Live session evidence narrowed #105 decisively: a wall section rendered as the
sky/clear color from session start, HAD collision (cell + physics fully
loaded), zero round-1 tripwires fired (all dat reads succeeded), and the hole
showed terrain or clear color depending on camera angle. So the wall mesh was
built and then lost between mesh-build and draw. New tripwires cover the
loss candidates in that window (all print ONLY on anomaly):
- [geom-null] ProcessQueueAsync EnvCell branch resolved null, with the
failing sub-step (prepare-null / cellstruct-missing /
env-read-failed) — a null here means the DEDUPLICATED cell
geometry never renders for ANY cell that shares it, and
nothing retries (RegisterCell fire-and-forgets the task).
- [geom-misroute] an EnvCell geom id (bit 33) whose pending request vanished
fell through to the generic path, where its hash-derived
low bits resolve to nothing -> silent null.
- [up-null] UploadGfxObjMeshData returned null and the EMPTY substitute
was cached in _renderData forever (permanently invisible).
Pair with the existing one-shot draw-side audit (ACDREAM_A8_AUDIT=1, light:
one line per unique cell/geom pair, prints renderData=null + bindless-handle
status) for full attribution on the next occurrence.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Records the 2026-06-09 dat-reader thread-safety investigation: concurrent
READS on Chorizite.DatReaderWriter 2.1.7 exonerated (source audit + 1.1M-read
hammer, b3920d8); the real crash was dispose-during-read at teardown (fixed,
8fadf77); the white-walls mechanism remains open as #105 with every silent
dat-miss exit tripwired (7433b70) so the next occurrence self-attributes.
Also corrects project lore: the A.1-era rule that all dat reads must stay on
one thread does not hold for the 2.1.7 read path, and both investigation
subagents'' claimed ReadBlock instance-field race does not exist in the
shipped source — verify agent claims against source before acting on them.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Settles the long-standing lore that DatCollection is not thread-safe for reads,
for Chorizite.DatReaderWriter 2.1.7: replays acdream''s real four-population
access pattern (render / streamer / decode-pool / raw) against the live dats —
golden FNV-1a fingerprints taken single-threaded, then 8 threads x 25 shuffled
passes over ~2900 files spanning the cell heightmap/LBI/EnvCell set and the
portal texture chain (Environment -> Surface -> SurfaceTexture -> RenderSurface
incl. highres probes). Two layers: raw TryGetFileBytes (BTree + ReadBlock, no
caching) and typed TryGet with FileCachingStrategy.Never (full production
unpack path: ArrayPool + DatBinReader + ObjectFactory).
Result: ~1.1M concurrent reads, ZERO anomalies — byte-identical to golden.
Matches the line-level audit of the release/2.1.7 source (ReadBlock keeps all
cursor state in locals over a stable read-only mmap view; locked LRU BTree
node cache; ConcurrentDictionary file cache; fresh DatBinReader per call).
The real crash bug was dispose-during-read at teardown (fixed in 8fadf77).
Keep this as the regression guard for any future dat-reader version bump.
Skips cleanly when the dats are absent (CI), matching suite convention.
Full evidence: docs/research/2026-06-09-dat-reader-thread-safety-investigation.md
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The intermittent white-cottage-walls failure has NEVER produced a log line:
every dat-read failure on the walls-relevant paths exits silently, and the
failed result is cached for the session (mesh batches build once). Today it
reproduced on a probe-free launch with a 35-line, zero-error log — so the
prior heavy-probes-starve-the-dat-reader framing is not the whole story.
Tripwires (print ONLY on anomaly; zero cost healthy; keep until #105 closes):
- [dat-miss] DatDatabaseWrapper.TryGet — a miss for an id whose BTree entry
EXISTS (re-probed under the same lock); legit not-found fallbacks stay quiet.
- [tex-miss] TextureCache.DecodeFromDats x3 — render-thread decode fell back
to magenta (Surface / SurfaceTexture / RenderSurface miss).
- [cell-miss] GameWindow interior hydration x2 — EnvCell or Environment read
returned null, so a cell''s WALLS are silently never registered while its
statics still draw (the exact observed geometry signature).
Color discriminates the layer on the next occurrence: magenta = TextureCache;
see-through + [tex-skip]/[dat-miss] = mesh build; see-through + [cell-miss] =
hydration; broken with NO tripwire output = GL-side upload/residency.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
ObjectMeshManager.Dispose never stopped its Task.Run(ProcessQueueAsync) decode
workers, and LandblockStreamer.Dispose abandoned its worker after a 2s join.
