# Indoor Cell Rendering Fix — Phase 1 Diagnostics Implementation Plan > **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking. **Goal:** Add five toggleable diagnostic probes that pinpoint where the EnvCell rendering chain breaks, so Phase 2's fix can target the actual failure point. **Architecture:** Single `RenderingDiagnostics` static class in `AcDream.Core.Rendering` exposes five bool flags + a master toggle (env-var-initialized, runtime-settable). DebugVM mirrors them as live-toggle properties; DebugPanel exposes them as checkboxes. Probe call sites in `WbMeshAdapter` and `WbDrawDispatcher` emit one structured `[indoor-*]` line per event when the corresponding flag is on. The Holtburg Inn floor-missing bug is the test case — log output identifies which of six hypotheses (H1–H6 in the spec) the failure matches. **Tech Stack:** C# .NET 10, xUnit (test framework), Silk.NET OpenGL (rendering), Chorizite.OpenGLSDLBackend (WB ObjectMeshManager). **Spec:** [`docs/superpowers/specs/2026-05-19-indoor-cell-rendering-fix-design.md`](../specs/2026-05-19-indoor-cell-rendering-fix-design.md) --- ## File Structure | File | Status | Responsibility | |---|---|---| | `src/AcDream.Core/Rendering/RenderingDiagnostics.cs` | NEW | Static class with five `bool` properties + master toggle. Env-var read at startup; runtime-settable. | | `tests/AcDream.Core.Tests/Rendering/RenderingDiagnosticsTests.cs` | NEW | Verify default values and get/set behavior of the diagnostic flags. | | `src/AcDream.UI.Abstractions/Panels/Debug/DebugVM.cs` | MODIFY | Add five mirror properties that forward to `RenderingDiagnostics`. | | `src/AcDream.UI.Abstractions/Panels/Debug/DebugPanel.cs` | MODIFY | Add an "Indoor rendering" subsection in `DrawDiagnostics` with six checkboxes. | | `src/AcDream.App/Rendering/Wb/WbMeshAdapter.cs` | MODIFY | Emit `[indoor-upload] requested` on first `IncrementRefCount` for an EnvCell id; emit `[indoor-upload] completed` in `Tick()` when WB's staged drain produces that id's `ObjectMeshData`. | | `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs` | MODIFY | Emit `[indoor-walk]` + `[indoor-cull]` in `WalkVisibleEntities` per cell entity; emit `[indoor-lookup]` and `[indoor-xform]` in `DrawAccumulated` per cell-entity render-data lookup + composed transform. | --- ## Task 1: Create `RenderingDiagnostics` static class **Files:** - Create: `src/AcDream.Core/Rendering/RenderingDiagnostics.cs` - [ ] **Step 1: Write the file** The class mirrors `AcDream.Core.Physics.PhysicsDiagnostics` exactly — same env-var-init pattern, same get/set, same XML comments style. Five individual probe flags + one `IndoorAll` master. The master setter cascades to all five. ```csharp using System; namespace AcDream.Core.Rendering; /// /// 2026-05-19 — runtime-toggleable diagnostic flags for the indoor cell /// rendering pipeline. Initialized from env vars at process start; /// flippable at runtime via the DebugPanel mirror. Log call sites read /// these statics so a checkbox toggle takes effect on the next frame /// without relaunching. /// /// /// Mirrors the L.2a /// pattern. The master toggle is the user's /// common case — flipping it cascades to all five probe flags. /// /// /// /// Spec: docs/superpowers/specs/2026-05-19-indoor-cell-rendering-fix-design.md. /// /// public static class RenderingDiagnostics { /// /// When true, WbDrawDispatcher.WalkVisibleEntities emits one /// [indoor-walk] line per visible cell entity per second: /// entity id, world position, parent cell id, landblock visible flag, /// AABB-visible flag, "in visible cells" flag, drew flag. /// Initial state from ACDREAM_PROBE_INDOOR_WALK=1. /// public static bool ProbeIndoorWalkEnabled { get; set; } = Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_WALK") == "1" || Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_ALL") == "1"; /// /// When true, WbDrawDispatcher emits one [indoor-lookup] /// line per visible cell entity per second: render-data hit/miss, /// IsSetup flag, SetupParts count, parts-hit / parts-miss tallies. /// Initial state from ACDREAM_PROBE_INDOOR_LOOKUP=1. /// public static bool ProbeIndoorLookupEnabled { get; set; } = Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_LOOKUP") == "1" || Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_ALL") == "1"; /// /// When true, WbMeshAdapter emits two lines per EnvCell id: /// [indoor-upload] requested on first IncrementRefCount and /// [indoor-upload] completed when WB's staged drain produces /// its ObjectMeshData. Missing "completed" lines