The indoor doorway flap is the portal flood's re-enqueue churn (0171<->0173 mutual re-contribution; drifted near-duplicate regions AddRegion won't dedup -> grew -> re-enqueue, capped at MaxReprocessPerCell=16 -> eye-sensitive flood depth -> grey flash). Confirmed live: launch-churn-confirm.log shows maxPop=16 on 44% of frames during a doorway walk-through. The 2026-06-08 'maxPop=1, churn refuted' verdict was a camera-turn-at-rest capture (wrong reproduction); its DO-NOT is overturned. Fix (Option A, user-approved): contributions already covered by the neighbour's accumulated view don't grow it (no re-enqueue); only the uncovered remainder propagates -- retail's 'redundant -> empty before copy_view' (copy_view confirmed to just append). Remove MaxReprocessPerCell; keep re-processing of genuinely-new slices. Scope: PortalVisibilityBuilder only. Revives 2026-06-08 spec+plan (banners redirected). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
20 KiB
✅ REVIVED 2026-06-09 — the REVISION banner (bounded propagation) is the live design; see
2026-06-09-portal-flood-bounded-propagation-r-a2b-design.md. The⛔banner below was wrong: themaxPop=1"refutation" was a camera-turn-at-rest capture (the calm position, root0172), NOT a doorway crossing. A 2026-06-09 walk-through re-capture (launch-churn-confirm.log) measuredmaxPop=16on 44 % of frames — the churn is confirmed at flap-time. The "enqueue-once" half (§4/§5) stays dead (re-processing IS retail-faithful); the bounded-propagation half (REVISION banner) is what ships, as R-A2b.
⛔ (HISTORICAL — corrected above) SUPERSEDED / REFUTED 2026-06-08 (evening). Both this spec's directions (enqueue-once AND the revised bounded-propagation) were called dead: live measurement found ZERO portal re-enqueue churn at the flap (
maxPop=1) — but that sample was the wrong reproduction (see the revival note above). The flap is a STRUCTURAL divergence — retail renders inside+outside through ONEDrawInside(viewer_cell)path with no inside/outside branch, and is robust to its own ~36 µm eye jitter via many small per-building floods. Decision: full retail port (Option A). Canonical:docs/research/2026-06-08-full-retail-render-port-OPTION-A-handoff.md.
Portal-Flood Bounded-Propagation Port — the indoor "flap" fix (verified design)
Date: 2026-06-08 (revised — enqueue-once superseded)
Branch: claude/thirsty-goldberg-51bb9b
Status: Design revised after the writing-plans decomp pass; pending re-review.
⚠️ REVISION (2026-06-08 PM): "enqueue-once" REFUTED — corrected to "bounded propagation"
The original approach below (§4 enqueue-once, §5 correct-the-test) is WRONG and is retained only for the audit trail. The writing-plans decomp pass read
FixCellList(decomp 433407) →AdjustCellView(433741) →ClipPortals(update_count)+AddViewToPortals, which proves retail DOES re-process a grown-after-drawn cell. So:
- Re-processing on growth is retail-faithful and STAYS. Pure enqueue-once is wrong; it would break
Build_ViewGrowthAfterDoneCell_PropagatesNewSlicesToExitfor the right reason (the test is correct — do NOT "correct" it; §5 below is VOID).- The real divergence is BOUNDING. Retail's re-processing terminates structurally — each view slice is processed once (the
update_countwatermark is monotonic) and a redundant reciprocal back-contribution clips to empty (OtherPortalClip→ nocopy_view→ no new slice; decomp 433654/433711-712). acdream's reciprocal (ApplyReciprocalClip+ClipToRegion) instead yields a drifted non-empty sliver →grew→ re-enqueue → churn, bounded only by theMaxReprocessPerCell=16hack. The churn's fixpoint is eye-sensitive → the flap.- Corrected fix: port retail's bounded propagation — make redundant reciprocal/re-clip contributions NOT generate new propagatable slices (match retail's empty-reciprocal + monotonic
