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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@ -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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