feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS
Checkpoint of the unified retail-faithful indoor render. The two-week HANG/grey is fixed and the interior seals (live-verified by the user). Commits the session render-rewrite foundation together with the fixes that made it functional. - HANG fix: PortalVisibilityBuilder.Build portal flood did not terminate (the faithful ProjectToClip near-side clip drifts per round, defeating the CellView dedup; the BFS had no bound after U.2a removed MaxReprocessPerCell). Fix = drift-tolerant snapped/canonical CellView.Add dedup (PortalView.cs) plus restored MaxReprocessPerCell=16 bounded re-enqueue (PortalVisibilityBuilder.cs). Re-enqueue is kept (load-bearing for late-slice propagation, Build_ViewGrowthAfterDoneCell_PropagatesNewSlicesToExit); only its count is capped. CellViewDedupTests added. - Seal (DrawCells Task 2): RetailPViewRenderer.DrawEnvCellShells draws EVERY visible cell via IndoorDrawPlan.ShellPass (was gated on the ClipFrameAssembler slot filter, leaving slot-less cells grey). - Look-in FPS: GameWindow exterior look-in candidates limited to the player landblock +-1 (was all ~81 loaded LBs iterated every outdoor frame). No behaviour change (far cells were >48m, already culled). Remaining dominant issue = the FLAP at transitions: viewer-cell metastability (render roots at the camera-eye cell, which oscillates outdoor-indoor as the 3rd-person boom drifts across the doorway, confirmed in render-sig). SEPARATE fix, NOT the DrawCells port. Full handoff + flap fix plan + tracked follow-ups (#78 terrain, look-in-from-inside, look-in FPS, L-spotlight): docs/research/2026-06-07-indoor-render-session-handoff.md. Baselines: build 0 err; App.Tests 210/210; Core.Tests 1331 pass / 4 fail (pre-existing) / 1 skip. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
bff1955066
commit
1405dd8e90
27 changed files with 3635 additions and 814 deletions
|
|
@ -10,6 +10,8 @@ public class InteriorEntityPartitionTests
|
|||
{
|
||||
private const uint CellA = 0xA9B40170;
|
||||
private const uint CellB = 0xA9B40171;
|
||||
private const uint HiddenCell = 0xA9B40199;
|
||||
private const uint OutdoorCell = 0xA9B40020;
|
||||
|
||||
private static WorldEntity Ent(uint id, uint serverGuid, uint? parentCell) => new()
|
||||
{
|
||||
|
|
@ -28,39 +30,44 @@ public class InteriorEntityPartitionTests
|
|||
(IReadOnlyDictionary<uint, WorldEntity>?)null) };
|
||||
|
||||
[Fact]
|
||||
public void Partitions_ByServerGuidThenParentCell_IntoThreeBuckets()
|
||||
public void Partitions_LiveAndStaticEntities_ByCellOutdoorAndFallback()
|
||||
{
|
||||
var livePlayer = Ent(1, serverGuid: 0x5000000A, parentCell: null); // live-dynamic
|
||||
var liveNpcInCell = Ent(2, serverGuid: 0x80001234, parentCell: CellA); // live-dynamic WINS over cell
|
||||
var staticA = Ent(3, serverGuid: 0, parentCell: CellA); // per-cell static
|
||||
var staticB = Ent(4, serverGuid: 0, parentCell: CellB); // per-cell static
|
||||
var scenery = Ent(5, serverGuid: 0, parentCell: null); // outdoor scenery
|
||||
var unresolvedLive = Ent(1, serverGuid: 0x5000000A, parentCell: null);
|
||||
var liveNpcInCell = Ent(2, serverGuid: 0x80001234, parentCell: CellA);
|
||||
var staticA = Ent(3, serverGuid: 0, parentCell: CellA);
|
||||
var staticB = Ent(4, serverGuid: 0, parentCell: CellB);
|
||||
var scenery = Ent(5, serverGuid: 0, parentCell: null);
|
||||
var liveOutdoor = Ent(6, serverGuid: 0x80005678, parentCell: OutdoorCell);
|
||||
|
||||
var visible = new HashSet<uint> { CellA, CellB };
|
||||
var result = InteriorEntityPartition.Partition(
|
||||
visible, OneLb(0xA9B4FFFF, livePlayer, liveNpcInCell, staticA, staticB, scenery));
|
||||
visible, OneLb(0xA9B4FFFF, unresolvedLive, liveNpcInCell, staticA, staticB, scenery, liveOutdoor));
|
||||
|
||||
Assert.Equal(2, result.LiveDynamic.Count); // player + npc (serverGuid != 0)
|
||||
Assert.Contains(livePlayer, result.LiveDynamic);
|
||||
Assert.Contains(liveNpcInCell, result.LiveDynamic);
|
||||
Assert.Single(result.LiveDynamic);
|
||||
Assert.Contains(unresolvedLive, result.LiveDynamic);
|
||||
|
||||
Assert.Single(result.ByCell[CellA]); // only staticA (npc went live-dynamic)
|
||||
Assert.Equal(2, result.ByCell[CellA].Count);
|
||||
Assert.Contains(liveNpcInCell, result.ByCell[CellA]);
|
||||
Assert.Contains(staticA, result.ByCell[CellA]);
|
||||
Assert.Single(result.ByCell[CellB]);
|
||||
Assert.Contains(staticB, result.ByCell[CellB]);
|
||||
|
||||
Assert.Single(result.Outdoor);
|
||||
Assert.Equal(2, result.Outdoor.Count);
|
||||
Assert.Contains(scenery, result.Outdoor);
|
||||
Assert.Contains(liveOutdoor, result.Outdoor);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Static_InNonVisibleCell_IsDropped()
|
||||
public void IndoorEntity_InNonVisibleCell_IsDropped()
|
||||
{
|
||||
var staticHidden = Ent(3, serverGuid: 0, parentCell: 0xA9B40199); // not in the visible set
|
||||
var staticHidden = Ent(3, serverGuid: 0, parentCell: HiddenCell);
|
||||
var liveHidden = Ent(4, serverGuid: 0x80001234, parentCell: HiddenCell);
|
||||
var visible = new HashSet<uint> { CellA };
|
||||
var result = InteriorEntityPartition.Partition(visible, OneLb(0xA9B4FFFF, staticHidden));
|
||||
|
||||
Assert.False(result.ByCell.ContainsKey(0xA9B40199));
|
||||
var result = InteriorEntityPartition.Partition(
|
||||
visible, OneLb(0xA9B4FFFF, staticHidden, liveHidden));
|
||||
|
||||
Assert.False(result.ByCell.ContainsKey(HiddenCell));
|
||||
Assert.Empty(result.Outdoor);
|
||||
Assert.Empty(result.LiveDynamic);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue