fix(phys): #107 gate-run regression — auto-entry hold opened on a mid-population cache read; wait for the claimed cell itself
Gate-run finding (wedge-107-gate-indoor-login.log + dat scan): ACE saved the cell one room off (claim 0xA9B40172, position inside 0xA9B40171 — adjacent rooms). FindVisibleChildCell corrects this fine when hydrated (proven by the new AdjacentRoomClaim regression test), but the live entry committed the raw claim: IsSpawnCellReady's "any cell struct in the landblock => claim is bogus, proceed" disambiguator observed the MID-POPULATION state (interiors hydrate in id order on the background worker; the render-thread predicate read the cache mid-loop) and opened the gate before the claim and its stab neighbors were cached. AdjustPosition then saw a null cell struct and silently passed the claim through; the first movement demoted the player to outdoor inside the house — the user-visible "transparent interior, see straight through walls" (render is downstream of membership: an outdoor-classified viewer only sees the interior through the doorway flood). Fix: the hold now waits for THE CLAIMED CELL's struct, full stop (IsSpawnCellReady simplification; HasAnyCellStructInLandblock removed). Claims that can never hydrate are filtered by GameWindow against the dat's LandBlockInfo.NumCells range (memoized IsSpawnClaimUnhydratable), and PhysicsEngine.Resolve carries a loud lost-cell-equivalent safety net: an indoor claim with NO cell struct AND NO CellSurface floor data demotes to the outdoor landcell with a [spawn-adjust] line instead of committing raw (retail GotoLostCell :283418; documented divergence). Partial hydration (CellSurface present, struct pending) keeps the legacy floor-snap behavior — HasCellSurface uses the file's masked-low-word norm so bare-id fixtures and full-id production both resolve. Baseline restored: Core 1381 (+4 new #107 conformance tests) + 4 pre-existing #99-era failures + 1 skip; App 223 / UI 420 / Net 294. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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4 changed files with 130 additions and 24 deletions
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@ -160,21 +160,6 @@ public sealed class PhysicsDataCache
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/// (indoor room geometry). No-ops if the id is already cached or the
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/// CellStruct has no physics BSP.
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/// </summary>
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/// <summary>
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/// #107: true when ANY cell struct for the landblock (high-16 prefix of
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/// <paramref name="cellId"/>) is cached. Cell structs for a landblock are
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/// registered as a batch by the streaming completion, so "some cells present
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/// but the claimed one absent" means the claimed id is bogus (poisoned save)
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/// rather than still-streaming.
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/// </summary>
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public bool HasAnyCellStructInLandblock(uint cellId)
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{
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uint prefix = cellId & 0xFFFF0000u;
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foreach (var key in _cellStruct.Keys)
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if ((key & 0xFFFF0000u) == prefix) return true;
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return false;
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}
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public void CacheCellStruct(uint envCellId, DatReaderWriter.DBObjs.EnvCell envCell,
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CellStruct cellStruct, Matrix4x4 worldTransform)
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{
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