29 KiB
Retail portal-space presentation pseudocode
Date: 2026-07-15
Scope: the client-side 3-D scene and timing shown while a player is between world positions. This is presentation only. The server remains authoritative for teleport start, destination position, world readiness, and completion.
Retail oracle
Named Sept-2013 retail symbols:
gmSmartBoxUI::BeginTeleportAnimation0x004D6300gmSmartBoxUI::EndTeleportAnimation0x004D65A0gmSmartBoxUI::PostInit0x004D6B60gmSmartBoxUI::UseTime0x004D6E30CreatureMode::CreatureMode0x00454390CreatureMode::SetCameraDirection_Degrees0x00453760Frame::rotate0x004525B0CreatureMode::AddObject0x004556D0UIGlobals::Init0x004EE470UIGlobals::GetAnimLevel0x004EE540CPhysicsObj::set_sequence_animation0x0050F6F0SmartBox::TeleportPlayer0x00453910SmartBox::PlayerPositionUpdated0x00453870CPhysicsObj::teleport_hook0x00514ED0CommandInterpreter::PlayerTeleported0x006B32B0SmartBox::SetOverrideFovDistance0x00451BC0SmartBox::GetOverrideFovDistance0x00451BE0Render::set_vdst0x0054B240
Constants were checked against static x86 disassembly. The Binary Ninja
pseudocode loses several x87 operands in UseTime; disassembly is authoritative
for those comparisons.
Asset construction (gmSmartBoxUI::PostInit)
portalSetupDid = ResolveClientEnum(enumValue=0x10000001, category=7)
teleportObj = CPhysicsObj.makeObject(portalSetupDid, noWeenie, makeParts)
portalViewport = child 0x10000436 as UIElement_Viewport
portalViewport.CreatureMode.AddObject(teleportObj)
portalViewport.CreatureMode.AddLight(DISTANT_LIGHT, intensity=2.0)
portalViewport.CreatureMode.SetLightDirection(0, (0.3, -1.9, 0.65))
portalViewport.CreatureMode.SetCameraPosition((0.24, -2.7, 0.88))
portalViewport.CreatureMode.UseSmartboxFOV()
CreatureMode starts with ambient light (0.3, 0.3, 0.3) and a 45-degree
default FOV, but UseSmartboxFOV makes this viewport inherit the active world
view's current FOV on every draw. Its identity camera frame looks along AC
+Y, with +Z up.
The portal viewport is a replacement for the world viewport. It is not a
full-screen UI overlay: normal retained UI continues to update and draw above
it.
Private retained-UI viewports also keep their own objects. In particular,
gmPaperDollUI::RedressCreature @ 0x004A3BC0 creates
m_pInventoryObject only when it is absent and the SmartBox player is
available; a temporarily unavailable world player does not clear an already
constructed inventory object. gmPaperDollUI::~gmPaperDollUI @ 0x004A3590
removes that private object at the UI/session lifetime boundary. Therefore a
portal-space world quiescence may defer a paperdoll redress, but it must not
empty and later reconstruct the visible private paperdoll.
Begin/end and scene visibility
BeginTeleportAnimation(requestedState):
if currentState == Off:
gameViewDistance = SmartBox.GetOverrideFovDistance()
currentViewDistance = gameViewDistance
clear rotation-segment state
currentState = requestedState
transitionStart = now
play centered UI sound Sound_UI_EnterPortal
EndTeleportAnimation():
if currentState != Off:
currentState = TunnelContinue
transitionStart = now
SmartBox.SetOverrideFovDistance(disabled)
Portal/login/death transit begins directly in Tunnel. Logout begins in
WorldFadeOut. When a tunnel-family state first becomes visible:
disable vivid target indicator
portalAnimDid = ResolveClientEnum(enumValue=0x10000002, category=7)
teleportObj.set_sequence_animation(
animation=portalAnimDid,
clearExisting=true,
lowFrame=1,
highFrame=end,
fps=40)
reset portal camera position to (0.24, -2.7, 0.88)
show portal viewport
hide world SmartBox viewport
At the end of TunnelFadeOut, retail commits the current transition view
distance, hides the portal viewport, shows the world viewport, clears the
teleport object's sequence animations, plays Sound_UI_ExitPortal, and enters
WorldFadeIn. That following state restores the ordinary game view distance.
