feat(G.3a): hold teleport arrival until dungeon hydrates, then place (#133)

Replaces the unconditional OnLivePositionUpdated snap (which resolved against
the resident old landblocks before the destination streamed in -> ocean) with a
recenter + deferred BeginArrival; per-frame Tick places via the unchanged #111
validated-claim Resolve once SampleTerrainZ + IsSpawnCellReady report ready, or
force-snaps loudly on an impossible claim / ~10s timeout.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-13 17:16:12 +02:00
parent aca4b4645a
commit f22121bd7d

View file

@ -4874,7 +4874,7 @@ public sealed class GameWindow : IDisposable
entity.Rotation = rmState.Body.Orientation;
}
// Phase B.3: portal-space arrival detection.
// Phase B.3 / G.3a (#133): portal-space arrival detection.
// Only runs for our own player character while in PortalSpace.
if (_playerController is not null
&& _playerController.State == AcDream.App.Input.PlayerState.PortalSpace
@ -4888,79 +4888,109 @@ public sealed class GameWindow : IDisposable
bool differentLandblock = (lbX != oldLbX || lbY != oldLbY);
// #107 (2026-06-10): ANY player position update while in PortalSpace
// IS the teleport arrival. Retail/holtburger exit portal space on the
// next position event unconditionally (holtburger messages.rs
// PlayerTeleport handler: log + LoginComplete; the destination applies
// through the normal position flow — no distance test). The old
// `differentLandblock || farAway(>100m)` arrival gate was an
// invention: ACE's same-landblock short-hop position corrections
// (e.g. right after an indoor login) matched neither condition, so
// PortalSpace never exited and movement input stayed frozen for the
// whole session (the #107 "input ignored" wedge shape —
// flood-fix-gate2.log: `teleport started (seq=1)` with no arrival).
Console.WriteLine(
$"live: teleport arrival — old lb=({oldLbX},{oldLbY}) " +
$"new lb=({lbX},{lbY}) dist={System.Numerics.Vector3.Distance(worldPos, oldPos):F1}");
System.Numerics.Vector3 newWorldPos;
if (differentLandblock)
{
Console.WriteLine(
$"live: teleport arrival — old lb=({oldLbX},{oldLbY}) " +
$"new lb=({lbX},{lbY}) dist={System.Numerics.Vector3.Distance(worldPos, oldPos):F1}");
System.Numerics.Vector3 newWorldPos;
if (differentLandblock)
{
// 1. Recenter the streaming controller on the new landblock.
_liveCenterX = lbX;
_liveCenterY = lbY;
// Recompute worldPos with new center (it becomes local-to-center).
// After recentering, the new position is (p.PositionX, p.PositionY, p.PositionZ)
// relative to the new origin — which maps to world-space (0,0,0) + local offset.
// The streamingController.Tick will pick up _liveCenterX/_liveCenterY automatically.
newWorldPos = new System.Numerics.Vector3(p.PositionX, p.PositionY, p.PositionZ);
// (after recentering, origin is (0,0,0) since lb == center)
}
else
{
// Same landblock: worldPos is already in the current center frame.
newWorldPos = worldPos;
}
// 2. Resolve through physics for the correct ground Z.
uint newCellId = p.LandblockId;
var resolved = _physicsEngine.Resolve(
newWorldPos, newCellId,
System.Numerics.Vector3.Zero, _playerController.StepUpHeight);
var snappedPos = new System.Numerics.Vector3(
resolved.Position.X, resolved.Position.Y, resolved.Position.Z);
// 3. Snap player entity + controller.
entity.SetPosition(snappedPos);
entity.ParentCellId = resolved.CellId;
entity.Rotation = rot;
_playerController.SetPosition(snappedPos, resolved.CellId);
// 4. Recenter chase camera on the new position.
_chaseCamera?.Update(snappedPos, _playerController.Yaw);
_retailChaseCamera?.Update(snappedPos, _playerController.Yaw,
playerVelocity: System.Numerics.Vector3.Zero,
isOnGround: true,
contactPlaneNormal: System.Numerics.Vector3.UnitZ,
dt: 1f / 60f);
// 5. Return to InWorld.
_playerController.State = AcDream.App.Input.PlayerState.InWorld;
Console.WriteLine($"live: teleport complete — snapped to {snappedPos} cell=0x{resolved.CellId:X8}");
// 5. Send LoginComplete to tell the server the client finished loading.
// Per holtburger's PlayerTeleport handler (client/messages.rs:434-440),
// retail clients call send_login_complete() after each portal transition.
// ResetLoginComplete() clears the latch so the 0xF746 PlayerCreate path
// doesn't also send one. We send directly here instead.
_liveSession?.SendGameAction(
AcDream.Core.Net.Messages.GameActionLoginComplete.Build());
// Recenter the streaming controller on the new landblock NOW (kick
// off the dungeon load). After recentering, the destination is
// (p.PositionX, p.PositionY, p.PositionZ) relative to the new origin.
_liveCenterX = lbX;
_liveCenterY = lbY;
newWorldPos = new System.Numerics.Vector3(p.PositionX, p.PositionY, p.PositionZ);
}
else
{
newWorldPos = worldPos;
