Ports retail CELLARRAY::add_cell (acclient_2013_pseudo_c.txt:701036): ordered list, dedup by cell_id, append at end. The order is load-bearing for the verbatim find_cell_list current-cell-first interior-wins pick (next commits) that fixes the R1 cottage membership flap. Implements ICollection<uint> (helper-facing) + IReadOnlyCollection<uint> (consumer-facing). 5 unit tests. Also lands the membership-port pseudocode (workflow step 3) + the Stage-1 plan. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
14 KiB
Pseudocode — retail cell-membership (ordered CELLARRAY pick) → acdream port — 2026-06-03
Mandatory workflow step 3 (WRITE PSEUDOCODE) for the Stage-1 membership port (the R1 cottage "flap"). Inputs: the canonical handoff
2026-06-02-membership-verbatim-port-handoff.md§4.4/§4.5; the decomp read this session (addresses below). This doc translates the verbatim decomp to readable pseudocode BEFORE porting, to catch misreads (the frame-swap-bug lesson).
0. The finding that grounds the whole port (decomp wins over framing)
I read the persistence chain verbatim. Retail membership stability is emergent from an ordered, current-first pick over a deduped CELLARRAY — there is NO separate "portal-plane-crossing detector" that gates state mutation. The handoff's §4.4 conceptual framing ("mutate ONLY at a portal crossing, NOT re-derived per tick") is the effect; the mechanism (handoff §4.5, and verified here) is the ordered pick
- the carried-forward seed + multi-valued collision.
find_cell_listrebuilds the array every call (num_cells = 0, pc:308747) and re-picks every transition step — exactly like acdream. The ONLY divergence is acdream's unorderedHashSetpick vs retail's ordered CELLARRAY (current at index 0, interior-wins-break).
⇒ The faithful Stage-1 fix is surgical: an ordered CellArray + the verbatim pick.
acdream already has the persistent-state half (CellId/CellGraph.CurrCell ← swept
sp.CurCellId, committed by ValidateTransition, applied by UpdateCellId = the
SetPositionInternal/change_cell equivalent). No new state machine is needed.
Decomp anchors (verified this session, file docs/research/named-retail/acclient_2013_pseudo_c.txt)
| Function | addr | pc | role |
|---|---|---|---|
CELLARRAY::add_cell |
0x6b4ff0 | 701036 | ordered append, dedup by cell_id (search→return-if-present) |
CObjCell::find_cell_list (full) |
0x52b4e0 | 308742 | rebuild array; current@0; expand; ordered interior-wins pick |
CObjCell::find_cell_list (sphere-path 3-arg) |
0x52b960 | 309085 | seeds from sphere_path.check_pos.objcell_id + global_sphere |
CEnvCell::find_transit_cells (sphere) |
0x52c820 | 309968 | append portal neighbours; exit-portal flag → add_all_outside_cells |
CTransition::check_other_cells |
0x50ae50 | 272717 | build array; collide ALL other cells; check_cell = var_4c |
CTransition::validate_transition |
0x50aa70 | 272547 | on accepted move: curr_cell = check_cell |
CEnvCell::find_env_collisions |
0x52c130 | 309573 | primary BSP vs seed — NO pre-pick |
CPhysicsObj::SetPositionInternal(CTransition*) |
0x515330 | 283399 | change_cell iff this->cell != sphere_path.curr_cell |
CPhysicsObj::change_cell |
0x513390 | 281192 | remove_object(old)/add_object(new) — pure registry move |
1. CELLARRAY (the ordered, deduped collection) — add_cell @ 701036
struct CELLARRAY:
cells: ordered list of {cell_id, cell_ptr} # insertion order preserved
num_cells, added_outside
add_cell(arr, id, cellPtr):
for existing in arr.cells: # linear dedup by id
if existing.cell_id == id: return # already present → no-op
arr.cells.append({id, cellPtr}) # else append at the END
acdream model: List<uint> _order (order) + HashSet<uint> _seen (O(1) dedup).
Add(id) appends iff _seen.Add(id). Ordered enumeration; Contains; Count.
(retail also stores the CObjCell*; acdream re-resolves via cache.GetCellStruct(id)
at pick time, so the id-only list suffices.)
