Commit graph

1253 commits

Author SHA1 Message Date
Erik
aa7c0b5c31 fix(physics): #150 — skip ethereal targets in the step-down pass (open doors fully passable)
An OPEN door (ETHEREAL_PS 0x4 set on Use) still stopped the player with a
residual threshold block after the collision sweep, despite swinging open
visually.

The resolver runs two collision passes per step: the main sweep and a
step-down (foot-sphere "is there floor?") sub-pass. acdream tested the
ethereal door in BOTH; the main pass cleared it (BSPQuery Path 1 + the
Layer-2 override) but the step-down pass had no escape, leaving a Collided
result at the sill -- the "can-sized cylinder on the ground threshold".

Retail's CPhysicsObj::FindObjCollisions (pc:276795-276806) SKIPS an ethereal
target when sphere_path.step_down != 0 -- it only tests it in the main pass.
So an open door is fully passable everywhere; the swung panel's position is
irrelevant (ethereal = no collision; the swing animation is purely visual).

Port that branch verbatim: an ethereal-for-this-test target (target state &
0x4, OR mover-ethereal vs a non-static target) is `continue`d when
sp.StepDown is set.

Live-verified (user confirmed): the door now blocks 0x while open (0x1000C),
still blocks while closed (0x10008); pre-fix it blocked 217x while open.
Core suite green (1595/0).

(An earlier "animate the door collision" theory was wrong and dropped -- if
collision tracked the swung panel you'd bump the panel in its open position,
which retail does not do. The user caught it.)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 12:20:54 +02:00
Erik
2ac7ea776f fix(physics): #149 — collide BSP-less landblock statics via Setup cylsphere
Town props placed as landblock stabs whose ONLY collision is a Setup
CylSphere/Sphere (no physics BSP) registered ZERO collision shapes and were
walk-through -- torches, braziers, lamp-posts, candle-stands, posts.

Root: the ISSUES #83 / A1.6 gate `!_isLandblockStab` skipped Setup
cyl/sphere registration for ALL landblock stabs, on the false assumption
"landblock stabs collide via BSP only (retail CBuildingObj)." That
over-broadened -- it also killed collision for BSP-less stabs.

Retail's CPhysicsObj::FindObjCollisions (@0x0050f050) uses binary dispatch:
the object's physics BSP if it HAS one (HAS_PHYSICS_BSP_PS 0x10000), ELSE its
CSetup CylSpheres/Spheres -- never both. Confirmed via live retail cdb on the
Holtburg torch (Setup 0x020005D8 at world (105.99,17.17)): FindObjCollisions
target num_cylsphere=1, cyl h=2.2 -- a cylsphere, exact-matching the dat
(cylSphere r=0.2 h=2.2); the StabList confirms stab[95]=0x020005D8 there.

Fix: gate the Setup cyl/sphere registration on `entityBsp == 0` instead of
stab-ness. Preserves #83's anti-doubling (stab WITH a BSP -> BSP-only) while
restoring collision for BSP-less stabs. Other landblock entities on this path
(scenery -- tree-trunk cylspheres) are unaffected.

Live-verified: torch + candle/brazier family block now; ~115 cyl/sphere
Setups register across streamed landblocks. Core suite green (1595/0).

The earlier selection-sphere hypothesis was WRONG and is reverted -- the cdb's
r=0.48 sphere was the player/NPC body (every body sphere is ~0.48), not the
torch. The correct cdb method: capture the TARGET at FindObjCollisions (not
`this` in CSphere::intersects_sphere) and confirm by position + Setup-id.

(Issue numbered #149 to stay clear of main's #148; this worktree branched
before main's #145-148 were added.)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 10:21:34 +02:00
Erik
989cc25d80 fix(physics): register BSP-only furniture weenies -- drop premature cyl/sphere/radius gate
RegisterLiveEntityCollision had a premature gate at the top of the method:
  if (!hasCyl && !hasSphere && !hasRadius) return;
This fired BEFORE ShadowShapeBuilder.FromSetup ran. The builder emits a BSP shape
for every Part whose GfxObj has a PhysicsBSP, regardless of CylSpheres/Spheres/Radius.
A furniture weenie with only a physics-BSP mesh (candle holder, candelabra, etc.)
has no CylSpheres, no Spheres, and Radius=0 -- so it was always dropped, making it
fully passable (invisible wall that lets the player walk through it).

