fix(ui): gate — no void frames around the login wormhole; vitals icons centered

The login tunnel now covers from the first world-facing frame (the
sky-void backdrop can never present pre-tunnel) and holds through an
atomic tunnel-to-world swap at reveal completion — the void is
structurally unreachable on both edges, pinned by frame-sequence tests
across WorldSceneRenderer/WorldRevealCoordinator/LocalPlayerTeleport-
Controller/RuntimeWorldTransitState. Vitals detail icons draw at their
authored centered offsets in both stacked and side-by-side layouts.
Implemented and live-probed by the fix agent; finalized by the lead
after the agent parked post-verification (gates re-run green:
App 5512/3, Runtime 1747/0).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-17 12:30:51 +02:00
parent 2f8c046aba
commit fdc4fd496d
17 changed files with 649 additions and 66 deletions

View file

@ -244,6 +244,22 @@ internal sealed class WorldRevealCoordinator
return acknowledged;
}
/// <summary>
/// The login mirror of <see cref="ObserveMaterialized"/>: acknowledges
/// the login reveal's materialization/simulation-release edge (retail
/// resumes <c>CObjectMaint</c>/<c>CPhysics</c> when destination cells
/// stop blocking, <c>SmartBox::UseTime @ 0x00455483</c> — while the
/// tunnel is still in front). See
/// <c>RuntimeWorldTransitState.AcknowledgeLoginMaterialized</c>.
/// </summary>
public bool ObserveLoginMaterialized(long generation)
{
bool acknowledged =
_transit.AcknowledgeLoginMaterialized(generation);
RetryPendingHostWork();
return acknowledged;
}
public void ObserveWorldViewportVisible()
{
RetryPendingHostWork();