ApplyLoadedTerrainLocked makes zero DatCollection calls (all dats pre-read by
the worker into lb.PhysicsDats), and its other mutations are update-thread-only
or ConcurrentDictionary-safe, so the dat lock is unnecessary around it.
Removing it eliminates the measured 24ms-median / 88ms-p95 lockwait stall that
was the 30↔200 FPS swing. The worker still serializes its own dat reads on
_datLock; only the apply stops contending. Build + 1568 Core tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
ApplyLoadedTerrainLocked's six Get<T> sites now read from lb.PhysicsDats via
TryGetValue (loud-fail on a gather/apply id mismatch). Zero _dats.Get calls
remain in the apply. Behavior identical: same ids -> same cached dat objects
-> same surfaces/BSP/ShadowObjects. Lock removal is the next commit.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
BuildPhysicsDatBundle mirrors the apply's six Get<T> sites (LandBlockInfo,
EnvCell, Environment, building Setup, entity GfxObj, entity Setup) under the
worker's existing _datLock and attaches them to LoadedLandblock. Far tier
gets PhysicsDatBundle.Empty.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Carries the parsed dat objects ApplyLoadedTerrainLocked needs so the worker
can pre-read them and the apply can run lock-free. Optional field (default
null) keeps existing LoadedLandblock construction back-compatible.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
5-task TDD plan: PhysicsDatBundle on LoadedLandblock; worker pre-reads the
apply's six Get<T> sites into it; ApplyLoadedTerrainLocked reads from the
bundle; drop the apply's lock(_datLock); verify lockwait->0; strip probes.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The 30↔200 FPS swing is _datLock contention: the streaming worker holds
the global dat lock for the full per-landblock build (lockwait measured
24ms median / 88ms p95), stalling the update thread's ApplyLoadedTerrain.
Fix (A1): the worker pre-reads the apply's six Get<T> sites into a physics
dat bundle so ApplyLoadedTerrainLocked makes zero DatCollection calls and
its lock(_datLock) is removed. Approved design; implementation next.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Removes the scenery-frame, building-reach, and stream-resid probes added during the
world-load/FPS deep-dive (all root-caused + fixed). Gated-off diagnostics only; no
behavior change. The fixes they found remain.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Terrain vertices are baked into the GPU relative to the render origin (_liveCenter),
which only moves on a teleport. A FAR jump unloads/reloads everything → fine. But a
NEARBY outdoor jump (e.g. (170,168)->(169,180), 12 landblocks) leaves the old and new
streaming windows overlapping, so StreamingRegion.RecenterTo KEEPS the ~330 overlapping
blocks (correct — they're in the new window) — yet they still hold vertices baked at the
OLD origin. The instant _liveCenter moves they render shifted by the jump distance: a
band of terrain hanging in the sky ("terrain in the sky" arcs). Confirmed by probe: every
stale slot was offset by EXACTLY deltaLB*192 ((-1,12)*192 = (-192,2304)), 330 of them
persisting after the hop.
Fix: StreamingController.ForceReloadWindow() — on an OUTDOOR teleport, SYNCHRONOUSLY drop
every resident landblock (render slot + physics + state) so none survives the frame stale,
then null the region so NormalTick re-bootstraps the whole window fresh at the new origin
(the near ring is priority-applied behind the fade; the rest streams). Called from
OnLivePositionUpdated's outdoor recenter branch; sealed dungeons keep PreCollapseToDungeon.
Verified live: the exact nearby hop that produced 330 stale slots now produces 0 across
the whole session, and the horizon is clean.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Three apparatus-confirmed fixes from the world-load/FPS deep-dive (all live-verified).
