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

@ -649,6 +649,64 @@ public sealed class RuntimeWorldTransitState
return true;
}
/// <summary>
/// The LOGIN half of the materialization/simulation edge. Retail's
/// <c>SmartBox::UseTime @ 0x00455410</c> <c>blocking_for_cells</c> branch
/// resumes <c>CObjectMaint</c>/<c>CPhysics</c> the moment destination
/// cells stop blocking — while the tunnel is still in front, and
/// IDENTICALLY for the initial login and an F751 teleport (retail has one
/// <c>teleport_in_progress</c> flow). The portal route rides
/// <see cref="AcknowledgePortalMaterialized"/> at its Place edge; the
/// login route has no Place (the first-entry conductor already committed
/// the canonical placement), so this acknowledges the same simulation
/// release at the login pump's tunnel-hold-end edge. Without it the world
/// stayed unavailable until <see cref="Complete"/> — the WorldFadeIn
/// second presented an empty (void) world frame instead of retail's
/// world-under-warp (2026-08-17 gate).
/// </summary>
public bool AcknowledgeLoginMaterialized(long generation)
{
if (generation == 0
|| generation != _snapshot.Generation
|| _snapshot.Kind != RuntimePortalKind.Login)
{
LogRejected(
"materialized-login-mismatch",
$"generation={generation} kind={_snapshot.Kind}");
return false;
}
if (!ValidateActive(
generation,
_snapshot.DestinationCell,
"materialized"))
{
return false;
}
if (_snapshot.Materialized)
return false;
if (!_snapshot.Readiness.IsReady)
{
FailInvariant("materialized-before-ready", null);
return false;
}
// PortalMaterializationCount deliberately unchanged: it counts
// Kind == Portal materializations only, exactly like the portal
// acknowledgement's own conditional increment.
_snapshot = _snapshot with
{
Materialized = true,
WorldSimulationAvailable = true,
};
RequireHostStage(
generation,
RuntimeWorldHostAcknowledgementStage
.SimulationReleaseProjected);
Log("materialized", _snapshot);
return true;
}
public bool AcknowledgeWorldViewportVisible(long generation)
{
if (!ValidateGeneration(