indicate WB /// silently returned null (hypothesis H1). /// Initial state from ACDREAM_PROBE_INDOOR_UPLOAD=1. /// public static bool ProbeIndoorUploadEnabled { get; set; } = Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_UPLOAD") == "1" || Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_ALL") == "1"; /// /// When true, WbDrawDispatcher emits one [indoor-xform] /// line per visible cell entity per second: cell-geometry SetupPart's /// composed world matrix translation. Disambiguates transform /// double-apply (hypothesis H5). /// Initial state from ACDREAM_PROBE_INDOOR_XFORM=1. /// public static bool ProbeIndoorXformEnabled { get; set; } = Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_XFORM") == "1" || Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_ALL") == "1"; /// /// When true, WbDrawDispatcher.WalkVisibleEntities emits one /// [indoor-cull] line per cell entity that gets culled, with /// the reason (visibleCellIds-miss, frustum, landblock). Disambiguates /// cull bugs (hypothesis H3). /// Initial state from ACDREAM_PROBE_INDOOR_CULL=1. /// public static bool ProbeIndoorCullEnabled { get; set; } = Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_CULL") == "1" || Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_ALL") == "1"; /// /// Master toggle. Reading reflects the AND of all five flags /// (true only when every probe is on). Writing cascades — setting /// to turns ALL five flags on; setting to /// turns ALL five off. /// public static bool IndoorAll { get => ProbeIndoorWalkEnabled && ProbeIndoorLookupEnabled && ProbeIndoorUploadEnabled && ProbeIndoorXformEnabled && ProbeIndoorCullEnabled; set { ProbeIndoorWalkEnabled = value; ProbeIndoorLookupEnabled = value; ProbeIndoorUploadEnabled = value; ProbeIndoorXformEnabled = value; ProbeIndoorCullEnabled = value; } } /// /// Helper for probe call sites. Returns when /// the low 16 bits of are ≥ 0x0100 — the AC /// convention for EnvCell (indoor) cells, as opposed to outdoor cells /// in the 8×8 landblock grid (0x0001–0x0040). /// public static bool IsEnvCellId(ulong id) => (id & 0xFFFFu) >= 0x0100u; } ``` - [ ] **Step 2: Build** Run: `dotnet build src/AcDream.Core/AcDream.Core.csproj -c Debug` Expected: 0 errors, 0 warnings. - [ ] **Step 3: Commit** ```bash git add src/AcDream.Core/Rendering/RenderingDiagnostics.cs git commit -m "$(cat <<'EOF' feat(diagnostics): RenderingDiagnostics static class for indoor probes Five toggleable bool flags + master IndoorAll cascade, mirroring the L.2a PhysicsDiagnostics pattern. Env vars at startup, runtime-settable via DebugPanel mirrors (added next task). Probe call sites and DebugVM wiring follow in subsequent tasks. Spec: docs/superpowers/specs/2026-05-19-indoor-cell-rendering-fix-design.md Co-Authored-By: Claude Opus 4.7 (1M context) EOF )" ``` --- ## Task 2: Unit-test `RenderingDiagnostics` **Files:** - Create: `tests/AcDream.Core.Tests/Rendering/RenderingDiagnosticsTests.cs` - [ ] **Step 1: Write the failing test** ```csharp using AcDream.Core.Rendering; using Xunit; namespace AcDream.Core.Tests.Rendering; public sealed class RenderingDiagnosticsTests { [Fact] public void IndoorAll_True_TurnsAllFlagsOn() { // Reset all flags off first to make the test deterministic // regardless of env-var state on the test runner. RenderingDiagnostics.ProbeIndoorWalkEnabled = false; RenderingDiagnostics.ProbeIndoorLookupEnabled = false; RenderingDiagnostics.ProbeIndoorUploadEnabled = false; RenderingDiagnostics.ProbeIndoorXformEnabled = false; RenderingDiagnostics.ProbeIndoorCullEnabled = false; RenderingDiagnostics.IndoorAll = true; Assert.True(RenderingDiagnostics.ProbeIndoorWalkEnabled); Assert.True(RenderingDiagnostics.ProbeIndoorLookupEnabled); Assert.True(RenderingDiagnostics.ProbeIndoorUploadEnabled); Assert.True(RenderingDiagnostics.ProbeIndoorXformEnabled); Assert.True(RenderingDiagnostics.ProbeIndoorCullEnabled); Assert.True(RenderingDiagnostics.IndoorAll); } [Fact] public void IndoorAll_False_TurnsAllFlagsOff() { RenderingDiagnostics.IndoorAll = true; // start from all-on RenderingDiagnostics.IndoorAll = false; Assert.False(RenderingDiagnostics.ProbeIndoorWalkEnabled); Assert.False(RenderingDiagnostics.ProbeIndoorLookupEnabled); Assert.False(RenderingDiagnostics.ProbeIndoorUploadEnabled); Assert.False(RenderingDiagnostics.ProbeIndoorXformEnabled); Assert.False(RenderingDiagnostics.ProbeIndoorCullEnabled); Assert.False(RenderingDiagnostics.IndoorAll); } [Fact] public void IndoorAll_OneOff_ReadsAsFalse() { RenderingDiagnostics.IndoorAll = true; RenderingDiagnostics.ProbeIndoorCullEnabled = false; // flip one off Assert.False(RenderingDiagnostics.IndoorAll); } [Theory] [InlineData(0x00000029ul, false)] // outdoor cell 0x29 in 8x8 grid [InlineData(0xA9B40029ul, false)] // outdoor cell with landblock prefix [InlineData(0x00000100ul, true)] // indoor cell minimum [InlineData(0x00000105ul, true)] // typical Holtburg Inn interior [InlineData(0xA9B40105ul, true)] // indoor with landblock prefix [InlineData(0xA9B401FFul, true)] // indoor near top of range public void IsEnvCellId_DistinguishesOutdoorVsIndoorByLow16Bits(ulong id, bool expected) { Assert.Equal(expected, RenderingDiagnostics.IsEnvCellId(id)); } } ``` - [ ] **Step 2: Run tests — expect failure on first build** Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "FullyQualifiedName~RenderingDiagnostics" -c Debug --nologo` Expected: Build green (Task 1 already implemented the class). All 7 tests pass (1 cascade-on + 1 cascade-off + 1 partial-off + 4 IsEnvCellId rows). If any test fails, the implementation in Task 1 has a bug — go back and fix. - [ ] **Step 3: Commit** ```bash git add tests/AcDream.Core.Tests/Rendering/RenderingDiagnosticsTests.cs git commit -m "$(cat <<'EOF' test(diagnostics): RenderingDiagnostics cascade + IsEnvCellId rows Covers the master IndoorAll cascade (both directions) and the IsEnvCellId helper's 0x0100 boundary check across outdoor cells, indoor cells, and landblock-prefixed forms. Co-Authored-By: Claude Opus 4.7 (1M context) EOF )" ``` --- ## Task 3: Mirror `RenderingDiagnostics` into `DebugVM` **Files:** - Modify: `src/AcDream.UI.Abstractions/Panels/Debug/DebugVM.cs` - [ ] **Step 1: Read DebugVM and find the existing `ProbeBuilding` mirror block** Find the `ProbeBuilding` property (around line 270) — that's an existing live-mirror to `PhysicsDiagnostics.ProbeBuildingEnabled`. New mirrors go immediately AFTER `ProbeAutoWalk` (next property in the file), in a new clearly-commented block. - [ ] **Step 2: Add `using AcDream.Core.Rendering;` at the top of `DebugVM.cs`** If the using statement is already present, skip. Otherwise insert alphabetically after `using AcDream.Core.Physics;`. - [ ] **Step 3: Append the five mirror properties to the file** Find the closing brace of the last existing property block (after `ProbeAutoWalk` or the last `Probe*` property). Insert this block before the class's closing brace: ```csharp // ── Indoor rendering diagnostics (2026-05-19) ─────────────────── // Mirror RenderingDiagnostics statics so DebugPanel checkbox toggles // take effect on the next render frame without relaunching. /// /// Runtime mirror of RenderingDiagnostics.ProbeIndoorWalkEnabled /// (env var ACDREAM_PROBE_INDOOR_WALK). /// public bool ProbeIndoorWalk { get => RenderingDiagnostics.ProbeIndoorWalkEnabled; set => RenderingDiagnostics.ProbeIndoorWalkEnabled = value; } /// /// Runtime mirror of RenderingDiagnostics.ProbeIndoorLookupEnabled /// (env var ACDREAM_PROBE_INDOOR_LOOKUP). /// public bool ProbeIndoorLookup { get => RenderingDiagnostics.ProbeIndoorLookupEnabled; set => RenderingDiagnostics.ProbeIndoorLookupEnabled = value; } /// /// Runtime mirror of RenderingDiagnostics.ProbeIndoorUploadEnabled /// (env var ACDREAM_PROBE_INDOOR_UPLOAD). /// public bool ProbeIndoorUpload { get => RenderingDiagnostics.ProbeIndoorUploadEnabled; set => RenderingDiagnostics.ProbeIndoorUploadEnabled = value; } /// /// Runtime mirror of RenderingDiagnostics.ProbeIndoorXformEnabled /// (env var ACDREAM_PROBE_INDOOR_XFORM). /// public bool ProbeIndoorXform { get => RenderingDiagnostics.ProbeIndoorXformEnabled; set => RenderingDiagnostics.ProbeIndoorXformEnabled = value; } /// /// Runtime mirror of RenderingDiagnostics.ProbeIndoorCullEnabled /// (env var ACDREAM_PROBE_INDOOR_CULL). /// public bool ProbeIndoorCull { get => RenderingDiagnostics.ProbeIndoorCullEnabled; set => RenderingDiagnostics.ProbeIndoorCullEnabled = value; } /// /// Runtime mirror of RenderingDiagnostics.IndoorAll — toggles all /// five indoor probes together. /// public bool ProbeIndoorAll { get => RenderingDiagnostics.IndoorAll; set => RenderingDiagnostics.IndoorAll = value; } ``` - [ ] **Step 4: Build** Run: `dotnet build src/AcDream.UI.Abstractions/AcDream.UI.Abstractions.csproj -c Debug` Expected: 0 errors. The `using AcDream.Core.Rendering;` resolves; new properties compile. - [ ] **Step 5: Commit** ```bash git add src/AcDream.UI.Abstractions/Panels/Debug/DebugVM.cs git commit -m "$(cat <<'EOF' feat(debugvm): mirror RenderingDiagnostics indoor probes