Indoor lighting DONE this session (#142/#143 closed). Per user: do NOT merge to main; start fresh next session. NEXT-session order set in the handoff: 1. #145 — portals only work once per session (run in/out/re-enter repeatedly). Machinery: 0xF751 PlayerTeleport -> PortalSpace -> TeleportArrivalController -> streaming collapse/expand. Likely overlaps #138. Instrument a 2nd teleport first. 2. #144 — dungeon interiors still too dim vs retail (cdb side-by-side first). Handoff: docs/research/2026-06-20-indoor-lighting-done-next-portal-reuse-handoff.md Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@ -46,6 +46,23 @@ Copy this block when adding a new issue:
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## #145 — Portals only work once per session (can't run in, run out, re-enter)
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**Status:** OPEN
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**Severity:** HIGH (blocks repeated portal/dungeon travel — user, 2026-06-20)
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**Filed:** 2026-06-20
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**Component:** net/streaming — teleport (0xF751) + PortalSpace + arrival
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**Description (user, 2026-06-20):** A portal can only be used ONCE per session. The first teleport works (run into a portal); a subsequent portal use (run out again, or re-enter) does not. Goal: run into a portal, run out again, repeatedly — portals usable any number of times in one session.
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**Root cause / status (UNVERIFIED):** Likely a stuck teleport-state issue — after the first 0xF751 PlayerTeleport (PortalSpace hold → `TeleportArrivalController` places → back to InWorld), some state isn't reset for the second teleport: candidates are PortalSpace not cleared, the arrival `Phase` stuck at `Holding`, a cell-membership/streaming gap, or the dungeon collapse↔expand state (#133/#135 machinery). Likely overlaps **#138** (teleport OUT of a dungeon loads incompletely) — may be the same root or a sibling. **First step:** instrument a SECOND teleport and find WHERE it stalls (does the 0xF751 arrive? does PortalSpace toggle? does `TeleportArrivalController.Tick` place? does the streaming window re-expand?).
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**Files:** `WorldSession.cs:999` (0xF751 handler); `PlayerMovementController.cs:75/840` (`PlayerState.PortalSpace`); `TeleportArrivalController.cs` (`Phase` Idle/Holding, the placement flip); `GameWindow.cs:4903/5332/5362` (PortalSpace observer + arrival placement); streaming collapse↔expand (see #138).
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**Acceptance:** run into a portal, run out, re-enter — repeatedly in one session, each time placing + streaming correctly.
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## #144 — Dungeon interiors still read too dim vs retail (torch-sparse stretches + per-vertex bake)
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**Status:** OPEN
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