1. trees-in-sky — scenery ground-Z now samples THIS landblock's OWN heightmap
(TerrainSurface.SampleZFromHeightmap, lock-step with the physics terrain) instead
of the global PhysicsEngine.SampleTerrainZ query. At build time the landblock isn't
registered in physics yet, so that query could only return null OR a STALE
neighbour's height — the previous location's terrain, still registered after a
teleport recenter — planting scenery at the old altitude (+250..500m, confirmed via
the [scenery-z-stale] probe). Own-heightmap is correct in every case; the query is
removed. (GameWindow.BuildSceneryEntitiesForStreaming)
2. FPS per-hop — TickAnimations recovered each animated entity's server guid via an
O(N) ReferenceEquals reverse scan over ALL _entitiesByServerGuid (which never
evicts, so N climbs every teleport — the drops-with-each-hop sink). Replaced with
ae.Entity.ServerGuid: O(1), exact-equivalent (the dict key IS entity.ServerGuid).
(GameWindow.TickAnimations)
3. teleport arrival + bulk floating terrain — two streaming fixes:
- Near-ring eager-apply: a teleport applies the destination's 3x3 surroundings
(StreamingController.PriorityRadius) and holds the fade until they're resident
(PhysicsEngine.IsNeighborhoodTerrainResident), so the player arrives in a loaded,
collidable world instead of one landblock in the void.
- Immediate unloads: DrainAndApply no longer throttles UNLOADS at the per-frame
load budget — they're cheap (free GPU buffers, no upload). A teleport produced
~600 unloads draining at 4/frame, leaving the previous region resident for
seconds (floating terrain) and accumulating across rapid hops (951 resident vs a
625 window). Only GPU-upload LOADS are metered now. Cut out-of-window resident
650 -> 63 and resident 951 -> 688 (live-verified via [resid-audit]).
Includes gated-off diagnostic probes (ACDREAM_PROBE_SCENERY_FRAME / _BLDG_REACH /
_STREAM_RESID) used to root-cause the above — zero-cost when unset, same pattern as
the committed tp-probe.
The pre-existing teleport-induced "terrain arcs in the sky" (present in the dd2eb8b
baseline too, with NONE of this work) are a SEPARATE bug — investigated next.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
acdream accumulated every CreateObject from every town visited and never pruned by
distance/time (only on server DeleteObject / respawn de-dup), so the entity tables +
the O(N^2) TickAnimations scan grew with each hop and sank FPS (confirmed in Release).
Faithful port of holtburger liveness.rs (ACE_DESTRUCTION_TIMEOUT_SECS=25,
CONSERVATIVE_VISIBILITY_DISTANCE_M=384): a world entity is evicted only after being
>384m AND outside the 3x3 landblock neighborhood for 25s continuous (arm-on-leave /
clear-on-return). Logic in a pure, unit-tested EntityVisibilityCuller; GameWindow
wires a 1Hz tick that snapshots the world entities + player and tears each evicted
guid down through the existing pruner. Player + held/equipped/contained items are
excluded (player by guid; inventory items never carry a world position so they never
enter the culled map). A re-created object starts fresh (deadline cleared on remove).
Skipped during a teleport hold (frozen player position). AD-32 registered.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
After a teleport ACE floods a town's CreateObjects; WorldSession.Tick drained the
ENTIRE inbound queue every frame, each spawn hydrating mesh+textures under _datLock
on the render thread — monopolizing the update loop for ~a minute and starving the
streaming apply, so only the destination landblock loaded and neighbors trickled in
(visible at high render-FPS because update/render are separate Silk.NET callbacks).
Bound the per-frame drain to a ~4ms wall-clock budget once InWorld (handshake uses
the blocking PumpOnce path, never Tick). A time budget self-adapts to the highly
variable per-datagram cost; the tail stays queued (unbounded channel, FIFO) and
drains over the next few frames. Acks are queued per packet BEFORE the heavy handler
(WorldSession.cs:680), so deferring the tail only delays the tail's acks a few frames
— within ACE's tolerance (holtburger defers acks on a flush cadence; verified in
references/holtburger session/send.rs). Budget decision extracted as a pure testable
static (4 unit tests).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
T6 visual gate found three issues; probe pinned the roots.
