fix(world): remove non-retail portal exit fade

This commit is contained in:
Erik 2026-07-15 23:20:52 +02:00
parent 842bd89c16
commit dded9e6b17
21 changed files with 919 additions and 347 deletions

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@ -66,7 +66,7 @@ accepted-divergence entries (#96, #49, #50).
| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
|---|---|---|---|---|---|
| AD-1 | Lost-cell machinery replaced by recoverable outdoor demote (**#107** safety net) + outdoor-restore `max(terrainZ, z)` under-terrain lift; retail goes `GotoLostCell` | `src/AcDream.Core/Physics/PhysicsEngine.cs:553` (+ :808) | acdream has no lost-cell state machine; outdoor landcell is the recoverable equivalent; the #107 auto-entry hold should make the demote branch unreachable | Gap in the hold → player committed to outdoor terrain inside/under a building (fake-grounded spawn, fall-through); a legit below-heightmap server restore is silently lifted — upward warp vs server | `GotoLostCell` pc:283418; `SetPositionInternal` 0x00515bd0, pc:283892-283945 |
| AD-2 | Async spawn gates replacing retail's synchronous cell load. **#135 refinement:** an INDOOR spawn/teleport (cell ≥ 0x0100, hydratable) gates ONLY on the EnvCell floor (`IsSpawnCellReady`), NOT the terrain heightmap; an OUTDOOR spawn (or an unhydratable indoor claim that demotes outdoor) gates on the terrain-ready hold (**#106**). A dungeon's negative-offset cells can place the spawn's WORLD position in a neighbour terrain landblock the #135 dungeon collapse doesn't load, so a terrain requirement would hang indoor login/teleport forever (cellReady true, terrain null) — the player lands on the cell floor, terrain is irrelevant indoors. Claims beyond NumCells skip the gate (demoted). **#145 refinement (2026-06-22):** an OUTDOOR teleport additionally requires the destination's OWN landblock terrain to be resident (`PhysicsEngine.IsLandblockTerrainResident(destCell)`, which `StreamingController` priority-applies so it flips in ~hundreds of ms) before placing — and `SampleTerrainZ` is short-circuited behind it. On a teleport OUT of a dungeon the collapsed SOURCE dungeon stays resident at the same streaming-local coords and answers `SampleTerrainZ` (terrain 0), so without the load check the resolve ran against the dungeon's cells and rooted the player at a dungeon-frame cell id (ACE then rejected all movement as "failed transition"). Decision in `TeleportWorldReady`; the hold→materialize→regain-control transit is driven by `TeleportAnimSequencer` (the retail fade cover, ticked in `OnUpdate`), which replaced the retired `TeleportArrivalController` | `src/AcDream.App/Rendering/GameWindow.cs` (`isSpawnGroundReady` lambda ~1010 + `TeleportWorldReady` ~5512 + the TAS transit tick in `OnUpdate`) (+ `src/AcDream.App/Input/PlayerModeAutoEntry.cs:69`, `src/AcDream.Core/Physics/PhysicsEngine.cs:468`) | Entering earlier integrates gravity against an empty world (free-fall into void); the gate is the async-streaming equivalent of retail's blocking load; a looser "any struct present" version reproduced the transparent-interior wedge. Indoor-on-cellReady is the faithful equivalent of retail's synchronous cell load + place-on-floor (terrain under a dungeon is meaningless; the pre-#135 terrain hold only passed because the 25×25 window streamed the neighbour terrain) | Gate opens early → raw claim commit → outdoor demote mid-building; predicate never satisfied (streamer stall, dat edge case) → login wedges in pre-player mode; an indoor spawn whose cell never hydrates now holds on cellReady alone (no terrain backstop) — but that path is exactly the #107 hold | retail synchronous cell load before SetPosition (no gate exists) |