update_countwatermark), and remove theMaxReprocessPerCellcap. Keep re-processing.- Scope: still
PortalVisibilityBuilderonly; no rooting/camera/clip-math-rewrite/seal change. The user approved this corrected "faithful moderate port" direction (over a non-faithful epsilon-dedup band-aid) on 2026-06-08.- One open precision (→ plan Task 1): exactly where acdream's reciprocal sliver becomes non-empty is float-drift-dependent on real doorway geometry — a runtime fact. The implementation plan's first task instruments
PortalVisibilityBuilder(per-pop re-pop count + reciprocal-clip in/out +grew), captures at the doorway, and pins the exact line before the fix, rather than guessing from decomp.- Corrected retail grounding (the full traversal):
ConstructView433750 (pop-once → draw-list →ClipPortals(cell,0)→AddViewToPortals);ClipPortals433572 (slices[update_count,view_count),GetClipper portal, exit→copy_view/OutsideView, neighbour→OtherPortalClip);AddViewToPortals433446 (first-discovery→InitCell+InsCellTodoList; growth→AddToCell+FixCellList);FixCellList433407 =AdjustCellPlace+AdjustCellView433741 (=ClipPortals(update_count)+AddViewToPortals— the re-process);OtherPortalClip433524 (reciprocal, empty-for-redundant).Everything below this banner is the ORIGINAL (superseded) enqueue-once design — kept for the record.
(SUPERSEDED) Portal-Flood Enqueue-Once Port — original design
Date: 2026-06-08
Branch: claude/thirsty-goldberg-51bb9b
Status: SUPERSEDED by the revision banner above.
Supersedes the enqueue logic in
docs/superpowers/specs/2026-06-08-portal-flood-membership-stability-design.md(whose §4 enqueue-once was an incomplete attempt — it dropped theAddToCellgrowth half) and the physics-rest direction indocs/research/2026-06-08-flap-rootcause-physics-rest-handoff.md(refuted). Diagnosis evidence:docs/research/2026-06-08-flap-physics-diagnosis-REFUTED-its-render-membership.md
- this session's two adversarial verification agents (retail decomp + acdream code/data).
1. Summary
The indoor render flap (interior textures battling / popping in and out at a building doorway) is a
render-side portal-flood membership instability: as the camera eye moves (turning the camera, or
the camera's smoothing-glide after a turn), the set of cells the flood deems visible oscillates
(e.g. 8↔3) even though the eye sweeps monotonically. The root is acdream's re-enqueue-on-growth
"drift" in PortalVisibilityBuilder.Build (cs:322, MaxReprocessPerCell = 16): a cell whose view
grows is re-enqueued and its portals re-clipped from the grown (drifted) view each round; under
sub-cm eye motion each frame re-clips slightly differently → the visible set flips.
The fix is a verbatim port of retail's enqueue-once portal traversal (PView::ConstructView +
AddViewToPortals): a cell is enqueued only on first discovery; its portals are clipped exactly
once (at pop); later growth into an already-discovered cell is unioned incrementally in place
(AddToCell) and its draw-list slot re-ordered (FixCellList) — never re-enqueued, never re-clipped
from scratch. This makes the visible set a deterministic function of the root + geometry, so it no
longer drifts with eye jitter. Localized to PortalVisibilityBuilder. No camera, physics, rooting, clip-
math, or seal change.
2. Root cause — verified this session
2.1 What the flap is NOT (refuted with primary evidence)
- Not physics.
door-recheck-capture.jsonl: 216,300 standstill physics records, 0 position re-snaps — the body is byte-stable at rest. Deterministic tests (flat terrain + indoor cell, resolver- full controller) confirm: a resting body holds a byte-identical position. The 2026-06-08 AM "physics rest µm-jitter" diagnosis is refuted.
