Commit graph

1884 commits

Author SHA1 Message Date
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
b869128df3 docs(teleport): TDD implementation plan — priority residency + fade cover
6 tasks: (1) StreamingController priority-apply, (2) PhysicsEngine residency
query, (3) TAS drives transit + outdoor hold-until-resident (retire the
TeleportArrivalController driver), (4) fullscreen fade overlay, (5) cell-march
lbX hardening, (6) verify + strip the tp-probe. Reuses the dormant
TeleportAnimSequencer as the transit driver; worldReady gates on the
priority-applied destination landblock.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 12:51:07 +02:00
Erik
31602c6a24 docs(teleport): spec — retail residency + fade-cover (refutes _datLock starvation)
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>
2026-06-22 11:18:16 +02:00
Erik
f8cda7e86d docs(teleport): foundation-investigation handoff for a fresh-look session
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>
2026-06-22 10:00:23 +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
2c8cd887e5 docs(slice-1): retail-divergence-register — TAS smoothstep approximation row (spec §5 row 2)
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>
2026-06-21 20:03:03 +02:00
Erik
8b5002791a feat(core/slice-1): Begin() sets EnterTunnel pending for portal/login/death entry; all sequencer tests pass
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>
2026-06-21 20:01:17 +02:00
Erik
c3d6eccf51 test(core/slice-1): full portal+logout event-sequence ordering + no-duplicate-fire coverage
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 20:00:39 +02:00
Erik
f1b59f3a64 test(core/slice-1): FadeAlpha endpoint + monotonicity + ShowTunnel/ShowPleaseWait coverage
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 19:59:51 +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
Erik
82462ff153 docs(teleport-flow): implementation plan — 22 TDD tasks across 5 slices (Work item B)
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>
2026-06-21 19:42:28 +02:00
Erik
aab9ddaf6b docs(teleport-flow): design — unified retail TeleportAnimState flow (Work item B keystone)
Brainstormed + decomp-researched the retail teleport flow, the keystone of
the #138/#145 teleport cluster. Five oracle calls locked: full retail TAS;
hold-until-landblock-loaded readiness (folds in the #145 residual / Work
item A); unify all four entry points (login/logout/death/portal); build the
literal portal swirl this pass; logout = animation + 0xF653 + disconnect
(char-select UI deferred).

Grounded in a verified 5-agent decomp pass (workflow wf_f0c07c93-7aa): the
7-state TeleportAnimState machine + golden constants (FADE=1s, MIN/MAX
CONTINUE=2/5s, FPS=40), the teleport_in_progress hold gate, per-entry start
states, sounds, input lock, exit (LoginComplete 0xA1). Load-bearing acdream
facts re-verified personally: AddLandblock atomicity, streaming-progresses-
during-hold, outdoor place-immediately.

