fix(world): remove non-retail portal exit fade
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842bd89c16
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dded9e6b17
21 changed files with 919 additions and 347 deletions
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@ -1,9 +1,11 @@
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namespace AcDream.App.Streaming;
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/// <summary>
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/// Classifies whether a local-player teleport crosses an AC landblock boundary.
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/// Cell identity comes from the complete retail <c>Position</c>, never from its
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/// frame coordinates: dungeon EnvCells may have valid negative local origins.
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/// Classifies both whether the player crosses an AC landblock boundary and
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/// whether acdream's asynchronous streaming origin must recenter. These are
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/// distinct while a teleport destination is aimed but not yet placed. Cell
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/// identity comes from the complete retail <c>Position</c>, never from its frame
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/// coordinates: dungeon EnvCells may have valid negative local origins.
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/// </summary>
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/// <remarks>
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/// Retail carries <c>Position::objcell_id</c> through
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@ -14,9 +16,12 @@ namespace AcDream.App.Streaming;
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/// </remarks>
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internal readonly record struct TeleportLandblockTransition(
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uint SourceLandblockId,
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uint DestinationLandblockId)
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uint DestinationLandblockId,
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uint StreamingCenterLandblockId)
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{
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public bool CrossesLandblock => SourceLandblockId != DestinationLandblockId;
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public bool ChangesStreamingCenter =>
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StreamingCenterLandblockId != DestinationLandblockId;
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/// <summary>
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/// Build the transition from the player's current cell and the received
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@ -34,7 +39,8 @@ internal readonly record struct TeleportLandblockTransition(
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return new TeleportLandblockTransition(
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sourceLandblockId,
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NormalizeLandblockId(destinationCellId));
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NormalizeLandblockId(destinationCellId),
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NormalizeLandblockId(currentStreamingCenterLandblockId));
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}
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private static uint NormalizeLandblockId(uint cellOrLandblockId)
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