The 2026-06-11 user gate on 927fd8f: the OUTDOOR half works (phantom
meeting-hall staircase GONE at the original spot) but enabling the clip
for INDOOR roots exposed that our indoor clip regions are admission-
quality, not draw-quality - chopped interior stairs, a neighbour rooms
barrel visible through a clipped-away wall, missing candle-holder
geometry, inner walls vanishing while passing building exits. Retail
crops indoors too, but with pixel-exact recursively-clipped regions;
ours have knife-edge cases indoors that were invisible until the GL
enable made them cut real geometry.
Scope: DrawInside enables the shell clip only when RootCell.IsOutdoorNode
(the regime Issue113MeetingHallFloodTests validates); DrawPortal (from-
outside look-in) keeps it on; indoor roots draw unclipped - yesterdays
user-accepted state. Filed #114 for bringing indoor regions to retail
crop quality (also the home of the remaining gate findings to re-test:
entry-transparency at the hilltop cottage, particles visible through
buildings, camera feel in cramped interiors).
App 224 green; no Core/UI/Net surface touched.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
#113 moved to Recently closed: the phantom staircase was the Holtburg
meeting hall (AAB3, not A9B3) interior stair cells drawn unclipped from
outside - the PView shell clip was routed but never GL-enabled (927fd8f).
Misplaced-cell hypothesis refuted with dat evidence. #112 residual
paragraph updated: retail straddle gate live-binary verified + ported
(414c3de); at-doorway demote is retail-faithful, deep gaps now keep-curr.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The oracle read the #112 residual was waiting on, settled against the
LIVE 2013 client (cdb attach, CEnvCell::find_transit_cells @ 0052c820;
BN pseudo-C was ambiguous and partly wrong per
feedback_bn_decomp_field_names - it invented portal_side tests in this
branch): retail admits outdoor transit cells from an indoor cell IFF a
path sphere STRADDLES an exterior portal polygon plane,
|dist| < radius + F_EPSILON(0.000199999995, @ 007c8c70). The flag at
[esp+18h] (set 0052c925, x87 decode fcompp/test ah,41h +
fcomp/test ah,5/jp) gates the add_all_outside_cells call (0052c9d6 je).
Graph reachability alone NEVER admits outdoor cells in retail.
Port (CellTransit):
- FindTransitCellsSphere: exitOutside now carries the retail straddle
semantics; new hasExitPortal out carries the old topology-only flag.
- BuildCellSetAndPickContaining: the collision cell SET keeps the A6.P5
topology widening on hasExitPortal (outdoor-registered doors must stay
findable from indoor cells until #99/A6.P4 ships per-cell shadow
lists - the 2026-05-25 door capture scenario), but the membership
PICK's outdoor branch is gated on the retail flag. Membership is now
retail-identical in both regimes: straddle -> outdoor candidates valid;
no straddle -> outdoor ignored -> retail keep-curr. This is what stops
deep-interior containment gaps in ANY house from demoting to outdoor
(the #112 transparent-interior shape) - the systemic protection the
user asked for, without house-by-house verification.
The at-doorway A9B3 gap demote is RETAIL-FAITHFUL (gap point is 0.23m
from 0x104s door plane < 0.48 foot radius -> retail straddles + demotes
+ self-heals inward): DocumentsResidual renamed to
...DemotesRetailFaithfully, expectation unchanged. New conformance pins:
deep-gap keep-curr (A9B3Cottage_GapBeyondStraddleDistance_KeepsCurrCell)
+ function-level gate semantics on real dat geometry
(FindTransitCellsSphere_ExitPortalStraddleGate_MatchesRetail).
Tests: Core 1391 green (+2) / App 224 / UI 420 / Net 294; pre-existing
4 #99-era failures unchanged; P1 membership goldens + A6.P5 door-set
tests explicitly green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Attribution (dat-evidenced, supersedes the misplaced-cell hypothesis):
the phantom staircase is the Holtburg MEETING HALL (AAB3 building[0],
model 0x010014C3 at AAB3-local (36,84,116)), NOT an A9B3 building - the
user stood at the A9B3/AAB3 boundary (cell-transit trail in
issue112-gate1.log) and clicked through the hall to the NPC behind it.
The hall's interior stair cells (0x100..0x106, ring climbing z 116->124.5
to the deck hatch) have geometry coincident with the shell's west wall
(both at local x=29.0). Our outdoor per-building flood admits them with
CORRECT tight clip regions (4-6 planes, door-aperture NDC boxes -
Issue113MeetingHallFloodTests proves it), but DrawEnvCellShells drew them
WHOLE: mesh_modern.vert writes gl_ClipDistance from the routed CellClip
slot, and gl_ClipDistance is ignored unless GL_CLIP_DISTANCEi is enabled -
which no caller ever did for the shell pass (born inert in 1405dd8).
Interior staircase painted across the exterior wall; unpickable because
it is cell geometry, not an entity.
Retail oracle: cell geometry IS clipped to the accumulated portal view -
Render::set_view (:343750) installs the view polygon edge planes,
DrawEnvCell submits every cell polygon with planeMask=0xffffffff (:427922)
through ACRender::polyClipFinish. Characters/meshes are NOT poly-clipped
(viewconeCheck path) - entity routing stays cleared, comment scoped.