GameWindow.OnClosing then disposed the DatCollection, which unmaps the dats''
memory-mapped views (MemoryMappedBlockAllocator.DestroyMappedFile nulls
_viewPtr) — a worker still inside ReadBlock dereferences the dead view pointer:
an uncatchable AccessViolationException with ReadBlock on the stack, firing on
close/relaunch during decode storms. This is the recorded crash signature from
the 2026-06-09 white-walls session.
- ObjectMeshManager.Dispose: set IsDisposed under the queue lock, cancel+drain
pending requests, then wait (<=10s) for _activeWorkers==0; loud LogError if
workers outlive the wait. ProcessQueueAsync re-checks IsDisposed per dequeue;
Prepare*Async entries + enqueue blocks early-out when disposed.
- LandblockStreamer.Dispose: join 2s -> 15s with a loud [streamer] line on
timeout (cancellation honored between jobs; one landblock load bounds it).
- Also includes the [tex-skip] tripwire lines on ObjectMeshManager''s five
silent dat-miss exits (GfxObj + CellStruct texture chains) — part of the
white-walls attribution net (#105), zero output when healthy.
Verified: 3x close-mid-decode-storm smoke (in-world at ~8s, WM_CLOSE at ~11s),
clean exits, no crash signatures, no quiesce timeouts. Full suite: 294+218+420
green; Core 1338 green + 4 pre-existing physics failures (reproduced at bare
HEAD, unrelated). Investigation:
docs/research/2026-06-09-dat-reader-thread-safety-investigation.md
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Collapse ~285 lines of dated render-flap + A6/#98/door/#100/#101 physics saga banners into two pointers to new claude-memory digests (project_render_pipeline_digest + project_physics_collision_digest), each carrying current-truth + a DO-NOT-RETRY table. Add an always-loaded memory pointer to the How-to-operate section: read the digests before domain work; update the digest, don't add new dated banners here. ~380 fewer lines in the always-loaded instruction file; no code change.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
R-A2b (485e44d) killed the 0171<->0173 churn (maxPop 16->1, measured). Visible flap residual is sec 4 (edge-on openings render-side + corner camera-seal). Camera-damping tried+failed+reverted. The white-walls scare was a RED HERRING: heavy per-frame probes (ACDREAM_PROBE_FLAP) starve the thread-unsafe dat-reader so texture-decode loses the race -> white; a clean launch (no probes) fixes it. The dat-reader thread-safety bug is the real underlying issue (filed). Repo clean at HEAD.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Pinned (flap-sidechk.log): the indoor doorway flap is a 0171<->0173 flood cycle. Back portals show camInterior=False (our side test already agrees with retail) but were traversed when eyeIn=True because the side-cull had an bypass (added 2026-06-05 for the void). Within 1.75m of a doorway that bypass kept the BACK portal alive -> mutual re-contribution -> re-enqueue churn (maxPop=16) -> eye-sensitive flood depth -> grey flap + dropped floor.
Fix (Option B1): drop the bypass from the side-cull in Build + BuildFromExterior so back portals cull by the side test alone, exactly like retail PView::InitCell (:432962, no eye-in-opening bypass). The forward-portal clip-empty void rescue is a SEPARATE branch and is untouched (Build_EyeStandingInInteriorPortal_FloodsNeighbour stays green). New RED->GREEN test Build_BackFacingPortal_EyeStandingInOpening_StillCulled; full App suite 218 green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Logs camInterior/eyeIn/D per portal under the existing PortalBuildTrace so the 0173->0171 back-portal traversal can be attributed to B1 (EyeInsidePortalOpening bypass) or B2 (CameraOnInteriorSide convention). Throwaway; stripped in Phase 4.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Reading retail InitCell (:432896) side test during writing-plans showed retail's flood is acyclic (the back portal fails the side test, so 0171<->0173 can't cycle). Our flood traverses the back portal -> the cycle -> the churn. Option B (user-chosen): cull the back portal like retail, keep the forward-portal void rescue, remove the dead cap. Phase 1 pins WHY the back portal is traversed (B1 eyeInsideOpening bypass vs B2 CameraOnInteriorSide convention) before the fix; spec REVISION updated A->B.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The indoor doorway flap is the portal flood's re-enqueue churn (0171<->0173 mutual re-contribution; drifted near-duplicate regions AddRegion won't dedup -> grew -> re-enqueue, capped at MaxReprocessPerCell=16 -> eye-sensitive flood depth -> grey flash). Confirmed live: launch-churn-confirm.log shows maxPop=16 on 44% of frames during a doorway walk-through. The 2026-06-08 'maxPop=1, churn refuted' verdict was a camera-turn-at-rest capture (wrong reproduction); its DO-NOT is overturned.
