137 lines
8.2 KiB
Markdown
137 lines
8.2 KiB
Markdown
> **🅿️ SUPERSEDED 2026-07-07 — #177 is PARKED and this doc's premise is WRONG.** The
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> "portal-visibility miss" framing below was DISPROVEN by a live retail cdb trace
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> (retail's flood collapses identically to ours). Do NOT follow the flood/clip workflow
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> here. Current truth + the fresh lead (step statics) live in **ISSUES #177 (session-3 +
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> 3b blocks)** and the render digest top banner. Kept only for the apparatus map.
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# Pickup handoff — #177 dungeon stairs pop in/out (portal-visibility miss at the stair cells)
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**Paste the companion prompt (bottom) into a fresh session.** Read this file, then
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`claude-memory/project_render_pipeline_digest.md` (top banners), then **ISSUES #177**
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(full entry — including the superseded lighting attribution and why it was re-attributed
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to VISIBILITY at the 2026-07-06 gate).
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## TL;DR — what #177 is
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Facility Hub (0x8A02), the staircase connecting two levels (corridor 0x0178 → ramp
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0x0182 → lower room 0x0183): (a) **invisible looking into the stair room from the
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corridor**, (b) **pops into existence on entering the room**, (c) **the last step
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vanishes running down**. The 2026-07-06 gate PROVED this is NOT lighting (the A7
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visible-cell light fix shipped and the stairs were still missing looking back from the
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corridor) — it is a **portal-flood admission miss**: the stair cells are not reached by
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`PortalVisibilityBuilder` from the viewer's cell until the viewer crosses in. The
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digest tags it "#119 class, dungeon edition; floor-portal level links."
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**Acceptance:** the staircase renders whenever its room is visible through the
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connecting opening, and stays rendered through the full descent.
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## Where to start (the apparatus already exists)
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1. **`tests/AcDream.App.Tests/Rendering/Issue176177FacilityHubFloodReplayTests.cs`** —
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headless flood replays against the REAL dat, with two scenarios written for exactly
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this issue and never fully mined:
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- Scenario A (stair approach): eye in corridor 0x0178 at several x positions +
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pitches, printing whether ramp 0x0182 / lower 0x0183 are admitted.
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- Scenario B (descent): eye path down the ramp, printing per-step admitted-set
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diffs (the "last step vanishes" case).
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**Run these FIRST** — the miss should reproduce headlessly, and the printed
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admitted sets name which portal hop fails.
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2. **`Issue181VisFlapReplayTests.cs`** — the same-file pattern for perturbation
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sweeps + per-cell view-region AREA measurement (the shoelace diagnostic). Cell
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**0x8A020181** — right next to the stair complex 0x0182/0x0183 — rides a
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knife-edge zero-area admission; the #177 miss and the #181 sliver are plausibly
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the SAME flood defect seen two ways (a floor-portal chain that clips to nothing
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from above).
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3. **The builder:** `src/AcDream.App/Rendering/PortalVisibilityBuilder.cs`. The
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admission gates per portal hop, in order: the side test (`CameraOnInteriorSide`,
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PortalSideEpsilon 0.01 — AP-19), then `ClipPortalAgainstView` (homogeneous clip
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against the parent's accumulated region; `clippedRegion.Count == 0` ⇒ the flood
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stops there). For a DOWNWARD stair chain the suspect class is the FLOOR-portal
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hop: a horizontal portal seen edge-on from the corridor clips to ~zero area
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(exactly the 0x0181 sliver signature) and the chain below never floods.
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`ACDREAM_A8_DUMP_PV=1` dumps per-portal census + EXIT-PROJ/EXIT-CLIP lines for
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the camera cell (first 2 builds per cell).
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4. **Retail oracle:** retail PView floods portals with per-poly clip
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(`polyClipFinish` — the W=0 clip pseudocode doc 2026-06-11) and DOES show stair
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rooms through their openings. If our clip collapses a genuinely-visible aperture
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to zero, compare `ClipPortalAgainstView` against `PView::ClipPortals`/`GetClip`
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(decomp:433572) at the failing hop's exact geometry. #119's lesson applies:
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visibility must derive from the same data that gets drawn
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(`feedback_culling_bounds_from_drawn_data`).
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## What tonight's #180/#181 session gives you for free
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- All camera/sweep mechanisms are Ghidra-verified faithful (stateful sought,
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adjust_to_plane, adjust_sphere_to_poly, viewer radius-anchored stepping) — commits
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`48aaab81`/`f10fe4e9`/`3f34bca0`. The camera's `ViewerCellId` is trustworthy; the
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render roots at it (Option A).