Fix: enable GL_CLIP_DISTANCE0..7 around exactly the shell pass
(self-contained per feedback_render_self_contained_gl_state; no early-outs
between set and restore). Slot-0 fallback slices (>8-plane regions) still
draw pass-all - the assembler's scissor fallback remains unimplemented and
documented; the new flood test pins 0 such slices at the hall.
Refuted along the way (full evidence in Issue113PhantomStairsDumpTests):
- ONE misplaced interior EnvCell unifying #113+#112+collision gaps: all 17
A9B3 cottage cells share an identical dat Position (nothing to misplace);
the #112 gap is a real 20cm doorway micro-gap 0.23m outside threshold
cell 0x104 (straddles its exterior portal plane at foot radius 0.48);
missing object collision remains #99/A6.P4.
- A9B3 dat content near the spot: no stair geometry in shell (balcony at
z119 + turret roof only), cells (flat 116/118.8), statics, or stabs.
Tests: Core 1389 green (+6 dump facts) / App 224 (+1 flood replay) /
UI 420 / Net 294; pre-existing 4 #99-era failures unchanged.
Visual gate pending: user re-check of the hall west face vs retail.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Root cause (oracle: CLandCell::point_in_cell :316941 = terrain-poly only;
find_cell_list null-result keep-curr pc:308788-308825; CEnvCell::
check_building_transit :309827 = sphere_intersects_cell per portal-adjacent
cell): retail KEEPS curr_cell when nothing contains the centre — including
inside a house's containment gaps. Our 6dbbf95 escape hatch instead demoted
any hydrated indoor claim the sphere no longer overlaps to the outdoor
column; at the A9B3 hill cottage's real interior gap this stranded the
player outdoor-classified deep indoors, where re-promotion is portal-
adjacent-only (retail-identical) -> the outdoor flood rendered the interior
transparent (the user's "sometimes transparent" walk).
The hatch's actual target - poisoned (cell, position) SAVES - has been
handled at the SNAP by PhysicsEngine.Resolve's AdjustPosition validation
since #107/#111, so the per-tick pick reverts to retail semantics:
1. lateral recovery first - when the sphere no longer overlaps the claim,
search the claim's stab list for a containing cell (retail
find_visible_child_cell :311444, the same recovery AdjustPosition uses);
the #111 adjacent-claim shape now self-heals laterally (dat-backed test:
pick(seed 0x172) at a 0x171-interior point -> 0x171);
2. else KEEP curr_cell (retail null-result).
Two old tests asserting the hatch demote rewritten to the retail semantics
(tests-can-codify-bugs); P1 retail-golden conformance gates explicitly green
(FindCellListConformance + ThresholdPortalCrossing + CottageDoorway +
CameraCornerSeal = 11/11). New Issue112MembershipTests: the lateral-recovery
fact + a DocumentsResidual fact pinning the remaining at-doorway gap demote
(via the NORMAL outdoor-candidate path; open oracle read = retail's
add_all_outside_cells gate in CEnvCell::find_transit_cells pc:317499 -
sphere-proximity vs graph-reachability). Core 1383 + 4 pre-existing #99
failures + 1 skip.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The entry snap set only the controller (physics stood on the grounded floor)
while the renderer kept drawing the entity at the server-restored height -
the user's "spawned 2 meters in the air" screenshot over a fully-correct
interior. The teleport-arrival path already does entity.SetPosition +
ParentCellId (GameWindow.cs:4914); the login path now matches.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two grounding selection rules failed against live ACE restores before the
right one: (1) first-hit SampleFloorZ returned 0x171's 99.475 ceiling TOP face
over its 94.0 floor (issue111-verify2.log) - the player committed onto the
roof level, and the session's heartbeats poisoned ACE's save with z=99.475;
(2) nearest-to-reference self-confirmed that poison (the reference SAT on the
ceiling face, issue111-verify3.log). Root insight: ceiling/roof top faces are
upward-facing and XY-projectable - geometrically indistinguishable from
floors in the render-ish CellSurface soup. The PHYSICS walkable set (plane
normal.Z >= PhysicsGlobals.FloorZ over the claim's Resolved cell-local
polygons - retail BSPTREE::find_walkable's filter) contains only real floors:
PhysicsEngine.WalkableFloorZNearest transforms into the cell frame, drops on
each walkable plane under the XY, picks nearest the reference.
Verified live (issue111-verify4.log): ACE restored the roof-poisoned
(0xA9B40171, z=99.475); the snap validated the claim and grounded to
z=94.000 - the first fully clean indoor login of the arc:
[snap] claim=0xA9B40171 VALIDATED -> grounded to its walkable floor z=94.000
[cell-transit] 0x00000000 -> 0xA9B40171 pos=(155.525,12.416,94.000)
Baseline: Core 1381 + 4 pre-existing #99 failures + 1 skip; App/UI/Net green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The [snap] apparatus (issue111-snap1.log) caught the mechanism live: ACE
restored a CLEAN pair (0xA9B40171, on-floor) which AdjustPosition validated -
and the legacy Resolve then committed 0xA9B4013F instead: its bestCell floor-
pick scans EVERY CellSurface in the landblock (123 at Holtburg) for "any floor
under this XY nearest currentZ" and breaks same-height ties by iteration
order. The wrong cell then fails containment on the first movement -> outdoor
demote inside the building -> the #111 transparent interior. This free-pick
also explains the earlier "committed verbatim" mystery (the winning tie
happened to echo the input pair) AND seeded the ACE poison loop: our outbound
heartbeats reported the clobbered cell, ACE persisted it, and the NEXT login
inherited it (this run's [spawn-adjust] rejecting 0xA9B4013F is exactly that
echo coming back).