}
// G.3a: do NOT snap here. The destination dungeon landblock has not
// streamed in yet; an immediate Resolve falls back to the resident
// (old) landblocks and lands the player in ocean (#133). HOLD the snap
// in portal space — TeleportArrivalController.Tick (per frame) places
// the player via PlaceTeleportArrival once the destination cell
// hydrates (TeleportArrivalReadiness == Ready), or force-places on an
// impossible claim / timeout. PortalSpace keeps input frozen meanwhile.
EnsureTeleportArrivalController();
_pendingTeleportRot = rot;
_teleportArrival!.BeginArrival(newWorldPos, p.LandblockId);
}
}
// G.3a (#133): holds a teleport arrival in portal space until the destination
// dungeon landblock/cell has hydrated, then places the player via the unchanged
// validated-claim Resolve path. Lazily constructed on the first teleport (all
// runtime deps are wired by then).
private AcDream.App.World.TeleportArrivalController? _teleportArrival;
private System.Numerics.Quaternion _pendingTeleportRot = System.Numerics.Quaternion.Identity;
private void EnsureTeleportArrivalController()
{
if (_teleportArrival is not null) return;
_teleportArrival = new AcDream.App.World.TeleportArrivalController(
readiness: TeleportArrivalReadiness,
place: PlaceTeleportArrival);
}
// Reuses the #107 login readiness triplet (GameWindow.cs:1010-1024), evaluated
// against the teleport's (destPos, destCell): an impossible indoor claim short-
// circuits to immediate placement; otherwise hold until terrain is sampled and,
// for an indoor cell, the cell struct has hydrated.
private AcDream.App.World.ArrivalReadiness TeleportArrivalReadiness(
System.Numerics.Vector3 destPos, uint destCell)
{
if (IsSpawnClaimUnhydratable(destCell))
return AcDream.App.World.ArrivalReadiness.Impossible;
if (_physicsEngine.SampleTerrainZ(destPos.X, destPos.Y) is null)
return AcDream.App.World.ArrivalReadiness.NotReady;
bool indoor = (destCell & 0xFFFFu) >= 0x0100u;
if (indoor && !_physicsEngine.IsSpawnCellReady(destCell))
return AcDream.App.World.ArrivalReadiness.NotReady;
return AcDream.App.World.ArrivalReadiness.Ready;
}
// The deferred snap (the original OnLivePositionUpdated steps 2-5), now run only
// once the destination is ready (or force-run on impossible/timeout, logged loud).
private void PlaceTeleportArrival(
System.Numerics.Vector3 destPos, uint destCell, bool forced)
{
var resolved = _physicsEngine.Resolve(
destPos, destCell, System.Numerics.Vector3.Zero, _playerController!.StepUpHeight);
var snappedPos = new System.Numerics.Vector3(
resolved.Position.X, resolved.Position.Y, resolved.Position.Z);
if (forced)
Console.WriteLine(
$"live: teleport HOLD gave up (impossible/timeout) — force-snapping " +
$"cell=0x{destCell:X8} pos={destPos} -> 0x{resolved.CellId:X8} {snappedPos}");
if (_entitiesByServerGuid.TryGetValue(_playerServerGuid, out var pe))
{
pe.SetPosition(snappedPos);
pe.ParentCellId = resolved.CellId;
pe.Rotation = _pendingTeleportRot;
}
_playerController.SetPosition(snappedPos, resolved.CellId);
_chaseCamera?.Update(snappedPos, _playerController.Yaw);
_retailChaseCamera?.Update(snappedPos, _playerController.Yaw,
playerVelocity: System.Numerics.Vector3.Zero,
isOnGround: true,
contactPlaneNormal: System.Numerics.Vector3.UnitZ,
dt: 1f / 60f);
_playerController.State = AcDream.App.Input.PlayerState.InWorld;
Console.WriteLine($"live: teleport complete — snapped to {snappedPos} cell=0x{resolved.CellId:X8}");
// Tell the server the client finished loading the new landblock (holtburger
// client/messages.rs:434 — re-send LoginComplete after each portal transition).
_liveSession?.SendGameAction(
AcDream.Core.Net.Messages.GameActionLoginComplete.Build());
}
/// <summary>
/// Phase B.3: fires when the server sends a PlayerTeleport (0xF751).
/// Freeze movement input by setting the player controller to PortalSpace.
@ -4972,6 +5002,7 @@ public sealed class GameWindow : IDisposable
{
if (_playerController is not null)
_playerController.State = AcDream.App.Input.PlayerState.PortalSpace;
EnsureTeleportArrivalController();
Console.WriteLine($"live: teleport started (seq={sequence})");
}
@ -6837,6 +6868,12 @@ public sealed class GameWindow : IDisposable
// Step 2: routed through the controller; functionally identical.
_liveSessionController?.Tick();
// G.3a (#133): advance any held teleport arrival. Runs AFTER streaming
// (which applies the destination landblock) and the live-session drain
// (which may have just called BeginArrival), so a destination that
// hydrated this frame is placed the same frame.
_teleportArrival?.Tick();
// Phase K.1a — tick the input dispatcher so Hold-type bindings
// re-fire while their chord is held. K.1b adds the subscribers
// that actually consume the events.