Fix (Option A, user-approved): contributions already covered by the neighbour's accumulated view don't grow it (no re-enqueue); only the uncovered remainder propagates -- retail's 'redundant -> empty before copy_view' (copy_view confirmed to just append). Remove MaxReprocessPerCell; keep re-processing of genuinely-new slices. Scope: PortalVisibilityBuilder only. Revives 2026-06-08 spec+plan (banners redirected).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Separates what is measured (eye smooth + 1um at rest -> not jitter) from the leading-but-unproven hypothesis (clip edge-on) and the NOT-ruled-out alternative (camera position: retail eye collided/head-on 93%, ours floats edge-on). The one 'clean' pass had ratio 4.2x back-and-forth, so the flood claim is indicated not proven. Lists the verify-first steps before any R-A2b fix. Counters this session's pattern of overclaiming then refuting.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Logs SweepEye input (desiredEye) vs output (eye) at micrometre precision. Used to prove the indoor flap is NOT the camera: the eye is smooth (clean one-way pass = 3/18 direction-changes over 25.7k frames) and ~1um stable at rest, yet the visible-cell count oscillates 414x with 648 clip=0 near edge-on doorways. The flap is the flood/clip's edge-on behaviour, not the eye.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Attaches to live retail, dumps CameraManager/SmartBox type offsets, captures viewer eye origin per frame (pub+sought) to measure boom jitter vs acdream. Used to pin the indoor flicker to the camera's published/swept eye (retail settled ~tens of um vs acdream ~1.3mm).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
MergeNearbyBuildingFloods skipped cells whose BuildingId is null; the pre-R-A2 outdoor-node reverse-portal flood reached them, so dropping left holes at building/terrain seams. Key by (BuildingId ?? CellId) so unstamped/outdoor-adjacent exit-portal cells still seed a per-entrance flood; cells without an exit portal contribute nothing as before. App Rendering 207/207.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Replace the outdoor root's single unified reverse-portal flood (whose root-level
portal-side test oscillated as the chase eye grazed a doorway — the measured
flood 2<->6) with retail's per-building floods.
- OutdoorCellNode.Build(uint): portal-less land root; floods only itself ->
full-screen OutsideView -> terrain (PortalVisibilityBuilder IsOutdoorNode seed).
- PortalVisibilityBuilder.ConstructViewBuilding: per-building flood seeded at a
building's own finite entrance (retail ConstructView(CBldPortal) 0x5a59a0 via
DrawPortal 0x5a5ab0 / portal_draw_portals_only 0x53d870). Entrance-bounded ->
consistent ~2-cell depth (measured retail cell_draw_num, handoff OPTION-A 3.4).
- RetailPViewRenderer.DrawInside: when the root is the outdoor node, group nearby
cells by BuildingId and merge each per-building flood into the frame before
assembly; existing shells/object-list draw path unchanged. 48 m seed cutoff.
- GameWindow: pass flat NearbyBuildingCells only on outdoor-node frames.
Tests: +3 PortalVisibilityRobustnessTests (per-building touches ~2 cells, membership
stable under the measured 36 um eye jitter). UnifiedFloodTests retired (its subject,
the unified flood from the outdoor node, is removed); surviving full-screen-OutsideView
coverage moved to OutdoorCellNodeTests. App Rendering 207/207, Core movement 14/14.
Conformance-verified sound; the grazing-doorway flap is the visual acceptance test.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Replace ReferenceEquals(clipRoot, _outdoorNode) object-identity checks with the
documented LoadedCell.IsOutdoorNode flag (4 sites) so they survive R-A2 changing
the outdoor root's portals. Behavior-preserving (build + targeted suites green:
App PortalVisibilityBuilderTests 24/24, Core PlayerMovementControllerTests 14/14).
