acdream/src/AcDream.Core/World
Erik 7078264291 fix(phys): #106 — outdoor membership crosses landblock boundaries (LandDefs global-lcoord port)
The player's outdoor cell froze at the last in-block cell the moment they
walked over a landblock boundary (10,449-frame playerCell freeze in the
2026-06-09 capture; whole neighbouring-block interiors unenterable, plus
the running-distortion from the stale render anchor). Root cause: the
add_all_outside_cells port clamped BOTH the candidate proposal and the
find_cell_list containing-cell pick to the current landblock's 8x8 grid,
in a frame that silently assumed the current block sits at world origin.
One step over the line -> zero candidates -> FindCellSet returns
currentCellId forever.

Retail has no such clamp. Its cell math runs in a GLOBAL landcell grid
(lcoord 0..2039 spanning the map): get_outside_lcoord = blockid_to_lcoord
+ floor(blockLocalPos/24) with no bounds besides the map edge, and
lcoord_to_gid re-derives the landblock id from the lcoord's upper bits —
crossings are inherent, never special-cased.

The fix, decomp-cited throughout:
- New AcDream.Core.Physics.LandDefs: in_bounds (pc:68509),
  blockid_to_lcoord (pc:68520), inbound_valid_cellid (pc:163438),
  gid_to_lcoord (pc:163500), lcoord_to_gid (pc:171859),
  get_outside_lcoord (pc:438690), adjust_to_outside (pc:438719).
  Cross-checked against ACE LandDefs.cs; three artifacts documented and
  avoided: BN's int8_t mis-render of block_y, BN's dropped 192f
  BlockLength constant, and ACE add_cell_block's "FIXME!" same-block
  guard (an ACE divergence, not retail).
- CellTransit.AddAllOutsideCells rewritten as the faithful sphere
  variant (pc:317499 @0x00533630): adjust_to_outside re-seats the
  (cell, position) pair cross-block, check_add_cell_boundary (pc:317229)
  adds up to 3 neighbours by global lcoord, add_outside_cell (pc:317056)
  has no same-block filter. adjust_to_outside failure breaks the sphere
  loop (pc:533699 verbatim).
- BuildCellSetAndPickContaining: the outdoor containing-cell pick is now
  the global XY-column under the sphere centre (AdjustToOutside), not
  the [0,8)-clamped current-prefix reconstruction. Interior-wins order
  and current-cell-first hysteresis unchanged.
- World->block-local frame conversion via the landblock origin already
  registered in CellGraph (new TryGetTerrainOrigin); Zero fallback
  preserves the legacy anchor-block assumption for unregistered terrain.
- Cross-landblock building entry comes free: the candidate snapshot now
  contains neighbour-block landcells, so GetBuilding/CheckBuildingTransit
  fire for cottages across the line (the capture's one failing entry).

Investigated FIRST per the pickup brief: the b3ce505 #98 stopgap gate is
definitively exonerated — it is a collision-object query gate that fires
only for indoor primary cells; no membership path touches
ShadowObjectRegistry.

Tests: 31 new (25 LandDefs conformance incl. capture-geometry goldens
0xA9B40031 -> 0xA9B30038/0xA9B30034 and the northbound return; 4
AddAllOutsideCells cross-block; 3 FindCellSet membership goldens incl.
the non-anchor-frame origin conversion). Full suite: 294+218+420 green;
Core 1369 green + the 4 pre-existing door/#99-era failures + 1 skip
(unchanged from baseline).

Pseudocode + artifact notes:
docs/research/2026-06-09-landdefs-outside-cells-pseudocode.md.
Remaining acceptance: live boundary walk with ACDREAM_PROBE_CELL=1
(ISSUES.md #106).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-09 23:10:59 +02:00
..
Cells fix(phys): #106 — outdoor membership crosses landblock boundaries (LandDefs global-lcoord port) 2026-06-09 23:10:59 +02:00
DerethDateTime.cs fix(time): retail-canonical month enum + absolute Portal Year + title-bar calendar 2026-04-27 14:43:49 +02:00
LandblockLoader.cs feat(render): Phase A8 — indoor visibility + streaming fixes batch 2026-05-29 10:14:50 +02:00
LoadedLandblock.cs refactor: #100 — remove hiddenTerrainCells / BuildingTerrainCells plumbing 2026-05-25 21:37:53 +02:00
MeshRef.cs feat(net+app): TextureChanges applied via Surface→OrigTex resolution (Phase 5a) 2026-04-11 16:22:23 +02:00
PaletteOverride.cs feat(net+app): SubPalette overlays applied to palette-indexed textures (Phase 5b) 2026-04-11 16:30:08 +02:00
SceneryGenerator.cs feat(O-T2): extract pure stateless helpers to AcDream.Core.Rendering.Wb 2026-05-21 15:13:26 +02:00
SkyDescLoader.cs feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00
SkyState.cs fix(sky): retail-faithful sun-vector magnitude for SunColor / AmbientColor 2026-04-27 22:42:53 +02:00
WbSceneryAdapter.cs feat(O-T2): extract pure stateless helpers to AcDream.Core.Rendering.Wb 2026-05-21 15:13:26 +02:00
WeatherState.cs weather(phase-7): gut WeatherSystem.Snapshot — passthrough keyframe fog 2026-04-24 12:55:19 +02:00
WorldEntity.cs feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +02:00
WorldView.cs feat(core): add WorldView with 3x3 neighbor landblock computation 2026-04-10 18:02:41 +02:00