The viewport swap is also the end of the destination-cell blocking edge, not the end of the complete teleport protocol:
TunnelFadeOut completes:
destination cells are already available
release SmartBox world blocking
hide portal viewport
show world viewport
enter WorldFadeIn
WorldFadeIn completes one second later:
send LoginComplete
clear teleport-in-progress
enter Off
The two edges must remain distinct in an asynchronous client. Holding world
blocking until LoginComplete creates a one-second clear-color/void interval
after the tunnel viewport has already been hidden. Conversely, marking the
whole teleport complete at the viewport swap loses retail's final
WorldFadeIn protocol state.
The asynchronous renderer may temporarily spend otherwise-idle resource capacity on the withheld destination, but that policy belongs to the exact reveal generation. Acdream raises only the count of small mesh/composite uploads while keeping the ordinary byte, array, buffer, and mipmap ceilings. The profile ends at the viewport swap above. It never changes the required destination radius, the readiness predicate, or the resulting pixels.
Camera motion
The camera rolls around its own AC +Y forward axis. It does not yaw around
world +Z. SetCameraDirection_Degrees resets the frame to identity, converts
the vector to radians, then passes (0, angle, 0) to Frame::rotate, whose
input is an axis-angle rotation vector. The forward direction therefore stays
down the portal passage while local +Z up rolls around it. Each segment is
independent:
if now >= rotationStart + rotationDuration:
currentAngle = previousEndAngle
rotationStart = now
rotationDuration = RandomUniform(0.6, 1.8) seconds
startAngle = currentAngle
endAngle = RandomUniform(0, 360) degrees
display "In Portal Space - Please Wait..."
else:
t = (now - rotationStart) / rotationDuration
level = UIGlobals.GetAnimLevel(t) / 1024
currentAngle = startAngle + (endAngle - startAngle) * level
CreatureMode.SetCameraDirection_Degrees((0, currentAngle, 0))
UIGlobals.GetAnimLevel is a 100-entry cumulative sine table, not a
polynomial smoothstep:
for i in 0..99:
sample[i] = truncate(sin(i * pi / 99) * 1024)
total = sum(sample)
running = 0
for i in 0..99:
running += sample[i]
level[i] = (running << 10) / total // integer division, 0..1024
GetAnimLevel(t):
t = clamp(t, 0, 1)
index = floor(t * 99)
return level[index]
State timing (gmSmartBoxUI::UseTime)
Golden data constants:
FadeTime = 1.0 seconds (0x007BD278)
MinContinue = 2.0 seconds (0x007BD268)
MaxContinue = 5.0 seconds (0x007BD270)
PortalFPS = 40 frames/s (0x007BD280)
EndFrame = 120
ExitWindowLow = FadeTime + 0.1 = 1.1 seconds
ExitWindowHigh = FadeTime + 0.3 = 1.3 seconds
WorldFadeOut:
after 1 second -> TunnelFadeIn
TunnelFadeIn:
after 1 second -> Tunnel
Tunnel:
hold until SmartBox teleport-in-progress clears
EndTeleportAnimation -> TunnelContinue
TunnelContinue:
elapsed = now - transitionStart
if elapsed >= 2 seconds:
remaining = unsigned(120 - teleportObj.currentFrame) / 40
if elapsed >= 5 seconds
or 1.1 < remaining < 1.3 seconds:
-> TunnelFadeOut
TunnelFadeOut:
after 1 second:
hide/clear portal scene
show world
play exit sound
-> WorldFadeIn
WorldFadeIn:
after 1 second:
send LoginComplete
clear teleport-in-progress
-> Off
The narrow remaining-time window makes the one-second tunnel projection transition finish at the end of the 120-frame animation. The five-second ceiling is retail's escape for a missed window.