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- The wall-pressed camera wanders ~0.5 mm/frame in a bit-exact 12-frame limit cycle
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(`Issue181WallPressEquilibriumTests` — measured, all local algorithms verified;
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plausibly retail-class). Any admission knife-edge within that wobble band flaps
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~10 Hz (`[flap]` vis 31↔32, whole-session). For #177 this matters at stair
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THRESHOLDS: expect flappy admission exactly at descent transitions.
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- Lighting is now retail-shaped: resident+player-anchored pool (d8984e87), idempotent
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re-apply (`87cddce2`), stationary fixtures on the verified static curve
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(`233b469b`). Do NOT re-open lighting for #177 — the gate already refuted it.
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- **#181 is PARKED** (see its ISSUES entry for the still-open leads). Do not resume
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it inside the #177 arc; if stair work surfaces new flicker evidence, append to
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#181's entry instead.
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## Watchouts
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- The old #177 root-cause text (128-cap light eviction) is SUPERSEDED — kept in the
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entry for history. The re-attribution is the ⚠️ UPDATE block at the top of #177.
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- The flood replay's ViewProj must match production FOV/aspect (π/3, 16:9) — the
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Issue181 test does; the older Issue176177 scenarios use 1.2 rad / 1280×720 (fine
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for admission questions, but keep in mind for NDC-sensitive comparisons).
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- `Issue120ReciprocalPingPongTests.LoadAllInteriorCells` + `CornerFloodReplayTests.
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ResolveDatDir` are the shared fixtures loaders (App.Tests); Core.Tests has its own
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`ConformanceDats`.
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- A client may be running — the user manages its lifecycle; ASK before rebuilding if
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the App DLL is locked (MSB3027 = lock, not code).
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## State
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- Branch `claude/vigorous-joliot-f0c3ad` @ `233b469b`+ (this handoff's commit).
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Suites green: Core 2600+2skip / App 733+2skip / UI 425 / Net 385 / Content 56.
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- Test char spawns in the Facility Hub corridor (0x8A020142 area); the stair complex
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is 0x0178/0x0182/0x0183 (+0x0181 adjacent).
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- Launch recipe + graceful-close rules: CLAUDE.md "Running the client". The
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GDI-capture + keybd_event autonomous visual loop scripts live in this session's
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scratchpad (capture-still.ps1, imgdiff.ps1, imgdiffmap.ps1, crop.ps1) — recreate
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from the #180 handoff's recipe if the scratchpad is gone.
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## Companion prompt (paste into the fresh session)
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```
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Fix #177 — Facility Hub stairs pop in/out across levels (invisible from the
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corridor, pop on entry, last step vanishes running down). The 2026-07-06 gate
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re-attributed this from lighting to a PORTAL-FLOOD ADMISSION MISS at the stair
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cells (0x8A020178 corridor → 0x0182 ramp → 0x0183 lower; 0x0181 adjacent) — do
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NOT re-open lighting (gate-refuted; the A7 fixes are in and verified).
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READ FIRST, in order:
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1. docs/research/2026-07-06-177-stairs-pickup-handoff.md (apparatus map, the
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#181 park boundary, watchouts)
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2. claude-memory/project_render_pipeline_digest.md (top banners)
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3. docs/ISSUES.md #177 (the ⚠️ UPDATE block supersedes the old root cause)
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START by running the existing headless replays (Issue176177FacilityHubFloodReplay
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Tests Scenarios A/B — real dat, no client): they print per-pose admitted sets for
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the stair cells and should reproduce the miss offline. Then trace the failing
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portal hop through PortalVisibilityBuilder's gates (side test → ClipPortalAgainst
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View; the floor-portal seen edge-on clipping to ~zero area is the suspect class —
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the same signature as #181's 0x0181 sliver next door). Retail oracle for the clip:
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PView::ClipPortals/GetClip (decomp:433572) + the 2026-06-11 polyClipFinish W=0
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pseudocode doc. Workflow: replay → identify the gate → read retail → pseudocode →
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port → the replays become pins → autonomous visual loop (stair approach/descent
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drive) → user gate.
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#181 (the pressed-camera flicker) is PARKED with its evidence ledger in ISSUES —
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if stair work surfaces flicker evidence, append there; don't resume it in this arc.
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State: branch claude/vigorous-joliot-f0c3ad, suites green (Core 2600+2skip / App
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733+2skip). Test char spawns in the Facility Hub corridor. A client may be
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running — the user manages its lifecycle; ASK before rebuilding if the App DLL
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is locked.
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```
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