- StreamingController.DrainAndApply: the priority hunt + outbox drain were gated
behind 'if (budget <= 0) return;' AFTER the deferred-buffer drain. During a
dungeon-exit expand (~600 completions) the buffer is always >= budget, so the
hunt never ran and the destination never priority-applied (APPLY stalled ~5s;
dest built +265ms but applied +6s). Restructured: priority hunt runs FIRST and
unconditionally. Indoor (single-LB collapse) was unaffected, which is why only
outdoor exits broke.
- Teleport timeout was a 600-FRAME count; the empty-world exit hold renders at
~1000fps so it fired in ~0.6s and force-placed into the skybox before the
expand finished. Now wall-clock (10s) — worldReady wins the race.
- Arrival facing: synced _playerController.Yaw to the server orientation via the
exact inverse of YawToAcQuaternion (ExtractYawFromQuaternion has a 270deg offset
vs our yaw). Previously only the render mesh got the rotation → camera/movement
faced the stale pre-teleport direction.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Wires the dormant TeleportAnimSequencer as the transit driver: on PlayerTeleport
the player holds in PortalSpace behind a full-screen fade (FadeOverlay) until the
destination terrain is resident (TeleportWorldReady, gated on the priority-applied
landblock), then materializes (Place), and after the world fades back in regains
control + acks the server (FireLoginComplete). No movement resolves against the
empty world, so the outbound cell frame can't corrupt. Outdoor changes from
place-immediately back to hold-until-resident (now fast, not a band-aid).
- FadeOverlay: fullscreen NDC black quad, alpha = ShowTunnel ? 1 : FadeAlpha.
- Retires TeleportArrivalController + its 2 tests (TAS subsumes the driver role).
- Divergence register: AD-2 updated to the new mechanism; AD-31 (fade vs swirl).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Acceptance apparatus for the teleport-residency fix. ACDREAM_PROBE_TELEPORT=1
gates 5 log points with cross-thread TickCount64 timestamps + the _datLock
waited/held measurement. Stripped (or promoted) at verification (plan T6).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
BuildCellSetAndPickContaining discarded the bool from TryGetTerrainOrigin — when
the current landblock's terrain hadn't been applied yet (priority-apply in flight
after a teleport or dungeon exit), blockOrigin was silently set to (0,0,0). The
AdjustToOutside/GetOutsideLcoord math treated world-frame sphere coordinates as
block-local and marched the cell one landblock per tick in the direction of movement
until lbX or lbY underflowed to 0x00. ACE rejected every subsequent move as a
failed transition.
Fix: honor the bool return. When terrain is unregistered for an OUTDOOR seed
(low < 0x0100), return currentCellId verbatim — "no block-local frame →
preserve". This mirrors the NO-LANDBLOCK verbatim contract in PhysicsEngine.Resolve
and is correct: the cell stays last-known-correct until terrain registers.
Indoor seeds are explicitly excluded (blockOrigin is never consumed by the indoor
pick path; outdoorPickAllowed=false for indoor seeds).
Reproduce + verify via CellMarchLandblockPreservationTests (two new FAILING-before
tests: WestEdge and SouthEdge with empty cache, no anchor → lbX/lbY preserved).
TeleportFarTownRunawayTests updated: no-anchor path now also preserves (pre-fix it
marched south to 0x59; post-fix returns currentCell unchanged).
CellTransitFindCellSetTests, Issue112MembershipTests, PhysicsEngineTests: added
RegisterTerrain for the streaming-center block (in production it is always resident
before outdoor resolves run; tests that used blockOrigin=(0,0,0) as an implicit
fallback now register the block explicitly). All 1567 tests pass.
Divergence AD-30 added to retail-divergence-register.md.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Adds a high-16-bit-prefix landblock residency check used as the teleport
worldReady gate — true once the destination landblock's terrain+cells
have been registered via AddLandblock, regardless of whether the caller
passes a canonical (0xFFFF), cell-resolved, or bare landblock id.