Fix (retail SetPositionInternal shape): when AdjustPosition VALIDATED an
indoor claim, the cell choice is settled - the snap grounds Z onto the
validated cell's own floor (find_valid_position's settle role, :283426) and
returns; it never re-picks the cell from floor geometry. Claims whose cell has
no own floor surface under the XY (thresholds, stair lips) fall through to
the legacy path unchanged; mover-shaped calls (delta != 0, tests) untouched.
[snap] diagnostic kept (snaps only - one line per login/teleport).
Baseline: Core 1381+4 pre-existing #99 failures+1 skip; App/UI/Net green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Gate-run finding (wedge-107-gate-indoor-login.log + dat scan): ACE saved the
cell one room off (claim 0xA9B40172, position inside 0xA9B40171 — adjacent
rooms). FindVisibleChildCell corrects this fine when hydrated (proven by the
new AdjacentRoomClaim regression test), but the live entry committed the raw
claim: IsSpawnCellReady's "any cell struct in the landblock => claim is bogus,
proceed" disambiguator observed the MID-POPULATION state (interiors hydrate in
id order on the background worker; the render-thread predicate read the cache
mid-loop) and opened the gate before the claim and its stab neighbors were
cached. AdjustPosition then saw a null cell struct and silently passed the
claim through; the first movement demoted the player to outdoor inside the
house — the user-visible "transparent interior, see straight through walls"
(render is downstream of membership: an outdoor-classified viewer only sees
the interior through the doorway flood).
Fix: the hold now waits for THE CLAIMED CELL's struct, full stop
(IsSpawnCellReady simplification; HasAnyCellStructInLandblock removed).
Claims that can never hydrate are filtered by GameWindow against the dat's
LandBlockInfo.NumCells range (memoized IsSpawnClaimUnhydratable), and
PhysicsEngine.Resolve carries a loud lost-cell-equivalent safety net: an
indoor claim with NO cell struct AND NO CellSurface floor data demotes to the
outdoor landcell with a [spawn-adjust] line instead of committing raw
(retail GotoLostCell :283418; documented divergence). Partial hydration
(CellSurface present, struct pending) keeps the legacy floor-snap behavior —
HasCellSurface uses the file's masked-low-word norm so bare-id fixtures and
full-id production both resolve.
Baseline restored: Core 1381 (+4 new #107 conformance tests) + 4 pre-existing
#99-era failures + 1 skip; App 223 / UI 420 / Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Root cause (capture resolve-107-login1.jsonl + dat conformance scan): ACE
restored the player with a POISONED (cell, position) pair — cell 0xA9B40162
(one building) with a position inside 0xA9B40171 (a different building 55 m
away). Our entry snap trusted the claim verbatim: the player stood
fake-grounded for minutes (isOnGround passthrough, no contact plane, no
walkable polygon — zero-move resolves short-circuit), the FIRST movement input
ran a real transition, the pick demoted the indoor claim to outdoor
mid-building, and the player fell 2.4 m through the cottage floor onto the
terrain underneath — wedged inside the building shell. The second wedge shape
(flood-fix-gate2.log) was the PortalSpace freeze: the teleport-arrival
detection gated on `differentLandblock || farAway>100m`, an invented
heuristic — ACE's same-landblock short-hop corrections matched neither, so
PortalSpace never exited and movement input stayed frozen all session.
Four legs, all retail-anchored:
1. PhysicsEngine.Resolve (the player snap path: login entry + teleport
arrival) now runs AdjustPosition first — retail SetPositionInternal step 1
(acclient :283892, AdjustPosition :280009): validate/correct the claimed
cell from the foot-sphere center BEFORE any physics. Corrections log one
[spawn-adjust] line.
2. AdjustPosition's previously-deferred indoor seen_outside →
adjust_to_outside sub-fallback (:280037-280046) is completed; CellPhysics
gains the SeenOutside flag (dat EnvCellFlags.SeenOutside) cached in
CacheCellStruct. The camera path does not reach this sub-branch in the
gated scenarios (CameraCornerSealReplayTests green).
3. PortalSpace arrival = ANY player position update (holtburger PlayerTeleport
handler conformant; recenter still only on landblock change). Verified
live: ACE sent a same-lb dist=69.8 correction that the old gate would have
frozen on — it now completes.
4. Outbound wire (cell, position) pairs are now SELF-CONSISTENT: derive the
landblock frame from the resolver's full cell id instead of welding a
position-derived landblock onto its low word — the old composition could
write exactly the poisoned pair shape into ACE's character save. Plus the
#106-gate-2 hold extension: an indoor spawn claim waits for the claimed
cell's hydration (IsSpawnCellReady) so the validation can act — the async
equivalent of retail's synchronous cell load.