The four states whose retail enum names contain FADE use
GetAnimLevel(elapsed / FadeTime). Instruction-level x86 inspection of
gmSmartBoxUI::UseTime (0x004D7133..0x004D725F) shows that this value feeds
only SmartBox::SetOverrideFovDistance. The function performs no alpha or
black-quad draw; FADE names the view-plane transition, not a transparency
compositor. The retained UI remains independent because only the two 3-D
viewports are switched.
View-plane warp
Retail couples every FADE state to a projection transition. On begin it
captures the current SmartBox view-plane distance; for a perspective
projection this is cot(verticalFov / 2). The transition endpoint is the
named constant TRANSITION_VIEW_PLANE_DISTANCE = 0.001 at 0x007BD260.
viewPlaneLevel = GetAnimLevel(elapsed / FadeTime) / 1024
WorldFadeOut or TunnelFadeOut:
currentDistance = gameDistance
+ (0.001 - gameDistance) * viewPlaneLevel
TunnelFadeIn or WorldFadeIn:
currentDistance = 0.001
+ (gameDistance - 0.001) * viewPlaneLevel
SmartBox.SetOverrideFovDistance(true, currentDistance)
Render::set_vdst turns the distance back into projection values:
verticalFov = 2 * atan(1 / currentDistance)
znear = max(0.1, currentDistance * 0.25)
At 0.001, the view is nearly 180 degrees wide. Retail does not cover that
endpoint with black: it switches directly from the tunnel viewport to the
destination world at this projection, then WorldFadeIn expands the world
from the center as the captured game projection is restored. This is retail's
characteristic destination-world warp, independent of chase-camera movement.
CreatureMode::Render @ 0x004529D0 changes the portal viewport's FOV through
the SmartBox path but does not install a private far clip. The resulting
PrimD3DRender::SetFOVInternal @ 0x0059AB40 projection uses the shared
Render::zfar (default 4000 at 0x0081EC88). The portal CreatureMode must
therefore inherit the active SmartBox projection's near and far planes rather
than installing a private short clip range.
Portal viewport buffer lifecycle
The portal tunnel is rendered by UIViewportObject::DrawContent @ 0x00695030.
Before calling CreatureMode::Render, it executes:
SetViewport(portal bounds)
RenderDevice.Clear(flags = 4, color = black, depth = 1.0)
CreatureMode.Render()
restore previous viewport and matrices
RenderDeviceD3D::Clear @ 0x0059FD30 maps retail clear flags explicitly:
flag 1 -> D3DCLEAR_TARGET
flag 2 -> D3DCLEAR_STENCIL, when a stencil buffer exists
flag 4 -> D3DCLEAR_ZBUFFER
Therefore the portal viewport clears depth only. The black color argument
is not used for flag 4. This does not preserve an earlier swap-chain image:
Client::UseTime @ 0x00411C40 begins the complete frame through
SceneTool::BeginScene @ 0x0043DAD0, whose RenderDevice.Clear(flags=7, black, depth=1) clears color, depth, and stencil. The later viewport clear
retains that frame's fresh black color target while resetting depth for the
portal CreatureMode.
gmSmartBoxUI::UseTime @ 0x004D6E30 swaps visibility between the normal
SmartBox and the portal UIElement_Viewport. The world viewport is therefore
not redrawn behind portal space; the portal mesh is drawn over the whole-frame
black target, never over the destination world or stale tunnel history.
The faithful presentation rule is:
at the beginning of every frame:
clear color, depth, and stencil to black
while the portal viewport is visible:
do not draw the normal world viewport
clear depth to 1.0
draw portal CreatureMode over this frame's black color target
One high-refresh presentation edge remains. UIGlobals::GetAnimLevel yields
1022 at table index 96, 1023 at index 97, and 1024 at indices 98 and 99. The
2013 client capture presents 1022 as the last outgoing viewport sample and
does not present the finite tunnel at 1023/1024 before switching viewports.
