Per senior-eng direction: the retail-faithful fix is to stop diverging from PView:: AddViewToPortals (first-discovery enqueue + AddToCell/FixCellList in-place growth, no re-enqueue/re-clip), removing acdream's MaxReprocessPerCell re-enqueue fixpoint and its documented per-round ProjectToClip drift. Drops the overlap-predicate approach. Viewpoint bit-stability (the ~1-8um player RenderPosition jitter) is the contingency next step only if a residual flap survives the visual gate. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
14 KiB
Portal-Flood Membership Stability — the indoor "flap" root-cause fix
Date: 2026-06-08
Branch: claude/thirsty-goldberg-51bb9b
Status: design approved (user, 2026-06-08); TDD implementation pending behind a visual gate.
1. Summary
The indoor render flap (textures "battling" at the doorway threshold) is portal-flood
set-membership instability: from a stable viewer cell, the PView BFS includes or excludes a
deeper cell cluster frame-to-frame, redrawing a different set each frame. The fix is a verbatim
port of retail's enqueue-once traversal (PView::ConstructView/AddViewToPortals): a cell is
enqueued only on first discovery; later view-growth into an already-discovered cell is unioned
in place (retail AddToCell/FixCellList) and never re-enqueues or re-clips that cell's
portals. This removes acdream's MaxReprocessPerCell re-enqueue fixpoint — the documented
per-round ProjectToClip drift that lets µm viewpoint jitter re-discover/undiscover the deep
cluster. Localized to PortalVisibilityBuilder; no overlap-predicate, no added robustness, no
camera/movement/physics/clip-math change. (Contingency: if a residual flap survives — the deep
portal's first clip being knife-edge under µm jitter independent of drift — the next
retail-faithful step is bit-stabilizing the viewpoint at rest; see §6.)
2. Root cause — confirmed with primary evidence
2.1 What the flap actually is
Live [render-sig] + [pv-input] capture at the Holtburg cottage threshold (landblock 0xA9B4),
standing at the doorway:
- The render root is stable (
root=0xA9B40170,outRoot=n, i.e. an interior viewer cell — NOT the outdoor node, NOT a root toggle). - The flood cell set oscillates frame-to-frame:
ids=[0170,0171,0172,0173,0174,0175](6) ↔ids=[0170,0171](2). The deeper cluster{0172,0173,0174,0175}pops in/out. - The oscillation occurs at a byte-identical (to cm) eye AND player position — e.g. three
consecutive frames at eye
(155.55,15.45,96.05), player(155.40,13.20,94.00)with flood6,2,6.
2.2 Why it flips — the mechanism
PortalVisibilityBuilder.Buildis a pure static function with all-fresh per-call state (newframe/todo/queued/popCountsevery call). Proven deterministic byPortalVisibilityBuilderTests.Build_IsDeterministic_IdenticalInputsGiveIdenticalVisibleSet(passes). So for identical inputs the output cannot flip → the flip requires a varying input.- The high-precision
[pv-input]probe (6 dp) shows the camera eye and the playerRenderPositioncarry perpetual ~1–8 µm float jitter every frame even "standing still" (e.g. player94.000000 ↔ 94.000008, eye96.248863 ↔ 96.248871). At most poses this is harmless; the flood is stable. - The per-portal clip is a faithful homogeneous port of retail's
polyClipFinish(PortalProjection.ProjectToClip→ClipToRegion, w-aware Sutherland–Hodgman). But the re-enqueue fixpoint (MaxReprocessPerCell) re-clips a cell's view each round, and the codebase documents that this drifts per round (PortalVisibilityBuilder.cs:43,151,732: "ProjectToClip drift keeps a view growing forever"). - At the threshold pose a deeper portal is grazing (oblique / near the eye) → it projects to a
thin sliver. The per-round drift + the µm viewpoint jitter flip
ClipToRegion's surviving-vertex count across the<3boundary (PortalProjection.cs:118/121) →clippedRegion.Countflips0 ↔ N→ the cull atPortalVisibilityBuilder.cs:235(if (clippedRegion.Count == 0 && !EyeInsidePortalOpening) continue;) drops the deeper cluster on the empty-clip frames → flood2 ↔ 6→ the flap.
2.3 Why prior fixes did not work
- boom-snap (camera stabilization, shipped): the jitter is sub-cm and perpetual (it is in the
player
RenderPosition, propagating to the camera); snapping the boom distance did not make the viewpoint bit-exact, so the knife-edge still flips. - w-space clip (
ProjectToClip/ClipToRegion, shipped): this made the single clip robust, but the instability is in the re-clip drift across rounds + the membership gate's dependence on the surviving-vertex count, not in a single clip. - viewer-cell dead-zone (tried, reverted): the root does not toggle here (
root=0170stable), so a root-resolution dead-zone is irrelevant to this symptom.