Live-toggle wrappers for the five indoor-rendering probe flags plus the ProbeIndoorAll master cascade. Pattern matches existing ProbeResolve / ProbeCell / ProbeBuilding / ProbeAutoWalk mirrors so a checkbox flip in the DebugPanel takes effect on the next frame. Co-Authored-By: Claude Opus 4.7 (1M context) EOF )" ``` --- ## Task 4: Expose probes in `DebugPanel` Diagnostics group **Files:** - Modify: `src/AcDream.UI.Abstractions/Panels/Debug/DebugPanel.cs` - [ ] **Step 1: Find `DrawDiagnostics(IPanelRenderer r)` method** Open the file. Find the method at approximately line 226. The existing pattern reads probe values into locals at the top of the method, then conditionally re-assigns through checkboxes. The new indoor probes follow the same shape, appended after the last existing probe checkbox. - [ ] **Step 2: Read the locals + checkboxes at the bottom of the existing block** Find the line that says `if (r.Checkbox("Probe auto-walk (ACDREAM_PROBE_AUTOWALK)", ref probeAutoWalk)) _vm.ProbeAutoWalk = probeAutoWalk;` or similar last existing probe checkbox in `DrawDiagnostics`. New checkboxes go immediately AFTER this line, before the method's closing brace. - [ ] **Step 3: Insert the new checkboxes** Before the closing brace of `DrawDiagnostics`, insert: ```csharp // ── Indoor rendering diagnostics (2026-05-19) ─────────────── // Pinpoint where the EnvCell rendering chain breaks for // hypothesis-driven Phase 2 fix. Spec: // docs/superpowers/specs/2026-05-19-indoor-cell-rendering-fix-design.md r.Separator(); r.Text("Indoor rendering (envCell):"); bool probeIndoorAll = _vm.ProbeIndoorAll; bool probeIndoorWalk = _vm.ProbeIndoorWalk; bool probeIndoorLookup = _vm.ProbeIndoorLookup; bool probeIndoorUpload = _vm.ProbeIndoorUpload; bool probeIndoorXform = _vm.ProbeIndoorXform; bool probeIndoorCull = _vm.ProbeIndoorCull; if (r.Checkbox("Indoor: ALL (ACDREAM_PROBE_INDOOR_ALL)", ref probeIndoorAll)) _vm.ProbeIndoorAll = probeIndoorAll; if (r.Checkbox("Indoor: walk (ACDREAM_PROBE_INDOOR_WALK)", ref probeIndoorWalk)) _vm.ProbeIndoorWalk = probeIndoorWalk; if (r.Checkbox("Indoor: lookup (ACDREAM_PROBE_INDOOR_LOOKUP)", ref probeIndoorLookup)) _vm.ProbeIndoorLookup = probeIndoorLookup; if (r.Checkbox("Indoor: upload (ACDREAM_PROBE_INDOOR_UPLOAD)", ref probeIndoorUpload)) _vm.ProbeIndoorUpload = probeIndoorUpload; if (r.Checkbox("Indoor: xform (ACDREAM_PROBE_INDOOR_XFORM)", ref probeIndoorXform)) _vm.ProbeIndoorXform = probeIndoorXform; if (r.Checkbox("Indoor: cull (ACDREAM_PROBE_INDOOR_CULL)", ref probeIndoorCull)) _vm.ProbeIndoorCull = probeIndoorCull; ``` Note: `r.Separator()` and `r.Text(string)` are the existing `IPanelRenderer` API methods used elsewhere in the file. If they don't exist, drop those two lines (the checkboxes still work standalone). - [ ] **Step 4: Build** Run: `dotnet build src/AcDream.UI.Abstractions/AcDream.UI.Abstractions.csproj -c Debug` Expected: 0 errors. If `r.Separator()` / `r.Text()` aren't on `IPanelRenderer`, the build will fail. Remove those two lines and re-build. - [ ] **Step 5: Commit** ```bash git add src/AcDream.UI.Abstractions/Panels/Debug/DebugPanel.cs git commit -m "$(cat <<'EOF' feat(debugpanel): "Indoor rendering" probe checkboxes Six checkboxes (ALL master + five individual probes) in the existing DrawDiagnostics block. Toggling flips the corresponding RenderingDiagnostics.Probe* flag live via DebugVM forwarding. Co-Authored-By: Claude Opus 4.7 (1M context) EOF )" ``` --- ## Task 5: Instrument `WbMeshAdapter` with `[indoor-upload]` probes **Files:** - Modify: `src/AcDream.App/Rendering/Wb/WbMeshAdapter.cs` The upload probe has TWO emission points: 1. `IncrementRefCount` — emits `requested` on the first call for an EnvCell id (gated by the existing `_metadataPopulated.Add(id)` first-call check). 2. `Tick()` — emits `completed` when WB's `StagedMeshData` drain produces an `ObjectMeshData` whose `ObjectId` is in our pending-EnvCell set. - [ ] **Step 1: Add the pending-EnvCell tracking field + `using` statement** Open `src/AcDream.App/Rendering/Wb/WbMeshAdapter.cs`. Add `using AcDream.Core.Rendering;` near the top with the other `using` statements (after `using AcDream.Core.Meshing;`). Find the field declarations near the top of the class (around line 34 — `_metadataPopulated`). Add immediately after: ```csharp /// /// EnvCell ids we've requested via PrepareMeshDataAsync but not yet /// seen completion for in Tick(). Used by the [indoor-upload] probe /// to log requested + completed pairs. Cleared per completion; /// missing completions