Fix: remove the premature gate. The three `bool` locals (hasCyl, hasSphere, hasRadius)
are retained -- `hasRadius` is still used by the Radius fallback lower in the method
for entities with no CylSphere/Sphere/BSP but a non-zero setup.Radius. The correct
final gate at shapes.Count==0 (after builder + Radius fallback) handles all cases:
  - BSP-only entity: builder emits BSP shape -> shapes.Count>0 -> registered.
  - Truly shapeless (no BSP, no cyl, no sphere, no radius): builder empty, no Radius
    fallback fires -> shapes.Count==0 -> return (not registered, passable). Correct.

Retail anchor: CPhysicsObj::FindObjCollisions (acclient_2013_pseudo_c.txt:276917) --
the gate at pc:276917 is on the MOVER's CPartArray, not a target-side shape filter.
CPartArray::FindObjCollisions (pc:286236) iterates ALL parts; each part's
find_obj_collisions tests physics_bsp when present. There is no retail equivalent of
our premature gate that skips BSP-only targets.

Tests (ShadowShapeBuilderShapeSourceTests): two new cases.
  Setup_WithBspPart_NoCylSpheres_EmitsBspShape -- proves the builder emits the shape
    the premature gate was discarding.
  Setup_WithPartButNoBsp_NoCylSpheres_YieldsEmptyShapeList -- regression guard proving
    truly shapeless entities are still not registered (the shapes.Count==0 gate holds).
Full Core suite: 1595 pass / 0 fail / 2 skip.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 21:04:32 +02:00
Erik
1a7c5aa006 fix(physics): port retail Layer-2 ethereal override -- open doors passable (pc:276961)
CPhysicsObj::FindObjCollisions at pc:276961-276989 has a two-layer mechanism for
ethereal doors. Layer 1 (BSPQuery Path-1 sphere_intersects_solid, pc:323742) already
ported in Task 3 handles the open-gap case. Layer 2 (pc:276963-276977) is a
force-reset that catches the residual case: when the player's sphere CENTER crosses
a thin ethereal slab, sphere_intersects_solid can still return Collided via
HitsSphere (polygon contact on the slab face). Without Layer 2, the opened door
remains an invisible wall until the player's center passes ~0.48m beyond the slab.

Port: in FindObjCollisionsInCell, immediately after the shape dispatch (BSP / Sphere /
Cylinder branches), insert the Layer-2 gate:
  if (result != OK && sp.ObstructionEthereal && !sp.StepDown && (obj.State & 0x1u) == 0)
    { result = OK; ci.CollisionNormalValid = false; }
The STATIC_PS (0x1) guard (pc:276969) ensures static-ethereal env geometry still
blocks. Cylinder/Sphere shapes already return OK from their own ObstructionEthereal
early-outs so Layer 2 is effectively BSP-only in practice, but is written
unconditionally matching retail.

Tests (ObstructionEtherealTests): three new BSP Layer-2 cases using a synthetic
wall polygon in local-space coordinates. (A) ethereal non-static: passable. (B)
ethereal+static: still blocks. (C) non-ethereal: still blocks. All 11 tests pass;
DoorCollision/CellarUp/CornerFlood/HouseExitWalk regression gate: 25/25 pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 21:03:08 +02:00
Erik
6c7e3ef1ab feat(physics): D4+W1 — entry-restrictions register row + named PvP/missile dispatch terms
Part A (D4): CObjCell::check_entry_restrictions (pc:309576) gate is omitted from
FindEnvCollisions. Investigation confirmed the gate requires restriction_obj (per-cell
access-lock entity id) + weenie-object-table dispatch (CanMoveInto / CanBypassMoveRestrictions)
— neither exist in acdream. CellPhysics has no restriction_obj field; DatReaderWriter
models no per-cell access locks. Gap is inert in all dev content (ACE starter area has
no access-locked env cells). Documented as AP-50 in the retail divergence register.

Part B (W1): Replace the hardcoded-false smell in BspOnlyDispatch with named internal
helpers PvpExempt() and MissileIgnore() that return false with retail oracle citations
(pc:276808-276841 and pc:274385 respectively). BspOnlyDispatch now folds all three
terms in retail's exact predicate structure. Behavior is byte-identical in M1.5 scope
(both stubs false ⇒ reduces to HAS_PHYSICS_BSP_PS check alone, same as before).
A6.P7 door dispatch unchanged.

Tests: 3 new guard tests in A6P7DispatchRulesTests — W1_PvpExempt_ReturnsFalseInM15Scope,
W1_MissileIgnore_ReturnsFalseInM15Scope, W1_BspOnlyDispatch_DoorStateStillDispatchesBspOnly.
Suite: 1590 pass / 0 fail / 2 skip (was 1587 + 3 = 1590).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 19:45:39 +02:00
Erik
a9f8775110 fix(physics): D8 — RemoveCellsForLandblock; cell transforms rebase per apply
Mirrors RemoveBuildingsForLandblock (#146) for indoor CellPhysics entries.
_cellStruct is first-wins (CacheCellStruct's ContainsKey guard); without
eviction a dungeon's BSP WorldTransform is permanently locked to the
_liveCenter value at first streaming — a teleport recenter leaves cells at a
stale offset (~source↔dest distance), and foot-sphere collision queries miss
the geometry that visually renders correctly.

