# Portal completion: hidden pose, destination residency, and indoor position This note records the retail mechanisms behind three connected portal defects observed on 2026-07-16. The named Sept-2013 retail client is the behavioral oracle. The render-residency portion is an acdream adaptation because retail loads cells synchronously while acdream publishes streamed landblocks asynchronously. ## 1. Hidden transition samples the post-link cyclic pose Named retail references: - `CPhysicsObj::set_hidden` at `0x00514C60` - `CPartArray::HandleEnterWorld` at `0x00517D70` - `MotionTableManager::HandleEnterWorld` at `0x0051BDD0` - `CSequence::remove_all_link_animations` at `0x00524CA0` - `CPhysicsObj::UpdateObjectInternal` at `0x005156B0` - `CPhysicsObj::UpdatePositionInternal` at `0x00512C30` - `CPhysicsObj::set_frame` at `0x00514090` - `CPartArray::SetFrame` at `0x00519310` - `CPartArray::UpdateParts` at `0x005190F0` Installed retail DAT confirmation: - Lifestone Recall `0x10000153` resolves to animation `0x030009BF`. - Its ACE-duration boundary is `(150 - 0) / 9.96 = 15.06024096 s`. - At that exact boundary the non-looping recall node remains at its final authored frame (approximately frame 150); it has not advanced the cyclic Ready node yet. - Hidden PES `0x33000331` contains fourteen `CreateParticle` hooks and one translucency hook, all at time zero. The pose published when Hidden starts therefore determines the purple player silhouette. Retail pseudocode: ```text SetState(visible -> Hidden): set_hidden(true) play typed Hidden PES part_array.HandleEnterWorld() MotionTableManager.HandleEnterWorld(sequence): sequence.remove_all_link_animations() sequence.remove_all_link_animations(): discard link/action nodes if the current node was the final link before the cyclic tail: current = first_cyclic frame = first_cyclic.starting_frame next hidden CPhysicsObj.UpdateObjectInternal: do not advance PartArray animation time UpdatePositionInternal(...) later set_frame(current physics frame) PartArray.SetFrame(frame) PartArray.UpdateParts(frame) sample sequence.get_curr_animframe() ScriptManager executes the zero-time Hidden PES hooks ``` Port rule: Hidden suppresses time advance, not pose composition. After `HandleEnterWorld` changes the sequence cursor, acdream must sample the current sequence without advancing time and republish all part transforms. Forcing a Ready motion, recognizing recall by id, or freezing the previously published part pose would all diverge from this general retail mechanism. ## 2. Portal exit waits for render publication as well as collision data Named retail references: - `gmSmartBoxUI::BeginTeleportAnimation` at `0x004D6300` - `gmSmartBoxUI::EndTeleportAnimation` at `0x004D65A0` - `gmSmartBoxUI::UseTime` at `0x004D6E30` - `SmartBox::teleport_in_progress` at `0x00451C20` - `SmartBox::UseTime` at `0x00455410` Retail performs the destination load behind the portal-space viewport. `SmartBox::teleport_in_progress` remains true while the player exists and `position_update_complete == 0`; `SmartBox::UseTime` only advances that position completion when `blocking_for_cells == 0`. When the SmartBox reports that teleport is no longer in progress, `EndTeleportAnimation` begins `TAS_TUNNEL_CONTINUE`; the normal world is not revealed before the blocking load edge has completed. acdream's load is split into two independent readiness domains: ```text worker parses/builds landblock -> render thread uploads terrain/entities -> GpuWorldState.AddLandblock(canonical id) -> WbMeshAdapter.Tick uploads every required static/EnvCell mesh and flushes its staged texture-array updates // render readiness worker/register path -> PhysicsEngine registers terrain or EnvCell // collision publication ``` Required asynchronous equivalent: ```text TeleportWorldReady(destination): if destination claim cannot be hydrated: return true so the existing loud forced-placement path diagnoses it if destination is indoor: return render center landblock Near-tier and ready AND destination EnvCell collision data ready return every landblock in the priority near ring Near-tier and render-ready AND every landblock in that ring collision-resident ``` Streaming completion is generation- and tier-aware. Every hard recenter, dungeon collapse, and dungeon expansion advances a token carried by Load, Promote, Unload, and their results. This rejects an old build even when its id overlaps the replacement region, and rejects a completed old unload that would otherwise tear down new state. Within one generation, a stale Far completion cannot overwrite a published or pending Near landblock. If an initial Near load finishes only after the region has demoted that still-unpublished landblock to Far, its already-built heightmap and mesh are published through a new terrain-only `LandblockBuild` (empty entity list, no EnvCell transaction, empty physics bundle). This is byte-for-behavior the payload a fresh `LoadFar` would build, without a second DAT read or a missing terrain slot. GPU upload existence is not logical ownership. Landblock registrations pin static GfxObjs; EnvCell transactions use a distinct no-decode pin for their synthetic shell ids. Upload completion preserves that owner count rather than incrementing