Right-sized from the planned 'collapse to one root': reading the live dispatch,
the viewerRoot ?? outdoorRoot split is already correct (viewerRoot feeds
cameraInsideCell/lighting via the older CellVisibility BFS; clipRoot is the render
root), and the 2026-06-07 cutover flip already made in-world frames single-path
DrawInside. The real flap fix is R-A2 (per-building floods). Dead exterior
DrawPortal look-in deletion deferred to R-A3.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Point both at the Option-A full-retail-port handoff so a fresh session can't follow the dead plan.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Attached cdb to the live 2013 retail client at the Holtburg doorway + read the decomp.
The indoor flap is a STRUCTURAL divergence, settled by measurement (not inference):
- Retail has ONE render path: DrawInside(viewer_cell) every frame. NO inside/outside
branch (RenderNormalMode's outside branch is dead code; is_player_outside only gates
sky/lighting). "Entering a building" is not a render event — only the camera sweep
resolving a different viewer_cell. Same path before/after threshold -> no seam.
- Retail's eye JITTERS ~36um at rest yet membership is stable -> robustness is
STRUCTURAL: many small per-building floods (~7/frame, ~2 cells each, via terrain BSP
-> DrawPortal -> ConstructView(CBldPortal)), not one giant knife-edge flood.
- Our 3 divergences: (D1) invented inside/outside branch (GameWindow.cs:7498,
clipRoot = viewerRoot ?? _outdoorNode :7396); (D2) synthetic _outdoorNode; (D3) one
unified flood.
DECISION (user-approved): Option A — rip out branch + outdoor node, root always at the
real viewer_cell, one DrawInside, per-building rendering. Phased, conformance-tested,
visual-gated.
REFUTED by measurement (do not retry): bounded-propagation/churn (maxPop=1, 0/63k
reciprocals empty); byte-stable eye (retail's jitters ~36um — rest-snap cd974b2 failed +
regressed, reverted 9b1857a).
Lands the canonical exhaustive handoff for a FRESH session
(docs/research/2026-06-08-full-retail-render-port-OPTION-A-handoff.md), the CLAUDE.md
READ-THIS-FIRST banner, and reusable cdb apparatus. No project code changed; working tree
at the known-good baseline.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Root cause (pinned live, flap-churn.log at the Holtburg cottage doorway): the physics
body is byte-stable at rest (rawPlayer = 1 distinct value), but
PlayerMovementController.ComputeRenderPosition's Lerp(prev, curr, alpha) dithers the
render position by microns — the two physics-tick snapshots lag the settled body
(per-frame resolve edge-settles the resting sphere against the doorframe after the last
tick wrote curr) while the leftover-accumulator alpha varies every frame. The grazing-
doorframe camera-collision sweep (PhysicsCameraCollisionProbe.SweepEye) amplifies that
~1000x into a ~1.3 mm eye jitter (eye 17 distinct, RenderPosition 15 distinct) that trips
the PortalVisibilityBuilder clip -> the standing-still flicker (blue void / grass over the
cellar entrance) the user reported.
Fix: at rest (body velocity below RestVelocityEpsilonSq) render AT the authoritative
byte-stable body position instead of interpolating between two stale tick snapshots, so the
camera's pivot input is byte-stable and the sweep output stops jittering. Mirrors retail (a
resting object renders bit-stable) + the boom convergence snap
(RetailChaseCamera.ApplyConvergenceSnap, d2212cf), one layer earlier. Sub-tick interpolation
is preserved during motion (velocity above epsilon).
This SUPERSEDES the committed bounded-propagation plan: the live pin proved ZERO portal
re-enqueue churn during the flap (maxPop=1 across 13k oscillating frames; 0/63k reciprocals
ever clipped empty), so the flap was never the churn the spec hypothesized. The
ACDREAM_PROBE_PORTAL_CHURN apparatus did its job (refuted the hypothesis before the wrong
fix was built); plan/spec/memory updates to follow.
TDD: extracted the rest-snap into an internal-static pure ComputeRenderPosition; RED rest-
snap test (stale prev!=curr + varying alpha dithers) -> GREEN after the gate; motion test
guards interpolation; precondition test confirms a settled body's velocity is below the
gate threshold. 29 controller+cellar + 62 camera+portal tests green, no regression.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Step 4 summary-emit adapted from the plan: the plan's Invariant($"a" + $"b" + sb) form
passes a string to FormattableString.Invariant (which requires a FormattableString) and
does not compile; merged the two interpolated fragments into one literal and appended the
already-invariant-formatted reciprocal detail outside the Invariant call. Same output.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Phase 1 (fully specified): add the [portal-churn] probe (per-Build re-enqueue +
reciprocal pre/post), a deterministic re-pop anchor test, and a live doorway
capture to PIN the exact divergence (where acdream's redundant reciprocal
back-contribution stays non-empty where retail clips to empty) — a float-drift
runtime fact, not derivable from decomp.