PhysicsDataCache.RemoveCellsForLandblock iterates _cellStruct.Keys and
TryRemove-s every entry whose high-word matches the evicted landblock prefix.
PhysicsEngine.RemoveLandblock now calls it alongside ShadowObjects.RemoveLandblock
so cell BSPs rebase on the next CacheCellStruct pass, same as buildings.

No divergence register row needed: this closes a gap introduced when the #146
building-eviction pattern was created without the symmetric cell eviction.

Tests: RemoveCellsForLandblockTests (3 cases): evicts-matching-prefix,
empty-cache no-throw, no-matching-cells leaves-others. Core suite: 1587 pass / 0 fail.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 19:34:16 +02:00
Erik
dc1e927080 fix(physics): Task 3 follow-up — obstruction_ethereal consume for Cylinder+Sphere shapes
Retail oracle greps confirmed:
- CSphere::intersects_sphere @ 0x00537ae4 (pc:321692): the ethereal branch
  is `void __thiscall` — all paths return void (no COLLIDED). The function
  performs a proximity check only; no blocking result is produced.
- CCylSphere::intersects_sphere @ 0x0053b4a0 (pc:324573): same void-return
  pattern — ethereal branch calls collides_with_sphere (check only, no slide),
  all returns are void = passable.

Change: added `if (sp.ObstructionEthereal) return TransitionState.OK` at the
top of SphereCollision and CylinderCollision in TransitionTypes.cs, mirroring
the void-return semantics of both retail functions. The existing per-object
clear at pc:276989 (line 2837) still fires after the early OK return.

Before this fix: an ethereal-alone NPC/ghost with a Cylinder or Sphere shadow
shape would BLOCK the player (regression introduced when Task 3 made ETHEREAL-
alone fall through ShouldSkip instead of instant-skipping). After: all three
shape types — BSP (via BSPQuery Path 1), Sphere, and Cylinder — correctly pass
through when obstruction_ethereal is set.

Tests: added 4 tests to ObstructionEtherealTests.cs verifying:
- Ethereal Cylinder → passable (sweep passes through, no CollisionNormalValid)
- Ethereal Sphere → passable (same)
- Non-ethereal Cylinder → still blocks (regression guard)
- Non-ethereal Sphere → still blocks (regression guard)
Full Core suite: 1584 pass, 0 fail, 2 skip (pre-existing dat skips).

Pseudocode doc updated with confirmed cyl/sphere ethereal contracts and the
complete set/clear/consume flow summary.

Retail refs:
- CSphere::intersects_sphere @ 0x00537ae4 / acclient_2013_pseudo_c.txt:321692
- CCylSphere::intersects_sphere @ 0x0053b4a0 / acclient_2013_pseudo_c.txt:324573

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 19:30:59 +02:00
Erik
3361a8d776 fix(physics): #137 Task 3 — port obstruction_ethereal verbatim; retire AD-7 shim
Retail CPhysicsObj::FindObjCollisions (0x0050f050) only instant-skips when
BOTH ETHEREAL_PS (0x4) AND IGNORE_COLLISIONS_PS (0x10) are set (pc:276782).
ETHEREAL-alone sets sphere_path.obstruction_ethereal=1 (pc:276806) and
continues to the shape dispatch. BSPTREE::find_collisions (0x0053a496) routes
Path 1 (sphere_intersects_solid) when the flag is set (pc:323742): the open
door has no solid leaf at the doorway, so the test returns OK → player passes
through. CEnvCell::find_env_collisions (0x0052c144) clears the flag first so
ENV walls are never weakened (pc:309580, "D5 clear").

Changes:
- CollisionExemption.ShouldSkip: require BOTH bits for Gate-1 early-out
  (previously ETHEREAL alone returned true — the AD-7 shim). Divergence
  register row AD-7 deleted.
- SpherePath: add ObstructionEthereal field (mirrors retail
  SPHEREPATH.obstruction_ethereal).
- FindObjCollisionsInternal loop: set sp.ObstructionEthereal=(target&0x4)!=0
  before shape dispatch; clear it after (per-object clear pc:276989).
  Also clear at the null-BSP continue site to keep flag clean.
- FindEnvCollisions: clear sp.ObstructionEthereal=false at top (D5 clear
  pc:309580) — ENV cell walls are always solid.
- BSPQuery.FindCollisions Path 1: change `obj.Ethereal` (ObjectInfo.Ethereal,
  always false — dead code) to `path.ObstructionEthereal`. Gate now correctly
  mirrors retail pc:323742: PLACEMENT_INSERT || obstruction_ethereal.

