The G.3a visual gate ran a real PlayerTeleport into the 0x0007 dungeon. The core
hold+place worked (grounded on the dungeon floor, no ocean) and Bug A (landblock-
prefix mis-stamp) is fixed (2ce5e5c). But the gate proved #95 (portal-graph
visibility blowup, ~9.1M instances/frame) is LIVE under the current pipeline — my
plan's "likely superseded / conditional G.3b" premise was wrong. Spec §2.5/§3.2 +
ISSUES #133/#95 updated: G.3b (grab_visible_cells stab_list bounding) is REQUIRED,
needs its own grounding/brainstorm. Also noted: the render-only hydration decouple
was reverted (e7058ca) for making the player invisible at Holtburg.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
TDD plan for the gated G.3a core: a pure TeleportArrivalController state machine
(hold-until-hydration + force-snap on impossible/timeout) + its GameWindow wiring
(replace the unconditional arrival snap with recenter + deferred BeginArrival;
per-frame Tick; readiness predicate reusing the #107 login triplet) + the EnvCell
physics/visibility hydration decouple + the visual acceptance gate. G.3b/c/d get
their own plans after the gate.
Also syncs the spec: the readiness predicate reuses SampleTerrainZ + IsSpawnCellReady
+ IsSpawnClaimUnhydratable (the validated #107 login gate) rather than a new
IsLandblockApplied query — strictly more faithful, less new surface.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Brainstorm outcome for #133/G.3. Grounds the corrected root cause (dungeon
landblock = flat terrain + EnvCells, streams via the existing pipeline; the
blocker is the teleport-arrival snap firing BEFORE the dest landblock hydrates)
against the current code (5 verified seams) and lays out Approach C:
G.3a core teleport-into-dungeon: hold-until-hydration on the arrival path
(reuse #107 IsSpawnCellReady + IsSpawnClaimUnhydratable) + #111
validated-claim EnvCell placement + dest-ready streaming query +
dest-coord validation + timeout safety + decouple EnvCell
physics/visibility hydration from the render-mesh guard. -> VISUAL GATE
G.3b #95 stab_list bounding — CONDITIONAL on the gate showing the blowup
(its repro is stale, from the T4-deleted WB path; the current flood is
landblock-confined + enqueue-once, so #95 is likely superseded).
G.3c faithful TeleportAnimState portal-tunnel FSM (decomp 004d6300 /
219405-219774); the TAS_TUNNEL hold-exit gates on G.3a's same readiness
predicate (the tunnel IS the hold's visual form).
G.3d recall game-actions (/ls etc.) — same arrival flow; doubles as the test
lever.
Supersedes the §12 port-plan of r09 (most of it already shipped); r09 stays the
wire/format/recall contract reference. Resolves the handoff's 4 open questions.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>