With the world pass suppressed, acdream runs portal space at roughly 2000 FPS
and can publish those sub-20.2 ms samples; the desktop compositor may then
hold one for a complete monitor refresh and expose the finite tunnel boundary.
The frame-rate-independent presentation adaptation is therefore:
if state is WorldFadeOut or TunnelFadeOut
and GetAnimLevel(elapsed / FadeTime) > 1022:
perform the normal state transition before publishing the draw snapshot
This advances only the outgoing presentation edge by at most two table quanta (about 20.2 ms) and is recorded as AD-38. Incoming fades retain the literal timer.
Shared sky and landscape projection during destination reveal
SmartBox::RenderNormalMode @ 0x00453AA0 installs the active SmartBox
view-plane/FOV through Render::set_vdst or Render::SetFOVRad before calling
LScape::draw @ 0x00506330. GameSky::Draw @ 0x00506FF0 then saves
Render::zfar, sets it to four times the active value for the sky draw, and
restores it. It does not install an independent sky FOV.
The destination world is first revealed at a nearly 180-degree projection. Sky and landscape must therefore preserve the same horizontal/vertical projection scales and off-center terms. Only the sky's near/far depth mapping may differ. acdream's former fixed 60-degree sky projection left part of the frame covered only by the clear/fog background while terrain used the teleport projection; this was the brief background flash at tunnel exit.
activeProjection = SmartBox view-plane projection
skyProjection = activeProjection
skyProjection.depthRange = authored sky near/far range
draw sky
draw landscape with activeProjection
Instruction-level checks that disambiguate the Binary Ninja x87 output:
SmartBox::GetOverrideFovDistance0x00451BE0: when no override is active, returnscot(activeVerticalFov / 2)(0x00798088 = 0.5,0x007928C0 = 1.0).gmSmartBoxUI::UseTime0x004D7199and0x004D722E: converts the signed table result with0x007BD6A0 = 1/1024and performs the two lerps above.Render::set_vdst0x0054B240: x87fpatancomputesatan(1 / distance), doubles it, and setsznear = max(0.1, distance * 0.25).
Player placement boundary
SmartBox.TeleportPlayer(position):
player.SetPositionSimple(position, slide=true)
PlayerPositionUpdated(isTeleport=true)
PlayerPositionUpdated(isTeleport=true):
clear position-update/teleport bookkeeping
player.teleport_hook()
commandInterpreter.PlayerTeleported()
SmartBox.set_viewer(player.position, reset_sought=true)
update CellManager position
player.teleport_hook():
MovementManager.CancelMoveTo(error=0x3c)
PositionManager.UnStick()
PositionManager.StopInterpolating()
PositionManager.UnConstrain()
TargetManager.ClearTarget()
TargetManager.NotifyVoyeurOfEvent(Teleported)
report_collision_end(force=true)
PlayerTeleported():
SetAutoRun(false, send=true)
SendMovementEvent()
The numeric 0x3c is the internal ITeleported completion status, not a
player-visible error. ClientCommunicationSystem::HandleFailureEvent
0x00571990 has a visible case for 0x3d (YouChargedTooFar) but no case for
0x3b (ILeftTheWorld) or 0x3c; both fall through without adding scroll
text. ACE also sends ITeleported after a successful portal use. acdream must
consume those two control statuses silently rather than formatting an unknown
WeenieError line.
The viewer reset copies the player's complete position into both viewer and
viewer_sought_position. Subsequent ordinary camera updates extend the chase
boom outward through the same damped and swept path used after camera
collision. Reusing the source-world viewer is not retail behavior.
