acdream/src/AcDream.App
Erik 3c36b4cc21 fix(vfx): resolve an entity's cell through one owner so effects follow it
Fixes #282 (plan S2). Adds register row AP-133.

Retail gives a CPhysicsObj exactly ONE cell: ShouldDrawParticles @0x0050fe60
reads this->cell and calls IsInView on it, and set_cell_id @0x0050f4f0 /
change_cell @0x00513390 are the only things that move it. acdream splits that
into ParentCellId (render parent, deliberately null for outdoor dat stabs) and
EffectCellId (the authored landcell those parentless stabs still need) - an
adaptation, now recorded as AP-133.

WorldEntity.EffectCellId documents itself as the stab field, with live and
interior entities using ParentCellId. f24532ad began writing it for live
entities too. Because EntityEffectPoseRegistry resolved EffectCellId FIRST,
that write won - and the audit shows only 3 of 14 cell writers maintain it.
The other 11 do not, including the hottest paths: RemotePhysicsUpdater:239,294
and LiveEntityOrdinaryPhysicsUpdater:107 write ParentCellId every physics tick
from the snapshot, and LocalPlayerProjectionController:79 writes the local
player's cell every frame.

So a moving entity updated its cell constantly while EffectCellId stayed
frozen at whatever cell it materialized in. Its particles and lights kept
being tested against that stale cell and failed IsInView the moment it crossed
a boundary - effects vanishing on a monster that is plainly visible, or
drawing through a wall from a room the viewer cannot see.

The consumers had also drifted into disagreeing: EntityEffectPoseRegistry
preferred EffectCellId while WbDrawDispatcher.TryGetEntityCell and the remote
spawn seed preferred ParentCellId - two answers to "which cell is this in".

- WorldEntity.VisibilityCellId (ParentCellId ?? EffectCellId) is the single
  accessor; all five consumer sites resolve through it, so the precedence
  cannot drift apart again.
- LiveEntityRuntime's three live-entity EffectCellId writes are removed,
  restoring the field to its documented purpose. Its real writers -
  LandblockLoader:80,97 and LandblockBuildFactory:408 - are untouched, and the
  parentless-stab path is pinned by a new test.
- f24532ad's actual fix is preserved: RebucketLiveEntity still installs the
  committed cell, just on the one field live entities use.

LiveEntityLightControllerTests.Refresh_FollowsCurrentTopLevelRootAndCell is
back to moving the entity by ParentCellId alone - its original pre-f24532ad
form - and passes. CanonicalOnlyRebucket_DoesNotOverwriteAuthoritativeFullCell
had its two EffectCellId assertions (added by f24532ad, encoding the defect)
replaced with the corrected contract: ParentCellId set, EffectCellId null,
VisibilityCellId resolving - a stronger assertion, not a relaxed one.

Complete Release solution: 10,836 passed / 4 skipped / 0 failed.

User visual check still outstanding: a monster with an active spell effect
crossing a cell boundary, and a lit static object, indoors and outdoors.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 14:02:03 +02:00
..
Audio Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
Combat refactor(runtime): close simulation ownership 2026-07-26 15:53:31 +02:00
Composition fix(vfx): bind effects after canonical placement 2026-08-03 12:10:21 +02:00
Diagnostics feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00
Input fix(interaction): restore distant use after runtime cutover 2026-08-03 09:36:53 +02:00
Interaction fix(interaction): port retail's wielded-item pickup rejection (Slice 4 F1) 2026-07-29 19:09:38 +02:00
Net fix(session): acknowledge login after first placement 2026-08-03 12:10:42 +02:00
Physics fix(vfx): resolve an entity's cell through one owner so effects follow it 2026-08-03 14:02:03 +02:00
Platform feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
Plugins Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
Rendering fix(vfx): resolve an entity's cell through one owner so effects follow it 2026-08-03 14:02:03 +02:00
Runtime diag(net): #260 outbound/command-gate probe + corrected issue framing 2026-07-29 08:53:58 +02:00
Settings feat(render): Campaign V slice V6h — the Vulkan composition host 2026-07-28 11:47:37 +02:00
Spells Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
Streaming fix(streaming): stop replaying committed recenter retirements 2026-08-02 20:53:11 +02:00
UI fix(movement): invalidate burden on enchantment changes 2026-07-31 10:16:27 +02:00
Update refactor(runtime): cut graphical host over to canonical root 2026-07-26 19:06:09 +02:00
World fix(vfx): resolve an entity's cell through one owner so effects follow it 2026-08-03 14:02:03 +02:00
AcDream.App.csproj feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00
GlobalUsings.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
Program.cs feat(render): Campaign V slice V11 commit 1 - delete ImGui, Studio, and the DevTools frontend 2026-07-28 23:56:04 +02:00
RuntimeOptions.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00