Live verification (wedge-107-verify1.log): entry clean; ACE's same-lb teleport
correction completed (old code: permanent freeze); the teleport destination
itself carried ANOTHER poisoned claim (0xA9B40150) which [spawn-adjust]
corrected to 0xA9B40019; player fully controllable, walking across landcells.
3 new dat-backed conformance tests pin the poisoned-pair facts
(Issue107SpawnDiagnosticTests). Baseline: 1380+4 pre-existing #99-era
failures+1 skip / 223 / 420 / 294.
Pending user gate: park indoors, log out gracefully, relaunch — expect a clean
indoor spawn standing on the interior floor.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The 137b4f2 payload, re-landed now that #110 is resolved: the missing-indoor-
textures correlation was the pre-existing #105 staged-texture-flush drop
(fixed in c787201), not a near-plane mechanism. znear=0.1 merely raised #105's
trigger probability — a closer near plane makes close-up geometry newly
visible, inflating per-frame prepare/upload pressure indoors and growing the
never-flushed tail. Exactly the handoff's only-credible-link hypothesis,
verified instead of assumed.
Retail: Render::SetFOVRad sets znear=0.1 flat (decomp :342173, initializer
:1101867). 0.1 < the 0.3m camera-collision sphere, so a wall the collided eye
presses against no longer falls inside the near plane — the §4 corner
see-through-wall closes.
Verification on the 0.1 arm (the arm that struck 2-of-3 on 2026-06-10):
nearplane-reland-1.log — [tex-flush] after=0 on all 45 lines, 68,291 [shell]
lines with zero zh>0 batches, all four dat tripwires silent, no [wb-error].
ISSUES.md: #105 + #110 moved to Recently closed with root cause + evidence.
Pending user re-gate: corner press (wall stays solid) + distance scan for
z-shimmer (none expected; retail ships 0.1 with D24).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Root cause: TextureAtlasManager.AddTexture only STAGES texture content (PBO
write + ManagedGLTextureArray._pendingUpdates); the actual TexSubImage3D
copies + mipmap regeneration happen in ProcessDirtyUpdates, which WB drives
once per frame via ObjectMeshManager.GenerateMipmaps() from its render loop
(WB GameScene.cs:975, just before the opaque pass). GameScene is the file we
replaced with GameWindow, so the call site was silently dropped — staged
updates only reached the GPU as a side effect of PBO growth (UpdateLayerInternal
flushes pending updates before orphaning the PBO). Every layer staged after an
array's LAST growth kept undefined TexStorage3D content behind a valid,
resident bindless sampler handle: white/garbage walls, zh==0, dat tripwires
silent — exactly the #105 signature. Only ObjectRenderBatch.BindlessTextureHandle
consumers are affected (EnvCellRenderer cell shells = indoor walls); entities
resolve via TextureCache (immediate TexImage2D) and terrain via TerrainAtlas
(immediate GenerateMipmap), which is why only indoor walls ever struck.
Fix: WbMeshAdapter.Tick() now calls _meshManager.GenerateMipmaps() after the
staged-upload drain — Tick runs before all draw passes (GameWindow OnRender),
the exact WB-equivalent position.
Evidence (ACDREAM_PROBE_TEXFLUSH=1 apparatus, kept env-gated):
- pre-fix (texflush-prefix.log): pending updates climb 0->48->...->142 and
park at 126 across 34/34 atlas arrays at standstill, forever (19 heartbeats);
brief dips only at PBO-growth crossings — the broken contract live.
- post-fix (texflush-postfix.log): every line after=0 — staged updates drain
the same frame, all 34 arrays clean.
Intermittency explained: background decode-completion order shuffles which
textures land in the never-flushed tail; whether a visible wall samples one is
per-run luck. Also explains the #110 correlation: znear=0.1 makes close-up
geometry newly visible -> more prepare/upload pressure indoors -> bigger tail
-> higher strike probability. The near plane is mechanism-innocent (re-land
follows as its own commit).
Baseline maintained: App 223 / UI 420 / Net 294 / Core 1377 green + 4
pre-existing #99-era failures + 1 skip; CornerFloodReplayTests (5) and
CameraCornerSealReplayTests (2) gates green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Bisect (user-gated): two consecutive runs on 0.1 lost indoor textures; the 1.0 bisect run rendered clean. #105 tripwires silent on the bad runs (GL-side). No known mechanism links the near plane to texturing - #110 filed to investigate (RenderDoc / flip-testing) before re-landing retail's znear=0.1, which the corner see-through fix depends on. Comments on all four cameras point at #110 so the retail value is not re-landed blind.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The collided camera eye sits 0.3m from walls (viewer_sphere radius); a 1.0m near plane clipped the wall face away, so pressing the camera into a corner showed the clear color through the wall (gate result: unchanged by the flood fix - it was never a flood bug). Retail sets Render::znear = 0.1 flat in SetFOVRad (decomp :342173, initializer :1101867). All four cameras aligned. Also files #107 (indoor spawn wedge, 3-for-3), #108 (cellar-up terrain sweep across door opening), #109 (exit-door texture/background oscillation) from the 2026-06-10 visual gate; gate confirms the dac8f6a flood fix: room-room + indoor-outdoor transitions clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
THE BUG (pinned deterministically by the new CornerFloodReplayTests harness — real
Holtburg cells, captured corner-press scenario): a smooth 2 cm/step monotonic eye
sweep across the 0172↔0173↔0171 doorway produced a NON-monotonic flood — on ~10 of
61 steps the player's room (0172) vanished from the flood entirely or collapsed to
a sub-pixel sliver, taking its downstream chain (016F, the outside view) with it.