Recall completion versus Hidden
The retail teleport hook does not clear the character's animation sequence. Recall completion is instead guaranteed by the enclosing frame order:
Client.UseTime:
Timer.update_time()
ClientNet.UseTime()
process packet controller/cache/UI work
SmartBox.UseTime()
SmartBox.Draw()
SmartBox.UseTime:
CObjectMaint.UseTime()
CPhysics.UseTime() // advances PartArray, particles, scripts
GameTime/LScape/Ambient.UseTime()
while inbound queue not empty:
DispatchSmartBoxEvent() // SetState/Hidden lands here
CommandInterpreter.UseTime() // ShouldSendPositionEvent -> AP
The exact call sites are Client::UseTime 0x00411C40 and
SmartBox::UseTime 0x00455410, and CommandInterpreter::UseTime
0x006B3BF0. SmartBox::DoSetState 0x004520D0 applies the accepted
state through CPhysicsObj::set_state 0x00514DD0. Separately,
CPhysicsObj::UpdatePositionInternal 0x00512C30 skips CPartArray::Update
while Hidden, so ordinary animation never advances behind the portal viewport.
Destination simulation resumes before the portal viewport exits
The retail destination has two different release edges. They must not share one acdream gate:
SmartBox::DoSetState(player, visible):
set_state(...)
waiting_for_teleport = false
SmartBox::UseTime(next frame):
if not cell_manager.blocking_for_cells:
position_update_complete = true
CObjectMaint::UseTime()
CPhysics::UseTime()
gmSmartBoxUI::UseTime:
if SmartBox::teleport_in_progress() changed from true to false:
EndTeleportAnimation()
gmSmartBoxUI::EndTeleportAnimation @ 0x004D65A0:
teleportAnimState = TAS_TUNNEL_CONTINUE
teleportTransitionStartTime = Timer::cur_time
clear temporary FOV override
gmSmartBoxUI::UseTime, at least two seconds later:
TAS_TUNNEL_CONTINUE -> TAS_TUNNEL_FADE_OUT
...
TAS_TUNNEL_FADE_OUT -> TAS_WORLD_FADE_IN
hide portal viewport
show SmartBox world viewport
Therefore TAS_TUNNEL_CONTINUE is not a continued cell-loading freeze. The
destination world is already ticking behind the private portal viewport for at
least two seconds. That hidden interval is when the player pose, queued
Hidden/UnHide PhysicsScripts, attached emitters, and destination presentation
settle. Only the later TUNNEL_FADE_OUT -> WORLD_FADE_IN edge changes which
viewport is drawn.
Holding acdream's world-generation quiescence until the viewport swap is a behavioral error: the first destination physics/effect tick occurs on the first visible world frame, producing a character pop plus leftover recall or purple materialization effects. The faithful split is:
- end world simulation/audio quiescence when the accepted destination is
materialized and
TunnelContinuebegins; - retain the destination streaming/resource reservation and keep drawing only the portal viewport until the later viewport-swap edge;
- keep LoginComplete on the final one-second
WorldFadeIn -> Offedge.
ACE schedules lifestone recall teleport after the MotionTable-reported action
length. With the installed human DATs, the boundary is about 15.06024 seconds;
floating-point conversion can leave acdream at frame 149.999998 of the
0..149 recall node if it dispatches Hidden before the current object tick. On
UnHide that microscopic remainder becomes a visible destination-side recall
tail if Hidden only suppresses drawing. Retail has a second, decisive boundary:
CPhysicsObj::set_hidden 0x00514C60 invokes
CPartArray::HandleEnterWorld 0x00517D70 on both Hidden and UnHide.
That delegates to MotionTableManager::HandleEnterWorld 0x0051BDD0, which
removes every link animation from the sequence and drains every pending
completion as aborted. On the Hidden edge it runs after the Hidden PES, child
NoDraw propagation, collision stop, and cell hide. On UnHide it runs after
collision restoration and before the cell becomes visible. A casting recoil,
recall remainder, or authored stance transition therefore cannot resume after
portal space.
