revert(teleport): drop the Slice 2 outdoor readiness-gate hold

User-tested: the Slice 2 'hold outdoor until landblock loaded' gate made
EVERY outdoor teleport a ~10 s freeze, because the destination landblock
does NOT load fast during the hold (lbs=0 the whole time — the #138
streaming gap + _datLock starvation from the CreateObject flood). The hold
was band-aiding a broken/slow foundation rather than fixing it, and it never
actually prevented the #145 edge cascade anyway (it force-snapped onto
NO-LANDBLOCK after the timeout regardless).

Reverts ad8c24e..c880973 to the pre-Slice-2 state (00ef47e): outdoor places
immediately again (fast teleports). The genuine bug found along the way —
IsLandblockLoaded queried the wrong key form (& 0xFFFF0000 vs the stored
| 0xFFFF) — is preserved in the history (c880973) and will be re-applied when
we re-introduce a proper hold ON A FIXED FOUNDATION.

Decision (user, 2026-06-21): fix the foundation FIRST — fast/complete
streaming during teleport (#138), the post-teleport lost-collision bug, and
the FPS leak (Work item C) — then revisit the teleport-flow animation. Slice 1
(the pure TeleportAnimSequencer) stays in (dormant, unwired, harmless).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-21 21:46:24 +02:00
parent c8809735f3
commit dd2eb8b39d
6 changed files with 43 additions and 195 deletions

View file

@ -5471,7 +5471,6 @@ public sealed class GameWindow : IDisposable
// impossible claim / timeout. PortalSpace keeps input frozen meanwhile.
EnsureTeleportArrivalController();
_pendingTeleportRot = rot;
_lastArrivalVerdict = AcDream.App.World.ArrivalReadiness.NotReady; // reset probe state for each new hold
_teleportArrival!.BeginArrival(newWorldPos, p.LandblockId);
}
}
@ -5482,8 +5481,6 @@ public sealed class GameWindow : IDisposable
// runtime deps are wired by then).
private AcDream.App.World.TeleportArrivalController? _teleportArrival;
private System.Numerics.Quaternion _pendingTeleportRot = System.Numerics.Quaternion.Identity;
// §3.4 arrival-gate probe: tracks previous verdict so we log only the flip.
private AcDream.App.World.ArrivalReadiness _lastArrivalVerdict = AcDream.App.World.ArrivalReadiness.NotReady;
// #145: the LANDBLOCK-relative (cell-local) position used to SEED the player
// body's cell-relative CellPosition. This is the ONE place the streaming center
@ -5512,36 +5509,24 @@ public sealed class GameWindow : IDisposable
// Reuses the #107 login readiness triplet (GameWindow.cs:1010-1024), evaluated
// against the teleport's (destPos, destCell): an impossible indoor claim short-
// circuits to immediate placement; otherwise hold until terrain is sampled and,
// for an indoor cell, the cell struct has hydrated. For an outdoor cell, hold
// until the physics landblock is registered (§3.4 #145 residual fix).
// for an indoor cell, the cell struct has hydrated.
private AcDream.App.World.ArrivalReadiness TeleportArrivalReadiness(
System.Numerics.Vector3 destPos, uint destCell)
{
bool claimUnhydratable = IsSpawnClaimUnhydratable(destCell);
// #135: an INDOOR destination (sealed dungeon / building interior) gates on the
// EnvCell FLOOR hydrating. Retail places on the cell floor. An OUTDOOR destination
// places immediately on the server-authoritative position — see TeleportArrivalRules
// (#145: holding is futile because streaming doesn't progress during a PortalSpace
// hold; the stale source landblock is dropped at recenter so the resolve trusts the
// server cell until the destination streams in).
bool indoor = (destCell & 0xFFFFu) >= 0x0100u;
bool indoorCellReady = indoor && !claimUnhydratable
&& _physicsEngine.IsSpawnCellReady(destCell);
// §3.4: for outdoor arrivals, gate on the physics landblock being resident.
// The landblock id is the high 16 bits of the cell id (i.e. destCell & 0xFFFF0000).
// Streaming progresses during the hold because the streaming controller runs before
// TeleportArrivalController.Tick. The 10 s _maxHoldFrames safety-net remains active.
bool outdoorReady = !indoor
&& _physicsEngine.IsLandblockLoaded(destCell & 0xFFFF0000u);
var verdict = AcDream.App.World.TeleportArrivalRules.Decide(
claimUnhydratable, indoor, indoorCellReady, outdoorReady);
if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeArrivalGateEnabled
&& verdict != _lastArrivalVerdict
&& verdict != AcDream.App.World.ArrivalReadiness.NotReady)
{
Console.WriteLine(System.FormattableString.Invariant(
$"[arrival-gate] destCell=0x{destCell:X8} landblock=0x{(destCell & 0xFFFF0000u):X8} verdict={verdict} indoor={indoor} landblockCount={_physicsEngine.LandblockCount}"));
}
_lastArrivalVerdict = verdict;
return verdict;
return AcDream.App.World.TeleportArrivalRules.Decide(
claimUnhydratable, indoor, indoorCellReady);
}
// The deferred snap (the original OnLivePositionUpdated steps 2-5), now run only

