# #105 capture analysis — outdoor membership FREEZES at landblock boundaries (#106 PINNED) **Date:** 2026-06-09 (evening). **Branch:** `claude/thirsty-goldberg-51bb9b`. **Evidence:** `flap-105-capture.log` (53 MB UTF-16LE, `ACDREAM_PROBE_FLAP=1`, 136,736 lines, 30,698 `[flap-cam]` frames, 16,587 `[render-sig]`, 750 `[pv-trace]`), analyzed by 3 parallel workers (throwaway scripts `q105_*.py` in the worktree root). User live-reproduced during capture: entered a cottage and "EVERYTHING disappears, like I'm standing outside." --- ## 0. TL;DR 1. **#106 PINNED: the player's OUTDOOR cell membership never crosses a landblock boundary.** `playerCell` froze at `0xA9B40031` (line 93363) and stayed frozen for **10,449 frames**: ~130 m of outdoor walking south across the `A9B4→A9B3` boundary (player y reaching −109.65 in A9B4-local coords = ~82 m inside A9B3) plus an 8,929-frame stand INSIDE an A9B3 cottage. Zero indoor candidates ever flickered. Within-landblock outdoor transitions are clean (96/96, e.g. `0x0031↔0x0029` flipping exactly at the x=144 cell line). 2. **The discriminator landed hard:** all **10 successful** outdoor→indoor entries this session (7 distinct buildings: 0170, 0150, 0164, 016E, 016C, 010B, 0118) were buildings in the SAME landblock as the player's outdoor cell — each a single clean flip with the viewer cell trailing ~48 frames (camera boom still outside), no flicker. The ONE failing entry was the only CROSS-landblock building entered. 3. **Rendering is downstream and healthy:** while membership said "outdoor," `[render-sig]` shows the flood drawing the A9B3 interior cells (`0xA9B30100/0103/.../0110`) — the renderer could see the rooms membership refused to enter. 89 distinct indoor cells flood under outdoor roots across the session; ids==draw (no misses); **no never-flooding building exists**; **no indoor flood ever collapsed empty** (all 17 indoor roots always vis≥2). `feedback_render_downstream_of_membership` proven again. 4. **The outdoor "running distortion" is the same freeze:** the render root stays anchored at the stale outdoor cell while the player runs away from it (10,415-frame root run at `0x0031`), so the whole view is built from a wrong anchor. The capture REFUTES flood-level causes outdoors: in all 26,960 outdoor-root frames, `outPolys=1` and `vis=1` with zero exceptions. > ⚠️ **Attribution PARTIALLY corrected post-fix (2026-06-09, #106 gate 4):** with #106 > fixed and the anchor following correctly (49 clean transitions incl. cross-block), > the user still reports transient parts-of-screen-turn-background-color artifacts while > running and at cottage/room enter–exit. The stale anchor amplified the artifact but was > not its only cause — the residual is the §4 flap family (render digest), not membership. 5. **The §4 indoor flap is unchanged and separate:** vis oscillation exists only under indoor roots (520 changes, longest 9 consecutive flips, cells 0x013F/0x0143/0x0150/0x0171) plus ~11 one-to-three-frame OUT↔IN root blips at doorways (e.g. lines 31704..31713) — the known doorway flap, untouched today. ## 1. What #106 explains vs what stays in #105 - **#106 explains:** "enter house → everything disappears, looks like outside" (cross-landblock buildings), most of the day's per-session "some houses broken" reports (which houses break depends on where you've walked = which boundaries you crossed), and the outdoor running distortion (stale render anchor). - **Still #105 (residual, twice-observed earlier):** a single wall section missing (sky/clear color) while membership/viewer were demonstrably INDOOR-correct (`viewerCell=0171`, props drawn, collision present). All data/upload/registration layers are exonerated by 4 silent tripwire rounds; if it reproduces, the draw-level clip path (§4 family) is the remaining suspect space. ## 2. Fix pointers for #106 (next session) - **Membership chokepoint:** the outdoor candidate-cell proposal. The capture shows the resolver flips outdoor cells fine WITHIN a landblock but never proposes another landblock's outdoor cell. Look at `PhysicsEngine.ResolveCellId` + `CellTransit.AddAllOutsideCells` (its coord-convention bug was fixed 2026-05-25 — `feedback_latent_bug_masked_by_fallback`; cross-landblock proposals may be missing or clamped to the current landblock's 8×8 grid). - **Check the `b3ce505` #98 stopgap first:** it GATED the outdoor sweep (a flagged WORKAROUND that already caused #99). If the gate suppresses the sweep that would propose neighboring-landblock cells, #106 is its fallout — fixing the root (per-cell shadow architecture A6.P4) or narrowing the gate may be the real fix. Read `claude-memory/project_physics_collision_digest.md` DO-NOT-RETRY before touching anything. - **Retail oracle:** `CObjCell::find_cell_list` Position-variant (`acclient_2013_pseudo_c.txt:308742-308783`) + `LandDefs` outside-coordinate handling (`get_outside_lcoord` family) — retail resolves outdoor cells from GLOBAL coordinates, so landblock crossings are inherent. Cross-check ACE `Physics/Common/LandDefs.cs`. - **Cheap probe for the fix loop:** `ACDREAM_PROBE_CELL=1` (`[cell-transit]`, low volume) while walking across each Holtburg boundary; acceptance in #106's entry. ## 3. Apparatus notes (carried forward) - `[pv-trace]` is hard-gated to roots `0x016F..0x0175` (`PortalVisibilityBuilder.cs:606-647`) and `BuildFromExterior` has **NO trace hook** — outside-looking-in cull reasons are unobservable until one is added (needed if #105's residual reproduces). - `[flap]`'s `vis`/`outPolys` are PRE-merge (emitted in `Build`, before `MergeNearbyBuildingFloods` in `RetailPViewRenderer.cs:48-61`); post-merge truth is `[render-sig] ids=/draw=`. - Tripwires still live (keep until #105/#106 close): rounds 1–3 + `[up-null]` (known-benign ids `0x010002B4`, `0x010008A8` — deterministic empty meshes, ignore). - Capture + scripts: `flap-105-capture.log`, `q105_*.py` (untracked throwaways). ## 4. The day's full arc (for the next session's orientation) dat-reader direction chosen → read path EXONERATED (audit + 1.1M-read hammer, `b3920d8`) → teardown dispose-during-read AV FIXED (`8fadf77`) → white-walls trapped through 4 tripwire rounds (all silent) → live capture → **#106 pinned (membership, cross-landblock)**. The day's "render bug" was a physics bug all along, exactly per `feedback_render_downstream_of_membership`. Next session: fix #106 (membership/A6 territory, read the physics digest first).