Spec: docs/superpowers/specs/2026-06-21-retail-teleport-flow-design.md

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 19:03:10 +02:00
Erik
adaec1845f docs: handoff — fold in retail teleport-anim (TAS) flow + acdream gap analysis for the teleport-flow feature
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:24:08 +02:00
Erik
59b4868408 docs: handoff — teleport issues cluster (#145 residual + retail teleport flow + FPS leak)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:11:37 +02:00
Erik
b7ca33118b docs(#145): REOPEN — cascade recurs on unstreamed-arrival-near-edge (streamed case fixed)
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>
2026-06-21 18:04:54 +02:00
Erik
7605439efa test(physics #145): continuous-tracking test — refutes the review staleness claim
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>
2026-06-21 17:38:47 +02:00
Erik
b0cbc09ba0 docs(#145): cascade FIXED + user-gate passed — far-town round-trip works (Slices 1-3+7)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 17:30:11 +02:00
Erik
403a338feb fix(physics #145): Slice 7 — idle the motion interpreter on teleport arrival
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>
2026-06-21 13:54:29 +02:00
Erik
6349ba49aa fix(physics #145): Slice 3 — carried-anchor membership; closes the far-town cascade
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>
2026-06-21 13:51:04 +02:00
Erik
865aae8876 docs(#145): Slice 3 — capture cellId/anchor-consistency + indoor-staleness edge cases + sweep threading map
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 11:08:13 +02:00
Erik
9e184eb861 docs(#145): Slice 3 design — carried-anchor (body.Position - CellPosition.Origin) replaces TryGetTerrainOrigin
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 11:05:54 +02:00
Erik
7cae03951e docs(#145): plan — split Slice 2 into 2a (Core, shipped) + fold 2b seeding into Slice 3
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 10:57:04 +02:00
Erik
7928b445ab fix(physics #145): Slice 2a — canonicalize outdoor seed + re-derive cell index every tick
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>
2026-06-21 10:55:27 +02:00
Erik
afe495b9e6 feat(physics #145): Slice 2a — PhysicsBody carries CellPosition; setter delta-syncs into the cell frame
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>
2026-06-21 10:49:39 +02:00
Erik
c980763322 refactor(physics #145): Slice 1 — rename Frame->CellFrame to avoid DatReaderWriter.Types.Frame collision
The new value type collided with DatReaderWriter.Types.Frame (used in
physics-adjacent code like ShadowShapeBuilder), which the structural fix
(per-file using-aliases across 6 files) would have re-incurred in every
later physics slice. Renamed the TYPE to CellFrame; the Position.Frame
MEMBER keeps retail's name. Restored the 5 alias-only files to their
pre-Slice-1 state; synced spec + plan. Core 1522 passed / 0 failed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 10:34:36 +02:00
Erik
438bb681a5 feat(physics #145): Slice 1 — Position/Frame types + LandDefs.GetBlockOffset (0x0043e630)
Introduces the two value types (Frame, Position) that represent retail's
cell-relative position pair (acclient.h:30647/30658). Types are unused
by consumers yet — zero behavior change. Also ports LandDefs::get_block_offset
(pc:69189, @0x0043e630): world-meter offset between two named landblock ids,
the ONLY cross-cell translation primitive in retail physics. Conformance tests:
same-landblock→Zero, south-neighbour→(0,-192,0) (the exact #145 cascade cell),
east-neighbour→(+192,0,0), diagonal→(+192,+192,0). 4/4 pass; full Core suite
1522 passed / 0 failed. DatFrame alias added to 4 files that had using
DatReaderWriter.Types + using AcDream.Core.Physics in scope simultaneously.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 10:30:20 +02:00
Erik
ed32db70d7 docs(#145): implementation plan — cell-relative physics frame (7 slices)
Bite-sized, TDD-structured 7-slice plan for subagent-driven execution:
(1) Position/Frame types + GetBlockOffset, (2) PhysicsBody carries
Position, (3) membership via AdjustToOutside — closes the cascade,
(4) inter-tick collision state cell-relative + validate_transition
lockstep, (5) wire off Position, (6) _liveCenter render-only, (7)
teleport velocity-idle. Conformance via transform-on-read.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 10:23:37 +02:00
Erik
fd1f86b771 docs(#145): Option B design spec — cell-relative physics Position frame
Approved design for the cell-relative physics frame port: retire
_liveCenter from physics (render-only), carry Position{ObjCellId,
Frame{local in [0,192), quat}} as the source of truth, port
get_block_offset (verified 0x0043e630 nets to delta-landblock * 192 m),
translate inter-tick collision state per-cell like retail (0x0050a592).
7-slice parallel-frame migration; conformance via transform-on-read (no
fixture re-capture).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 10:18:18 +02:00
Erik
67f98e8e72 docs(#145): verified root cause + decision to port cell-relative physics frame (Option B) + handoff
Workflow wf_87607d15-c43 (4 research streams + synthesis + 3 adversarial verifiers, HIGH confidence) confirmed the far-town runaway is a cell-membership label cascade from a discarded TryGetTerrainOrigin bool (CellTransit.cs:736 -> (0,0) origin for unstreamed neighbors), not a free-fall; 17410 is a wire artifact. User chose the architectural fix: port retail's cell-relative Position + retire _liveCenter from physics. Handoff doc carries the verified mechanism, the retail port table (decomp addresses), acdream divergence sites, apparatus (desync-capture.jsonl + probes + harness template), and the brainstorming-gate requirement.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 09:47:01 +02:00
Erik
a4f0b51894 docs(issues): reopen #145 — far-town teleport resolver runaway (residual of the source-drop fix)
Captured: teleport to far town (201,91) places correctly via the #145 verbatim path, then the per-frame resolve marches membership one landblock south/frame (un-rebased local position) until ACE rejects the inconsistent (cell, local) pair. #138 re-hydrate exonerated. Root cause under multi-agent research (acdream code + retail decomp oracle + capture).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 08:54:05 +02:00
Erik
b07825cd24 docs(research): #138 handoff — RESOLVED banner + correct the re-hydrate source (not ClientObjectTable)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 08:09:36 +02:00
Erik
aa4a04d28e docs(issues): #138 fix shipped — re-delivery confirmed; handoff source-table corrected
Records the confirmed root cause (ACE never clears KnownObjects on a
teleport so it won't re-send known objects; retail/holtburger keep the
client object table and re-render from it) and the two-part fix
(re-hydrate from _lastSpawnByGuid; pending-bucket persistent rescue).