Consume site change (BSPQuery.cs before/after):
  BEFORE: if (path.InsertType == InsertType.Placement || obj.Ethereal)
  AFTER:  if (path.InsertType == InsertType.Placement || path.ObstructionEthereal)
Mirrors retail pc:323742 exactly. obj.Ethereal was dead code (ObjectInfo.Ethereal
is never set true anywhere); the correct flag is SpherePath.ObstructionEthereal.

Tests: 1580 pass / 0 fail / 2 skip (was 1576/0/2 + 4 new in ObstructionEtherealTests.
CellarUp, CornerFlood, DoorCollision, HouseExitWalk all green — no wall regressions.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 19:20:02 +02:00
Erik
78e5758185 feat(physics): Task 2 — true sphere collision primitive (CSphere::intersects_sphere)
Setup.Spheres were previously coerced to short cylinders (CylHeight=2*r),
which is geometrically wrong: a cylinder has flat caps; a sphere does not.
This ported CSphere::intersects_sphere (0x00537A80) so sphere-typed shadow
entries are tested as spheres — 3-D distance, no height clamping.

Changes:
- ShadowObjectRegistry.cs: added ShadowCollisionType.Sphere (enum value 2).
  The BuildFloodSpheres anyCyl dedup at :232 is unaffected: only Cylinder
  sets anyCyl=true; Sphere shapes fall through to the BSP-fallback path
  (anyCyl=false → included), which is correct.
- ShadowShapeBuilder.cs: FromSetup now emits ShadowCollisionType.Sphere
  (CylHeight=0) for Setup.Spheres instead of a short Cylinder.
- CollisionPrimitives.cs: added SweptSphereHitsSphere — quadratic swept
  solve ported from ACE Sphere.cs::FindTimeOfCollision, which is a C# port
  of retail's CSphere::intersects_sphere @ 0x00537A80. Sign convention
  confirmed against the decomp: retail negates the root to produce a
  forward t ∈ (0,1].
- TransitionTypes.cs: added Sphere narrow-phase branch between BSP and
  Cylinder in FindObjCollisionsInCell; uses 3-D distance for overlap
  (not XY-only). Added SphereCollision() method implementing the 3-D
  wall-slide response. Updated diagnostic logging at :2734 to cover Sphere.
- Updated ShadowShapeBuilderTests for new Sphere type assertion.
- New SphereIntersectsSphereConformanceTests: 9 geometrically-anchored
  cases (head-on, tangent, perpendicular-miss, lateral-near-miss,
  sweep-away, beyond-step, degenerate-zero-sweep, already-overlapping,
  vertical-sweep).

Retail oracle: CSphere::intersects_sphere @ 0x00537A80 (named-retail);
ACE Sphere.cs::FindTimeOfCollision (C# port, cross-confirmed).
Build: 0 errors, 10 warnings (pre-existing).
Tests: 1576 pass / 0 fail / 2 skip (1578 total).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 19:08:53 +02:00
Erik
79dee342f2 fix(physics): Slice 1 — delete render-mesh-AABB synthetic collision; DAT-only shape authority
Retail oracle: CPartArray::InitParts@0x00517F40, CGfxObj::Serialize@0x00534970 (physics_bsp
gated on serialized-flags bit-0), CPhysicsPart::find_obj_collisions@0x0050D8D0 (returns OK /
passable when physics_bsp==null). Render-mesh bounds never enter collision.

Changes:
- GameWindow.cs: delete the ~200-line VISUAL mesh-bounds collision block (the
  isPhantomSetup / isPhantomGfxObj locals + the if-block computing worldMin/worldMax
  AABB + the ShadowObjects.Register call that capped and registered the synthetic
  cylinder). Also removes dead counter variables scHaveBounds/scRegistered/scNoBounds/
  scTooThin; trims the ProbeBuildingEnabled summary line accordingly.
- PhysicsDataCache.cs: delete IsPhantomGfxObjSource (the predicate that only existed
  to fence the mesh-AABB synthesis; the "phantom" concept is now the default — no DAT
  shape means no registration, verbatim with retail).
- PhysicsDataCachePhantomSourceTests.cs: deleted (tested the removed method).
- ShadowShapeBuilderShapeSourceTests.cs: new guard test — a Setup with parts but
  hasPhysicsBsp=false and no CylSpheres/Spheres yields an empty shape list, locking
  the DAT-only rule in the builder.
- retail-divergence-register.md: AP-2 row deleted (divergence retired).

