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

@ -1,90 +0,0 @@
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
public class PhysicsEngineIsLandblockLoadedTests
{
private static TerrainSurface MakeFlatTerrain()
{
var heights = new byte[81];
Array.Fill(heights, (byte)50);
var heightTable = new float[256];
for (int i = 0; i < 256; i++) heightTable[i] = i * 1f;
return new TerrainSurface(heights, heightTable);
}
[Fact]
public void IsLandblockLoaded_AbsentId_ReturnsFalse()
{
var engine = new PhysicsEngine();
Assert.False(engine.IsLandblockLoaded(0xA9B4FFFFu));
}
[Fact]
public void IsLandblockLoaded_AddedId_ReturnsTrue()
{
var engine = new PhysicsEngine();
engine.AddLandblock(0xA9B4FFFFu, MakeFlatTerrain(),
Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
worldOffsetX: 0f, worldOffsetY: 0f);
Assert.True(engine.IsLandblockLoaded(0xA9B4FFFFu));
}
[Fact]
public void IsLandblockLoaded_AnotherIdAbsent_ReturnsFalse()
{
var engine = new PhysicsEngine();
engine.AddLandblock(0xA9B4FFFFu, MakeFlatTerrain(),
Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
worldOffsetX: 0f, worldOffsetY: 0f);
Assert.False(engine.IsLandblockLoaded(0xDEADBEEFu));
}
[Fact]
public void IsLandblockLoaded_AfterRemove_ReturnsFalse()
{
var engine = new PhysicsEngine();
engine.AddLandblock(0xA9B4FFFFu, MakeFlatTerrain(),
Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
worldOffsetX: 0f, worldOffsetY: 0f);
engine.RemoveLandblock(0xA9B4FFFFu);
Assert.False(engine.IsLandblockLoaded(0xA9B4FFFFu));
}
// Regression for the Slice 2 key-mismatch bug (#145 apparatus re-test, 2026-06-21):
// landblocks are stored under the EncodeLandblockId form (low 16 = 0xFFFF), but the
// teleport gate (TeleportArrivalReadiness) queries with (destCell & 0xFFFF0000) (low
// 16 = 0x0000). A raw ContainsKey never matched, so the outdoor gate was permanently
// NotReady and every outdoor teleport timed out at 10 s. IsLandblockLoaded must
// normalize so ANY id within the landblock resolves to the stored entry.
[Theory]
[InlineData(0xA9B40000u)] // landblock-prefix form — exactly what the gate passes (destCell & 0xFFFF0000)
[InlineData(0xA9B4000Du)] // an outdoor cell id within the landblock
[InlineData(0xA9B40143u)] // an indoor cell id within the landblock
[InlineData(0xA9B4FFFFu)] // the dat-id storage form
public void IsLandblockLoaded_NormalizesLow16_FindsLandblockForAnyContainedId(uint queryId)
{
var engine = new PhysicsEngine();
engine.AddLandblock(0xA9B4FFFFu, MakeFlatTerrain(),
Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
worldOffsetX: 0f, worldOffsetY: 0f);
Assert.True(engine.IsLandblockLoaded(queryId));
}
[Fact]
public void IsLandblockLoaded_DifferentLandblockPrefix_ReturnsFalse()
{
var engine = new PhysicsEngine();
engine.AddLandblock(0xA9B4FFFFu, MakeFlatTerrain(),
Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
worldOffsetX: 0f, worldOffsetY: 0f);
// A different landblock prefix must NOT match, even in the 0x..0000 query form.
Assert.False(engine.IsLandblockLoaded(0xA9B50000u));
}
}