Corrects the 2026-06-21 handoff: ClientObjectTable is the inventory data
model with no world position/Setup and cannot rebuild a render entity;
the real retained world-object table is GameWindow._lastSpawnByGuid.
Status: FIX SHIPPED, pending user visual gate.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 08:07:42 +02:00
Erik
0a5f91b6fe fix(streaming): #138 — rescue persistent entities from the pending bucket on unload
GpuWorldState.RemoveLandblock rescued persistent entities (the player)
only from the _loaded list, silently dropping one sitting in the
_pendingByLandblock bucket. The player is re-injected via AppendLiveEntity
every frame; right after a teleport its destination landblock has not
streamed in yet, so the player lands in the pending bucket — and if that
landblock is then unloaded during the streaming churn, the persistent
entry was dropped, violating the "persistent therefore survives unload"
contract. Leading candidate for the #138 "own avatar vanishes after a
couple round-trips" symptom (cumulative; needs user visual confirm).

Fix: scan the pending bucket for persistent guids and rescue them too,
so DrainRescued re-parks them at the next valid landblock. Provable
correctness fix with a deterministic test (rescue-from-pending plus a
negative for non-persistent). Core tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 08:07:28 +02:00
Erik
bf66fb4123 fix(streaming): #138 — re-hydrate server objects from the retained spawn table on reload
Doors/NPCs/portals vanished after a portal OUT of the 0x0007 dungeon back
to Holtburg. Root cause confirmed via ACE + holtburger cross-reference:
the dungeon collapse drops a landblock's render entities for FPS, and ACE
will NOT re-broadcast objects whose guid is still in its per-player
KnownObjects set (never cleared on a normal teleport — ACE relies on the
client retaining its object table and culling stale objects itself). So
nothing restored them on the way back.

Retail-faithful fix: a real client keeps its weenie_object_table and
re-renders the world from it (holtburger keeps the table across a
teleport; only suspends physics bodies). acdream's _lastSpawnByGuid (the
parsed CreateObject records — position + Setup + appearance) IS that
table and survives the collapse (the collapse path never calls
RemoveLiveEntityByServerGuid, the only thing that prunes it). On landblock
(re)load, replay OnLiveEntitySpawnedLocked for retained spawns whose
render entity is absent — independent of any ACE re-send.

- LandblockEntityRehydrator: pure selection (landblock match; skip
  already-present, the player, and mesh-less spawns), unit-tested (7).
- StreamingController: onLandblockLoaded callback after AddLandblock
  (Loaded = dungeon-exit expand) and AddEntitiesToExistingLandblock
  (Promoted = Far->Near).
- GameWindow.RehydrateServerEntitiesForLandblock: present-gate keys on
  GpuWorldState (NOT _entitiesByServerGuid, which holds collapse
  orphans), replay under _datLock; the replay's own
  RemoveLiveEntityByServerGuid de-dup scrubs the orphan state.

Corrects the handoff: ClientObjectTable is inventory-only (no world
position/Setup) and cannot rebuild a render entity; _lastSpawnByGuid is
the world-object table. Register row AP-48 (no retail 25s visibility
cull). dotnet build + 1518 Core tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 08:06:41 +02:00