acdream/src/AcDream.App
Erik a1a3e0ee3e fix(render): Phase A8 RR7.1 — stamp BuildingId on cells loaded across multiple frames
RR7 visual gate (2026-05-27) revealed the indoor branch NEVER fired even
when the strict gate's PointInCell + non-null CameraCell hit: 17,748
inside=True frames, 0 branch=indoor decisions. Root cause: RR4 wired
BuildingLoader.Build with the per-frame drainedCells dict — cells that
streamed in on earlier frames (the common case, since cells arrive
asynchronously over many frames after the landblock-info completion)
were not in drainedCells, so the BFS short-circuited and the registry's
EnvCellIds set was systematically incomplete. Cells loaded ahead of
lbInfo arrival never got their BuildingId stamped.

Fix has two parts:

1. CellVisibility.AllLoadedCells — new public IReadOnlyDictionary
   exposing the existing private _cellLookup. BuildingLoader.Build at
   landblock-info-arrival now walks the full cell set, not just this
   frame's drain.

2. _pendingCells drain loop — late-stamps BuildingId on each arriving
   cell if its landblock's BuildingRegistry already exists. Covers cells
   that arrive AFTER the registry-build pass.

Together these handle all four timing cases:
  - Cells loaded before lbInfo arrives  → stamped in BuildingLoader.Build
  - Cells loaded with lbInfo (same frame) → stamped in BuildingLoader.Build
  - Cells loaded after lbInfo arrives    → stamped in drain loop
  - lbInfo never arrives (LB has no info) → registry never built, cells
                                            stay at BuildingId == null
                                            (intended — flow through outdoor
                                            render path)

Probe data from the failed gate launch confirmed cell 0xA9B40150
(cottage idx=6 cellar from the #98 saga) was reached as the camera cell
with visN=16 visible neighbours, but BuildingId stayed null. This fix
gets the indoor branch fired in that scenario.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 11:45:45 +02:00
..
Audio feat(audio): Phase E.2 OpenAL engine + SoundTable cookbook + hook wiring 2026-04-18 16:38:26 +02:00
Input fix(physics): close #77 — auto-walk honors ACE CanCharge bit; zero velocity in turn-in-place 2026-05-18 09:33:33 +02:00
Net refactor(app): extract LiveSessionController for network-side session lifecycle (Step 2) 2026-05-17 16:15:57 +02:00
Plugins feat(core): add IGameState, IEvents, WorldEvents with replay-on-subscribe 2026-04-10 20:29:29 +02:00
Rendering fix(render): Phase A8 RR7.1 — stamp BuildingId on cells loaded across multiple frames 2026-05-27 11:45:45 +02:00
Streaming refactor: #100 — remove hiddenTerrainCells / BuildingTerrainCells plumbing 2026-05-25 21:37:53 +02:00
UI feat(retail): Commit B — retail-faithful AP cadence + screen-rect picker 2026-05-16 13:56:08 +02:00
AcDream.App.csproj feat(O-T7): drop WB project references; complete extraction 2026-05-21 17:17:33 +02:00
Program.cs refactor(app): extract typed RuntimeOptions for startup env vars (Step 1) 2026-05-17 09:16:55 +02:00
RuntimeOptions.cs refactor(app): extract typed RuntimeOptions for startup env vars (Step 1) 2026-05-17 09:16:55 +02:00