- Not the camera rooting or the inside/outside toggle. Verified against retail (agent 1):
SmartBox::RenderNormalMode(0x453aa0) callsDrawInside(viewer_cell)(decomp 92675), andSmartBox::update_viewer(0x453ce0) setsviewer_cellfrom a sweptCTransitionseeded at the player's cell (init_path(cell_1, …)92866 →viewer_cell = sphere_path.curr_cell92871). So rooting at the camera'sviewer_celland togglingDrawInside/LScape::draware retail-faithful. The locked-design claim "root at the player cell" (2026-06-02 …redesign-design.md§1.5) is wrong; acdream's currentclipRoot = viewerRoot ?? _outdoorNode(eye-cell rooting) is correct and stays. - Not camera drift at rest. When the eye is byte-stable (hands-off idle), the flood is rock-stable (203/181/178-frame byte-identical-eye runs hold a single flood value). The camera settles; the flap fires only while the eye moves.
2.2 What the flap IS (verified — agent 2 + live capture)
- The flood oscillates only when the eye moves: across ~7,800 flood flips, 3 had a byte-identical
eye (all startup/streaming); ~87 % of eye-motion flips have a byte-identical player position.
A clean burst (yaw byte-constant, eye gliding monotonically 18→5 mm/frame as the camera settles) shows
flood
8→3→8…— non-monotonic membership under a monotonic eye sweep. - The mechanism is the re-enqueue/re-clip drift:
PortalVisibilityBuilder.cs:322if (grew && popCounts.GetValueOrDefault(neighbourId) < MaxReprocessPerCell && queued.Add(neighbourId)) todo.Insert(neighbour, dist);re-enqueues a grown neighbour up to 16×; each re-process re-clips the cell's portals from its grown view, so sub-cm eye jitter walksClipToRegion's surviving-vertex count across the empty/non-empty boundary → the deep cluster{0172-0175}drops/returns → the flap. - Sub-issue "C" (indoor flood=2 / "missing textures") is mostly a symptom of this drift, not a
missing seal: the landscape-through-the-door seal is present in the indoor path
(
RetailPViewRenderer.DrawInside→DrawLandscapeThroughOutsideView). When the flood drops8→3, theOutsideView/terrain/cell clip shrinks → things vanish. Fixing the drift removes the symptom.
3. Retail grounding (the traversal being ported)
All from docs/research/named-retail/acclient_2013_pseudo_c.txt:
PView::ConstructView(0x5a57b0, :433750):InitCell(root)+InsCellTodoList(root), then a loop that pops one cell at a time from the todo list, appends it to the draw list (← that is membership), setscell_view_done = 1(:433784), runsClipPortalsonce, thenAddViewToPortals.PView::AddViewToPortals(0x5a52d0, :433446): for each visible portal to a neighbour, three cases keyed on the neighbour's stamps (processed_stamp=*(view+0x44),view_stamp=*(view+0x38)):- First discovery (
processed_stamp == 0, :433478):InitCell(neighbour)+InsCellTodoList(enqueue once). - Growth (
processed_stamp != view_stamp, :433492):AddToCell(neighbour)+ if already drawnFixCellList; thenprocessed_stamp = view_stamp. No re-enqueue. No re-clip from scratch. - Already current (
processed_stamp == view_stamp): nothing.
- First discovery (
PView::AddToCell(0x5a4d90, :433050): clips the cell's portals against only the newly-added view slices (for i = esi[0x11]; i < esi[0xe]) — an incremental union, not a full re-clip; it does not re-contribute toOutsideView.PView::FixCellList(0x5a5250, :433407) →AdjustDrawList(:433107): re-orders the grown cell in the draw list to preserve draw order. No re-flood.PView::InitCell(0x5a4b70, :432896): seeds the cell's view, clips its portals against the full incoming view, stamps withmaster_timestamp; returns whether the cell is non-empty (→ enqueue).
So retail clips each cell's portals exactly once (at pop). Late growth refines a cell's own view +
draw order, never its downstream flood. This is the cell_view_done "process each cell once" guarantee.
