fix(rendering): isolate world selection transactions

Keep shared private entity viewports outside the normal-world picking product and make the injected spatial-pin retry test independent of the production frame clock.

Co-Authored-By: OpenAI Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-24 22:31:15 +02:00
parent 0eb6648589
commit 056bbd4efd
3 changed files with 54 additions and 1 deletions

View file

@ -31,6 +31,7 @@ internal sealed class RetailSelectionScene :
private readonly HashSet<PartKey> _buildingKeys = new();
private FrustumPlanes? _viewFrustum;
private ICurrentRenderSelectionObserver? _currentRenderSceneObserver;
private bool _frameOpen;
private readonly record struct PartKey(uint LocalEntityId, int PartIndex, uint GfxObjId);
@ -66,6 +67,7 @@ internal sealed class RetailSelectionScene :
public void Reset()
{
_currentRenderSceneObserver?.AbortSelectionFrame();
_frameOpen = false;
_building.Clear();
_published.Clear();
_buildingKeys.Clear();
@ -75,6 +77,13 @@ internal sealed class RetailSelectionScene :
public void BeginFrame()
{
if (_frameOpen)
{
throw new InvalidOperationException(
"The retail selection scene cannot begin a second frame before completing or aborting the first.");
}
_frameOpen = true;
_building.Clear();
_buildingKeys.Clear();
_viewFrustum = null;
@ -95,6 +104,12 @@ internal sealed class RetailSelectionScene :
uint gfxObjId,
Matrix4x4 partWorld)
{
// WbDrawDispatcher is also shared by sealed CreatureMode-style UI
// viewports (paperdoll and appraisal). Those draws occur after the
// normal-world selection transaction has published and must never
// enter the world picking product.
if (!_frameOpen)
return;
if (entity.ServerGuid == 0u)
return;
@ -124,6 +139,13 @@ internal sealed class RetailSelectionScene :
public void CompleteFrame()
{
if (!_frameOpen)
{
throw new InvalidOperationException(
"The retail selection scene cannot complete without an open frame.");
}
_frameOpen = false;
(_published, _building) = (_building, _published);
_currentRenderSceneObserver?.CompleteSelectionFrame();
}
@ -132,6 +154,10 @@ internal sealed class RetailSelectionScene :
/// completely published selection product.</summary>
public void AbortFrame()
{
if (!_frameOpen)
return;
_frameOpen = false;
_currentRenderSceneObserver?.AbortSelectionFrame();
_building.Clear();
_buildingKeys.Clear();