| AD-2 | Async spawn gates replacing retail's synchronous cell load. **#135 refinement:** an INDOOR spawn/teleport (cell ≥ 0x0100, hydratable) gates ONLY on the EnvCell floor (`IsSpawnCellReady`), NOT the terrain heightmap; an OUTDOOR spawn (or an unhydratable indoor claim that demotes outdoor) gates on the terrain-ready hold (**#106**). A dungeon's negative-offset cells can place the spawn's WORLD position in a neighbour terrain landblock the #135 dungeon collapse doesn't load, so a terrain requirement would hang indoor login/teleport forever (cellReady true, terrain null) — the player lands on the cell floor, terrain is irrelevant indoors. Claims beyond NumCells skip the gate (demoted). **#145 refinement (2026-06-22):** an OUTDOOR teleport additionally requires the destination's OWN landblock terrain to be resident (`PhysicsEngine.IsLandblockTerrainResident(destCell)`, which `StreamingController` priority-applies so it flips in ~hundreds of ms) before placing — and `SampleTerrainZ` is short-circuited behind it. On a teleport OUT of a dungeon the collapsed SOURCE dungeon stays resident at the same streaming-local coords and answers `SampleTerrainZ` (terrain 0), so without the load check the resolve ran against the dungeon's cells and rooted the player at a dungeon-frame cell id (ACE then rejected all movement as "failed transition"). Decision in `TeleportWorldReady`; the hold→materialize→regain-control transit is driven by `TeleportAnimSequencer` (the retail portal/view-plane lifecycle, ticked in `OnUpdate`), which replaced the retired `TeleportArrivalController` | `src/AcDream.App/Rendering/GameWindow.cs` (`isSpawnGroundReady` lambda ~1010 + `TeleportWorldReady` ~5512 + the TAS transit tick in `OnUpdate`) (+ `src/AcDream.App/Input/PlayerModeAutoEntry.cs:69`, `src/AcDream.Core/Physics/PhysicsEngine.cs:468`) | Entering earlier integrates gravity against an empty world (free-fall into void); the gate is the async-streaming equivalent of retail's blocking load; a looser "any struct present" version reproduced the transparent-interior wedge. Indoor-on-cellReady is the faithful equivalent of retail's synchronous cell load + place-on-floor (terrain under a dungeon is meaningless; the pre-#135 terrain hold only passed because the 25×25 window streamed the neighbour terrain) | Gate opens early → raw claim commit → outdoor demote mid-building; predicate never satisfied (streamer stall, dat edge case) → login wedges in pre-player mode; an indoor spawn whose cell never hydrates now holds on cellReady alone (no terrain backstop) — but that path is exactly the #107 hold | retail synchronous cell load before SetPosition (no gate exists) |
| AD-3 | Outdoor seeds always walk the transit array (retail skips the walk when the seed CLandCell is null/unloaded); per-cell lookups no-op on unhydrated data | `src/AcDream.Core/Physics/CellTransit.cs:503` | Equivalence argument: with nothing hydrated every lookup inside the walk no-ops, so the result matches retail's skipped walk | Near partially-streamed landblocks, building-transit promotion silently can't fire until structs hydrate — membership stays outdoor while the player is inside a building | `CObjCell::find_cell_list` 0052b535-0052b56c (null-CLandCell case) |
| AD-4 | `point_in_cell` against an unhydrated CellBSP returns false (skip) rather than the null-node "inside" default; retail never queries unloaded cells | `src/AcDream.Core/Physics/CellTransit.cs:588` | The null-node default would make an unhydrated cell spuriously claim every point; skipping is the conservative streaming-safe choice | During hydration, a point genuinely inside a not-yet-loaded cell resolves outdoor/stale — transient membership misclassification driving wrong collision set and render root | `CEnvCell::find_visible_child_cell` :311397; cell-BSP vtable[0x84] |
| AD-5 | Outdoor `point_in_cell` is an identity compare against the global XY-column cell from `LandDefs.AdjustToOutside` (no per-cell containment test) | `src/AcDream.Core/Physics/CellTransit.cs:865` | Landcells are disjoint 24 m columns — identity-compare against the column under the sphere centre is exactly equivalent to retail's per-candidate test | If block-origin/lcoord math is wrong at a landblock seam, the compare silently never matches — outdoor membership freezes at boundaries (the pre-#106 symptom) | `find_cell_list` pick pc:308788-308825; `CLandCell::point_in_cell` (get_block_offset pc:308804) |