4. The fix (design)
Scope: PortalVisibilityBuilder.Build only. Replace the re-enqueue-on-growth fixpoint with retail's
enqueue-once traversal. Concretely:
Change A — enqueue-once (Build ~308-328). Today:
var nview = GetOrCreate(frame.CellViews, neighbourId);
bool grew = AddRegion(nview, clippedRegion); // union in place (= retail AddToCell)
if (grew && popCounts.GetValueOrDefault(neighbourId) < MaxReprocessPerCell && queued.Add(neighbourId))
todo.Insert(neighbour, dist); // RE-ENQUEUE on growth ← the drift
New: enqueue a neighbour into todo only on first discovery — i.e. when it has no CellViews
entry yet (retail processed_stamp == 0 → InitCell + InsCellTodoList). On growth into an
already-discovered neighbour, keep AddRegion (incremental union = AddToCell) and re-order it in
the draw list if already present (FixCellList, §Change C), but do not re-insert into todo.
Change B — remove the re-enqueue machinery. Delete MaxReprocessPerCell, popCounts, and the
per-pop re-enqueue / queued-reset logic in the pop loop. Termination is now by construction (each cell
enqueued ≤1, popped ≤1; ≤N cells total), matching retail cell_view_done. The MaxReprocessPerCell cap
existed only as a termination band-aid for the re-enqueue — with enqueue-once it is dead.
Change C — draw-list re-order on growth (FixCellList). When growth unions into an
already-discovered cell that is already in OrderedVisibleCells, re-position it to preserve
closest-first draw order (retail AdjustDrawList :433107). If acdream's OrderedVisibleCells is already
distance-sorted at assembly time and order is not load-bearing for correctness, this degrades to a no-op
— confirm during implementation; do not add ordering machinery the renderer doesn't consume.
Unchanged (explicitly): the per-portal clip (ProjectToClip/ClipToRegion), the
EyeInsidePortalOpening degenerate-portal guard (Build:235-244), the reciprocal OtherPortalClip, the
OutsideView exit contribution, the rooting (clipRoot = viewerRoot ?? _outdoorNode), the camera, and
the landscape-through-door seal. No new predicate, no robustness heuristic, no hysteresis.
Why this is the flap fix, not a band-aid: with each cell's portals clipped once, the visible set is a
deterministic function of (root, geometry) — independent of the per-round re-clip path. Sub-cm eye
jitter changes the projection (and thus what's drawn within each clipped cell, correctly) but no longer
changes which cells are members. The membership stops oscillating; the textures stop battling.
5. The Build_ViewGrowthAfterDoneCell question (open item, resolve during implementation)
The re-enqueue was added 2026-06-07 "to propagate late-discovered slices to exit portals," and
PortalVisibilityBuilderTests.Build_ViewGrowthAfterDoneCell_PropagatesNewSlicesToExit encodes that. But
the decomp shows retail's AddToCell (:433050) only clips the cell's own portals against new slices
- re-orders draw position — it does not re-contribute to
OutsideView(the exit slice is emitted byClipPortalsat pop, once). So "late growth reaches the exit/OutsideView" appears to be non-retail.
Action: read PView::ClipPortals (the OutsideView contribution site) during implementation to
confirm. If confirmed, this test encodes the non-faithful re-enqueue behavior and is corrected to
match retail (late growth refines the cell's view + draw order, not the OutsideView). It will not
be satisfied by reinstating the re-enqueue. If the OutsideView tests
(Builder_Cellar_WindowClippedToStairwell, look-in tests) shrink, that is the retail behavior, handled
retail's way — not by re-adding the drift.
6. Testing (TDD)
The flap manifests only under live µm/mm eye motion at a specific grazing geometry, so the visual gate is acceptance; the unit layer pins determinism + guards regressions.