it. Unload releases the matching per-landblock snapshots, and a late upload whose owners already released enters the evictable LRU immediately. Because an unowned EnvCell mesh can be evicted between the worker's first schedule and landblock publication, publication pins every synthetic id first and then replays the immutable environment/cell-structure/surface request. The second schema-aware call is a no-op while data remains resident and a correct CPU-cache restage or specialized decode when it does not. `PromoteToNear` carries a complete build and terrain mesh because the streamer allows it to supersede a queued Far load. It therefore publishes directly as a real Near landblock when no base exists, installing EnvCells, collision, lights, registries, entities, and render pins in one transaction. If a Far load had already started, its later completion cannot overwrite the published Near tier. Normal demotion and unload then own the same teardown path as any other Near landblock. Demotion explicitly retires EnvCell visibility/rendering, indoor cell and building physics, static shadow objects, lights, translucency owners, static entities, and mesh pins while preserving the terrain render slot and terrain physics surface. Static shadow owners are deregistered by their seed landblock before cell-prefix removal, so footprints flooded across a landblock seam cannot survive as invisible collision; dynamic owners remain refloodable. Full unload uses the same owner teardown. For owners seeded in an adjacent resident block, the registry remembers which streamed-out prefix withdrew their cross-seam rows and includes them when that prefix refloods, restoring collision on promotion without resurrecting a removed owner. Duplicate same-generation Near completions are ignored at the publication owner, so they cannot append statics or replay scripts. There is no provisional side state waiting for a base that may never arrive. `GpuWorldState.IsRenderReady` joins state publication with `LandblockSpawnAdapter`'s required-mesh set. That set contains atlas-tier GfxObjs and the synthetic geometry ids used by EnvCell shells, and it remains false until `WbMeshAdapter.TryGetRenderData` succeeds for every id after a render-thread tick and texture flush. A timer or black fade is not a substitute. GPU eviction retains a bounded re-uploadable CPU mesh payload. A cache hit re-stages that payload exactly once, preserving texture bytes, so revisit and portal churn cannot strand the readiness gate behind a CPU-only cache entry. Failed uploads retain queue ownership only through their bounded loud retry sequence; they cannot create duplicate uploads or a false-ready landblock. The 2026-07-16 trace also found that dense outdoor landblocks failed before publication: the procedural scenery id allocator reserved only 256 ids per landblock although the retail DAT generator can produce more. The stable local id namespace therefore uses the same collision-free field allocation already used by interior statics: ```text procedural scenery id = 0x8XXYYIII class prefix: 4 bits (0x8) landblock X: 8 bits landblock Y: 8 bits per-landblock counter: 12 bits (0..4095) ``` All scenery consumers classify on bit 31 and no consumer decodes the old byte layout. Overflow must fail before aliasing the next landblock. WorldBuilder cross-check: its upload queue similarly distinguishes generated CPU scenery from render-thread GPU publication (`GameScene.ProcessUploads`), which confirms that worker completion alone is not draw readiness. ## 3. Successful indoor transitions commit the canonical outbound Position Named retail references: - `CPhysicsObj::SetPositionInternal(CTransition const*)` at `0x00515330` - `CPhysicsObj::UpdateObjectInternal` at `0x005156B0` - `CommandInterpreter::SendMovementEvent` at `0x006B4680` - `CommandInterpreter::SendPositionEvent` at `0x006B4770` - `CommandInterpreter::ShouldSendPositionEvent` at `0x006B45E0` Retail pseudocode: ```text after a successful transition: if transition.curr_cell == current cell: m_position.objcell_id = transition.curr_pos.objcell_id else: change_cell(transition.curr_cell) set_frame(transition.curr_pos.frame) SendMovementEvent: serialize MoveToStatePack(..., player.m_position, ...) SendPositionEvent: serialize AutonomousPositionPack(player.m_position, ...) ``` This applies equally to outdoor position cells and indoor EnvCells. The local frame origin advances by the resolved world displacement, and a successful transition adopts the resolver's exact destination cell id. Outdoor positions then use `LandDefs.AdjustToOutside` to canonicalize landblock/cell boundaries; indoor positions retain their EnvCell-relative frame and adopt the resolved EnvCell id. The previous acdream behavior changed only the controller's visible `CellId` for indoor motion. `PhysicsBody.CellPosition`, which is what outbound movement serializes, stayed at the dungeon portal-entry frame. ACE could predict motion while commands continued, but the next authoritative idle position returned the retail observer to that stale frame. The correct port commits the resolved cell and frame into the one canonical `PhysicsBody.CellPosition`; it does not add resends, grace periods, or observer-specific correction.