents the
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stopgap; the desired-end-state pin is Skip'd in LightManagerTests).
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**A7 fix shape:** per-cell light registration (insert_light port) +
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static curve for stationary fixtures + the stripe hunt, THEN uncap.
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Full investigation ledger:
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`docs/research/2026-07-06-176-177-render-pair-investigation.md`.
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**Gate:** stairs/stair room stay visible (lit) from the corridor, through
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the descent, at all approach angles.
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**Acceptance:** the staircase renders whenever its room is visible through
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the connecting opening, and stays rendered through the full descent.
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@ -143,25 +154,28 @@ render; the physics fix landed (seam shake gone, user-gated) and the flash
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REMAINS — so it is a render-side issue in its own right, correlated with
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camera angle.
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**Status update:** 🟡 FIX SHIPPED 2026-07-06 — pending user gate.
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**Root cause (found via the probe launch):** per-cell LIGHTING pops, not a
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draw failure. The probe run reproduced the flash while the ambient branch
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([light] insideCell/0.2 grey — stable) and the portal flood ([pv-input] —
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zero drops in 54k frames) were provably healthy — which eliminated the
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last CPU-side theories and exposed the one channel the probes could not
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see: per-cell 8-light SET COMPOSITION. `BuildPointLightSnapshot` kept the
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128 lights nearest THE CAMERA of the Hub's 366 registered fixtures; an
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in-range torch of a visible cell that ranked past the cap was evicted, so
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that CELL's Gouraud lighting flipped as the camera moved — discontinuity
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lines at exactly cell-seam granularity, camera-angle dependent (the chase
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boom swings the camera position, re-ranking the 128), and a torch-losing
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floor drops to dim blue-grey stone (the perceived purple flash). Twelve
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other mechanisms refuted first — ledger in
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**Status:** OPEN — root cause CONFIRMED; fix DEFERRED to the A7
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dungeon-lighting arc (see #177 for the revert story — same mechanism,
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same deferral).
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**Root cause (confirmed via the probe launches):** per-cell LIGHTING pops,
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not a draw failure. The probe run reproduced the flash while the ambient
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branch ([light] — stable 0.2 grey) and the portal flood ([pv-input] —
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zero drops in 54k frames) were provably healthy, which eliminated the
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last CPU-side theories and left the one channel the probes cannot see:
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per-cell 8-light SET COMPOSITION. The camera-capped snapshot (128 of the
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Hub's 366 fixtures, nearest-to-camera) evicts in-range lights of visible
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cells; the flipping unit is a CELL, so the discontinuities sit at exactly
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cell-seam granularity, swing with the camera position (the chase boom),
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and the dominant flipping light is the under-room PORTALS' purple —
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hence purple flashes on the floor. Twelve other mechanisms were refuted
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first — ledger in
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`docs/research/2026-07-06-176-177-render-pair-investigation.md`.
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**FIX:** `MaxGlobalLights` 128 → 1024 non-biting safety valve (AP-85);
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pin `LightManagerTests.PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant`.
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**Gate:** no purple/lighting flashes on floors at corridor seams from any
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camera angle while running the 015E↔017A loop.
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**Deferral:** the uncapped pool (live-tested `4d25e04d`, reverted)
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stabilizes the pops but floods rooms with through-floor portal light
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(no per-cell reach semantics), over-strong dynamic-curve fixture light,
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and a striped floor artifact — the A7 arc owns the real fix (per-cell
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`insert_light` registration + static fixture curve + stripe hunt, then
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uncap). Register row AP-85.
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**Acceptance:** no purple/placeholder flashes on dungeon floors from any
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camera angle at the corridor seams.
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@ -179,7 +179,7 @@ accepted-divergence entries (#96, #49, #50).
