fix(portal): synchronize destination presentation state

This commit is contained in:
Erik 2026-07-16 21:17:13 +02:00
parent 4b1bceefbb
commit e95f55f25b
42 changed files with 2815 additions and 288 deletions

View file

@ -63,6 +63,17 @@ public sealed class CellGraph
if ((id & 0xFFFF0000u) == lb) _envCells.TryRemove(id, out _);
}
/// <summary>
/// Remove only a landblock's indoor environment cells while preserving its
/// outdoor terrain registration. Used by Near-to-Far streaming demotion.
/// </summary>
public void RemoveEnvCellsForLandblock(uint landblockPrefix)
{
uint lb = landblockPrefix & 0xFFFF0000u;
foreach (var id in new List<uint>(_envCells.Keys))
if ((id & 0xFFFF0000u) == lb) _envCells.TryRemove(id, out _);
}
/// <summary>The universal id-&gt;cell resolver (retail CObjCell::GetVisible).</summary>
public ObjCell? GetVisible(uint id)
{

View file

@ -40,8 +40,8 @@ public static class LandblockLoader
// When landblockId is non-zero, namespace stab Ids globally:
// 0xC0XXYY00 + n, where XX = lbX byte, YY = lbY byte
// matching the scenery (0x80XXYY00) and interior (0x40XXYY00) patterns
// in GameWindow.cs. The 0xC0 top byte distinguishes stabs from those.
// distinct from the 0x8XXYYIII scenery and 0x4XXYYIII interior
// namespaces in GameWindow.cs. The 0xC0 top byte distinguishes stabs.
//
// Pre-Tier-1 callers (existing tests) pass landblockId=0 and get the
// legacy starting-from-1 monotonic Ids — compatible with their assertions

View file

@ -0,0 +1,39 @@
namespace AcDream.Core.World;
/// <summary>
/// Allocates stable, collision-free ids for procedurally generated scenery.
///
/// <para>
/// The top nibble is fixed at <c>0x8</c>, so bit 31 continues to identify
/// procedural scenery to every renderer and physics consumer. The remaining
/// 28 bits are X(8), Y(8), and a 12-bit per-landblock counter:
/// <c>0x8XXYYIII</c>. No consumer decodes the former byte-aligned
/// <c>0x80XXYYII</c> layout; they classify only on bit 31.
/// </para>
///
/// <para>
/// The old 8-bit counter aborted generation after 256 drawable spawns. That
/// exception rejected the entire streamed landblock before render publication,
/// exposing the grey clear color as portal space ended. A 12-bit counter gives
/// 4096 entries while retaining full landblock coordinates. Overflow fails
/// before it can alias the next landblock.
/// </para>
/// </summary>
public static class ProceduralSceneryIdAllocator
{
public const uint MaxCounter = 0xFFFu;
public static uint Base(uint landblockX, uint landblockY)
=> 0x80000000u
| ((landblockX & 0xFFu) << 20)
| ((landblockY & 0xFFu) << 12);
public static uint Allocate(uint landblockX, uint landblockY, ref uint counter)
{
if (counter > MaxCounter)
throw new InvalidDataException(
$"Landblock ({landblockX & 0xFFu:X2},{landblockY & 0xFFu:X2}) exceeds the 4096-entry procedural scenery id namespace.");
return Base(landblockX, landblockY) + counter++;
}
}

View file

@ -99,7 +99,8 @@ public sealed class TeleportAnimSequencer
/// <summary>
/// Advance the machine by <paramref name="dt"/> seconds.
/// <paramref name="worldReady"/> = destination collision landblock is resident.
/// <paramref name="worldReady"/> = the complete destination-load barrier is
/// satisfied (Near-tier render meshes/textures plus collision residency).
/// Returns the current snapshot + edge-triggered events fired THIS tick.
/// </summary>
public (TeleportAnimSnapshot snapshot, IReadOnlyList<TeleportAnimEvent> events)