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>
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6 changed files with 43 additions and 195 deletions
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@ -5471,7 +5471,6 @@ public sealed class GameWindow : IDisposable
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// impossible claim / timeout. PortalSpace keeps input frozen meanwhile.
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EnsureTeleportArrivalController();
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_pendingTeleportRot = rot;
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_lastArrivalVerdict = AcDream.App.World.ArrivalReadiness.NotReady; // reset probe state for each new hold
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_teleportArrival!.BeginArrival(newWorldPos, p.LandblockId);
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}
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}
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@ -5482,8 +5481,6 @@ public sealed class GameWindow : IDisposable
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// runtime deps are wired by then).
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private AcDream.App.World.TeleportArrivalController? _teleportArrival;
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private System.Numerics.Quaternion _pendingTeleportRot = System.Numerics.Quaternion.Identity;
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// §3.4 arrival-gate probe: tracks previous verdict so we log only the flip.
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private AcDream.App.World.ArrivalReadiness _lastArrivalVerdict = AcDream.App.World.ArrivalReadiness.NotReady;
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// #145: the LANDBLOCK-relative (cell-local) position used to SEED the player
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// body's cell-relative CellPosition. This is the ONE place the streaming center
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@ -5512,36 +5509,24 @@ public sealed class GameWindow : IDisposable
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// Reuses the #107 login readiness triplet (GameWindow.cs:1010-1024), evaluated
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// against the teleport's (destPos, destCell): an impossible indoor claim short-
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// circuits to immediate placement; otherwise hold until terrain is sampled and,
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// for an indoor cell, the cell struct has hydrated. For an outdoor cell, hold
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// until the physics landblock is registered (§3.4 #145 residual fix).
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// for an indoor cell, the cell struct has hydrated.
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private AcDream.App.World.ArrivalReadiness TeleportArrivalReadiness(
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System.Numerics.Vector3 destPos, uint destCell)
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{
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bool claimUnhydratable = IsSpawnClaimUnhydratable(destCell);
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// #135: an INDOOR destination (sealed dungeon / building interior) gates on the
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// EnvCell FLOOR hydrating. Retail places on the cell floor. An OUTDOOR destination
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// places immediately on the server-authoritative position — see TeleportArrivalRules
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// (#145: holding is futile because streaming doesn't progress during a PortalSpace
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// hold; the stale source landblock is dropped at recenter so the resolve trusts the
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// server cell until the destination streams in).
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bool indoor = (destCell & 0xFFFFu) >= 0x0100u;
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bool indoorCellReady = indoor && !claimUnhydratable
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&& _physicsEngine.IsSpawnCellReady(destCell);
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// §3.4: for outdoor arrivals, gate on the physics landblock being resident.
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// The landblock id is the high 16 bits of the cell id (i.e. destCell & 0xFFFF0000).
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// Streaming progresses during the hold because the streaming controller runs before
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// TeleportArrivalController.Tick. The 10 s _maxHoldFrames safety-net remains active.
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bool outdoorReady = !indoor
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&& _physicsEngine.IsLandblockLoaded(destCell & 0xFFFF0000u);
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var verdict = AcDream.App.World.TeleportArrivalRules.Decide(
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claimUnhydratable, indoor, indoorCellReady, outdoorReady);
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if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeArrivalGateEnabled
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&& verdict != _lastArrivalVerdict
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&& verdict != AcDream.App.World.ArrivalReadiness.NotReady)
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{
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Console.WriteLine(System.FormattableString.Invariant(
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$"[arrival-gate] destCell=0x{destCell:X8} landblock=0x{(destCell & 0xFFFF0000u):X8} verdict={verdict} indoor={indoor} landblockCount={_physicsEngine.LandblockCount}"));
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}
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_lastArrivalVerdict = verdict;
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return verdict;
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return AcDream.App.World.TeleportArrivalRules.Decide(
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claimUnhydratable, indoor, indoorCellReady);
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}
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// The deferred snap (the original OnLivePositionUpdated steps 2-5), now run only
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@ -116,29 +116,29 @@ public static class TeleportArrivalRules
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/// <param name="claimUnhydratable">The destination cell can never hydrate.</param>
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/// <param name="indoor">Destination is an indoor cell (cell index ≥ 0x0100).</param>
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/// <param name="indoorCellReady">For an indoor destination, the EnvCell floor has hydrated.</param>
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/// <param name="outdoorReady">For an outdoor destination, the physics landblock is loaded
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/// (<see cref="AcDream.Core.Physics.PhysicsEngine.IsLandblockLoaded"/> returned true for the
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/// destination landblock id). Ignored for indoor destinations.</param>
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public static ArrivalReadiness Decide(
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bool claimUnhydratable,
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bool indoor,
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bool indoorCellReady,
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bool outdoorReady)
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bool indoorCellReady)
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{
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if (claimUnhydratable)
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return ArrivalReadiness.Impossible;
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// Indoor (sealed dungeon / building interior): gate on the EnvCell floor hydrating,
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// exactly as #135. Unaffected by the outdoor-landblock gate.