2.4 What this REFUTES (the 2026-06-07 handoff diagnosis)
The predecessor handoff
(docs/research/2026-06-07-cutover-flip-render-residuals-diagnosis-handoff.md) is wrong on its
load-bearing claims; do not act on its F1/F2:
- "See-through walls from outside" — not reproduced: standing outside with the door closed is stable (user visual gate, 2026-06-08).
- "The walls ARE the EnvCell shells; the ModelId is a partial frame" — refuted: the cottage
ModelId GfxObj
0x01000A2Bis a full closed exterior (76 render polys, bbox 20×18×10.4 m, 46 outward-facing walls + roof; cross-checked vs the physics BSP + retailDrawBuilding). The EnvCell shells are interior-facing room surfaces. F2 (build EnvCell back faces / double-side) targets the wrong geometry. - "Oscillation = outdoor-node flood instability (1↔13)" — corrected: it is the indoor flood
(
outRoot=n, stable root) swinging 2↔6. F1 targeted the wrong root. - "branch=RetailPViewInside every frame proves the flap is gone" — tautological: post-flip
clipRoot = viewerRoot ?? _outdoorNodeis essentially never null, so thebranchlabel can no longer reportOutdoorRoot. It proves nothing.
3. Retail grounding
Retail PView::ConstructView (decomp acclient_2013_pseudo_c.txt:433750): a cell becomes a draw-set
member the moment it is popped from the todo list (:433783). A neighbour is enqueued only if the
per-portal ConstructView (:433827) passes: the side-test (:433832-433849, dot(viewpoint, planeN)+d vs a 0.2 mm epsilon → POSITIVE/IN_PLANE/NEGATIVE) AND GetClip (:432344) returns a
non-empty clip (:433858 if (arg3 != 0)). GetClip projects via xformStart and clips via
ACRender::polyClipFinish (:702749).
So retail gates membership on a non-empty clip too — it never flaps because (a) it processes each cell once (enqueue-once; no re-clip drift) and (b) its viewpoint is bit-stable at rest (the authoritative local position does not move). acdream diverges on both (re-enqueue drift + µm viewpoint jitter), and the two combine at the grazing portal.
The fix restores retail's traversal verbatim — enqueue-once on first discovery, union-in-place on
growth — so acdream stops diverging from AddViewToPortals and the per-round re-clip drift disappears.
No new predicate, no added robustness.
4. The fix (design)
Principle: membership is set by first discovery in distance-priority order (retail
InsCellTodoList in the AddViewToPortals update_count == 0 branch, decomp :433478). A cell
already discovered is never re-enqueued and never re-clipped; later view-growth into it is unioned
in place and only refines that cell's own draw clip / draw-list position (retail AddToCell +
FixCellList, :433492-433502). The drift-prone re-clip loop is deleted, so µm viewpoint jitter can
no longer re-discover/undiscover a cell.
Change A — enqueue-once (the core fix), PortalVisibilityBuilder.cs ~308-327.
Today a neighbour is RE-enqueued whenever its view grew, capped by MaxReprocessPerCell:
bool grew = AddRegion(nview, clippedRegion); // union in place (= retail AddToCell)
if (grew && popCounts[neighbourId] < MaxReprocessPerCell // RE-ENQUEUE on growth ← the divergence
&& queued.Add(neighbourId))
todo.Insert(neighbour, dist);
New: enqueue a neighbour only on first discovery (no CellViews / processedViewCounts entry
yet). On growth into an already-discovered neighbour, union in place (keep AddRegion) and update its
draw-list position if already drawn (port FixCellList), but do not re-insert it into the todo
list. Remove MaxReprocessPerCell, popCounts, and the per-pop cap — enqueue-once terminates by
construction (≤ N cells), matching retail's cell_view_done guarantee (:433784).
Change B — exit-portal / OutsideView contribution stays first-process. Retail contributes a
cell's exit-portal slice to OutsideView once, when the cell is processed; there is no re-enqueue
path in AddViewToPortals to re-contribute a grown view. acdream's OutsideView contribution
(line 256) already happens at process time, so removing the re-enqueue makes it match retail.
Regression watch: the re-enqueue was added 2026-06-07 "to propagate late-discovered slices to exit
portals" — which retail does not do, so dropping it is faithful, but a look-in / outside-view
slice could shrink. The existing OutsideView tests (Builder_Cellar_WindowClippedToStairwell, the
look-in tests) must stay green; if one shrinks, the fix is retail's AddToCell/FixCellList ordering,
not reinstating the re-enqueue.
EyeInsidePortalOpening (line 235-244) is unchanged by this fix. It is a separate near-degenerate
single-clip guard (eye standing in a doorway), orthogonal to the re-enqueue, and stays as-is. No
overlap predicate is introduced.