after a few seconds indicate WB silently /// returned null (hypothesis H1 in the design spec). /// private readonly HashSet _pendingEnvCellRequests = new(); ``` - [ ] **Step 2: Emit `[indoor-upload] requested` in `IncrementRefCount`** Find the `IncrementRefCount(ulong id)` method (around line 116). Inside the `if (_metadataPopulated.Add(id))` block, immediately AFTER the `_ = _meshManager.PrepareMeshDataAsync(id, isSetup: false);` line, add: ```csharp // [indoor-upload] requested probe — only for EnvCell ids. if (RenderingDiagnostics.IsEnvCellId(id) && RenderingDiagnostics.ProbeIndoorUploadEnabled) { _pendingEnvCellRequests.Add(id); Console.WriteLine($"[indoor-upload] requested cellId=0x{id:X8}"); } ``` - [ ] **Step 3: Emit `[indoor-upload] completed` in `Tick`** Find the `Tick()` method (around line 167). Replace the existing drain loop: ```csharp while (_meshManager!.StagedMeshData.TryDequeue(out var meshData)) { _meshManager.UploadMeshData(meshData); } ``` with: ```csharp while (_meshManager!.StagedMeshData.TryDequeue(out var meshData)) { // [indoor-upload] completed probe — check BEFORE upload so we // see what WB actually produced (vertex counts, parts) before // any post-upload mutation. bool isPendingEnvCell = RenderingDiagnostics.ProbeIndoorUploadEnabled && _pendingEnvCellRequests.Remove(meshData.ObjectId); var renderData = _meshManager.UploadMeshData(meshData); if (isPendingEnvCell) { int parts = meshData.SetupParts?.Count ?? 0; bool hasGeom = meshData.EnvCellGeometry is not null; int cellGeomVerts = meshData.EnvCellGeometry?.Vertices?.Length ?? 0; bool uploadOk = renderData is not null; Console.WriteLine( $"[indoor-upload] completed cellId=0x{meshData.ObjectId:X8} " + $"isSetup={meshData.IsSetup} parts={parts} " + $"hasEnvCellGeom={hasGeom} cellGeomVerts={cellGeomVerts} " + $"uploadOk={uploadOk}"); } } ``` - [ ] **Step 4: Build** Run: `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug` Expected: 0 errors. - [ ] **Step 5: Commit** ```bash git add src/AcDream.App/Rendering/Wb/WbMeshAdapter.cs git commit -m "$(cat <<'EOF' feat(wb): [indoor-upload] probe for EnvCell mesh requests + completions Instruments WbMeshAdapter at two sites: - IncrementRefCount: on first call for an EnvCell id (low 16 bits ≥ 0x0100), tag the id in _pendingEnvCellRequests and log [indoor-upload] requested. - Tick: when WB's StagedMeshData drains an ObjectMeshData whose ObjectId matches a pending EnvCell, log [indoor-upload] completed with parts count, EnvCellGeometry vertex count, and upload result. Missing "completed" lines after "requested" identify hypothesis H1 (WB silently returns null from PrepareEnvCellMeshData). Co-Authored-By: Claude Opus 4.7 (1M context) EOF )" ``` --- ## Task 6: Instrument `WbDrawDispatcher` walk + cull probes **Files:** - Modify: `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs` The `WalkVisibleEntities` method (around line 280) does landblock visibility, per-entity AABB cull, and the `visibleCellIds` filter. Cell entities (entities whose `MeshRefs[0].GfxObjId` low-16-bits ≥ 0x0100) need probes at three decision sites: passed-all, culled-by-aabb, culled-by-visibleCellIds. To rate-limit, maintain a per-cellId last-log frame counter as a class-level field. - [ ] **Step 1: Add the rate-limit tracking field + `using` statement** Add `using AcDream.Core.Rendering;` near the top with the other `using` statements (after `using AcDream.Core.Meshing;`). Find the class field declarations. Add: ```csharp /// /// Per-cell-entity last-log frame number for rate-limiting the /// [indoor-walk] / [indoor-lookup] / [indoor-xform] / [indoor-cull] /// probes. Defaults to 30 frames at 30Hz = 1 sec. /// private readonly Dictionary _lastIndoorProbeFrame = new(); private int _indoorProbeFrameCounter; private const int IndoorProbeRateLimitFrames = 30; /// /// Returns true at most once per /// frames per cellId. Caller must already have checked that an indoor /// probe flag is enabled. /// private bool ShouldEmitIndoorProbe(ulong cellId) { if (!_lastIndoorProbeFrame.TryGetValue(cellId, out int last) || _indoorProbeFrameCounter - last >= IndoorProbeRateLimitFrames) { _lastIndoorProbeFrame[cellId] = _indoorProbeFrameCounter; return true; } return false; } ``` - [ ] **Step 2: Bump the frame counter at the top of `Draw(...)