Objects with no DAT physics shape (no CylSpheres, no Spheres, no part with a
PhysicsBSP) now register no collision shape and are passable, verbatim with retail.
Objects with real DAT shapes (BSP parts, CylSpheres) are unaffected.

dotnet build green, 22/22 tests passing (ShadowShapeBuilderShapeSourceTests +
CellarUpTrajectoryReplay + CornerFlood + Issue147ArwicBuildings replay harnesses).

Visual gate pending: walk Holtburg + open world; objects that become passable must
match retail (DAT has no physics shape — trees with real CylSpheres still solid).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 18:57:46 +02:00
Erik
9743537e62 fix(physics): #147 — far-town city/perimeter walls had no collision (portal-less buildings skipped)
A town's outer/perimeter walls have NO collision even on a fresh login: the
player walks straight through them while houses block fine. Confirmed NOT a
frame issue — #146's bldOrigin probe showed Arwic buildings are correctly
framed (~12 m from the player, not km off), so the "#145 far-town frame"
premise was wrong here.

Root cause (dat-confirmed, Issue147ArwicBuildingsDumpTests): a perimeter wall
is stored in LandBlockInfo.Buildings as a doorless shell — 16 of Arwic's 30
buildings are PORTAL-LESS, ringing the town at 24 m intervals (x=12/132,
y=12/108). The building-collision cache loop skipped them via
`if (building.Portals.Count == 0) continue;` — a filter meant only for the
transit/entry feature (CellTransit.CheckBuildingTransit) that also dropped the
collision shell. Retail's find_building_collisions (0x006b5300) tests the shell
BSP independent of the portal list, so a doorless wall still collides.

Fix: don't skip portal-less buildings — cache them with an empty portal list
(no transit) but their collision shell (ModelId) intact. User-verified: Arwic
perimeter walls now block (Collided/Slid). Adds the dat-dump fixture test.

Suites green: Core 1569(+2 skip), App 468(+2 skip), UI 425, Net 317.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 16:24:48 +02:00
Erik
49d743f88a fix(physics): #146 — re-base building collision per landblock apply (lost after portal-in)
Static building/house-wall collision worked on a fresh login to a town but was
lost after logging in elsewhere and PORTALING in: the foot-sphere clipped
straight through walls while server-spawned doors (own collision) still blocked.

Root (capture-confirmed, ACDREAM_PROBE_BUILDING bldOrigin): the building shell
BSP's WorldTransform is computed from the streaming-relative origin
(origin = (lb − _liveCenter)·192) AT CACHE TIME, and CacheBuilding is idempotent
(first-wins per cell). A teleport recenters _liveCenter, but the idempotent guard
never re-bases the cached transform — so the shell sat at a stale world offset
(login Arwic → portal Holtburg: bldOrigin=(-5488,2149), ~5.5 km from the player
at (83,24)), and FindBuildingCollisions never penetrated → result=OK everywhere →
no block. Terrain doesn't suffer this because AddLandblock overwrites its
WorldOffset on every apply.

Fix: clear a landblock's cached buildings at the start of each ApplyLoadedTerrain
(PhysicsDataCache.RemoveBuildingsForLandblock), then let the existing loop
re-populate fresh with the CURRENT origin — the per-apply re-base terrain already
gets, while keeping CacheBuilding's per-cell first-wins within each fresh pass
(retail CSortCell::add_building). Also adds bldOrigin to the [bldg-channel] probe.

Verified on the exact repro (Arwic login → Holtburg portal → walk into wall):
bldOrigin now (107.5,36.0) at the wall (was -5488,2149); channel returns
Collided → Slid (block + wall-slide). Suites green: Core 1568(+2 skip),
App 468(+2 skip), UI 425, Net 317.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 13:33:06 +02:00
Erik
afd5f2a012 fix(streaming): #138-B avatar vanishes after teleporting out — don't relocate during PortalSpace
After a teleport-OUT the per-frame avatar-sync (GameWindow ~:8018) called
GpuWorldState.RelocateEntity with the player controller's cell — which stays the
FROZEN SOURCE cell until PlaceTeleportArrival materializes the destination. So
mid-transit it dragged the avatar (which the teleport's rescue/re-inject had
correctly placed at the destination center) back into the now-UNLOADED source
landblock's pending bucket, where nothing recovers it (RelocateEntity only scans
_loaded). Net: the avatar vanished after teleporting out and stayed gone.

