# Handoff — teleport issues cluster (2026-06-21) **Branch:** `claude/thirsty-goldberg-51bb9b` — committed, NOT merged ("merge later"). **Account:** `notan` / `MittSnus81!` → `+Je`. Portal via the Town Network hub (`0x0007`) to far towns. --- ## What shipped this session (context) #145 **cell-relative physics frame (Option B)**, Slices 1–3 + 7 (`438bb68`→`403a338`). The carried-anchor fix closes the far-town cascade **for a STREAMED-terrain arrival** — live-verified across ~10 far-town landblocks over 2 sessions, zero march. Design + plan: `docs/superpowers/specs/2026-06-21-145-cell-relative-physics-frame-design.md` + the matching plan. Adversarial review passed (2 flagged issues were verified false positives). Slices **4–6** (contact-plane / walkable cell-relative + `_liveCenter` fully render-only — invisible architectural completeness) remain. --- ## Work item A — #145 RESIDUAL (reopened): unstreamed-arrival-near-edge cascade **Trigger:** a teleport that arrives onto a **NOT-YET-STREAMED** landblock **near an edge** → the cascade recurs (+ a Z free-fall). **Evidence** (`launch5.log`): - `[snap] claim=0xC98C0028 pos=(113.666,190.259,22.010) branch=NO-LANDBLOCK (lbs=0) -> verbatim` — arrival local Y=190.3, **1.7 m from the 192 edge**, destination not streamed → cell marches `0xC98C → 0xC9FE` (+2 lbY/tick), Z free-falls 22→−19; outbound wire sends the marched cell `C9FE0031` + compensating garbage `localY=−21684` → ACE `MOVEMENT SPEED` / `failed transition` → **player stuck**. - Same session, **mid-block** unstreamed arrival `0x977B000C` (Y=73.8) → Z free-fall only, **no march**. - Hub `0x00070133` **VALIDATED** (cells resident) → fine. **Root (HYPOTHESIS — not apparatus-confirmed):** outdoor teleport places immediately but the destination streams a few ticks later (`streaming: dungeon EXIT-expand -> (201,140)` logs just after placement). During the gap the resolve runs against an empty world; at an edge the player crosses into the **unstreamed neighbour**, where the carried anchor (which computes to `(0,0,0)` at the recentered center) gives no protection. **Same root as the Z free-fall** (`#135`/`#138` placed-before-streamed gap). **⚠️ DO NOT guess-patch** (original #145 burned 5 attempts). **Apparatus first:** add a diagnostic that logs the **anchor value + the engagement-guard state** in `PhysicsEngine.ResolveWithTransition` at the crossing tick (behind a probe flag), reproduce a `0xC98C`-style arrival once, and confirm whether the anchor **disengages** (CellId/CellPosition landblock divergence) or the **body is repositioned into a marched frame first**. *Then* the fix is a known quantity. **Likely fix:** a **streaming-gap HOLD** — freeze the per-tick resolve (no integration/gravity, no membership march) while the player's landblock is unloaded, until it streams in (a few ticks). The async-streaming equivalent of retail's synchronous load; would fix **both** the cascade and the Z plunge. **Note:** this may be **subsumed by Work item B** — the retail teleport flow holds until the world loads, so there's no unstreamed gap to begin with. Decide A-vs-B ordering at brainstorm. --- ## Work item B — KEYSTONE FEATURE: the retail teleport flow **Symptoms (user-reported; all ONE root):** 1. Camera **floats** to the destination on teleport (disliked). 2. Teleport **takes too long** / feels off vs retail. 3. Player **input is not locked** during teleport. **Retail behaviour (user = oracle, treat as axiom):** teleport plays an **animation** (portal effect), holds input + camera, **waits for the world to load**, then exits/places the player. Used for **ALL** teleportation: **login, logout, death, portal.** **Insight:** acdream places **immediately** (raw placement → the floating camera + the unstreamed gap). A faithful retail teleport flow (anim + input/camera lock + **hold-until-loaded** + single exit point) fixes the float, the timing, the input-lock, **and very likely Work item A.** This is the keystone. **This is a FEATURE → start with `superpowers:brainstorming`** (the user is the retail oracle on look/feel). **Research first:** grep `docs/research/named-retail/acclient_2013_pseudo_c.txt` for the portal/teleport flow — the teleport animation, the loading hold, the PortalSpace exit condition, and the unified path for login/logout/death/portal. **Extend, don't rebuild:** acdream already has `PlayerState.PortalSpace`, `TeleportArrivalController`, and `TeleportArrivalRules.Decide` (`src/AcDream.App/World/` + `GameWindow`); the flow should slot the anim + hold-until-loaded into that machinery. --- ## Work item C — FPS leak after teleports (perf bug, SEPARATE) **Symptom:** FPS drops low after a couple of teleports (cumulative). **Hypothesis:** a streaming/entity **leak** — landblocks or render/physics entities not freed on teleport, accumulating across round-trips (candidates: dungeon collapse/expand not cleaning up; `RehydrateServerEntities` / `_lastSpawnByGuid` accumulating; `GpuWorldState` entities not pruned). **NEXT:** capture FPS + landblock / entity counts across N teleports (`ACDREAM_DUMP_LIVE_SPAWNS=1` + streaming logs + the DebugPanel counts), find what grows unbounded. Independent of A and B. --- ## Pointers / apparatus - **Logs (worktree root):** `launch5.log` (#145 residual capture — the `0xC98C` stuck-at-`−21684` run), `launch4.log` (Z free-fall + a 3-far-town round-trip), `launch3`/`launch2` (clean streamed-arrival runs). - **#145 record:** `docs/ISSUES.md` #145 (reopened, with the trigger table) + the physics digest banner (`claude-memory/project_physics_collision_digest.md`). - **Probes (no rebuild):** `ACDREAM_PROBE_CELL=1` (`[cell-transit]`), `ACDREAM_PROBE_RESOLVE=1`, `ACDREAM_CAPTURE_RESOLVE=`, `ACDREAM_DUMP_LIVE_SPAWNS=1`. - **Decomp oracle:** `docs/research/named-retail/` (grep `class::method`); for the teleport flow, look at the portal/teleport + DDD-loading + animation paths. - **Wire cross-check:** `references/holtburger` (client teleport flow) + `references/ACE` (server teleport / `MOVEMENT SPEED` validation — the `failed transition` rejects). ## Suggested order (brainstorm to confirm) 1. **B first** (retail teleport flow) — it's the keystone and likely subsumes **A**. Brainstorm → spec → build. 2. Re-test **A**: if the hold-until-loaded flow eliminates the unstreamed gap, the #145 residual is gone; if a narrow edge case survives, apply the diagnostic + targeted hold. 3. **C** (FPS leak) — independent; can run in parallel as its own investigation. 4. (Background) Slices **4–6** — the invisible Option-B completeness, unrelated to this cluster.