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>
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>