W2a (render reads physics CurrCell) visually verified: indoor world-from-below fixed (cellar/stairs seal). Baseline scopes the residuals: W2b (doorway ping-pong 0170<->0031, confirmed) + W3 (one-gate seal: roof, entity bleed, openings) + the EnvCellRenderer GL_BLEND fix (transparent walls). Membership (W2) done. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
153 lines
10 KiB
Markdown
153 lines
10 KiB
Markdown
# Phase W (Unified Cell Graph) — W2a shipped + baseline handoff (2026-06-02)
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> **Canonical pickup for the next session.** This session pivoted the indoor render work
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> to a full retail `CObjCell` cell-graph migration (Phase W), shipped **W1** (scaffold) and
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> **W2a** (render reads physics membership), visually verified W2a (the indoor "world from
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> below" is fixed), and captured a scoped baseline of the remaining residuals. Read this
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> first, then the W2 spec/plan + the evidence doc.
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## 0. Git / safety state
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- **Branch `claude/thirsty-goldberg-51bb9b` — UNPUSHED.** Do not push without the user.
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- **Two git stashes preserved — do NOT drop:** `stash@{0}` (#98/#101/A8-culling WIP),
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`stash@{1}` (issue98 backup).
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- Working tree clean except throwaway untracked `baseline-w2a-*.png` / `shot-*.png` /
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`launch*.log` (the baseline evidence — ephemeral, do not commit; delete freely).
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- HEAD = `02acac5`.
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## 1. What shipped this session (commit ledger, oldest→newest)
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| SHA | What |
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| `e8c7164` | Pivot decision: evidence model + W1 (ObjCell scaffold) spec |
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| `bd0244f` | W1 implementation plan |
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| `9cb1571` | W1 T1 — `ObjCell` base + `CellPortal` |
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| `76c9e2f` | W1 T2 — `EnvCell` + `PointInCell` (AABB/BSP) |
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| `5bc72d5` | W1 T3 — `EnvCell.FromDat` (mirrors `BuildLoadedCell`) |
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| `03f08f0` | W1 T3 fix — `ResolvePortalPolygon` all-or-nothing (review caught a real latent Stage-3 bug) |
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| `b4c4318` | W1 T4 — `LandCell` synthesized from `TerrainSurface` |
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| `cf5d60d` | W1 T5 — `CellGraph` resolver + registry + inert `CurrCell` |
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| `1aede3d` | W1 T6 — real cottage-cell fixture grounding test |
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| `8e703be` | W1 T7 — populate `CellGraph` from `CacheCellStruct` + `AddLandblock` (inert) |
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| `f2663b7` | W1 final-review polish (Opus review: VisibleCells null-guard + Neighbor doc) |
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| `07e68e0` | Roadmap — register Phase W; W1 shipped |
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| `83c452b` | W2 (one membership) spec + plan |
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| `0e27a6c` | **W2 T1** — `ResolveCellId` writes `CellGraph.CurrCell` (additive/write-only) |
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| `02acac5` | **W2 T2** — render root from physics `CurrCell` (`FindCameraCell` fallback) |
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Specs/plans: `docs/superpowers/specs/2026-06-02-unified-cell-graph-stage1-design.md`,
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`.../2026-06-02-unified-cell-graph-stage2-design.md`,
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`docs/superpowers/plans/2026-06-02-unified-cell-graph-stage1.md`,
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`.../2026-06-02-unified-cell-graph-stage2.md`. Evidence: `docs/research/2026-06-02-render-cell-membership-evidence.md`.
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## 2. The program (Phase W, 5 stages — see roadmap)
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W1 ObjCell scaffold (**shipped**) → **W2 one membership** (W2a shipped+verified; **W2b next**) →
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W3 render on the graph / one gate → W4 collision on the graph → W5 streaming → ObjCells.
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The architecture: ONE retail `CObjCell` cell graph (`AcDream.Core.World.Cells`) shared by
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physics + render (+ later collision + streaming). Membership is physics-owned (`ResolveCellId`
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→ `CellGraph.CurrCell`); render reads it.