2. find_cell_list (the build + ordered pick) @ 308742
find_cell_list(pos, num_sphere, global_sphere[], arr, out *result, sphere_path):
arr.num_cells = 0; arr.added_outside = 0 # REBUILD every call
objcell_id = pos.objcell_id # the CURRENT/seed cell
cur = (objcell_id >= 0x100) ? CEnvCell::GetVisible(objcell_id)
: CLandCell::GetVisible(objcell_id)
if objcell_id >= 0x100: # interior seed
sphere_path.hits_interior_cell = 1
add_cell(arr, objcell_id, cur) # CURRENT CELL AT INDEX 0 (308766)
else: # outdoor seed
CLandCell::add_all_outside_cells(pos, num_sphere, global_sphere, arr)
if cur != null and num_sphere != 0:
# EXPAND — single forward walk over a GROWING array (find_transit_cells appends)
for i in 0 .. arr.num_cells-1: # condition re-evaluated; array grows (308775)
if arr.cells[i].cell != null:
arr.cells[i].cell.find_transit_cells(pos, num_sphere, global_sphere, arr, sphere_path) # vtable[0x80] (308782)
# THE PICK — iterate IN ORDER from index 0, interior-wins-break (308788-308825)
*result = null
for i in 0 .. arr.num_cells-1:
cell = arr.cells[i].cell
if cell == null: continue
p = global_sphere[0].center - LandDefs::get_block_offset(pos.objcell_id, cell.cell_id)
if cell.point_in_cell(p): # vtable[0x84] (308810)
*result = cell # set on ANY containing cell
if (int16)cell.cell_id >= 0x100: # interior?
sphere_path.hits_interior_cell = 1
break # INTERIOR-WINS — stop (308819)
# do_not_load_cells prune (308829) — OUT OF SCOPE for the flap
Load-bearing facts: current cell at index 0; pick iterates in order;
breaks on the first interior cell that contains the center. ⇒ if the center is
still inside the current cell, the current cell wins and the search stops — the
hysteresis. An outdoor cell sets *result but does NOT break (interior can still win
later). If no interior contains the center, the last containing (outdoor) cell wins.
3. find_transit_cells (the per-cell expansion, sphere variant) @ 309968 (CEnvCell)
CEnvCell::find_transit_cells(pos, num_sphere, global_sphere[], arr, sphere_path):
exits_outside = false
for each portal in this.portals:
if portal.other_cell_id == 0xFFFFFFFF: # EXIT PORTAL
for s in 0 .. num_sphere-1:
d = signed_dist(globaltolocal(this.frame, global_sphere[s].center), portal.plane)
if sphere crosses the exit plane (d test w/ radius+EPSILON):
exits_outside = true; break
else:
other = portal.GetOtherCell()
if other != null: # LOADED neighbour
for s in 0 .. num_sphere-1:
if CCellStruct::sphere_intersects_cell(other.structure, globaltolocal(other.frame, global_sphere[s])) != OUTSIDE:
add_cell(arr, other.cell_id, other); break
else: # UNLOADED neighbour
for s in 0 .. num_sphere-1:
if sphere on outward side of portal plane (radius+EPSILON):
add_cell(arr, portal.other_cell_id, null); break
if exits_outside:
CLandCell::add_all_outside_cells(pos, num_sphere, global_sphere, arr) # appended AFTER interiors (310120)
acdream's FindTransitCellsSphere already mirrors this (loaded → SphereIntersectsCellBsp;
unloaded → portal-plane side test; exit → exitOutside flag). Divergence kept (A6.P5,
documented): acdream sets exitOutside = true unconditionally for an exit portal
rather than on the plane test. Harmless under the ordered pick (outdoor only wins if no
interior contains the center). Leave as-is for Stage 1.
4. check_other_cells (multi-valued collision + advance) @ 272717
check_other_cells(transition, primary_cell):
var_4c = null
sphere_path.cell_array_valid = 1; sphere_path.hits_interior_cell = 0
find_cell_list(&cell_array, &var_4c, &sphere_path) # ordered build + pick
for i in 0 .. cell_array.num_cells-1: # MULTI-VALUED collision
cell = cell_array.cells[i].cell
if cell != null and cell != primary_cell: # skip the already-checked primary
r = cell.find_collisions(transition) # vtable[0x88]
if r in {COLLIDED, ADJUSTED}: return r
if r == SLID: contact_plane_valid = 0; return r
sphere_path.check_cell = var_4c # ADVANCE via the ordered pick (272761)
if var_4c != null: adjust_check_pos(var_4c.id); return OK
... (outdoor adjust_to_outside fallback when nothing contained) ...
The cell advances ONLY here, to var_4c = the ordered current-first pick. Then
validate_transition commits curr_cell = check_cell (272612) on an accepted move.
5. acdream port (the surgical change in CellTransit.cs + TransitionTypes.cs)
5.1 New type CellArray (Core/Physics) — §1
List<uint> + HashSet<uint>; Add (ordered-dedup), Contains, Count,
IEnumerable<uint> (ordered), expose ordered ids as IReadOnlyList<uint>.