Live, those isolated frames are the §4 background strobe: openings/passages flash
the clear color during transitions, and the corner press shows background at the
angles that park the eye near the doorway plane.
TWO root causes, both fixed:
1. ApplyReciprocalClip ran the reciprocal portal polygon through the legacy
divide-first ProjectToNdc + 2D Intersect path, justified by "the reciprocal is
never near the eye." That assumption is exactly false at doorways/corners: the
reciprocal IS the same opening whose plane the eye presses against (2-60 cm).
ProjectToNdc's MinW=0.05 eye-clip + side-plane clip + divide is knife-edge
there — 2 cm eye moves flipped its output between a no-op and a duplicated-
vertex hairline that ground the healthy region down to <3 distinct vertices.
FIX: route the reciprocal through the SAME homogeneous pipeline as the forward
clip (ProjectToClip + ClipToRegion) — which is what retail does:
PView::OtherPortalClip (decomp:433524-433563) runs the reciprocal through the
very same GetClip(finish=1) → ACRender::polyClipFinish homogeneous clipper.
Also ported retail's skip: exact_match portals (CCellPortal.exact_match,
acclient.h:32300; PView::ClipPortals :433689) bypass the reciprocal clip —
both sides share the same polygon, so re-clipping is redundant.
2. CellView.CanonicalKey missed COLLINEAR re-emissions: the homogeneous region
clipper legitimately inserts intersection vertices ON a subject edge when a
region edge grazes it, so BFS re-clip rounds re-emit the SAME geometric region
with 1-2 extra collinear edge vertices — keyed as distinct, defeating the
dedup and accumulating duplicate polygons (this was the real mechanism behind
the historical "float drift defeats the dedup" rationale that had parked the
reciprocal on the unstable path). FIX: canonicalize away collinear snapped
points (exact integer cross-products on the 1e-3 NDC grid) so the key is
purely a function of the region's corners.
Conformance: CornerSweep_FloodIsCompleteAndMonotone pins the fixed behavior —
61-step monotonic eye sweep ⇒ full flood every step, outside view always reached,
player-room region monotone (was: clean shrink 4.000→2.879 with zero drops, vs
~10 glitch steps before). Diagnostic facts (trace diff, hop microscope, primitive
scratch) retained as the apparatus.
Suites: App 223 green (incl. Build_AppliesReciprocalOtherPortalClip, now passing
with proper tightening AND dedup), Core 1377 green + the 4 pre-existing #99-era
failures + 1 skip, UI 420, Net 294. Visual gate pending: corner press, room↔room,
cellar↔floor, indoor↔outdoor transitions.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Replays the captured corner/exit "escape" sweeps (corner-seal-capture.log) through
the real ResolveWithTransition with the camera probe call shape. Geometry-map
diagnostic proves every zero-contact traversal runs through a REAL opening: the
0170 exit-door portal for the viewer-outdoor frames; the 0171↔0173↔0172 doorway
chain (0173 = 20 cm threshold cell) for the corner-press frames. Captured eyes land
inside door-opening rectangles; the containment walk shows no path point in solid
cell volume; 8,703/14,230 indoor sweeps in the same capture collided correctly
(pull-in up to 2.77 m) — camera collision works, nothing penetrates.
The user-visible "background at the corner" is therefore NOT collision — it is the
§2a edge-on portal-clip collapse with the eye hovering at the doorway plane. Both
§4 siblings converge on one render-side mechanism: edge-on clip collapse near
opening planes. Next per the 2026-06-08 handoff §5.3: read retail's edge-on clip
oracle (PView::GetClip :432344, PView::ClipPortals :433572, polyClipFinish :702749)
before designing the fix.
Assertion fact = characterization pinning the verified behavior (openings pass
clean); Diagnostic fact = dispatch trace + room map + containment apparatus.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
ROOT CAUSE (pinned by the [clip-route] probe run + [gl-state] tripwire, one
capture): EnvCellRenderer.RenderModernMDIInternal established the Transparent
pass state (Enable(Blend) + DepthMask(false)) BEFORE the batch pass-filter, so
a cell whose batches are ALL opaque (a plain cottage interior) hit the
totalDraws==0 early-out and returned without ever reaching the end-of-pass
restore. The frame ended with dmask=0 + blend=1; the NEXT frame's
glClear(GL_DEPTH_BUFFER_BIT) silently no-oped (depth clears honor glDepthMask),
and every world fragment — terrain, entities, player, sky — failed GL_LESS
against its own previous-frame depth ghost. Screen = the fog-tinted clear
color. Onset locks to the building-flood merge because that is the first frame
the flooded building shell draws; holds while merged (the leak re-arms every
frame); camera rotation recovers because the cell drops from the flood and the
restore-skipping path stops running.
