The broken-state log (user-session-capture2.log) shows meshMissing=0 /
entSeen==entDrawn WHILE broken stairs are on screen - the staircase is
DRAWN WRONG, not missing. This probe discriminates the three live
hypotheses in ONE launch (handoff 2026-06-11 s4):
- HYDRATE dump (GameWindow.BuildInteriorEntitiesForStreaming): per-part
placement-frame translations + dropped-part accounting at the MOMENT
MeshRefs are constructed. H-A (SetupMesh.Flatten identity fallback /
silent gfx-null part drops under degraded dat reads) shows here as
zero translations or built<43.
- DRAW dump (WbDrawDispatcher, first tuple per entity): live MeshRefs
translation summary + per-part loaded flags + Tier-1 classification
cache state (batch count + RestPose translation summary), re-emitted
compactly on signature change. H-B (partial/stale cached batch set)
shows as correct translations + odd batch count.
- WALK-REJECT lines (rate-limited): attributes 'entity never reaches
the draw loop' to the specific gate (visibleCellIds/frustum).
- Correct everything -> H-C (draw-side compose), instrument next.
Targets: ACDREAM_DUMP_ENTITY=0x020003F2,0x020005D8 (the 43-part spiral
staircase Setup + the wall barrels; H-A predicts the user's 'barrel' IS
the collapsed staircase). Probe is inert when the env var is unset.
Parser in RenderingDiagnostics (diagnostic-owner pattern) + 5 unit tests.
Suites: App 242+1skip / Core 1427+2skip / UI 420 / Net 294.
Co-Authored-By: Claude Fable 5 <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>
Retail SmartBox::RenderNormalMode (0x453aa0:92665) branches DrawInside vs the
outdoor LScape::draw on is_player_outside (the PLAYER's cell, 0x451e80), then
roots DrawInside at the VIEWER cell. acdream keyed the whole branch off the
camera cell (clipRoot = visibility.CameraCell), so a 3rd-person chase camera
lagging in a doorway AFTER the player stepped outside took the DrawInside path
rooted at the threshold cell, where the exit-portal flood degenerates: grey
world + entities-through-walls. Now ShouldRenderIndoor(playerCellId,
viewerCellResolved) gates the branch on the player; the DrawInside root stays
the viewer cell (handoff invariant preserved).
SCOPE / HONESTY: this REDUCES the player-OUTSIDE doorway grey (visual-confirmed
reduced a lot) but does NOT fix the deeper symptom: when the player is in one
interior cell (cellar 0174) and the camera is in another (room 0171), the flood
roots at the camera cell and does NOT seal the player's cell, so the cellar
floor / interior walls drop to grey. That is the KNOWN R1-completion problem
(2026-06-05 Residual A handoff + 2026-06-02 design doc section 3: a
SHELL-SEALING / wrong-flood-root bug), not this branch.
Tests: Core 1331p / 4f (documented) / 1s, App 187p, build green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Final code review of Phase 1 flagged that the three flag-mutating
tests leaked static state across test boundaries. Wrap each in
try/finally that snapshots IndoorAll on entry and restores it on
exit, matching the PhysicsDiagnosticsTests pattern at line 30-49.
Tests now safe under parallel test runs + future additions.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Covers the master IndoorAll cascade (both directions) and the IsEnvCellId
helper's 0x0100 boundary check across outdoor cells, indoor cells, and
landblock-prefixed forms.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>