Implement ICollection<uint> so the helper signatures can widen
HashSet<uint> → ICollection<uint> and existing HashSet-passing test callers
still compile (they don't assert order). Retail: CELLARRAY::add_cell @701036.
5.2 BuildCellSetAndPickContaining — the verbatim §2 pick
- Replace
candidates = new HashSet<uint>()withcandidates = new CellArray(). - Indoor seed:
candidates.Add(currentCellId)(index 0). BFS expand by walking the growing array by index (mirror §2's forward walk), callingFindTransitCellsSphereper cell (appends in order);AddAllOutsideCellsonexitOutside(appended after). - Outdoor seed:
AddAllOutsideCells+CheckBuildingTransit(unchanged; Stage-2 will make entry intrinsic). - PICK (verbatim): iterate
candidatesIN ORDER; for each cell, interior point-in viaBSPQuery.PointInsideCellBsp(cell.CellBSP.Root, local);result = candIdon any containing; interior → break (interior-wins). Outdoor fallback unchanged (gx/gy XY-column — acdream landcells lack a BSPpoint_in_cell). - DELETE the
5ca2f44pre-check (lines ~522-539) — the ordered pick subsumes it. out cellSet=candidates.OrderedIds.
5.3 Helpers re-typed
FindTransitCellsSphere, AddAllOutsideCells, AddOutsideCell, CheckBuildingTransit:
HashSet<uint> candidates → ICollection<uint> candidates. Bodies unchanged
(candidates.Add(id), .Count, .Contains). Production passes a CellArray (ordered);
tests passing new HashSet<uint>() still compile.
5.4 FindEnvCollisions (TransitionTypes.cs)
- KEEP the line-1958 pre-derive call for Stage 1 — it is load-bearing for the
outdoor→indoor seed promotion (the indoor BSP block is gated on
cellLow >= 0x100; removing the pre-derive would strand an outdoor-seeded player who walks into a building). It now calls the ordered pick, so it is stable (returns the current cell when the center is in it). Removing it is Stage 2 (#4 intrinsic building entry). - The line-2080
FindCellSet+CheckOtherCellsalready does the multi-valued collision; it now receives the ordered set. No structural change.
5.5 Persistence chain — UNCHANGED (already the SetPositionInternal/change_cell equivalent)
ValidateTransition commits sp.CurCellId = sp.CheckCellId (TransitionTypes.cs:3427);
ResolveWithTransition returns it via SetCurrAndReturn (writes CellGraph.CurrCell);
PlayerMovementController.UpdateCellId applies it. This IS the change_cell equivalent.
No change needed — the persistent-state half is already ported; only the pick was wrong.
6. Why this kills the flap (mapping to handoff §3)
- Room ↔ room (
0171↔0173↔0172, constant Z): pure pick non-determinism — multiple overlapping interior cells contain the center; the unorderedHashSetreturned different ones tick-to-tick. The ordered current-first pick returns the current cell every tick (index 0, interior-wins-break) → stable. - Vestibule ↔ outdoors (
0170↔0031): while the center is inside the vestibule BSP, the current-first pick keeps0170(interior-wins beats the outdoor fallback) → no swing to the outdoor render path → no full-world flash. - Stairs ↔ cellar (
0175↔0174, foot Z oscillating ~0.2 m/tick): the ordered pick dampens it while the wobble stays inside the current cell's BSP, but a genuine center crossing will still flip (retail would too — the pick usespoint_in_cell). The Z-oscillation is a separate physics bug (#98 family, handoff §8). Do NOT block Stage 1 on it; if it persists after the pick fix, it is the next target.
7. Conformance tests (extend CellTransitFindCellSetTests)
- KEEP
TwoOverlappingCells_CurrentCellWinsTheStraddle(the5ca2f44guard) — passes under the ordered pick. - ADD a 3-cell straddle where the current cell wins by order (not just containment): current + two overlapping neighbours all contain the center; result == current from each seed.
- ADD an indoor↔outdoor straddle: vestibule (interior) + outdoor landcell both contain; interior wins while it contains the center; outdoor wins only when it does not.
- ADD a
CellArrayunit test: ordered append, dedup-by-id, order preserved across re-adds. - The deterministic membership net (
CellTransit|FindEnvCollisions|CellGraph|Doorway|Cellar|DoorBug)- the FULL physics suite (breakage vs §10 baseline) + the visual flap gate
(
ACDREAM_PROBE_CELL:[cell-transit]59 → ~6-8) are the real verification.
- the FULL physics suite (breakage vs §10 baseline) + the visual flap gate
(