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## 3. W2a — VERIFIED result
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Render now reads the physics membership answer (`CellGraph.CurrCell`) as its visibility root,
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with a `FindCameraCell` fallback (so it can't regress below baseline). **Visually verified
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2026-06-02** at the Holtburg cottage:
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- **The indoor "world from below" is fixed.** Spawning directly in the cellar and standing
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still: `[vis]=15, [shell]=19448` (baseline spawn-in was **0/0** = render never engaged →
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terrain/world drawn). The cellar/stairs now seal walls+floor; render follows physics
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through the cottage.
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- Tests: W2 T1 + T2 spec-reviewed; 166+ Core/App tests green; App builds 0/0.
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- W2a is **membership only** — it does NOT seal the full interior (that's W3).
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## 4. Baseline of the W2a residuals (scoped by owner — the next-work map)
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Captured across cellar / stairs / room / doorway (screenshots `baseline-w2a-*.png`, ephemeral).
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**None of these are W2 membership** — that's done.
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| Residual | Where | Probe-grounded cause | Owner |
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|---|---|---|---|
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| Missing ceiling / open roof | cellar, stairs | ceiling not capped by the drawn shells | **W3** (seal) |
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| Entities bleed through (NPCs / doors / smoke pillars / particles) | everywhere indoors | entities drawn **ungated** — not clipped to the visible cells | **W3** (entity gate) |
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| Openings show "bluish world" | cellar entrance, doorway | openings reveal clear-color/sky instead of the adjacent cell | **W3** (clip) |
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| Transparent interior walls | room | opaque shells (`[shell] tr=0 zh=0`) render transparent → `EnvCellRenderer` inherits a leftover `GL_BLEND`; opaque texels composite against the bluish clear color | **Render GL-state fix** (memory `render-self-contained-gl-state`) |
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| **Doorway ping-pong `0170↔0031`** | threshold | physics cell flips indoor↔outdoor at a near-static position; **no stab-list prune** | **W2b** (confirmed needed) |
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**Key cross-cutting observation:** the PView *builder* (`PortalVisibilityBuilder`) computes
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sensible visible-cell sets (1–5 cells depending on root) AND non-empty `OutsideView` clip
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regions at exit portals (`[vis] root=0171 outside(polys=1,planes=4)` from the room's front
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door). The problem is the render **gates don't all obey** that output — entities draw
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ungated, the ceiling isn't drawn/capped, openings show the background. **That is exactly
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W3's "compute visibility once, enforce it once for ALL geometry."**
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## 5. Ping-pong evidence (W2b is needed, not optional)
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At the doorway threshold, `[cell-transit]` shows the physics cell flipping at a near-static
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position:
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```
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0xA9B40170 -> 0xA9B40031 pos=(155.054,16.569,94.000)
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0xA9B40031 -> 0xA9B40170 pos=(155.075,16.522,94.000)
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0xA9B40170 -> 0xA9B40031 pos=(155.035,16.610,94.000)
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0xA9B40031 -> 0xA9B40170 pos=(155.129,16.403,94.000)
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```
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`0170` (indoor) ↔ `0031` (outdoor) at ~(155.1, 16.5). W2b's stab-list prune (hold the indoor
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cell unless the outdoor candidate is in `CurrCell.StabList`) is the retail-faithful fix the
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#98 saga never tried. Plan: W2 plan **Task 3** (`docs/superpowers/plans/2026-06-02-unified-cell-graph-stage2.md`).
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## 6. Apparatus / how to reproduce
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- Launch (per CLAUDE.md "Running the client") with
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`ACDREAM_PROBE_SHELL=1 ACDREAM_PROBE_VIS=1 ACDREAM_PROBE_CELL=1 ACDREAM_PROBE_ENVCELL=1`.
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Pipe to a log via `Tee-Object` — **note the log is UTF-16**; read it with the ripgrep-based
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Grep tool or PowerShell `Get-Content`, NOT GNU `grep` (silently matches nothing).
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- Screenshots: PowerShell `System.Drawing` `CopyFromScreen` on the `AcDream.App`
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`MainWindowHandle` → PNG → `Read` the PNG. (Capture loop used this session; works.)
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- Probes: `[vis]` (root + visible cells + OutsideView poly/plane counts), `[shell]` (per-cell
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shell render + `tr`/`zh` flags), `[cell-transit]` (physics CellId changes + reason),
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`[envcells]`. ACE respawns at last logout position (likely the cellar `0xA9B40171/0174`).