Capture evidence (flap-cliproute-capture.log): all three draw-input suspects
exonerated — landscape scissor full-screen all run, terrain-UBO/region-SSBO
planes full-screen on both sides of every merge, all 41,373 instances on the
correct repacked slot with cullEnt=0 — while [gl-state] showed frames entering
with dmask=0 blend=1 for exactly the merged stretches (145,238 consecutive
frames in the held window, flipping with each merge boundary at the end-of-run
strobe cycles).
Fix (all paths root-cause, no suppression):
- EnvCellRenderer: move the pass-state establish BELOW the totalDraws==0
early-out so state is only set on a path that always reaches the restore;
hoist the globalVao==0 check (the second leak-shaped early-out) above the
state set.
- GameWindow frame clear: assert DepthMask(true) before glClear — the clear
DEPENDS on the depth write mask, so it sets the state it depends on
(feedback_render_self_contained_gl_state; this is the 4th instance of the
class, in the same function as the 1st).
Very likely the same family as the "parts of the screen flash while running
past cottages" and cottage enter/exit artifacts (every brief merge = a
1-frame no-op depth clear). Visual gate pending.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The decisive probe between the two surviving suspects from the 2026-06-09
building-flood-merge handoff (docs/research/2026-06-09-flap-outdoor-fullworld-
building-flood-merge-handoff.md section 1), gated by ACDREAM_PROBE_CLIPROUTE=1,
all print-on-change:
- [clip-route] (RetailPViewRenderer.DrawLandscapeThroughOutsideView): the
outside slice slot + NDC AABB + planes, the CellIdToSlot routing table, the
region-SSBO bytes DECODED at the routed slot, and the terrain-UBO head —
captured after SetTerrainClip + UploadClipFrame + SetClipRouting, i.e.
exactly what the landscape draws consume. Pins/refutes suspect (b) and the
slot-repack half of suspect (a).
- [clip-route-disp] (WbDrawDispatcher.Draw, routed draws only): per-slot
instance histogram exactly as staged for binding=3 plus the count of
entities dropped by ResolveSlotForFrame CULL. Pins/refutes the
instance-routing half of suspect (a).
- [clip-route-scis] (GameWindow.DrawRetailPViewLandscapeSlice): the ACTUAL GL
scissor enable + box read back right after BeginDoorwayScissor — the whole
landscape pass (sky + terrain + outdoor entities + player) draws inside this
box, so a doorway-sized box here IS the full-world kill by construction.
Code-reading findings recorded while building the probe: the landscape pass is
scissored to slice.NdcAabb end-to-end (GameWindow.cs DrawRetailPViewLandscapeSlice),
and ResolveEntitySlot CULLs server entities with null ParentCellId while routing
is active — both now directly observable under the probe.
Throwaway apparatus — strip once §4 ships.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two probe additions from the §4 outdoor full-world flap investigation
(world turns to fog-tinted clear color at specific outdoor spots;
strobes then holds; camera rotation recovers; forward-walk triggers):
- [pv-input] gains terrZ=/eyeAbove= (terrain height under the camera
eye) — used to REFUTE the buried-eye hypothesis (eyeAbove stayed
+1.6..2.1 m through every held-flap block).
- [gl-state] (ACDREAM_PROBE_GLSTATE=1): snapshots the GL fixed-function
state entering the world passes (depth, blend, cull, scissor + box,
viewport, FBO, color/clip masks, glGetError), printing on change.
Delivered the frame-exact flap-onset marker: the leftover scissor box
flips from full-screen to a drifting 9x21 px doorway footprint at the
exact frame the nearby building flood merges in (pv-input flood 1->5).
Both probes are gated and zero-cost when off. Strip with the rest of
the §4 apparatus when the flap ships.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Move #106 to Recently closed (user-verified collision + solid walls;
probe-verified 49 clean transitions incl. south A9B4->A9B3 at y=-0.19,
east A9B3->AAB3 at x=192.2, and room-by-room tracking through the
originally-failing A9B3 cottage). Records the three adjacent
pre-existing bugs the gate runs surfaced and fixed (legacy Resolve bare
ids, bogus-indoor-claim recovery, entry-hold streaming deadlock).
Correct the capture doc's attribution: the outdoor running distortion
was NOT fully the stale anchor — gate 4 shows residual background-color
screen artifacts persist with a correctly-following anchor. The
residual is the render §4 flap family (render digest), not membership.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Gate-3 never entered player mode: the new spawn-ground entry hold
(6dbbf95) waits for terrain under the spawn, but the K-fix1 streaming
gate skipped streaming entirely until the chase camera first engaged —
which requires player-mode entry. Circular wait; the user sat in the
fly camera with an empty world (the probe log has zero [cell-transit]
lines and no "auto-entered player mode").