Phase 2 (evidence-gated outline): port the bound (redundant contributions don't
add propagatable slices; remove MaxReprocessPerCell), keeping re-processing +
Build_ViewGrowthAfterDoneCell green. Gets its own no-placeholder plan after the
Phase 1 pin — apparatus-first, not a deferred placeholder.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The writing-plans decomp pass read FixCellList (433407) -> AdjustCellView (433741)
-> ClipPortals(update_count) + AddViewToPortals, proving retail RE-PROCESSES a
grown-after-drawn cell. So the approved "enqueue-once / no re-process" approach is
wrong (it would break Build_ViewGrowthAfterDoneCell for the right reason — that test
is actually retail-faithful).
Corrected approach (user chose the faithful moderate port over an epsilon-dedup
band-aid): KEEP re-processing on growth, but BOUND it the way retail does — each
view slice processed once (monotonic update_count watermark) and redundant
reciprocal back-contributions clip to EMPTY (OtherPortalClip -> no copy_view -> no
new slice), so the reciprocal/drift loop can't churn. acdream churns because its
reciprocal yields a drifted non-empty sliver, bounded only by the
MaxReprocessPerCell=16 hack. Remove the cap; bound structurally.
Scope unchanged: PortalVisibilityBuilder only; no rooting/camera/clip-math-rewrite/
seal change. One open precision (exact line where acdream's sliver becomes
non-empty — float-drift-dependent on real geometry) deferred to the plan's first
task: instrument PortalVisibilityBuilder (per-pop re-pop count + reciprocal-clip
in/out + grew), capture at the doorway, pin it, THEN fix.
Spec updated in place with a REVISION banner; superseded enqueue-once body retained
for the audit trail.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The 2026-06-08 AM "physics rest micro-jitter" diagnosis is refuted with primary
evidence (door-recheck 216K standstill records: 0 position re-snaps; player
byte-stable during the flap). Two adversarial verification sub-agents confirmed:
- Retail roots the render at the camera viewer_cell (swept from the player via
SmartBox::update_viewer 0x453ce0; DrawInside(viewer_cell) 0x453aa0) and toggles
DrawInside / LScape::draw -- so acdream's eye-cell rooting + inside/outside
toggle are RETAIL-FAITHFUL. The locked-design "root at player cell" is wrong.
- The flap is render membership instability, eye-motion-driven: the visible-cell
set oscillates (8<->3) as the eye sweeps monotonically. Root = the
re-enqueue-on-growth DRIFT (PortalVisibilityBuilder.cs:322, MaxReprocessPerCell
=16) re-clipping each grown cell every round -> sub-cm eye jitter flips membership.
Fix (spec, not yet implemented): verbatim port of retail's enqueue-once flood
(ConstructView + AddViewToPortals): enqueue once on first discovery, clip each
cell's portals once, union late growth in place (AddToCell) + draw-reorder
(FixCellList), never re-enqueue. Kills the drift; rooting/camera/seal untouched.
This commit lands VERIFIED GROUNDWORK + design only:
- spec: docs/superpowers/specs/2026-06-08-portal-flood-enqueue-once-port-design.md
- findings: docs/research/2026-06-08-flap-physics-diagnosis-REFUTED-its-render-membership.md
- [pv-input] probe gains rawPlayer + yaw (disambiguates the varying input)
- 4 GREEN physics rest-stability tests (prove rest is bit-stable -> flap not physics)
- apparatus: launch-flap-capture.ps1, analyze_flap_live.py, find_burst.py
- captured fixtures: tests/.../Fixtures/flap-doorway/0xA9B4017{0..5}.json
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Apparatus + handoff for the indoor flap. Confirmed (primary evidence): the flap is the
portal-flood clip being µm-sensitive at the threshold, driven by a ~1-8µm jitter in the
player RenderPosition (physics resting position not bit-stable; Lerp surfaces it). REFUTES
the 2026-06-07 see-through/EnvCell/outdoor-node diagnosis (ModelId GfxObj 0x01000A2B IS the
solid exterior) AND an enqueue-once attempt (retail propagates late slices via AddToCell;
the existing PropagatesNewSlicesToExit test caught it; reverted). Adds: Build determinism
test, A8CellAudit gfxobj dump, [pv-input] 6dp probe + [render-sig] outRoot/bshell fields.