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- Cottage cells: `0171` room (Z94), `0175` stairs (Z93), `0174` cellar (Z90), `0172/0173`
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room sub-cells, `0170` vestibule; outdoor neighbours `0031/0032`.
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## 7. Do-NOT-repeat / settled facts
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- **W2a (membership) is done** — the residuals are W2b/W3/GL-state, NOT membership. Don't
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re-investigate "why doesn't render engage" — it does now.
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- The transparent walls are NOT translucent geometry (`tr=0`) — it's the `EnvCellRenderer`
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inherited-`GL_BLEND` bug (memory `render-self-contained-gl-state`, item 3). Mirror
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`WbDrawDispatcher`'s per-pass `Disable/Enable(Blend)` + `DepthMask`.
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- The PView builder works; don't rebuild it. W3 makes the GATES obey it.
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- Disproven earlier (do not revisit): camera/eye as root, cull mode, shell geometry/texture
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missing, stencil-mask-breaks-outdoors, flag-based per-entity gate routing.
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## 8. Pickup prompt (copy-paste for the next session)
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```
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PHASE W (Unified Cell Graph) — continue on branch claude/thirsty-goldberg-51bb9b
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(do NOT branch/worktree). Preserve the 2 git stashes — do not drop. Branch UNPUSHED — ask
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before pushing. HEAD = 02acac5.
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READ FIRST, in full: docs/research/2026-06-02-phase-w-w2a-shipped-baseline-handoff.md, then
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the W2 spec docs/superpowers/specs/2026-06-02-unified-cell-graph-stage2-design.md + plan
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docs/superpowers/plans/2026-06-02-unified-cell-graph-stage2.md, then the evidence doc
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docs/research/2026-06-02-render-cell-membership-evidence.md.
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STATE: M1.5 "indoor world feels right." Phase W = full retail CObjCell cell-graph migration,
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5 stages. W1 (ObjCell scaffold) SHIPPED. W2a (render reads physics CurrCell) SHIPPED +
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visually verified — the indoor "world from below" is FIXED (cellar/stairs seal walls+floor).
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W2 membership is done. Remaining residuals are scoped in the handoff §4.
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DO NEXT (in order):
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1. W2b — stab-list doorway hysteresis (CONFIRMED needed: ping-pong 0170<->0031 at the
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threshold, handoff §5). Implement W2 plan Task 3 (port retail find_cell_list do_not_load_cells
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prune into PhysicsEngine.ResolveCellId; hold indoor cell unless the outdoor candidate is in
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CurrCell.StabList). Behavior-changing -> visual-verify the ping-pong stops, then W2 T4
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(flip W2 shipped in roadmap). Subagent-driven per the plan.
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2. W3 — render on the graph / ONE gate (spec it first via superpowers:brainstorming, grounded
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in the handoff §4). Make ALL geometry obey the PView output: draw the ceiling/cap cell,
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CLIP ENTITIES to the visible cells (kills the NPC/door/smoke bleed), clip the outside to
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exit-portal openings (kills "bluish world" through openings). The PView builder already
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produces sensible visible sets + OutsideView regions — W3 makes the gates obey them.
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Fold in the EnvCellRenderer inherited-GL_BLEND fix (transparent walls; memory
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render-self-contained-gl-state) here or as a standalone render-GL-state fix.
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EVIDENCE-FIRST for any render/visual question: launch with ACDREAM_PROBE_SHELL/VIS/CELL/ENVCELL,
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screenshot (PowerShell CopyFromScreen on AcDream.App), read the UTF-16 log with ripgrep/PowerShell
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(NOT GNU grep). Cottage cells: 0171 room, 0175 stairs, 0174 cellar, 0170 vestibule, 0031/0032
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outdoor. Visual verification at the cottage is the acceptance gate for W2b + W3.
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DO NOT REPEAT: W2a membership is done (render engages now); transparent walls = EnvCellRenderer
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inherited GL_BLEND (not translucent geometry); the PView builder works (W3 fixes the GATES, not
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the builder); camera/eye-as-root + stencil-mask-breaks-outdoors + flag-based gate routing are
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all evidence-disproven.
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```
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