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Accept the Deadmines Factory Door against imported geometry and a real client #114
Expected (1.12.1). A closed Deadmines door, such as the Factory Door, blocks sight and movement until it opens, in its own instance, without affecting a sibling instance of the same dungeon.
Actual (at 87109e3c). The code is done. los_ray/collision_ray and the has_los/nav_step wrappers take the mover's instance, so a caller in instance I consults only that instance's door copies. debug_vmap_ray_instance adds the explicit instance probe, and the original debug_vmap_ray keeps its instance-0 signature (instance.rs#L243-L275). A private durable fixture proves a door opened in one instance clears both rays there while a sibling instance stays blocked. This has not been checked against the imported Deadmines map or a real client.
How to check. On a development shard with map 36 imported, including door models (#112) and rebuilt colliders (#113), probe the closed Factory Door with debug_vmap_ray_instance: it must report los=Some, collision=Some. Open it with debug_encounter_open_door and probe again: both must report None. Probe a closed sibling instance and confirm it still reports Some/Some. Then confirm the same behavior on a real 1.12.1 client.
Done when. The probe results and the client observation are recorded here, with the commit and the client build.
Source implemented in #477, merged as ef33da57990e71dbace256ff025f4673dd818c5e.
Gameplay ray and navigation callers now pass the entity's instance. The private durable fixture verifies that opening a door in one instance clears both rays there while the same-map sibling remains blocked. Blink retains its caster's instance. The existing debug_vmap_ray command keeps its seven-argument instance-0 behavior; debug_vmap_ray_instance adds the explicit instance probe.
All six CI jobs passed on 37d1a1e, including the durable suite in 17m54s. The focused private durable fixture also passed locally. CodeRabbit confirmed the fixture rollback correction on 37d1a1e in its review reply.
This issue remains open for Operator-assisted acceptance on the imported map-36 Factory Door with vmap_enabled=true, matching GO models and rebuilt colliders: the closed segment must return Some/Some, opening it must return None/None, and opening a copy must leave the sibling instance blocked. The synthetic fixture does not establish imported geometry calibration. Package size or display Claims require an explicitly matching model artifact; this change does not regenerate meshes from those Claims. No realm deployment or imported-data operation was performed.
changed the title [-]vmap/go: instance-aware ray surface + Deadmines door acceptance[/-][+]Accept the Deadmines Factory Door against imported geometry and a real client[/+]on Oct 8, 2026
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Mathih13 commentedon Sep 8, 2026
Source implemented in #477, merged as
ef33da57990e71dbace256ff025f4673dd818c5e.Gameplay ray and navigation callers now pass the entity's instance. The private durable fixture verifies that opening a door in one instance clears both rays there while the same-map sibling remains blocked. Blink retains its caster's instance. The existing
debug_vmap_raycommand keeps its seven-argument instance-0 behavior;debug_vmap_ray_instanceadds the explicit instance probe.All six CI jobs passed on
37d1a1e, including the durable suite in 17m54s. The focused private durable fixture also passed locally. CodeRabbit confirmed the fixture rollback correction on37d1a1ein its review reply.This issue remains open for Operator-assisted acceptance on the imported map-36 Factory Door with
vmap_enabled=true, matching GO models and rebuilt colliders: the closed segment must returnSome/Some, opening it must returnNone/None, and opening a copy must leave the sibling instance blocked. The synthetic fixture does not establish imported geometry calibration. Package size or display Claims require an explicitly matching model artifact; this change does not regenerate meshes from those Claims. No realm deployment or imported-data operation was performed.[-]vmap/go: instance-aware ray surface + Deadmines door acceptance[/-][+]Accept the Deadmines Factory Door against imported geometry and a real client[/+]