No functional fix shipped. Next: higher-precision physics rest trace -> port retail
kill_velocity/contact rest-stability. Canonical: docs/research/2026-06-08-flap-rootcause-physics-rest-handoff.md
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Per senior-eng direction: the retail-faithful fix is to stop diverging from PView::
AddViewToPortals (first-discovery enqueue + AddToCell/FixCellList in-place growth, no
re-enqueue/re-clip), removing acdream's MaxReprocessPerCell re-enqueue fixpoint and its
documented per-round ProjectToClip drift. Drops the overlap-predicate approach. Viewpoint
bit-stability (the ~1-8um player RenderPosition jitter) is the contingency next step only
if a residual flap survives the visual gate.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Confirmed root cause via primary evidence (determinism test + 6dp jitter probe + retail
grounding): the flap is portal-flood set-membership flipping because the drift-prone
ClipToRegion vertex count gates membership while the player RenderPosition micro-jitters
(~1-8um) into a grazing portal's knife-edge clip. Design: gate membership on a stable
side-test + view-region overlap, not the vertex count. Refutes the 2026-06-07 see-through/
EnvCell/outdoor-node handoff (ModelId GfxObj 0x01000A2B is the solid exterior; outside is
stable; root is stable 0170).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The flip killed the branch-toggle flap (one path, zero OutdoorRoot frames). It exposed two residuals now PROVEN via a live [bshell] probe, not guessed: (1) oscillation = the outdoor-node flood membership swings 1<->~13 building cells frame-to-frame, so the walls (EnvCell shells) blink; (2) see-through = EnvCell wall polys are single-sided for SidesType==CounterClockwise, so from outside you see their culled back. The ModelId building shells DO render (6/6 with mesh) but are a partial frame, not the walls — the skip-all-interiors experiment proved the walls are the EnvCell shells. Fixes identified (stabilise flood + build back faces) but not implemented; full do-not-retry list + open pre-flip-reconciliation question in the doc.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Cutover-flip follow-up: see-through buildings from outside. When the outdoor-node flood reaches a building, each interior cell is meant to draw clipped to its doorway aperture. But DrawEnvCellShells falls back to the no-clip slot 0 (full-screen) when a cell's aperture degenerates — screen-covering when you get close, or edge-on. Indoors that fallback is load-bearing (it seals the room the camera stands in; near walls hide the over-draw). From OUTSIDE it paints the building interior across the whole screen, depth-tested, so it shows wherever the solid exterior does not cover — the see-through walls, appearing 'past a threshold' exactly where the aperture degenerates.
Fix: for the outdoor-node root only, skip a flooded interior cell with no real plane-clip slot (HasRealClipSlot). From outside, 'no real aperture' means 'do not paint this interior', not 'paint it everywhere'. Interior roots keep the seal-everything slot-0 fallback unchanged. Applied to DrawEnvCellShells AND DrawCellObjectLists so a skipped cell shows neither walls nor furniture; the dead DrawPortal exterior look-in gets the same gate.
Root cause traced over the WB EnvCell render path: CellMesh.cs is physics-only; ObjectMeshManager.PrepareCellStructMeshData builds double-sided walls, so this was never a culling bug. App 216/0, build green. Visual gate pending.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Cutover-flip follow-up (issues 1+2 from the visual gate). After the flip an outdoor-node frame ran DrawInside with a full-screen OutsideView slice (Step A) whose ClearDepthSlice wiped the ENTIRE depth buffer AFTER terrain/exteriors/player drew — so the flooded building interior shells (cellars) drew over everything: the cellar painted in front of the player from outside, and distant building interiors showed through the ground in the open field.
The depth clear is a doorway look-in trick (clear a small door region so the cell seen through it draws over the terrain drawn through it). It is wrong for the full-screen base terrain of the outdoor root. Skip it there (ClearDepthSlice=null when clipRoot is the outdoor node); interiors now depth-test against terrain + exteriors and appear only through real door openings. Interior roots keep the doorway clear unchanged.