Two TDD tests confirm: false before registration, true after, and
that a cell-resolved id on the same landblock returns true.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Replace RemoveAt(0)-in-a-loop drain idiom with RemoveRange(0, i) in both
Step-1 deferred drain and the post-found deferred drain inside DrainAndApply,
making each an O(N) single shift instead of O(N²) on the render-thread hot path.
Add PriorityNeverArrives_noThrow_noLoss_noDoubleApply test: sets a priority id
that never appears in the outbox, ticks several times, asserts no throw, no
loss of the non-priority completions, and no double-apply (applied count ==
completions enqueued). Comment above the priority-hunt explains the failure
mode: completions relocate to _deferredApply while the hunt is active and drain
at per-frame budget until the caller clears PriorityLandblockId.
Restyle test 2 to use named constructor arguments and break the compressed
lambda onto readable lines (matches test 1 style).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Adds PriorityLandblockId (uint, default 0) + _deferredApply buffer.
DrainAndApply now: (1) applies up to budget from the deferred buffer,
(2) when PriorityLandblockId != 0, hunts the worker outbox in chunks
applying the priority LB immediately on match and buffering any
non-priority items drained past it for later frames,
(3) falls back to normal drain when no priority is set or not found.
Extracts ApplyResult(result) + ResultLandblockId(result) helpers so
both the priority and normal paths share identical side-effects.
No existing behaviour changes on the non-priority path.
21 streaming tests pass (19 existing + 2 new priority-apply tests).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Live tp-probe capture refuted the handoff's _datLock-starvation hypothesis:
worker BUILD is fast + uncontended (waited=0ms); the 10-14s 'long transition'
is render-thread APPLY latency, and 'dropped at wrong position' is the
per-frame resolve corrupting the outbound cell frame (lbX zeroed) while the
player sits on an empty world. Design: priority-apply the player's dest
landblock + hold-until-resident behind a retail fade cover (reuse the dormant
TeleportAnimSequencer) + cell-march landblock-id hardening. Foundation-first,
not a hold over slow streaming. Flood-timeslicing + 3D swirl deferred.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Captures the full teleport-flow journey (Slice 1 kept, Slice 2 hold built +
reverted), the root-cause findings (the IsLandblockLoaded key bug + the real
foundation problem: destination doesn't stream fast/complete during teleport,
likely _datLock starvation from the CreateObject flood), the open foundation
issues (#138 slow/incomplete streaming, lost-collision-after-teleport, FPS
leak Work-C, the PortalSpace freeze-vs-run-through question), and the clean
baseline (dd2eb8b). Written as evidence + open questions, not conclusions, so
a fresh session can re-examine the whole approach.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
User-tested: the Slice 2 'hold outdoor until landblock loaded' gate made
EVERY outdoor teleport a ~10 s freeze, because the destination landblock
does NOT load fast during the hold (lbs=0 the whole time — the #138
streaming gap + _datLock starvation from the CreateObject flood). The hold
was band-aiding a broken/slow foundation rather than fixing it, and it never
actually prevented the #145 edge cascade anyway (it force-snapped onto
NO-LANDBLOCK after the timeout regardless).
Reverts ad8c24e..c880973 to the pre-Slice-2 state (00ef47e): outdoor places
immediately again (fast teleports). The genuine bug found along the way —
IsLandblockLoaded queried the wrong key form (& 0xFFFF0000 vs the stored
| 0xFFFF) — is preserved in the history (c880973) and will be re-applied when
we re-introduce a proper hold ON A FIXED FOUNDATION.