K-fix1's intent was narrower than its implementation: suppress the
hardcoded-Holtburg center flash BEFORE LOGIN. The streaming tick even
has a dedicated in-world fly-camera branch (observer from
_lastLivePlayerLandblockId) that the outer gate made unreachable. The
fix gates streaming on pre-login only: once the live session reaches
InWorld, streaming runs (centered on the server-known player landblock
or the fly camera), terrain hydrates, the spawn-ground predicate flips,
and auto-entry fires. The world-geometry RENDER gate is untouched — the
pre-entry screen still shows sky only, exactly K-fix1's visual.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Gate-2 fallout chain: session 1's bare-id wedge poisoned ACE's save (the
client reported garbage cells while walking through walls), so session 2
logged in with (cell=0xA9B4013F inn interior, pos=(91.4,32.7)) — a
position that cell does not contain. Probe evidence: exactly one
[cell-transit] line all session; the player free-fell into an empty
world. Two holes, both fixed at the root:
1. CellTransit pick escape hatch — restores the #83/A1.7 + #90
verification that lived in PhysicsEngine.ResolveCellId before the
collide-then-pick rewrite moved membership into
BuildCellSetAndPickContaining: an indoor current cell that IS
hydrated but whose CellBSP no longer overlaps ANY part of the foot
sphere is a bogus claim (corrupt save, or walked out through an
unblocked gap). The portal BFS can never reach an exit portal from a
cell the sphere isn't in, so no candidates exist and the claim held
forever — wedging collision (ShadowObjectRegistry's #98 gate reads
"indoor primary" -> outdoor object sweep skipped), wall BSP, terrain,
and the render root. The pick now demotes to the outdoor column under
the sphere centre (the LandDefs.AdjustToOutside result already
computed for the pick — cross-block safe). Sphere-overlap
(BSPQuery.SphereIntersectsCellBsp, pseudo_c:317666 -> :323267), NOT
point-in: doorway push-back leaves the centre a few cm outside while
the sphere still overlaps — no demotion, #90's ping-pong stays dead.
An unhydrated cell cannot be verified — stale beats null while
streaming hydrates (retail-equivalent: stale curr_cell kept when the
pick finds nothing).
2. PlayerModeAutoEntry spawn-ground hold — player-mode entry now waits
for the terrain under the spawn position to stream in
(isSpawnGroundReady predicate, K.2 pattern). Entering earlier
integrates gravity against an empty world: indoor-claimed spawns got
no floor from any source and free-fell into the void; outdoor spawns
raced hydration by ~1s every login. Retail never has this state (it
loads cells synchronously) — the hold is the async-streaming
equivalent of that invariant. With the hold, the entry snap
(Resolve, stepUp=100) runs against hydrated cell floors + terrain
and re-seats a corrupt save's claim immediately.
Tests: IndoorSeed_SphereFullyOutsideHydratedCell_DemotesToOutdoorColumn
(the gate-2 wedge shape, red pre-fix), straddle + no-BSP guards (the #90
hysteresis and stale-beats-null), TryEnter_Armed_SpawnGroundNotReady_
DoesNotFire. Full suite: 294+218+420 green; Core 1375 green + the same
4 pre-existing door/#99-era failures + 1 skip.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The #106 live gate run was sabotaged by a pre-existing bug the corrective
ACE teleport exposed: PhysicsEngine.Resolve (the legacy Phase-D resolve,
still used by the teleport-arrival snap at GameWindow.cs:4869 and the
player-mode-entry snap at :11295) returned BARE low-word cell ids on
every computed exit (ComputeOutdoorCellId, bestCell.CellId & 0xFFFF,
nextCellIndex, enterCellIndex). The teleport committed 0x0000013F into
PlayerMovementController.CellId, and a bare indoor id wedges the entire
membership chain:
- GetCellStruct(0x0000013F) misses (cells are keyed full-prefix) -> no
indoor wall BSP -> walk through walls;
- the b3ce505#98 gate reads "indoor primary" -> outdoor object radial
sweep skipped -> NO object collision anywhere in the world;
- BuildCellSetAndPickContaining early-returns an unresolvable id forever
(block 0x0000 is a real far-NW map block) -> membership frozen;
- render root never resolves -> interiors draw empty when stepping in.
Probe evidence: probe-cell-106-gate.log has exactly 2 [cell-transit]
lines for the whole session, both reason=teleport — the second one
(0xA9B3003C -> 0x0000013F) is the wedge. This is the L.2e "player CellId
tracked as bare low byte" finding (2026-05-12) finally biting; prefix
survival until now was a race artifact — Resolve only preserved the full
id when the landblock had not streamed in yet (passthrough exit), which
is why login snaps usually came out prefixed.
Fix: capture the matched landblock's key in Resolve's containment loop
and return lbPrefix | (targetCellId & 0xFFFF) on the computed exit —
the same full-32-bit convention Resolve's own doc comment states for
its inputs, and what both production callers (player snaps) require.
The passthrough exits (no landblock / step-reject) still return the
caller's id unchanged.
Tests: Resolve_IndoorStay_ReturnsFullPrefixedCellId (the teleport
shape, red pre-fix) + Resolve_OutdoorStay_ReturnsFullPrefixedCellId;
Resolve_LeaveIndoorCell_TransitionsToOutdoor's unmasked
`CellId < 0x100` assertion codified the bare behavior — now masked +
asserts the prefix. Full suite: 294+218+420 green; Core 1371 green +
the same 4 pre-existing door/#99-era failures + 1 skip.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The player's outdoor cell froze at the last in-block cell the moment they
walked over a landblock boundary (10,449-frame playerCell freeze in the
2026-06-09 capture; whole neighbouring-block interiors unenterable, plus
the running-distortion from the stale render anchor). Root cause: the
add_all_outside_cells port clamped BOTH the candidate proposal and the
find_cell_list containing-cell pick to the current landblock's 8x8 grid,
in a frame that silently assumed the current block sits at world origin.