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| AP-80 | **PlanFromVelocity survives for velocity-only NPC cycles** (M16): UpdatePosition-derived speed picks Ready/Walk/Run cycles for server-controlled creatures whose UMs never arrive (scripted-path NPCs); retail derives every cycle from motion messages through the motion tables (R4-V4 note; pre-existing mechanism, row added per the V4 plan) | `src/AcDream.Core/Physics/ServerControlledLocomotion.cs` (`PlanFromVelocity`); consumer `GameWindow.ApplyServerControlledVelocityCycle` | Some ACE entities move by position updates alone — without this, they slide in T-pose; constants (StopSpeed 0.2, RunThreshold 1.25) tuned against live ACE traffic | Cycle-pick thresholds are acdream inventions — a creature intended to walk fast may show run legs near the threshold | retire in R6 (root motion + full per-tick order) |
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| AP-81 | **Remote-DR gravity toggled via the Gravity STATE bit**: the jump handler sets `Body.State \|= Gravity` at VectorUpdate and both landing blocks clear it after `HitGround()`; retail keeps GRAVITY set for the object's whole life and gates gravity ACCELERATION on the Contact transient (`calc_acceleration`) (pre-existing K-fix9/K-fix15 mechanism, row added during #161 — which also fixed the ordering so `Motion.HitGround()`'s verbatim `state&0x400` gate runs BEFORE the clear) | `src/AcDream.App/Rendering/GameWindow.cs` (VectorUpdate jump handler + the two landing blocks) | The DR tick integrates gravity only for airborne remotes; the flag dance delivers exactly that without porting the full contact-gated `calc_acceleration` chain; the #161 ordering fix keeps the retail HitGround contract satisfied | Any NEW call into `Motion.HitGround`/`LeaveGround` placed after the clear silently no-ops on the gravity gate (the #161 leg-2 class); grounded remotes carry a non-retail state word (probes comparing state bits vs retail mislead) | `CPhysicsObj::calc_acceleration` (contact-gated); `set_on_walkable` 0x00511310; retire in R6 (contact-gated accel + persistent GRAVITY) |
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| AP-82 | **StickyManager deep-overlap back-off sign pin**: when the stick-gap overlap exceeds one tick's step (`speed×quantum < \|dist\|`, `dist < 0`), acdream applies `delta = −(speed×quantum)` (rate-limited back-off); ACE's literal port keeps `+delta` there — a runaway that steers INTO the target with equilibrium at centers-coincident. The BN mush (0x00555554-0x00555597) is unreadable on exactly this compare; the pin is refuted-by-evidence against ACE-literal: #171 gate-3 probe showed 1661 deep-overlap ticks all steering inward (monsters converged to centerDist≈0 — "monster inside the player") while retail side-by-side on the same ACE shows separation. ACE servers essentially never reach the branch (quantum ≥1/30 → threshold ~1 m; render-rate quanta → ~0.13 m) | `src/AcDream.Core/Physics/Motion/StickyManager.cs` (`AdjustOffset` delta clamp; conformance `StickyManagerTests.AdjustOffset_DeepOverlap_BacksOff_RateLimited`) | Minimal interpretation consistent with the mush structure AND observed retail; identical to ACE-literal in every shallow/outside case | If retail's true deep-overlap behavior differs (e.g. no movement at all), our back-off rate diverges in that rare state; verify via cdb `StickyManager::adjust_offset` trace with a forced overlap when convenient | `StickyManager::adjust_offset` 0x00555430 (x87 mush); ACE StickyManager.cs:117-121 (the literal branch this pin overrides) |
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| AP-85 | **Per-frame flat point-light snapshot with a 1024 nearest-to-camera safety cap** (#176/#177 fix, 2026-07-06): acdream collects ALL lit point/spot lights into one flat per-frame snapshot (`BuildPointLightSnapshot`) that per-cell/per-object selection (`SelectForObject`, the faithful AP-16 8-cap) draws from; retail registers lights per-CELL (`insert_light` 0x0054d1b0) and consults the reaching set with NO global pool cap. The previous cap of 128 BIT in the Facility Hub (366 registered fixtures → 238 camera-distance evictions/frame → in-range torches of VISIBLE cells dropped from their 8-sets → per-cell Gouraud lighting popped with camera movement = the #176 purple seam flash + the #177 stair-room light pop-in) | `src/AcDream.Core/Lighting/LightManager.cs` (`MaxGlobalLights`, `BuildPointLightSnapshot`); pin `LightManagerTests.PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant` | The flat scan is a perf-shape adaptation (feel-identical while the cap never bites); per-object selection stays retail's `minimize_object_lighting` 8-nearest | If content ever registers >1024 lit lights in relevance range, per-cell sets silently become camera-dependent again — the #176/#177 pop class returns. Raise the cap, don't tune it | `minimize_object_lighting` 0x0054d480 (no global pool cap); `insert_light` 0x0054d1b0 (per-cell registration) |