`** Find the `Draw` method (around line 339). At its very top, after the existing `_shader.Use();` line, add: ```csharp _indoorProbeFrameCounter++; ``` - [ ] **Step 3: Replace the per-entity filter block in `WalkVisibleEntities`** Find the per-entity loop in `WalkVisibleEntities` (around lines 313-335). The current shape (simplified): ```csharp foreach (var entity in entry.Entities) { if (entity.MeshRefs.Count == 0) continue; if (entity.ParentCellId.HasValue && visibleCellIds is not null && !visibleCellIds.Contains(entity.ParentCellId.Value)) continue; bool isAnimated = animatedEntityIds?.Contains(entity.Id) == true; if (frustum is not null && !isAnimated && entry.LandblockId != neverCullLandblockId) { if (entity.AabbDirty) entity.RefreshAabb(); if (!FrustumCuller.IsAabbVisible(frustum.Value, entity.AabbMin, entity.AabbMax)) continue; } result.EntitiesWalked++; for (int i = 0; i < entity.MeshRefs.Count; i++) scratch.Add((entity, i, entry.LandblockId)); } ``` Replace the entire `foreach (var entity in entry.Entities)` body with this instrumented version: ```csharp foreach (var entity in entry.Entities) { if (entity.MeshRefs.Count == 0) continue; // Detect cell entity for indoor probes — first MeshRef.GfxObjId // is an EnvCell id (low 16 bits ≥ 0x0100). Cheap to compute; // result reused for all four probe checks below. ulong cellProbeId = (ulong)entity.MeshRefs[0].GfxObjId; bool isCellEntity = RenderingDiagnostics.IsEnvCellId(cellProbeId); bool cellInVis = !(entity.ParentCellId.HasValue && visibleCellIds is not null && !visibleCellIds.Contains(entity.ParentCellId.Value)); if (!cellInVis) { if (isCellEntity && RenderingDiagnostics.ProbeIndoorCullEnabled && ShouldEmitIndoorProbe(cellProbeId)) { Console.WriteLine( $"[indoor-cull] cellEnt=0x{entity.Id:X8} " + $"reason=visibleCellIds-miss " + $"parentCell=0x{entity.ParentCellId!.Value:X8}"); } continue; } bool isAnimated = animatedEntityIds?.Contains(entity.Id) == true; bool aabbVisible = true; if (frustum is not null && !isAnimated && entry.LandblockId != neverCullLandblockId) { if (entity.AabbDirty) entity.RefreshAabb(); aabbVisible = FrustumCuller.IsAabbVisible(frustum.Value, entity.AabbMin, entity.AabbMax); } if (!aabbVisible) { if (isCellEntity && RenderingDiagnostics.ProbeIndoorCullEnabled && ShouldEmitIndoorProbe(cellProbeId)) { Console.WriteLine( $"[indoor-cull] cellEnt=0x{entity.Id:X8} " + $"reason=frustum " + $"aabbMin=({entity.AabbMin.X:F1},{entity.AabbMin.Y:F1},{entity.AabbMin.Z:F1}) " + $"aabbMax=({entity.AabbMax.X:F1},{entity.AabbMax.Y:F1},{entity.AabbMax.Z:F1})"); } continue; } // Passed all filters — emit walk probe. if (isCellEntity && RenderingDiagnostics.ProbeIndoorWalkEnabled && ShouldEmitIndoorProbe(cellProbeId)) { Console.WriteLine( $"[indoor-walk] cellEnt=0x{entity.Id:X8} " + $"pos=({entity.Position.X:F1},{entity.Position.Y:F1},{entity.Position.Z:F1}) " + $"parentCell=0x{(entity.ParentCellId ?? 0u):X8} " + $"meshRef0=0x{cellProbeId:X8} " + $"meshRefCount={entity.MeshRefs.Count} " + $"landblockVisible=true aabbVisible=true cellInVis=true"); } result.EntitiesWalked++; for (int i = 0; i < entity.MeshRefs.Count; i++) scratch.Add((entity, i, entry.LandblockId)); } ``` Important: `ShouldEmitIndoorProbe(cellProbeId)` is intentionally called only once per probe-decision-site per cellId, so each cellId emits at most ONE line per frame across all four probe sites (whichever fires first). - [ ] **Step 4: Build** Run: `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug` Expected: 0 errors. The `using AcDream.Core.Rendering;` resolves; the new field + helper compile; the instrumented loop builds cleanly. - [ ] **Step 5: Commit** ```bash git add src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs git commit -m "$(cat <<'EOF' feat(dispatcher): [indoor-walk] + [indoor-cull] probes Instruments WalkVisibleEntities to identify whether cell entities (first MeshRef.GfxObjId low-16-bits ≥ 0x0100) pass all visibility filters or get culled. Three emission paths: - [indoor-cull] reason=visibleCellIds-miss — when the ParentCellId filter rejects the entity. - [indoor-cull] reason=frustum — when AABB frustum cull rejects. - [indoor-walk] — when the entity passes all filters and reaches the draw list. Rate-limited to once per cellId per ~1 sec (30 frames at 30 Hz) via _lastIndoorProbeFrame dictionary. Bumped from Draw()'s top. Disambiguates hypothesis H3 (cull bug — cell entity dropped before draw). Co-Authored-By: Claude Opus 4.7 (1M context) EOF )" ``` --- ## Task 7: Instrument `WbDrawDispatcher` lookup + xform probes **Files:** - Modify: `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs` These probes fire deeper in the per-MeshRef draw loop, where the render-data lookup happens and the `IsSetup` branch composes per-part transforms. The