One step over the line -> zero candidates -> FindCellSet returns
currentCellId forever.
Retail has no such clamp. Its cell math runs in a GLOBAL landcell grid
(lcoord 0..2039 spanning the map): get_outside_lcoord = blockid_to_lcoord
+ floor(blockLocalPos/24) with no bounds besides the map edge, and
lcoord_to_gid re-derives the landblock id from the lcoord's upper bits —
crossings are inherent, never special-cased.
The fix, decomp-cited throughout:
- New AcDream.Core.Physics.LandDefs: in_bounds (pc:68509),
blockid_to_lcoord (pc:68520), inbound_valid_cellid (pc:163438),
gid_to_lcoord (pc:163500), lcoord_to_gid (pc:171859),
get_outside_lcoord (pc:438690), adjust_to_outside (pc:438719).
Cross-checked against ACE LandDefs.cs; three artifacts documented and
avoided: BN's int8_t mis-render of block_y, BN's dropped 192f
BlockLength constant, and ACE add_cell_block's "FIXME!" same-block
guard (an ACE divergence, not retail).
- CellTransit.AddAllOutsideCells rewritten as the faithful sphere
variant (pc:317499 @0x00533630): adjust_to_outside re-seats the
(cell, position) pair cross-block, check_add_cell_boundary (pc:317229)
adds up to 3 neighbours by global lcoord, add_outside_cell (pc:317056)
has no same-block filter. adjust_to_outside failure breaks the sphere
loop (pc:533699 verbatim).
- BuildCellSetAndPickContaining: the outdoor containing-cell pick is now
the global XY-column under the sphere centre (AdjustToOutside), not
the [0,8)-clamped current-prefix reconstruction. Interior-wins order
and current-cell-first hysteresis unchanged.
- World->block-local frame conversion via the landblock origin already
registered in CellGraph (new TryGetTerrainOrigin); Zero fallback
preserves the legacy anchor-block assumption for unregistered terrain.
- Cross-landblock building entry comes free: the candidate snapshot now
contains neighbour-block landcells, so GetBuilding/CheckBuildingTransit
fire for cottages across the line (the capture's one failing entry).
Investigated FIRST per the pickup brief: the b3ce505#98 stopgap gate is
definitively exonerated — it is a collision-object query gate that fires
only for indoor primary cells; no membership path touches
ShadowObjectRegistry.
Tests: 31 new (25 LandDefs conformance incl. capture-geometry goldens
0xA9B40031 -> 0xA9B30038/0xA9B30034 and the northbound return; 4
AddAllOutsideCells cross-block; 3 FindCellSet membership goldens incl.
the non-anchor-frame origin conversion). Full suite: 294+218+420 green;
Core 1369 green + the 4 pre-existing door/#99-era failures + 1 skip
(unchanged from baseline).
Pseudocode + artifact notes:
docs/research/2026-06-09-landdefs-outside-cells-pseudocode.md.
Remaining acceptance: live boundary walk with ACDREAM_PROBE_CELL=1
(ISSUES.md #106).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The 53MB flap-probe capture (user live-reproduced the broken-house entry)
plus 3-agent analysis settles the day: playerCell froze at 0xA9B40031 for
10,449 frames spanning ~130m of outdoor walking into landblock A9B3 and a
stand INSIDE an A9B3 cottage. Within-landblock outdoor flips are 96/96
clean; all 10 successful indoor entries were same-landblock buildings; the
single cross-landblock entry failed. The render flood independently drew the
A9B3 interior cells the whole time — rendering is downstream and healthy;
membership is the broken layer (feedback_render_downstream_of_membership,
proven again). The stale render anchor also explains the outdoor running
distortion; the capture refutes flood-level causes outdoors (26,960/26,960
outdoor frames rigid at outPolys=1 vis=1).
Files #106 (HIGH, physics/membership) with fix pointers: ResolveCellId /
AddAllOutsideCells cross-landblock proposal, the b3ce505 outdoor-sweep gate
(possible stopgap fallout, like #99), retail find_cell_list :308742 +
LandDefs.get_outside_lcoord. Reframes #105: largely superseded by #106;
residual (single wall missing while membership indoor-correct) stays open
with all tripwires armed. Handoff:
docs/research/2026-06-09-105-capture-analysis-membership-landblock-pin.md
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Live evidence narrowed #105 to the pending->committed instance hand-off:
walls missing from BOTH inside and outside views while the same cells'' props
draw and collision works = the wall-shell INSTANCES never reach the committed
draw set. FinalizeLandblock uses REPLACE semantics (lb.Instances =
lb.PendingInstances), and with two-tier streaming a landblock can finalize
while a promote job is still registering its cells on the worker thread —
the partial pending set commits, the remainder lands in a fresh pending list,
and the next finalize REPLACES the committed set with only the remainder.
Whoever registered first is silently lost: per-session-random (drain timing),
per-building-persistent, from session start.
- [finalize-replace] a finalize that DISCARDS already-committed instances
- [late-register] a RegisterCell landing after its landblock finalized
Both print only on the suspect interleavings. Next occurrence proves or
kills the theory; the fix (merge semantics + registration/finalize atomicity)
follows the evidence.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>