App 216/0, build green. Visual gate pending (player must be outdoors to exercise the outdoor root).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The CUTOVER FLIP that kills the indoor FLAP. Replace the two-branch gate (clipRoot = playerIndoorGate && viewerRoot ? viewerRoot : null) with clipRoot = viewerRoot ?? _outdoorNode, so EVERY frame routes through the one RetailPViewRenderer.DrawInside path rooted at the viewer cell — interior EnvCell when the eye is indoors, the synthetic outdoor node when outdoors. There is no inside/outside branch to toggle as the 3rd-person eye crosses the doorway, so the flap (textures battling at every transition) dies by construction. Matches retail SmartBox::RenderNormalMode -> DrawInside(viewer_cell) (0x453aa0 -> 0x5a5860).
clipRoot is null only pre-spawn/login (viewerCellId==0 -> _outdoorNode null), so the outdoor LScape block still runs as the safety path and login keeps its live sky. playerIndoorGate stays computed for the [render-sig] probe.
Preserve the LiveDynamic entity draw (server entities with no resolved ParentCellId — the transient unpositioned case) for the outdoor-node root: the old outdoor branch drew it; DrawInside does not, so re-issue it after DrawInside to keep the spec section 10 byte-identical-outdoor guarantee (no live entity blinks out).
The old outdoor else block + DrawPortal/BuildFromExterior are now dead when clipRoot is non-null but are LEFT IN PLACE for the user visual gate (handoff section 4 Step D deletes them only after the user confirms). App 216/0, build green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Render unification cutover, Step A (additive, behavior-neutral until Step B). When PortalVisibilityBuilder.Build roots at the synthetic outdoor node, seed OutsideView with the full-screen NDC quad so ClipFrameAssembler yields a full-screen OutsideView slice and DrawInside's DrawLandscapeThroughOutsideView draws terrain/sky/scenery/weather as the node's shell — the same callback that already draws the doorway slice for an interior root looking out.
Keyed on a new explicit LoadedCell.IsOutdoorNode flag (set by OutdoorCellNode.Build), NOT a cell-id heuristic: production EnvCell ids are >= 0x100 but test fixtures use low interior ids, so an id test misfired on 4 existing PortalVisibilityBuilderTests.
Nothing roots at the node until Step B, so this is behavior-neutral. Tests: App 216/0 (2 new UnifiedFloodTests incl. the spec section 10 pure-outdoor regression guard + 2 OutdoorCellNode flag assertions).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Super-detailed pickup for the one remaining step that fixes the flap: the cutover
flip (terrain via OutsideView for the outdoor root + clipRoot=viewerRoot??_outdoorNode
+ launch + visual gate + delete old paths). Exact steps, current line numbers, the
de-risking already done (shell no-op, flood validated, OutsideView mechanism), the
4 render cases, the Step-B integration checklist, do/don't, and a kickoff prompt.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Shell pass is a safe no-op for the node id (no exclusion needed); indoor->outdoor
terrain already works via OutsideView; the only new piece is feeding the outdoor
ROOT node's full-screen region to OutsideView. Remaining = OutsideView integration
(read ClipFrameAssembler) + clipRoot flip + launch + visual gate.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Builds the synthetic outdoor cell node (OutdoorCellNode.Build) every outdoor frame
from the nearby building-entrance portals (Chebyshev <=1 landblocks), stored in
_outdoorNode. NOT yet rooted — clipRoot/viewerRoot unchanged, so behaviour is
identical this commit. [outdoor-node] probe (ACDREAM_PROBE_FLAP) reports the live
portal count so the next (cutover) step can confirm real building entrances were
found before flipping the render root. App.Tests 214/214, build green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Foundation shipped + validated: the flood roots at the outdoor node and reaches
buildings with ZERO production changes (the design's central risk is resolved).
Next = Task 2 + Phase 3 cutover together, inline (contextual GameWindow surgery
ending at the visual gate).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
TDD characterisation test proving PortalVisibilityBuilder.Build correctly roots at the
outdoor cell node (OutdoorCellNode) and floods into adjacent buildings through their
entrance portals. No changes to Build or OutdoorCellNode were needed.
Key finding: the task spec's building fixture used InsideSide=0 for an exit portal whose
building interior is at Y>=5 (Normal=(0,-1,0), D=5). The correct InsideSide is 1
(interior where dot<=0 -> Y>=5); with InsideSide=0 the outdoor camera (Y=-3, dot=8)
incorrectly passes as "interior" of the building so OutdoorCellNode.Build's InsideSide
flip (0->1) puts the outdoor camera on the wrong side of the gate.