- Deterministic eye-sweep stability (new, the RED→GREEN driver). In
AcDream.App.Tests(alongsidePortalVisibilityBuilderTests, sincePortalVisibilityBuilderis an App-layer type), build the flood at a sequence of eye positions stepping across the grazing door angle (sub-cm steps reproducing the live sweep). Assert each cell's membership across the sweep is a single contiguous run — nopresent→absent→present(orabsent→present→absent) flicker for any cell. That is the precise anti-flap property (the live capture showed8→3→8→3, multiple transitions per cell). RED under the re-enqueue drift; GREEN after enqueue-once. Fixture note: the captured dumps live attests/AcDream.Core.Tests/Fixtures/flap-doorway/0xA9B4017{0..5}.json; the test must reach them (shared path or copied intoAcDream.App.Tests/Fixtures) and the cells must carry the portal graph + clip planesBuildconsumes. If the cell-dump format omits portals/clip-planes, the impl plan either extends the dump or synthesizes a minimal doorway portal topology reproducing the grazing geometry — surface this as the first implementation step, do not silently weaken the test. - Enqueue-once termination + dedup (new). Diamond (a cell reachable from two parents) + cycle
fixtures: assert the flood terminates with
MaxReprocessPerCellremoved,OrderedVisibleCellsis deduped, each reachable cell present exactly once, and (if a per-cell pop counter is cheap to surface) each cell popped ≤1. - No membership regression.
Build_IsDeterministic_*,Build_EyeStandingInInteriorPortal_FloodsNeighbour,Build_CollapsedInteriorPortalNearEyeBeyondHalfMeter_FloodsNeighbour,Build_DegeneratePortalToTheSide_NotFlooded_NoOverInclusion(#95 guard), and the cellar/window/look-in tests stay green.Build_ViewGrowthAfterDoneCell_PropagatesNewSlicesToExitis handled per §5. - Visual gate (user) — acceptance. At the cottage doorway: turn the camera back and forth and walk
through — the interior rooms render steadily, no battling/popping; the
[pv-input]flood is stable for a given eye pose. Re-run withlaunch-flap-capture.ps1.
dotnet build + dotnet test green before the visual gate.
7. Scope / non-goals
- In scope:
PortalVisibilityBuilder.Buildenqueue logic (enqueue-once; removeMaxReprocessPerCell/popCounts/re-enqueue; incremental union on growth; draw-order re-position) + the new/updated tests; readingClipPortalsto settle §5. - Non-goals (deferred / untouched):
- No rooting change — eye-cell rooting (
clipRoot = viewerRoot ?? _outdoorNode) is retail-faithful (§2.1). The locked design's "root at player cell" is refuted, not implemented. - No clip-math change (
ProjectToClip/ClipToRegion), noEyeInsidePortalOpeningchange, no overlap predicate, no hysteresis/robustness heuristic. - No camera, physics, or seal change. The landscape-through-door seal already exists; C is a symptom of the drift and resolves with it.
- The 4 GREEN physics rest-stability tests added this session stay as regression guards (they document that physics rest is bit-stable → the flap is not physics).
- No rooting change — eye-cell rooting (
8. Apparatus + references
- Diagnosis + verification:
docs/research/2026-06-08-flap-physics-diagnosis-REFUTED-its-render-membership.md; this session's two adversarial verification agents (retail decomp CONFIRMED rooting/seal; acdream code/data CONFIRMED physics-out + eye-driven + thecs:322drift). - Captured fixtures:
tests/AcDream.Core.Tests/Fixtures/flap-doorway/0xA9B4017{0..5}.json;flap-doorway-resolve.jsonl. Apparatus:launch-flap-capture.ps1,analyze_flap_live.py,find_burst.py, the[pv-input]probe (ACDREAM_PROBE_PVINPUT, now logs eye/player/rawPlayer/yaw). - Retail decomp anchors:
ConstructView:433750,AddViewToPortals:433446,InitCell:432896,AddToCell:433050,FixCellList:433407 /AdjustDrawList:433107,InsCellTodoList:433183,SmartBox::update_viewer:92761,SmartBox::RenderNormalMode:92635. - Superseded:
2026-06-08-portal-flood-membership-stability-design.md§4 (incomplete enqueue-once);2026-06-08-flap-rootcause-physics-rest-handoff.md(physics direction, refuted). - Memory to correct after ship:
project_indoor_flap_rootcause(root = thePortalVisibilityBuilderre-enqueue/re-clip drift under a moving eye; rooting/toggle is retail-faithful; physics + camera exonerated).