@ -212,7 +212,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
| AP-113 | Invalid lifestone-command arguments display the local text `Usage: /lifestone`; retail definitely emits a local usage/error line but Binary Ninja misidentifies the referenced wide-string address, so its exact wording is not yet recovered | `src/AcDream.UI.Abstractions/Panels/Chat/ChatCommandRouter.cs`; `RetailClientCommandCatalog.cs` | The behavior boundary is exact (handled locally, no chat and no game action); only a low-impact diagnostic sentence differs | `/ls now` can show different wording/color from retail while still refusing the invalid request correctly | `ClientCommunicationSystem::DoLifestone @ 0x0056FC70` |
| ~~AP-114~~ | **RETIRED 2026-07-14 (protection-effect corrective gate)** — the particle renderer no longer replaces every authored GfxObj with one bounding-box quad. Retail `Always2D` classification preserves mode-1/no-degrade full meshes through the modern shared mesh buffer and leaves only other degrade modes on the billboard path; stable emitter handles balance mesh ownership. | `src/AcDream.App/Rendering/ParticleRenderer.cs`; `RetailParticleGeometryClassifier.cs`; `particle_mesh.vert/.frag` | — | — | `CPhysicsPart::Draw @ 0x0050D7A0`; `CPhysicsPart::Always2D @ 0x0050D8A0`; `ParticleEmitter::SetInfo @ 0x0051CE90`; `docs/research/2026-07-13-retail-projectile-vfx-pseudocode.md` |
| AP-115 | The DAT-authored portal-space viewport and its animation `SoundTweakedHook` are live, but the separate `ClientUISystem` enter/exit sound enums and centered repeating `"In Portal Space - Please Wait..."` display string are not yet presented. | `src/AcDream.App/Rendering/PortalTunnelPresentation.cs`; teleport event switch in `GameWindow.cs` | acdream has no retained cross-stack centered display-string owner or ClientUISystem sound-table-enum resolver yet; routing the line into chat or inventing direct wave IDs would be less faithful | Portal travel has the correct animated wormhole, timing, fades, and animation-authored sound, but lacks retail's short UI cue sounds and center notice | `gmSmartBoxUI::BeginTeleportAnimation @ 0x004D6300`; `gmSmartBoxUI::UseTime @ 0x004D6E30` |
| AP-115 | The DAT-authored portal-space viewport and its animation `SoundTweakedHook` are live, but the separate `ClientUISystem` enter/exit sound enums and centered repeating `"In Portal Space - Please Wait..."` display string are not yet presented. | `src/AcDream.App/Rendering/PortalTunnelPresentation.cs`; teleport event switch in `GameWindow.cs` | acdream has no retained cross-stack centered display-string owner or ClientUISystem sound-table-enum resolver yet; routing the line into chat or inventing direct wave IDs would be less faithful | Portal travel has the correct animated wormhole, timing, direct viewport switch, view-plane transitions, and animation-authored sound, but lacks retail's short UI cue sounds and center notice | `gmSmartBoxUI::BeginTeleportAnimation @ 0x004D6300`; `gmSmartBoxUI::UseTime @ 0x004D6E30` |
## 4. Temporary stopgap (TS) — 34 active rows (TS-37 is a retired-row historical note, not an active count; TS-39 retired R5-V3 — sticky seams bound to the ported PositionManager/StickyManager, radii threaded; TS-45 retired 2026-07-07 — hand-rolled `SphereCollision` replaced by the faithful CSphere family port, fixing the player-vs-monster crowd wedge; TS-3 retired 2026-07-07 — `frames_stationary_fall` accounting ported in the #182 verbatim UpdateObjectInternal rebuild, fixing the airborne falling-animation wedge; TS-41 retired 2026-07-07 — SERVERVEL synth-velocity remote body-drive replaced by the retail interp catch-up + unconditional MovementManager::UseTime, the remote-creature de-overlap #184; TS-44 narrowed same day — NPC UP unified onto the interp queue, gate retained for orientation)