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3 commits

Author SHA1 Message Date
Erik
2d6954ee44 fix(phys): #112 - remove the non-retail escape-hatch demote from the pick; lateral stab-graph recovery + retail keep-curr
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>
2026-06-10 15:03:49 +02:00
Erik
e4f6750e09 fix(phys): #107 gate-run regression — auto-entry hold opened on a mid-population cache read; wait for the claimed cell itself
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>
2026-06-10 13:10:01 +02:00
Erik
1090189d39 fix(phys): #107 indoor-login spawn wedge — validate the server (cell,pos) pair at the player snap (retail AdjustPosition) + unfreeze same-landblock teleport arrivals + self-consistent wire pairs
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>
2026-06-10 12:52:47 +02:00