fix(portal): synchronize destination presentation state
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42 changed files with 2815 additions and 288 deletions
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@ -66,7 +66,7 @@ accepted-divergence entries (#96, #49, #50).
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| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
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|---|---|---|---|---|---|
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| 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 |
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| 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) |
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| AD-2 | Async readiness gates replace retail's synchronous destination cell load. Login placement keeps #135's split: a hydratable indoor claim gates on its EnvCell floor (`IsSpawnCellReady`) rather than meaningless dungeon terrain; outdoor placement gates on terrain. **#218 refinement (2026-07-16):** F751 portal-space exit joins BOTH publication domains in `TeleportWorldReady`: indoor requires the center landblock's Near-tier static/EnvCell mesh set uploaded plus the EnvCell in physics, while outdoor requires that Near-tier render readiness plus terrain/collision residency for the priority near ring. Hard-recenter generations and tier-aware completion application prevent stale overlapping loads/unloads or Far/Near jobs from opening or erasing the gate; mesh upload remains separate from balanced landblock ownership. Claims beyond NumCells still take the loud forced-placement path. The hold→materialize→regain-control lifecycle remains owned by `TeleportAnimSequencer`. | `src/AcDream.App/Rendering/GameWindow.cs` (`TeleportWorldReady` + TAS transit tick); `src/AcDream.App/Streaming/StreamingController.cs` (`IsRenderNeighborhoodResident`); `src/AcDream.App/Streaming/GpuWorldState.cs` (`IsRenderReady`); `src/AcDream.App/Rendering/Wb/LandblockSpawnAdapter.cs`; `src/AcDream.Core/Physics/PhysicsEngine.cs` (`IsSpawnCellReady`, `IsNeighborhoodTerrainResident`) | This is the asynchronous equivalent of retail completing its blocking cell load before `EndTeleportAnimation`: neither an empty collision world, a terrain-only Far shell, nor a published-but-not-drawable GPU landblock may be revealed. Indoor does not require a terrain heightmap, only the owning render landblock and the exact EnvCell. | Gate opens early → grey/untextured reveal, free-fall, wrong-cell rooting, or missing scenery; predicate never satisfies (streamer/DAT/upload failure) → portal transit reaches its existing loud timeout/forced-placement diagnostic instead of silently hanging forever. | retail synchronous cell load before SetPosition / `gmSmartBoxUI::EndTeleportAnimation` 0x004D65A0 |
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| 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) |
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| 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] |
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| 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) |
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@ -125,6 +125,27 @@ before installing retail's distant light. The lifecycle, camera, animation,
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and draw ordering are acdream-owned ports of `gmSmartBoxUI`; WorldBuilder never
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implemented this UI viewport.
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**Portal destination render-readiness seam (2026-07-16).**
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`GpuWorldState.IsRenderReady` does not treat dictionary publication as a draw
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barrier. `LandblockSpawnAdapter` retains the complete required-id set for each
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landblock: atlas-tier GfxObjs plus the synthetic geometry ids prepared by the
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independent EnvCell shell pipeline. `WbMeshAdapter.IsRenderDataReady` opens the
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gate only after `ObjectMeshManager` has real GPU render data. Its bounded CPU
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cache retains texture payloads and stages a missing GPU object through a
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deduplicated upload queue on cache hit, covering eviction and revisit churn.
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GPU upload is deliberately not an ownership acquire: atlas GfxObjs use their
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landblock/entity pins, while synthetic EnvCell geometry uses a no-generic-decode
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pin balanced from each landblock snapshot. A late upload after all owners have
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released enters the evictable LRU instead of resurrecting a reference. After
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publication pins the synthetic ids, the controller replays their immutable
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environment/cell-structure/surface preparation descriptors; if a formerly
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unowned mesh was evicted between worker scheduling and publication, this
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schema-aware replay re-stages it without a generic GfxObj lookup.
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Near-to-Far demotion is a separate App transaction: it releases EnvCell
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rendering and landblock mesh pins while retaining the terrain slot. Core's
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matching physics demotion preserves the terrain surface but removes indoor
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cells, portals, buildings, and static shadow registrations.
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**Workflow:** Before re-implementing any AC-specific rendering or dat-handling
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algorithm, **check this inventory first**. If we already extracted it (🟢
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sections), it's in `src/AcDream.App/Rendering/Wb/` — use our copy. If WB has
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@ -194,6 +215,13 @@ Retail `TexMerge::CopyAndTile` (`0x00503580`) and `TexMerge::Merge`
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| `SceneryHelpers` | Displace / RotateObj / ScaleObj / ObjAlign / CheckSlope |
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| `SceneryInstance` | Per-spawn instance data |
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acdream's streamed projection assigns generated instances local runtime IDs
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through `AcDream.Core.World.ProceduralSceneryIdAllocator`. The namespace is
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`0x8XXYYIII` (full X/Y bytes plus a 12-bit counter); bit 31 remains the stable
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scenery classification seam. This is projection identity, not placement
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behavior. The former 8-bit counter rejected dense retail-DAT landblocks before
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their render transaction could publish (#218).
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### Static objects (buildings, slabs, props — Setup + GfxObj + ObjDesc)
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| Component | What it does |
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