dispatcher's per-MeshRef body is around line 590-627. - [ ] **Step 1: Find the per-MeshRef body and the IsSetup branch** Open the file. Find the line `var renderData = _meshAdapter.TryGetRenderData(gfxObjId);` (or similar TryGetRenderData lookup inside the per-MeshRef draw loop). The relevant block is the if/else at line 607 (the `IsSetup` branch). - [ ] **Step 2: Add the `[indoor-lookup]` probe at the lookup site** Find the line that fetches the renderData (likely `var renderData = _meshAdapter.TryGetRenderData(gfxObjId);` or equivalent). Immediately AFTER that lookup and BEFORE the existing null/miss handling at line 595 (`if (diag) _meshesMissing++; continue;`), insert: ```csharp // [indoor-lookup] probe — emit once per cell entity per sec. ulong _lookupCellId = (ulong)gfxObjId; if (RenderingDiagnostics.IsEnvCellId(_lookupCellId) && RenderingDiagnostics.ProbeIndoorLookupEnabled && ShouldEmitIndoorProbe(_lookupCellId)) { bool hit = renderData is not null; bool isSetup = hit && renderData!.IsSetup; int partCount = isSetup ? renderData!.SetupParts.Count : 0; int partsHit = 0, partsMiss = 0; if (isSetup) { foreach (var (partId, _) in renderData!.SetupParts) { if (_meshAdapter.TryGetRenderData(partId) is not null) partsHit++; else partsMiss++; } } bool hasEnvCellGeom = isSetup && renderData!.SetupParts.Exists(t => (t.GfxObjId & 0x1_0000_0000UL) != 0); Console.WriteLine( $"[indoor-lookup] cellId=0x{_lookupCellId:X8} " + $"hit={hit} isSetup={isSetup} partCount={partCount} " + $"hasEnvCellGeom={hasEnvCellGeom} partsHit={partsHit} partsMiss={partsMiss}"); } ``` Note: this probe emits BEFORE the null-renderData early-`continue`, so a null lookup still emits `hit=false`. That's intentional — it tells us if the lookup itself failed (hypothesis H1 fallout). - [ ] **Step 3: Add the `[indoor-xform]` probe inside the IsSetup branch** Find the `if (renderData.IsSetup && renderData.SetupParts.Count > 0)` block (line 607 in current code). Inside the `foreach (var (partGfxObjId, partTransform) in renderData.SetupParts)` loop, AFTER the `var model = ComposePartWorldMatrix(...)` line, insert: ```csharp // [indoor-xform] probe — only for the cell's synthetic // geometry part (bit 32 set, per WB's PrepareEnvCellMeshData // line 1247). One line per cell per sec. if ((partGfxObjId & 0x1_0000_0000UL) != 0 && RenderingDiagnostics.ProbeIndoorXformEnabled && ShouldEmitIndoorProbe(partGfxObjId)) { Console.WriteLine( $"[indoor-xform] cellGeomId=0x{partGfxObjId:X16} " + $"entityWorldT=({entityWorld.Translation.X:F2},{entityWorld.Translation.Y:F2},{entityWorld.Translation.Z:F2}) " + $"meshRefT=({meshRef.PartTransform.Translation.X:F2},{meshRef.PartTransform.Translation.Y:F2},{meshRef.PartTransform.Translation.Z:F2}) " + $"partT=({partTransform.Translation.X:F2},{partTransform.Translation.Y:F2},{partTransform.Translation.Z:F2}) " + $"composedT=({model.Translation.X:F2},{model.Translation.Y:F2},{model.Translation.Z:F2})"); } ``` - [ ] **Step 4: Build** Run: `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug` Expected: 0 errors. - [ ] **Step 5: Test (existing tests, sanity)** Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj -c Debug --filter "FullyQualifiedName~Rendering" --no-build --nologo` Expected: All Rendering tests (including new RenderingDiagnosticsTests) pass. - [ ] **Step 6: Commit** ```bash git add src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs git commit -m "$(cat <<'EOF' feat(dispatcher): [indoor-lookup] + [indoor-xform] probes Instruments the per-MeshRef draw loop in WbDrawDispatcher: - [indoor-lookup]: per cell entity, dumps render-data hit/miss, IsSetup, parts count, and a partsHit/partsMiss tally over the SetupParts. Disambiguates hypothesis H2 (WB produces empty ObjectRenderData with zero parts) and H6 (dispatcher fails to traverse Setup). - [indoor-xform]: only fires for the cell's synthetic geometry part (the SetupPart whose GfxObjId has bit 32 set, per WB's PrepareEnvCellMeshData cellGeomId convention). Logs the three composed transform translations: entityWorld, meshRef.PartTransform, partTransform, and the final composed matrix translation. Disambiguates hypothesis H5 (transform double-apply — composedT lands at 2 × cellOrigin). Rate-limited via existing _lastIndoorProbeFrame map. Co-Authored-By: Claude Opus 4.7 (1M context) EOF )" ``` --- ## Task 8: Build + visual capture procedure **Files:** none modified. Build verification + runtime data capture. - [ ] **Step 1: Full solution build** Run: `dotnet build AcDream.slnx -c Debug --nologo 2>&1 | tail -10` Expected: 0 errors, 0 warnings. All projects compile. - [ ] **Step 2: Run full test suite** Run: `dotnet test AcDream.slnx -c Debug --nologo --no-build 2>&1 | tail -15` Expected: New RenderingDiagnostics tests pass. Pre-existing failures in `DispatcherToMovementIntegrationTests`, `BSPStepUpTests`, and `MotionInterpreterTests` (8 total) remain — those are unrelated to this work. No NEW failures. - [ ] **Step 3: Gracefully close any prior AcDream.App instance** ```powershell $proc = Get-Process -Name AcDream.App -ErrorAction SilentlyContinue if ($proc) { $proc | ForEach-Object { $_.CloseMainWindow() | Out-Null } $proc | ForEach-Object { if (-not $_.WaitForExit(5000)) { Stop-Process -Id $_.Id -Force } } Start-Sleep -Seconds 3 } ``` - [ ] **Step 4: Launch with all indoor probes enabled** ```powershell $env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call" $env:ACDREAM_LIVE = "1" $env:ACDREAM_TEST_HOST = "127.0.0.1" $env:ACDREAM_TEST_PORT = "9000" $env:ACDREAM_TEST_USER = "testaccount" $env:ACDREAM_TEST_PASS = "testpassword" $env:ACDREAM_DEVTOOLS = "1" $env:ACDREAM_PROBE_INDOOR_ALL = "1" $logPath = "launch.log" Remove-Item $logPath -ErrorAction SilentlyContinue dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 | Tee-Object -FilePath $logPath ``` Run this in the background (the launching tool supports `run_in_background: true`). - [ ] **Step 5: User reproduces the bug** In the running client: - Wait until in-world at Holtburg (8-12 s after launch). - Walk to Holtburg Inn (north of spawn — Fispur's Foodstuffs is visible). - Stand at the doorway. Then step inside. Look at the floor. - Walk around the inn interior. - Close the client window (graceful close — close button, NOT taskkill). - [ ] **Step 6: Grep the log for probe output** ```bash grep -E "\[indoor-" launch.log | head -100 ``` Expected: a mix of `[indoor-upload] requested`, `[indoor-upload] completed`, `[indoor-walk]`, `[indoor-lookup]`, `[indoor-xform]`, `[indoor-cull]` lines for the Holtburg Inn cell IDs (0xA9B40100-ish range). - [ ] **Step 7: Identify which hypothesis matches** Compare the captured log against the hypothesis table in the spec (§3 of `2026-05-19-indoor-cell-rendering-fix-design.md`): | Hypothesis | Probe pattern in log | |---|---| | H1 — WB silently returns null | `[indoor-upload] requested` lines exist but NO matching `completed` lines for cell ids | | H2 — Empty batches | `[indoor-upload] completed ... cellGeomVerts=0` | | H3 — Cull bug | `[indoor-cull]` lines for cell entity ids with `reason=visibleCellIds-miss` | | H4 — Double-spawn | `[indoor-lookup] partCount=N` where N includes static object IDs that ALSO appear in the entity walk — cross-check against `[indoor-walk]` lines | | H5 — Transform double-apply | `[indoor-xform] composedT` translation roughly 2× the cell's known world origin | | H6 — MeshRefs structure | `[indoor-lookup] hit=true isSetup=true partCount>0 partsHit=0` (all parts missing) | - [ ] **Step 8: Document the captured data + matched hypothesis** Create a short investigation note at `docs/research/2026-05-19-indoor-cell-rendering-probe-capture.md` summarizing: - The exact `[indoor-*]` log lines captured (or a representative subset). - The matched hypothesis number. - A one-line proposed fix sketch. This file will be referenced by Phase 2's spec. - [ ] **Step 9: Commit the capture note** ```bash git add docs/research/2026-05-19-indoor-cell-rendering-probe-capture.md git commit -m "$(cat <<'EOF' docs(research): Phase 1 indoor probe capture — identifies hypothesis HX [Replace HX with the matched hypothesis number, and summarize the captured log evidence in 1-2 sentences.] Co-Authored-By: Claude Opus 4.7 (1M context) EOF )" ``` - [ ] **Step 10: Hand off to Phase 2 design** The captured data is now the input to Phase 2's design. Either: - Amend `docs/superpowers/specs/2026-05-19-indoor-cell-rendering-fix-design.md` with a Phase 2 section, OR - Write a new spec `docs/superpowers/specs/YYYY-MM-DD-indoor-cell-rendering-phase2-fix-design.md` targeting the identified hypothesis. The plan for Phase 2 follows the standard brainstorming → writing-plans → executing-plans flow. --- ## Acceptance Criteria - [x] All eight tasks complete + committed. - [ ] `dotnet build` clean. `dotnet test` clean (no new failures; pre-existing 8 physics/input failures unchanged). - [ ] Probe captured at Holtburg Inn produces enough log evidence to identify which of H1-H6 is the root cause. - [ ] Capture note written and committed. - [ ] Phase 2 design follow-up spec started.