ACE also has timing differences when recall starts in combat. Its
Player_Location handlers call SetCombatMode(NonCombat) and immediately send
the NonCombat/Ready/recall command state. House, Lifestone, Allegiance Hometown,
and PK Arena schedule Teleport using only
MotionTable.GetAnimationLength(recall). Retail
MovementManager::unpack_movement (0x00524440) and
CMotionInterp::move_to_interpreted_state (0x005289C0) preserve the authored
combat-to-NonCombat link before the recall action. For a human leaving Magic
stance that link is about 0.31 seconds, but ACE does not add it to the teleport
delay. The retail Hidden boundary intentionally tolerates that: whichever
authored links remain when teleport begins are retired by set_hidden, not
carried through the tunnel.
Marketplace is a separate ACE residual: its handler deliberately uses a fixed
14-second delay and comments out GetAnimationLength because the installed
animation is approximately 18.4 seconds. That can shorten the visible source-
side action, but the client must still apply the same retail Hidden teardown;
no Marketplace-specific classifier or portal-exit behavior is required.
acdream integration translation
- A dedicated App-layer portal presentation owns the synthetic portal object, animation sequence, camera, scene light, resource references, and draw pass.
- The existing pure teleport state machine remains the lifecycle owner, but it consumes the portal object's current frame for retail exit timing and uses the exact table-driven easing curve.
- During tunnel states the portal scene replaces world pixels before retained
UI draws. There is no black compositor. Input dispatch and
RetailUiRuntime.Tickcontinue unchanged. - The projection owner captures the active camera's M22 view-plane distance at
teleport begin and applies
Render::set_vdstsemantics to both the tunnel and world viewport during the fourFADEstates. - F751 remains a notification gate and does not itself advance
TELEPORT_TS. Presentation correlates its sequence with exactly one accepted destination Position. A Position that arrives before F751 is buffered only when it advances that timestamp; after F751, the first accepted matching Position is consumed even if the channel already advanced. Thus reordered delivery and retransmitted notifications cannot materialize the wrong destination or strand the transit, while canonical physics retains its own retail gates.
Runtime F751/Position ownership pseudocode (Slice J6.3)
Named retail SmartBox::HandlePlayerTeleport @ 0x00452150 compares the
incoming F751 sequence with the player's current update_times[4]
(TELEPORT_TS) using the retail unsigned-16 wrap rule. An older notification
is rejected. Equality or a newer notification clears
position_update_complete and has_been_teleported, then sets
waiting_for_teleport; it does not write update_times[4].
SmartBox::TeleportPlayer @ 0x00453910 later installs the complete accepted
Position and calls PlayerPositionUpdated. ACE corroborates the wire
transaction: GameMessagePlayerTeleport advances ObjectTeleport once, then
the immediately following UpdatePosition carries that same value. Holtburger
confirms F751 is only one little-endian u16 plus alignment.
The Runtime ownership port therefore keeps canonical physics admission and transit correlation separate:
on F751(sequence):
reject unless canonical player TELEPORT_TS admits equality/newer
reject if this Runtime transit owner already observed sequence or a newer one
retire buffered destinations older than sequence
end the prior active correlation, retaining wrap-aware history
remember sequence as a pending teleport start
when the graphical host can enter portal presentation:
promote pending sequence to active sequence
if an accepted matching Position was buffered:
expose it as the one destination waiting to be aimed
on accepted local-player Position(destination, teleportAdvanced):
canonical physics has already admitted and applied the packet
if teleportAdvanced:
retire buffered destinations older than destination.TeleportSequence
if active sequence equals destination.TeleportSequence:
accept only the first destination
else if pending sequence equals destination.TeleportSequence:
buffer only the first destination until presentation activates
else if teleportAdvanced and the sequence may belong to a future F751:
buffer only the first destination
else:
ignore it for transit correlation
when App aims a destination:
Runtime atomically verifies:
active teleport
exact teleport sequence
exact accepted destination cell
Runtime creates the one reveal generation and consumes the aim claim
App translates the cell-local frame into render space and recenters
before and after App placement:
verify the same reveal generation + teleport sequence + destination cell
only then acknowledge Runtime materialization
on ordinary portal completion:
end active correlation but retain last-F751 history
on session reset:
clear pending/active correlation, buffered/accepted destinations,
last-F751 history, and the visible reveal snapshot
retain the monotonic reveal-generation counter
The Position-before-F751 buffer is not a second position authority. It stores only immutable data from a Position already accepted by the canonical Runtime physics owner, and exists because host projection availability and ordered event delivery can straddle the presentation activation edge. It can neither apply physics nor turn an ordinary non-advancing Position into a portal destination.