Corrected fixture uses InsideSide=1 matching OutdoorCellNodeTests geometry convention
(building interior = POSITIVE dot side, outdoor = negative dot side; flip makes outdoor
negative-dot side the traversable direction). Both tests pass; full suite 214/214.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Purely additive: creates the synthetic outdoor cell node that will serve as the
flood-graph root for the unified render pipeline. Each nearby building's exit
portal (OtherCellId==0xFFFF) is reversed into a portal pointing back into the
building, with its polygon transformed to world space and InsideSide flipped so
the outdoor half-space is "inside" the node. WorldTransform=Identity (portals in
world space). Mirrors retail's outdoor landcell that DrawInside(viewer_cell)
roots at (SmartBox::RenderNormalMode, decomp pc:92635). Nothing consumes this
yet — consumer wiring is Task 2.
2 new tests, 212 total passing, 0 regressions.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Bite-sized TDD plan for the unification spec. Phase 1 (outdoor node) + Phase 2
(outdoor-root flood) are additive + unit-tested (full code/tests in the plan).
Phase 3 is the single visual-gated cutover (wire one path, repoint exit portals,
delete the branch/BuildFromExterior/DrawPortal/OutsideView). Phase 4 cleanup.
Pure-outdoor regression guard keeps open-world rendering byte-identical.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Brainstormed design to collapse acdream's two render paths (OutdoorRoot vs
RetailPViewInside) into one, matching retail SmartBox::RenderNormalMode ->
DrawInside(viewer_cell). Roots the FLAP as the two-branch split toggling on the
viewer cell crossing the indoor/outdoor boundary (pinned 2026-06-07 via live
render-sig); the 2026-06-05 viewer-cell-stability plan (boom + dead-zone + w-clip)
is exhausted. Models the outdoor world as a flood-graph cell node whose shell is
the landscape, so one flood + one draw handle indoor and outdoor uniformly.
Clean cutover, 4-phase plan (phases 1-2 additive, phase 3 the visual-gated cutover).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Checkpoint of the unified retail-faithful indoor render. The two-week HANG/grey is fixed and the
interior seals (live-verified by the user). Commits the session render-rewrite foundation together
with the fixes that made it functional.
- HANG fix: PortalVisibilityBuilder.Build portal flood did not terminate (the faithful ProjectToClip
near-side clip drifts per round, defeating the CellView dedup; the BFS had no bound after U.2a removed
MaxReprocessPerCell). Fix = drift-tolerant snapped/canonical CellView.Add dedup (PortalView.cs) plus
restored MaxReprocessPerCell=16 bounded re-enqueue (PortalVisibilityBuilder.cs). Re-enqueue is kept
(load-bearing for late-slice propagation, Build_ViewGrowthAfterDoneCell_PropagatesNewSlicesToExit);
only its count is capped. CellViewDedupTests added.
- Seal (DrawCells Task 2): RetailPViewRenderer.DrawEnvCellShells draws EVERY visible cell via
IndoorDrawPlan.ShellPass (was gated on the ClipFrameAssembler slot filter, leaving slot-less cells grey).
- Look-in FPS: GameWindow exterior look-in candidates limited to the player landblock +-1 (was all ~81
loaded LBs iterated every outdoor frame). No behaviour change (far cells were >48m, already culled).
Remaining dominant issue = the FLAP at transitions: viewer-cell metastability (render roots at the
camera-eye cell, which oscillates outdoor-indoor as the 3rd-person boom drifts across the doorway,
confirmed in render-sig). SEPARATE fix, NOT the DrawCells port. Full handoff + flap fix plan + tracked
follow-ups (#78 terrain, look-in-from-inside, look-in FPS, L-spotlight):
docs/research/2026-06-07-indoor-render-session-handoff.md.
Baselines: build 0 err; App.Tests 210/210; Core.Tests 1331 pass / 4 fail (pre-existing) / 1 skip.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Pure port of retail DrawCells membership: reverse cell_draw_list, per-slice. Pins the
grey regression — a cell in OrderedVisibleCells is never dropped from the shell pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Task-by-task plan (TDD pin for the grey regression + per-task visual gates) to replace the
indoor-render approximation with a verbatim PView::DrawCells port, sequenced so Task 2 alone
should kill the grey. Pickup handoff for a fresh session: state, baselines, rules, do-not-relitigate.
Local commit only (not pushed).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>