Fix: skip the per-frame relocate while the player is in PortalSpace. The teleport
machinery (DrainRescued + PlaceTeleportArrival) owns the avatar's landblock during
transit; per-frame relocation resumes at FireLoginComplete (InWorld).

Live-verified with a new env-gated avatar-lifecycle probe (ACDREAM_PROBE_ENT /
EntityVanishProbe; [ent] draw-set transitions + [dyn] cull check): pre-fix the
trace showed `[ent] APPEND lb=0x0007FFFF(source) -> PENDING -> DRAWSET ABSENT`
never recovering; post-fix every teleport goes RESCUE -> ABSENT ->
APPEND(destination) -> PRESENT and stays drawn (4 teleports incl. to Holtburg,
session ended PRESENT).

Suites green: Core 1568(+2 skip), App 468(+2 skip), UI 425, Net 317.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 12:30:20 +02:00
Erik
a9d06a613a chore: strip throwaway dense-town FPS profiling apparatus (plan Task 5)
The FPS deep-dive landed (dense Arwic 75 -> ~165 fps via the cell-object
batching + cell-particle consolidation, both already committed). Remove the
throwaway diagnostic apparatus now that it has served its purpose:

- delete FrameProfiler.cs (whole-frame TimeElapsed + [PASS-GPU] glFinish +
  [CPU-PHASE]/[GPU-PHASE] timers + the =1/=2 ACDREAM_FPS_PROF modes)
- GameWindow: _fpsProf/_frameProfiler/_msaaSamples fields, the BeginFrame/
  EndFrame/MarkUpdateStart hooks, the terrain glFinish, and the landscape
  sub-phase LsMark instrumentation
- RetailPViewRenderer: the DrawInside per-phase Phase()/MarkGpu markers
- ParticleRenderer / PortalDepthMaskRenderer / EnvCellRenderer: the per-pass
  glFinish brackets
- delete DegradeCoverageProbeTests.cs (the dead distance-degrade probe)

KEPT (the real fixes): RetailPViewRenderer cell-object batching + consolidated
cell-particle pass; EnvCellRenderer.CellHasTransparent. Build + full test suite
green (468 App incl. pview replay tests; 1566 Core; 317 Net; 425 UI).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 00:10:00 +02:00
Erik
9f51a4db18 perf(pview): consolidate per-cell cell-particle pass into one union draw
DrawCellObjectLists drew cell particles PER visible cell, and each call
(DrawRetailPViewCellParticles -> ParticleRenderer.Draw) re-walked the ENTIRE
live particle set to filter by owner id — O(cells x particles). Measured via
[CPU-PHASE] at dense Arwic this was the cellobjects sink (~5.4 ms CPU; the
phase's GPU share is 0.01 ms — pure CPU). gpu is 0.5 ms; the dense town is
~96% CPU-bound (the earlier "6.7 ms GPU" was a moving/streaming transient).

Static owners are disjoint per cell (InteriorEntityPartition.ByCell partitions
by ParentCellId), so the UNION of survivors (= _allCellStatics, already
accumulated in loop 1 for the batched entity draw) draws EXACTLY the same
emitters in ONE pass: the callback gates on owner id, the renderer sorts
globally back-to-front, and the per-cell slice was never used for clipping
(scissor gate deleted in T3; DisableClipDistances). Runs after the batched
static draw so emitters still depth-test against same-cell statics. Deletes the
loop-2 re-cull and collapses the per-cell BuildDrawList allocations N -> 1
(also eases the GC spikes).

Adversarial review (3 angles) confirmed emitter-set equivalence, no double-
draw, equal-or-better compositing, and no lost per-cell side effect — and found
the OLD code DOUBLE-DREW additive particles for multi-view-polygon cells (one
DrawCellParticles per slice, same owner set each time; the #121 over-bright
class). Consolidation draws each emitter once, fixing that latent bug.

Pixels identical-or-better; draw-mechanism speed only. Build + full suite green
(pview replay tests incl. HouseExitWalkReplay/TowerAscent/Issue130 pass).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 21:59:16 +02:00
Erik
290e731ce3 perf(pview): batch per-cell cell-object draws into one cross-cell draw
DrawCellObjectLists called WbDrawDispatcher.Draw once per visible cell (each
orphaning 6 SSBOs + full state setup) — the top CPU-submission sink at dense
Arwic (cellobjects ~3.5ms/frame, measured via [CPU-PHASE]; the frame is
~96% CPU-bound, GPU only 0.5ms). Apply the shipped cells-shell batching
pattern to cell OBJECTS: collapse N per-cell draws into ONE cross-cell draw.