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// exactly as #135. The dungeon-IN path pre-collapses + waits for the cell struct, and
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// its placement validates the specific claimed cell (the indoor resolve is cell-keyed,
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// not the grid-snap), so it is unaffected by the overlap that broke teleport-OUT.
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if (indoor)
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return indoorCellReady ? ArrivalReadiness.Ready : ArrivalReadiness.NotReady;
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// Outdoor (#145 §3.4): hold until the physics landblock is registered.
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// AddLandblock is atomic (terrain + cells + portals in one write — PhysicsEngine.cs:70),
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// so ContainsKey implies the collision mesh is present and resolvable. The hold is
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// self-resolving: streaming progresses unconditionally during the hold because the
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// streaming controller runs before TeleportArrivalController.Tick (GameWindow.cs:7420-7551).
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// The 10 s timeout safety-net (_maxHoldFrames) remains active.
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return outdoorReady ? ArrivalReadiness.Ready : ArrivalReadiness.NotReady;
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// Outdoor: place IMMEDIATELY on the server-authoritative position. #145/#138 — holding
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// for the destination to stream in is futile: streaming does NOT progress while the
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// player is held in PortalSpace (the destination only loads once placement flips the
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// state to InWorld). The stale source center landblock is dropped at recenter (see
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// GameWindow.OnLivePositionUpdated), so the arrival resolve falls through to the
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// server-authoritative cell/position (Resolve NO-LANDBLOCK verbatim) and the player is
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// placed grounded there; streaming then loads the destination and the per-frame resolve
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// grounds onto it. This trusts the server's teleport position — retail-faithful.
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return ArrivalReadiness.Ready;
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}
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}
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@ -31,19 +31,6 @@ public static class PhysicsDiagnostics
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public static bool ProbeResolveEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_RESOLVE") == "1";
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/// <summary>
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/// Retail teleport readiness gate (§3.4, 2026-06-21). When true, every transition of
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/// the <c>TeleportArrivalReadiness</c> verdict (NotReady → Ready / Impossible) emits one
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/// <c>[arrival-gate]</c> line: the destination cell id, landblock id, verdict,
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/// <c>PhysicsEngine.LandblockCount</c> at the moment it flips, and whether the
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/// flip was forced (Impossible) or natural (Ready).
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///
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/// <para>Initial state from <c>ACDREAM_PROBE_RESOLVE=1</c> — shares the existing probe
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/// flag because this is a readiness-path extension; no new env var needed.</para>
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/// </summary>
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public static bool ProbeArrivalGateEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_RESOLVE") == "1";
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/// <summary>
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/// When true, every change to <c>PlayerMovementController.CellId</c>
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/// emits one <c>[cell-transit]</c> line: old → new cell, current
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@ -547,7 +534,6 @@ public static class PhysicsDiagnostics
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public static void ResetForTest()
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{
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ProbeResolveEnabled = false;
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ProbeArrivalGateEnabled = false;
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ProbeCellEnabled = false;
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ProbeBuildingEnabled = false;
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ProbeCellSetEnabled = false;
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@ -31,25 +31,6 @@ public sealed class PhysicsEngine
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/// <summary>Number of registered landblocks (diagnostic).</summary>
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public int LandblockCount => _landblocks.Count;
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/// <summary>
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/// Returns true iff the landblock CONTAINING the given id has been registered via
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/// <see cref="AddLandblock"/>. Because <see cref="AddLandblock"/> registers terrain +
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/// collision cells + portals atomically, a hit implies the collision mesh is present
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/// and resolvable.
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/// <para>
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/// The argument may be any id within the landblock — a full cell id (low 16 = cell
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/// index), the landblock-prefix form (low 16 = 0x0000, as the teleport gate passes via
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/// <c>destCell & 0xFFFF0000</c>), or the dat-id storage form. The low 16 bits are
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/// normalized to the canonical landblock key (<c>0xFFFF</c>) that streaming stores under
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/// (<see cref="AcDream.App.Streaming.StreamingRegion.EncodeLandblockId"/> ORs in 0xFFFF),
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/// so all three forms resolve. The earlier raw <c>ContainsKey(id & 0xFFFF0000)</c>
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/// never matched the 0xFFFF-terminated stored key, leaving the outdoor teleport gate
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/// permanently NotReady (2026-06-21 #145 apparatus re-test).
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/// </para>
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/// </summary>
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public bool IsLandblockLoaded(uint landblockId) =>
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_landblocks.ContainsKey((landblockId & 0xFFFF0000u) | 0xFFFFu);
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/// <summary>
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/// Cell-based spatial index for static object collision.
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/// Populated during landblock streaming; queried by the Transition system.
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