Why this is the flap fix, not a band-aid: the re-enqueue re-clips a popped cell's portals from its
grown (drifted) view and can therefore add or drop the deep 0172-0175 cluster as the drift
walks across the clip boundary under µm jitter. Enqueue-once decides the cluster's membership once,
at first discovery, from the cell's clean first-accumulated view — the same decision retail makes.
5. Verification (TDD)
The flap itself is float-drift-dependent (it manifests only under live µm jitter at a specific grazing geometry), so the visual gate is the acceptance; the unit layer pins enqueue-once correctness and guards regressions.
- Enqueue-once correctness + termination (new). A multi-path fixture in
PortalVisibilityBuilderTests: a diamond (a cell reachable from two parents, so its view grows after first discovery) and a cycle (portals looping back). Assert the flood (a) terminates withMaxReprocessPerCellremoved, (b) yields a dedupedOrderedVisibleCells, and (c) each reachable cell is present exactly once. This is the property the re-enqueue cap was protecting; enqueue-once provides it by construction. If a per-cell pop counter is cheap to surface, also assert each cell is popped ≤ 1 (RED under the re-enqueue, GREEN after) — the direct enqueue-once signal. - No membership regression on known geometries.
Build_EyeStandingInInteriorPortal_FloodsNeighbour,Build_CollapsedInteriorPortalNearEyeBeyondHalfMeter_FloodsNeighbour,Build_DegeneratePortalToTheSide_NotFlooded_NoOverInclusion(#95 guard),Build_IsDeterministic_*, and the cellar/window/look-in tests stay green (re-enqueue and enqueue-once agree on non-drifting geometry; if one changes, that is the §4 Change-B regression to handle retail's way, NOT by reinstating the re-enqueue). - Visual gate (user) — the acceptance. At the cottage doorway threshold, hold still: the 2↔6
oscillation is gone; the deeper rooms render steadily through the door; walking in/out stays
seamless. Re-run the
[pv-input]/[render-sig]probes to confirmids=/flood is stable while standing still.
dotnet build + dotnet test green before the visual gate.
6. Scope / non-goals
- In scope:
PortalVisibilityBuilderenqueue logic — enqueue-once on first discovery; remove theMaxReprocessPerCellre-enqueue,popCounts, and the per-pop cap; union-in-place + draw-list re-position on growth (port retailAddToCell/FixCellList); the new + existing tests. - Non-goals (explicitly deferred):
- No overlap predicate / no added robustness — this is a verbatim retail port, not a new
membership rule.
EyeInsidePortalOpening(line 235) is untouched. - No clip-math rewrite (
ProjectToClip/ClipToRegionstay). - No camera / movement / interpolation / physics changes in this step.
- No overlap predicate / no added robustness — this is a verbatim retail port, not a new
membership rule.
- Contingency (next retail-faithful step, only if a residual flap survives the visual gate):
bit-stabilize the viewpoint at rest. The live
[pv-input]probe shows the playerRenderPositioncarries ~1–8 µm float noise at rest (e.g. Z94.000000 ↔ 94.000008), which retail's authoritative local position does not. If enqueue-once leaves a residual flicker (the deep portal's first clip is knife-edge under that jitter), trace the jitter to its source (interpolation residual vs physics contact-settling) and make the local-player viewpoint bit-stable at rest, matching retail. Scoped as a separate step because it touches the movement/physics path; do it only if measured necessary.
7. Apparatus (diagnostic probes added this session)
- Keep:
PortalVisibilityBuilderTests.Build_IsDeterministic_*(regression value);tools/A8CellAuditgfxobjdump mode (reusable). - Strip after the fix is visually verified: the
[pv-input]probe +RenderingDiagnostics.ProbePvInputEnabled(GameWindow.cs / RenderingDiagnostics.cs), theoutRoot=/bshell=fields added to[render-sig], andlaunch-bshell-probe.ps1/launch-pvinput.ps1. All env-var-gated and inert when off; safe to leave until the visual gate passes, then remove.
8. References
- Diagnosis evidence + refutation: this session's
[render-sig]/[pv-input]captures (cottage threshold), theBuild_IsDeterministictest, the GfxObj0x01000A2Brender-geometry dump. - Retail decomp:
PView::ConstructView:433750/:433827,PView::GetClip:432344,ACRender::polyClipFinish:702749(docs/research/named-retail/acclient_2013_pseudo_c.txt). - Superseded:
docs/research/2026-06-07-cutover-flip-render-residuals-diagnosis-handoff.md(wrong on see-through / EnvCell-walls / outdoor-node — see §2.4). - Memory to correct:
project_indoor_flap_rootcause,reference_render_pipeline_state.