Two-loop structure preserves the statics-before-particles depth order:
  loop 1 — per-cell viewcone cull, accumulate all survivors + the union of
           cell ids;
  one batched DrawEntityBucket for every cell's statics;
  loop 2 — per-cell DrawCellParticles, after the statics own the depth buffer.

Correctness: same survivor set (union visibleCellIds gate is equivalent to the
per-cell {cellId} filter); transparency composites equal-or-better (the
dispatcher sorts opaque front-to-back + transparent back-to-front globally,
WbDrawDispatcher.cs:1469-1470); particles still occlude against same-cell
statics (loop 2 runs after the batched draw); dynamics-last + shells + seals
unchanged. Also drops the per-cell new[]{entry} alloc (~50-100/frame) to one.

Pixels identical — draw-mechanism speed only (render-perf is not faithfulness-
gated per the project steer). Spec: docs/superpowers/specs/2026-06-23-cellobject-
draw-batching-design.md. Build + full test suite green (App pview replay tests
incl. HouseExitWalkReplay/Issue130DoorwayStrip pass).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 20:48:20 +02:00
Erik
fe1f81371a chore(diag): FPS_PROF=2 clean split + [CPU-PHASE] DrawInside timers [throwaway]
Decouple the whole-frame TimeElapsed query from the per-pass glFinish so the
CPU-vs-GPU split is honest: ACDREAM_FPS_PROF=2 runs the frame query with NO
per-pass glFinish (PassGpuEnabled stays "1"-gated). Plus [CPU-PHASE] timers
around each DrawInside phase (flood/assemble/prepare/partition/landscape/
portalmask/shells/cellobjects/dynamics) — the CPU analog of [PASS-GPU].

This is what proved the dense town is ~96% CPU-bound (GPU=0.5ms) and that the
cost is per-cell draw submission (cellobjects ~3.5ms), not the portal floods /
punch-seal / clip allocs the static analysis had guessed. Throwaway; strip with
the rest of the FPS apparatus (plan Task 5).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 20:41:45 +02:00
Erik
376f4e6190 chore(diag): add particle + punch/seal glFinish timers (ACDREAM_FPS_PROF) [throwaway]
Per-pass GPU attribution for the dense-town deep-dive: ParticleRenderer.Draw and
PortalDepthMaskRenderer.DrawDepthFan report into FrameProfiler [PASS-GPU]. Joins
the cells/terrain timers. glFinish serializes -> inflates absolutes; use for
relative attribution. STRIP with the rest of the apparatus when FPS work lands.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 18:21:58 +02:00
Erik
8067d3b04a perf(pview): batch EnvCell look-in shell opaque pass (interior-root parity)
DrawBuildingLookIns had the same per-cell heavy Render pattern. Lift the opaque
shell Render out into one per-building batch (after that building's aperture
punches); keep the per-cell loop for transparent (skip-empty) + per-cell statics
/dynamics/particles. User-verified: no missing walls, look-in interiors correct.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 18:10:28 +02:00
Erik
3af7d0048d perf(pview): batch EnvCell shell opaque pass + skip empty transparent
Dense-town FPS root cause: DrawEnvCellShells called the heavy per-frame
EnvCellRenderer.Render once PER cell x opaque+transparent (~94 calls/frame,
24.75ms = 75% of GPU at Arwic). Batch opaque into one Render(Opaque, allCells)
(z-buffer order; per-instance CellId-keyed lighting => safe) + skip the
transparent Render for opaque-only cells, keep far->near for the rest.