Decision (user, 2026-06-21): fix the foundation FIRST — fast/complete
streaming during teleport (#138), the post-teleport lost-collision bug, and
the FPS leak (Work item C) — then revisit the teleport-flow animation. Slice 1
(the pure TeleportAnimSequencer) stays in (dormant, unwired, harmless).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The Slice 2 outdoor readiness gate queried IsLandblockLoaded(destCell &
0xFFFF0000) = e.g. 0x7D640000, but streaming stores landblocks under the
EncodeLandblockId form (low 16 = 0xFFFF), e.g. 0x7D64FFFF. The raw
ContainsKey never matched, so the outdoor teleport gate could NEVER flip
Ready and every outdoor arrival ran to the 600-frame (~10 s) timeout and
force-placed. The cascade was still prevented (the timeout force-place lands
cleanly), but the gate did no work — the 10 s freeze the apparatus showed
was this bug, NOT the #138 streaming stall I first suspected.
Root cause found via the apparatus re-test (3-agent investigation
wf_8b67a9d1-35c, all high-confidence) + verified against StreamingRegion.cs:99
(EncodeLandblockId | 0xFFFF), PhysicsEngine.cs:79 (stores as-is),
GameWindow.cs:5530 (queries & 0xFFFF0000).
Fix: IsLandblockLoaded normalizes its arg to the canonical 0xFFFF landblock
key, so the prefix form, any contained cell id, and the dat-id form all
resolve. Added the regression test the original Slice 2 test missed (it had
checked the same 0xFFFF form it added; the real caller passes the 0x..0000
form). Red on the prefix/cell forms before the fix, green after. 9/9.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Code-review follow-up: the exit-sound/login-complete events are emitted
inline at their transitions, so the _exitSoundPending/_loginCompletePending
fields were set-then-cleared dead code — removed. Added a comment explaining
why TunnelContinue's min-advance is gated on worldReady. No behavior change;
29/29 sequencer tests still green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
AP-49: TeleportAnimSequencer.ComputeFadeAlpha uses smoothstep in place of
retail's unrecovered 1024-entry GetAnimLevel lookup table
(gmSmartBoxUI::UseTime 0x004d6e30). Retire when the table contents are
extracted via cdb (spec §8).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
EnterTunnel fires on the first Tick after Begin for Portal/Login/Death kinds
(which enter directly at Tunnel). Already implemented in Task 1.2 via
_enterTunnelPending = _state == TeleportAnimState.Tunnel.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
TunnelContinue exit gate: minMet requires worldReady (min-continue hold);
maxForce fires unconditionally at MaxContinue (safety-net fallback when
world never loads). This matches spec §3.4.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Bite-sized TDD plan for the retail teleport flow. Slice 1: pure
TeleportAnimSequencer (7-state TAS) + golden-timing tests. Slice 2: the
#145 readiness-gate fix (IsLandblockLoaded + Decide outdoorReady axis +
apparatus probe) — ships independently of the visuals. Slice 3:
TeleportFlowController (delegate-injected, unit-tested) + TeleportFadeOverlay
+ portal wiring (PlaceTeleportArrival split: place vs InWorld so the input
lock persists the whole animation). Slice 4: one yaw-freeze + portal sounds
via the EnumIDMap chain. Slice 5: de-dup login readiness onto Decide, route
login/death through the controller, logout (Shift+Esc) + 0xF653 + disconnect,
remove dead _teleportArrival plumbing. Slice 6 (literal 3D swirl) is a
follow-up plan gated on a cdb asset trace.
Drafted via two research + drafting workflows; slices 3-5 redrafted as one
cohesive unit against a pinned controller API after the first parallel pass
produced cross-slice inconsistencies (missing controller task, triplicated
yaw-freeze, a fabricated PlayerMovementController.Update signature). All
load-bearing signatures personally verified against the tree.