View file

@ -116,29 +116,29 @@ public static class TeleportArrivalRules
/// <param name="claimUnhydratable">The destination cell can never hydrate.</param>
/// <param name="indoor">Destination is an indoor cell (cell index ≥ 0x0100).</param>
/// <param name="indoorCellReady">For an indoor destination, the EnvCell floor has hydrated.</param>
/// <param name="outdoorReady">For an outdoor destination, the physics landblock is loaded
/// (<see cref="AcDream.Core.Physics.PhysicsEngine.IsLandblockLoaded"/> returned true for the
/// destination landblock id). Ignored for indoor destinations.</param>
public static ArrivalReadiness Decide(
bool claimUnhydratable,
bool indoor,
bool indoorCellReady,
bool outdoorReady)
bool indoorCellReady)
{
if (claimUnhydratable)
return ArrivalReadiness.Impossible;
// Indoor (sealed dungeon / building interior): gate on the EnvCell floor hydrating,
// exactly as #135. Unaffected by the outdoor-landblock gate.
// exactly as #135. The dungeon-IN path pre-collapses + waits for the cell struct, and
// its placement validates the specific claimed cell (the indoor resolve is cell-keyed,
// not the grid-snap), so it is unaffected by the overlap that broke teleport-OUT.
if (indoor)
return indoorCellReady ? ArrivalReadiness.Ready : ArrivalReadiness.NotReady;
// Outdoor (#145 §3.4): hold until the physics landblock is registered.
// AddLandblock is atomic (terrain + cells + portals in one write — PhysicsEngine.cs:70),
// so ContainsKey implies the collision mesh is present and resolvable. The hold is
// self-resolving: streaming progresses unconditionally during the hold because the
// streaming controller runs before TeleportArrivalController.Tick (GameWindow.cs:7420-7551).
// The 10 s timeout safety-net (_maxHoldFrames) remains active.
return outdoorReady ? ArrivalReadiness.Ready : ArrivalReadiness.NotReady;
// Outdoor: place IMMEDIATELY on the server-authoritative position. #145/#138 — holding
// for the destination to stream in is futile: streaming does NOT progress while the
// player is held in PortalSpace (the destination only loads once placement flips the
// state to InWorld). The stale source center landblock is dropped at recenter (see
// GameWindow.OnLivePositionUpdated), so the arrival resolve falls through to the
// server-authoritative cell/position (Resolve NO-LANDBLOCK verbatim) and the player is
// placed grounded there; streaming then loads the destination and the per-frame resolve
// grounds onto it. This trusts the server's teleport position — retail-faithful.
return ArrivalReadiness.Ready;
}
}

View file

@ -31,19 +31,6 @@ public static class PhysicsDiagnostics
public static bool ProbeResolveEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_RESOLVE") == "1";
/// <summary>
/// Retail teleport readiness gate (§3.4, 2026-06-21). When true, every transition of
/// the <c>TeleportArrivalReadiness</c> verdict (NotReady → Ready / Impossible) emits one
/// <c>[arrival-gate]</c> line: the destination cell id, landblock id, verdict,
/// <c>PhysicsEngine.LandblockCount</c> at the moment it flips, and whether the
/// flip was forced (Impossible) or natural (Ready).
///
/// <para>Initial state from <c>ACDREAM_PROBE_RESOLVE=1</c> — shares the existing probe
/// flag because this is a readiness-path extension; no new env var needed.</para>
/// </summary>
public static bool ProbeArrivalGateEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_RESOLVE") == "1";
/// <summary>
/// When true, every change to <c>PlayerMovementController.CellId</c>
/// emits one <c>[cell-transit]</c> line: old → new cell, current
@ -547,7 +534,6 @@ public static class PhysicsDiagnostics
public static void ResetForTest()
{
ProbeResolveEnabled = false;
ProbeArrivalGateEnabled = false;
ProbeCellEnabled = false;
ProbeBuildingEnabled = false;
ProbeCellSetEnabled = false;

View file

@ -31,25 +31,6 @@ public sealed class PhysicsEngine
/// <summary>Number of registered landblocks (diagnostic).</summary>
public int LandblockCount => _landblocks.Count;
/// <summary>
/// Returns true iff the landblock CONTAINING the given id has been registered via
/// <see cref="AddLandblock"/>. Because <see cref="AddLandblock"/> registers terrain +
/// collision cells + portals atomically, a hit implies the collision mesh is present
/// and resolvable.
/// <para>
/// The argument may be any id within the landblock — a full cell id (low 16 = cell
/// index), the landblock-prefix form (low 16 = 0x0000, as the teleport gate passes via
/// <c>destCell &amp; 0xFFFF0000</c>), or the dat-id storage form. The low 16 bits are
/// normalized to the canonical landblock key (<c>0xFFFF</c>) that streaming stores under
/// (<see cref="AcDream.App.Streaming.StreamingRegion.EncodeLandblockId"/> ORs in 0xFFFF),
/// so all three forms resolve. The earlier raw <c>ContainsKey(id &amp; 0xFFFF0000)</c>
/// never matched the 0xFFFF-terminated stored key, leaving the outdoor teleport gate
/// permanently NotReady (2026-06-21 #145 apparatus re-test).
/// </para>
/// </summary>
public bool IsLandblockLoaded(uint landblockId) =>
_landblocks.ContainsKey((landblockId & 0xFFFF0000u) | 0xFFFFu);
/// <summary>
/// Cell-based spatial index for static object collision.
/// Populated during landblock streaming; queried by the Transition system.