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| AP-85 | **Per-frame flat point-light snapshot capped at the 128 lights nearest THE CAMERA** (`BuildPointLightSnapshot`); retail registers lights per-CELL (`insert_light` 0x0054d1b0) and `minimize_object_lighting` (0x0054d480) consults the reaching set with NO global pool cap. The cap BITES in the Facility Hub (366 registered fixtures → 238 evictions/frame) and the eviction is the CONFIRMED mechanism of #176 (purple seam flash — an in-range torch of a visible cell ranks past the cap and drops from that cell's 8-set; per-cell Gouraud pops as the camera moves) + #177 (a stair room's fixtures all past the cap render it 0.2-ambient-dark until approach). ⚠️ Raising to 1024 was live-tested 2026-07-06 and REVERTED: the uncapped pool exposes (a) light-through-solid-floors (no per-cell reach/occlusion — the under-room portal light washes the corridor above), (b) stationary weenie fixtures on the DYNAMIC 1/d falloff (~9× retail's static 1/d³ at 3 m; #143 misassignment for ACE-served fixtures), (c) an unexplained striped floor artifact. Fix = the A7 arc: per-cell light registration + static curve for fixtures + the stripe hunt, THEN uncap | `src/AcDream.Core/Lighting/LightManager.cs` (`MaxGlobalLights` — the load-bearing-stopgap comment); desired-end-state pin (Skip) `LightManagerTests.PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant` | The 128 cap keeps the light pool local to the camera, which accidentally APPROXIMATES per-cell reach (far lights can't leak through floors into view) — the least-wrong state until A7 ports real per-cell registration | The #176/#177 pop class stays live until A7 (purple flashes at seams; unlit rooms popping lit on approach); any dungeon with >128 fixtures has camera-dependent per-cell lighting | `minimize_object_lighting` 0x0054d480 (no global pool cap); `insert_light` 0x0054d1b0 (per-cell registration); `calc_point_light` 0x0059c8b0 (static 1/d³ bake curve) |
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| AP-84 | **BSP shadow-shape part poses = motion-table default-state frame snapshot at registration, not retail's live CPhysicsPart pose** (#175): server entities with a wire MotionTableId register their BSP part shapes at the default style's first-cycle LowFrame pose (the closed pose for doors — `GameWindow.MotionTableDefaultPose`); retail collision reads each part's CURRENT pose every test. Equivalent for the door lifecycle (closed = default pose; open = ETHEREAL bypasses collision entirely, #150) and for idle statics | `src/AcDream.App/Rendering/GameWindow.cs` (`MotionTableDefaultPose` + the RegisterServerEntityCollision override); `src/AcDream.Core/Physics/ShadowShapeBuilder.cs` (`partPoseOverride`) | Registration is one-shot in acdream (retail re-poses parts per frame); the default-state pose is the correct idle pose and the only non-ethereal pose doors ever collide in | An entity whose server-driven motion state materially MOVES a BSP-bearing part while NON-ethereal would collide at the stale default pose (no known case — doors are the dominant BSP-part weenies); revisit if animated non-ethereal BSP movers appear | `CPhysicsPart` live pose (see #150 notes); motion-table default state = CPartArray init; ShadowShapeBuilder placement-frame fallback for table-less entities |
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| AP-83 | **CylCollideWithPoint PerfectClip TOI sub-branches decoded via ACE, not the binary**: the CCylSphere family port (2026-07-05, retires AP-6) reads `collide_with_point`'s PerfectClip time-of-impact math (0x0053adb6+) from ACE `CylSphere.CollideWithPoint` because the BN x87 mush is unreadable there; two ACE-verbatim quirks ported as-is (`movement.Z + radius` in the not-definite ascending case; `GlobalCurrCenter[0]` used even for head-sphere hits — the latter matches the raw decomp read). NOT exercised in M1.5: no mover sets PerfectClip (players never do; the non-PerfectClip path — SetCollisionNormal + Collided — is decomp-verified). Separately, the grounded head-sphere slide passes the HEAD disp per retail 0x0053b843 where ACE passes the foot disp — retail wins (ACE bug, not copied) | `src/AcDream.Core/Physics/TransitionTypes.cs` (`CylCollideWithPoint`; pseudocode doc `docs/research/2026-07-05-ccylsphere-collision-family-pseudocode.md` §7-8) | The load-bearing paths (non-PerfectClip Collided; the family's step-up/step-down/land) are decomp-verified; the TOI tail is dead code until missiles arm PerfectClip | If missiles (F.3) arm PerfectClip, the two ACE quirks may diverge from retail — clip-through or wrong deflection on cylinder targets; re-decompile 0x0053acb0 in Ghidra before shipping missiles | `CCylSphere::collide_with_point` 0x0053acb0 (pc:324173, x87 mush from 0x0053adb6); ACE CylSphere.cs `CollideWithPoint` |
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