Plan: docs/superpowers/plans/2026-06-21-retail-teleport-flow.md
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
3rd live session found the carried-anchor fix is incomplete: the cascade recurs
when a teleport arrives onto a NOT-YET-STREAMED landblock near an edge (0xC98C
arrival at local Y=190.3, NO-LANDBLOCK -> marches 0x8C->0xFE, wire localY=-21684,
ACE rejects). Streamed-arrival case IS fixed (verified ~10 landblocks). Same root
as the Z free-fall (#135/#138 placed-but-unstreamed gap). Prior 'gate passed' was
premature. Needs apparatus (anchor/guard diagnostic at the crossing) before a fix.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adversarial review flagged a possible CellPosition staleness on indoor->outdoor
transition. Verified against source: false positive (SnapToCell isn't called on
building entry; the body is world-space so the delta is frame-invariant; the anchor
disengages indoors). Added a test proving CellPosition tracks the outdoor cell under
the world position across a multi-cell, cross-landblock walk and stays canonical.
Core cell-sync 6/6.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
SetPosition zeros the body velocity but the motion interpreter kept the
PRE-teleport ForwardCommand (RunForward), so the next Update() rebuilt that
run vector via get_state_velocity and the player sprinted off in the old
direction on arrival. DoMotion(Ready) makes the player arrive at rest. Not a
cascade fix anymore (Slice 3 closed that) — the last user-visible bit of #145.
All suites green: Core 1529 / App 480 / UI 425 / Net 313.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The outdoor membership pick derived the landblock origin from the terrain
registry, which returns (0,0) for an UNSTREAMED neighbour — so a fresh far-town
teleport at a landblock edge marched the cell id one block per physics tick
(the cascade; the 17410 ACE rejects is its wire artifact).
Fix: thread the CARRIED cell-relative frame anchor (body.Position -
body.CellPosition.Frame.Origin) into the pick via SpherePath.CarriedBlockOrigin.
That anchor IS the true landblock world origin, correct even for an unstreamed
neighbour, so the pick re-derives the SAME (consistent) cell and never marches.
- CellTransit.FindCellSet/BuildCellSetAndPickContaining: Vector3? carriedBlockOrigin
(null default = legacy TryGetTerrainOrigin → every existing caller/test untouched).
- PhysicsEngine.ResolveWithTransition: set the anchor from a SEEDED OUTDOOR body
whose carried landblock matches the resolve cell (else null → legacy).
- PlayerMovementController.SetPosition: 3-arg overload seeds CellPosition from the
wire's (cell, local) via SnapToCell; 2-arg delegates with cellLocal=pos (anchor
(0,0,0) == legacy → zero test churn).
- GameWindow.CellLocalForSeed: the placement seam (_liveCenter used ONCE here to
derive the cell-local; physics carries it forward without _liveCenter).
Regression: TeleportFarTownRunawayTests (south + east edge, unstreamed neighbour).
Core 1529 / App 480, zero regressions.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The wire local is LANDBLOCK-relative [0,192); the cell low word = floor(local/24),
so a consistent (cell,local) pair must keep them in lockstep. Two retail-faithful
corrections vs the first pass:
- SnapToCell canonicalizes the OUTDOOR seed via AdjustToOutside (retail
SetPositionInternal/adjust_to_outside @0x00504A40 — the #107 'never trust a
server (cell,pos) pair' protection). Indoor seeds stay verbatim (BSP-validated).
- SyncCellPositionDelta calls AdjustToOutside on EVERY delta, not just on 192 m
crossings, so intra-landblock 24 m cell-index changes track (needed by Slice 3
membership). Idempotent within a cell.
Tests rewritten to verify both (the earlier test paired an inconsistent cell+local).
Core 1527 passed / 0 failed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add CellPosition (retail Position type) alongside the world Vector3 Position.
The Position setter mirrors each world delta into the cell-local origin and
calls AdjustToOutside only when the local coord crosses a landblock boundary
([0,192) on X or Y), so the within-block cell id is preserved from the wire
seed. SnapToCell seeds both positions from the wire's (cell, local) pair
verbatim — no streaming center involved. Unseeded bodies (ObjCellId==0) and
indoor cells are no-ops in the delta path. UpdatePhysicsInternal's existing
`Position +=` desugars through the new setter automatically; no call sites
changed. 4 new unit tests; full Core suite 1526 passed / 0 failed / 2 skipped.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>