- Destination placement resets the retail chase camera's published and sought
positions to the player before the normal update path resumes.
RetailLiveFrameCoordinatorowns theSmartBox::UseTimephase barrier: local/remote object and projectile advancement, final pose/hook publication, attached emitters/lights, particle simulation, and PhysicsScripts all precede inbound session dispatch in that retail order; rendering consumes the resulting coherent snapshot.RetailLocalPlayerFrameControllerowns the local player's exactly-once object tick. Input-originated movement and jump packets are serialized from its pre-network result; F751 or ForcePosition received later in the frame cannot relocate or replay those one-shot commands. After inbound dispatch,CommandInterpreter::UseTime @ 0x006B3BF0evaluates AutonomousPosition from the current controller frame, matching its exact retail slot.- After inbound dispatch, a non-time-advancing reconciliation composes equipped children and refreshes emitter/light anchors from the authoritative root. It does not rerun animation, scripts, particles, or fades. A player first created by that inbound pass is likewise projected without receiving a late physics tick; its first normal object tick occurs on the next update. This is update-loop ordering, not portal-specific animation logic.
LiveEntityPresentationControllerowns the complete accepted Hidden/UnHide side-effect order. Both edges route the current local entity to its existingAnimationSequencer.Manager.HandleEnterWorld, matching retail's PartArray boundary for player, creature, and object animations without classifying the preceding action.- Hidden/UnHide typed scripts use retail's internal path, not ordinary
CPhysicsObj::play_script(0x00513260).set_hiddenresolves the current PhysicsScriptTable and callsplay_script_internaleven when the object has no current cell. The serial script remains paused until destination re-entry; this preserves table0x34000004's purple Hidden emitters across asynchronous portal placement. Ordinary F755/default-hook playback retains the cell gate. - Destination residency remains acdream's asynchronous adaptation. It supplies
the same
EndTeleportAnimationedge retail receives when its blocking cell load completes; it does not alter presentation ordering. - The portal object is synthetic and never enters
LiveEntityRuntime, world picking, collision, radar, or server GUID ownership.
Modern-runtime host projection mapping (Slice J6)
The accepted retail sequence remains authoritative; Slice J6 changes only which process-local owner proves each edge:
Runtime accepts exact generation + destination
App prepares destination resources
App acknowledges typed readiness to Runtime
Runtime advances materialization / simulation availability
App projects that exact generation into graphical state
App acknowledges simulation release
App releases the exact destination reservation
App acknowledges reservation release
App observes the normal viewport for that generation
App acknowledges terminal projection
Runtime may retire the completed host record
The Runtime token includes both generation and destination cell. A callback failure leaves the exact unacknowledged suffix live; a superseding portal cannot consume it. This is ownership bookkeeping around the existing retail order, not a timer, asynchronous UI queue, or alternate portal behavior.
Cross-reference notes
references/WorldBuildersupplies the extracted setup/GfxObj mesh and modern draw pipeline used by the synthetic scene; it has no teleport lifecycle.- Holtburger's network study (
docs/research/2026-05-10-holtburger-network-stack-study.md) corroborates the LoginComplete wire acknowledgement, but intentionally has no retail UI/CreatureMode implementation. The named retail client is therefore the presentation oracle.