Measured (Arwic, same facing, profiler on): cells 94 calls/24.75ms -> 1 call/
0.37ms; frame 34ms/29fps -> ~10ms/100fps p50.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 17:51:19 +02:00
Erik
f72f7ce1f4 feat(envcell): CellHasTransparent predicate (shell-batching prep)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 15:50:31 +02:00
Erik
e27923b4b5 chore(diag): dense-town FPS profiling apparatus (ACDREAM_FPS_PROF) [throwaway]
FrameProfiler (frame/update/render/present/gpu split + per-renderer glFinish
attribution) + OnRender/OnUpdate hooks + terrain & EnvCell glFinish timers +
the degrade-coverage probe test. Used to root-cause the dense-town FPS; STRIP
when the fix lands (mirrors 92e95be).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 15:49:18 +02:00
Erik
b3925f46e7 chore(diag): [FRAME-DIAG] StreamingController counters (apparatus)
DeferredApplyBacklog / ForceReloadCount / LastForceReloadDropCount, read by
GameWindow's [FRAME-DIAG] rollup. Diagnostic scaffolding (ACDREAM_WB_DIAG=1);
strip with the rest of [FRAME-DIAG] when the FPS work fully lands.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 10:03:18 +02:00
Erik
536f1c04cd fix(streaming): drop _datLock from the terrain apply (FPS swing root cause)
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>
2026-06-23 09:37:50 +02:00
Erik
81a5605ff4 refactor(apply): read dats from the bundle, not DatCollection (no lock change yet)
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>
2026-06-23 09:36:09 +02:00
Erik
4a99b55a73 feat(streaming): worker pre-reads ApplyLoadedTerrain dats into the bundle
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>
2026-06-23 09:33:07 +02:00
Erik
3a0e349c6e feat(streaming): PhysicsDatBundle on LoadedLandblock (datLock fix scaffold)
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>
2026-06-23 09:31:26 +02:00
Erik
92e95bea53 chore: strip world-load deep-dive diagnostic probes
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>
2026-06-23 00:23:15 +02:00
Erik
9945d46280 fix(streaming): reload terrain on an outdoor teleport (sky-arcs)
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>
2026-06-23 00:18:27 +02:00
Erik
15e320490d fix(world+streaming): trees-in-sky Z, O(1) anim, teleport near-ring + immediate unloads
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>
2026-06-22 22:40:18 +02:00
Erik
8fbde99441 Revert "fix(world): AP-48 client-side visibility cull (FPS sink across portal-hops)"
This reverts commit e5b2d15b63.
2026-06-22 18:58:15 +02:00
Erik
e5b2d15b63 fix(world): AP-48 client-side visibility cull (FPS sink across portal-hops)
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>
2026-06-22 15:45:07 +02:00
Erik
76c7b1594b fix(net): timeslice WorldSession.Tick inbound drain (#2 flood)
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>
2026-06-22 15:39:50 +02:00
Erik
6e78fcd7f6 fix(teleport): dungeon-exit priority-apply footgun + wall-clock timeout + arrival facing
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>
2026-06-22 14:27:55 +02:00
Erik
3ce1fae332 feat(teleport C): TAS-driven fade transit + retire TeleportArrivalController
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>
2026-06-22 14:03:25 +02:00
Erik
9ac719424c test(teleport): tp-probe AIM/ENQ/BUILD/APPLY/PLACED instrumentation (REMOVABLE)
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>
2026-06-22 13:45:15 +02:00
Erik
02f4be72c0 fix(teleport D): cell-march preserves seed landblock id when no resident LB (no more lbX=0 outbound)
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>
2026-06-22 13:38:48 +02:00
Erik
aba882cec6 feat(teleport B): PhysicsEngine.IsLandblockTerrainResident worldReady query
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>
2026-06-22 13:05:38 +02:00
Erik
f918b3ea2c refactor(teleport A): O(N) deferred drain + never-arrives test (review fixes)
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>
2026-06-22 13:03:20 +02:00
Erik
1f6baa6cfc feat(teleport A): StreamingController priority-apply for the teleport destination LB
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>
2026-06-22 12:57:27 +02:00
Erik
dd2eb8b39d revert(teleport): drop the Slice 2 outdoor readiness-gate hold
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>
2026-06-21 21:46:24 +02:00
Erik
c8809735f3 fix(teleport #145): IsLandblockLoaded key mismatch — outdoor gate was permanently NotReady
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>
2026-06-21 20:52:23 +02:00
Erik
589c7cfb57 feat(slice2): arrival-gate probe — log NotReady→Ready flip with landblock count
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 20:12:45 +02:00
Erik
b745850ab8 feat(slice2): wire outdoorReady into TeleportArrivalReadiness (GameWindow)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 20:12:40 +02:00
Erik
b47b21570a feat(slice2): TeleportArrivalRules.Decide — outdoor holds until landblock loaded (#145 §3.4)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 20:12:37 +02:00
Erik
ad8c24ef8b feat(slice2): add PhysicsEngine.IsLandblockLoaded — readiness gate §3.4
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 20:10:22 +02:00
Erik
00ef47ed59 refactor(teleport): Slice 1 review cleanup — drop vestigial pending fields; comment the worldReady min-continue gate
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>
2026-06-21 20:07:50 +02:00
Erik
c2fc7ce1ef feat(core/slice-1): TeleportAnimSequencer — full 7-state Tick() with timed transitions and edge events
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>
2026-06-21 19:59:08 +02:00
Erik
0468df21f5 feat(core/slice-1): TeleportAnimSequencer — Begin(), IsActive, enter-sound edge event
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 19:56:56 +02:00
Erik
4f7e8ec30a feat(core/slice-1): TeleportAnimSequencer — define enums, record, event types
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 19:55:40 +02:00