plan: Phase 1 indoor cell rendering diagnostics
Eight bite-sized tasks: 1. RenderingDiagnostics static class (mirrors PhysicsDiagnostics pattern) 2. Unit tests (cascade + IsEnvCellId rows) 3. DebugVM mirror properties 4. DebugPanel "Indoor rendering" checkbox group 5. WbMeshAdapter [indoor-upload] probes (requested + completed via pending set) 6. WbDrawDispatcher [indoor-walk] + [indoor-cull] probes 7. WbDrawDispatcher [indoor-lookup] + [indoor-xform] probes 8. Build + visual capture + match captured data to hypothesis H1-H6 Plan ends with research note documenting captured data + hypothesis, which becomes the input to Phase 2's spec. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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# Indoor Cell Rendering Fix — Phase 1 Diagnostics Implementation Plan
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> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
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**Goal:** Add five toggleable diagnostic probes that pinpoint where the EnvCell rendering chain breaks, so Phase 2's fix can target the actual failure point.
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**Architecture:** Single `RenderingDiagnostics` static class in `AcDream.Core.Rendering` exposes five bool flags + a master toggle (env-var-initialized, runtime-settable). DebugVM mirrors them as live-toggle properties; DebugPanel exposes them as checkboxes. Probe call sites in `WbMeshAdapter` and `WbDrawDispatcher` emit one structured `[indoor-*]` line per event when the corresponding flag is on. The Holtburg Inn floor-missing bug is the test case — log output identifies which of six hypotheses (H1–H6 in the spec) the failure matches.
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**Tech Stack:** C# .NET 10, xUnit (test framework), Silk.NET OpenGL (rendering), Chorizite.OpenGLSDLBackend (WB ObjectMeshManager).
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**Spec:** [`docs/superpowers/specs/2026-05-19-indoor-cell-rendering-fix-design.md`](../specs/2026-05-19-indoor-cell-rendering-fix-design.md)
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---
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## File Structure
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| File | Status | Responsibility |
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|---|---|---|
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| `src/AcDream.Core/Rendering/RenderingDiagnostics.cs` | NEW | Static class with five `bool` properties + master toggle. Env-var read at startup; runtime-settable. |
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| `tests/AcDream.Core.Tests/Rendering/RenderingDiagnosticsTests.cs` | NEW | Verify default values and get/set behavior of the diagnostic flags. |
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| `src/AcDream.UI.Abstractions/Panels/Debug/DebugVM.cs` | MODIFY | Add five mirror properties that forward to `RenderingDiagnostics`. |
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| `src/AcDream.UI.Abstractions/Panels/Debug/DebugPanel.cs` | MODIFY | Add an "Indoor rendering" subsection in `DrawDiagnostics` with six checkboxes. |
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| `src/AcDream.App/Rendering/Wb/WbMeshAdapter.cs` | MODIFY | Emit `[indoor-upload] requested` on first `IncrementRefCount` for an EnvCell id; emit `[indoor-upload] completed` in `Tick()` when WB's staged drain produces that id's `ObjectMeshData`. |
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| `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs` | MODIFY | Emit `[indoor-walk]` + `[indoor-cull]` in `WalkVisibleEntities` per cell entity; emit `[indoor-lookup]` and `[indoor-xform]` in `DrawAccumulated` per cell-entity render-data lookup + composed transform. |
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---
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## Task 1: Create `RenderingDiagnostics` static class
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**Files:**
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- Create: `src/AcDream.Core/Rendering/RenderingDiagnostics.cs`
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- [ ] **Step 1: Write the file**
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The class mirrors `AcDream.Core.Physics.PhysicsDiagnostics` exactly — same env-var-init pattern, same get/set, same XML comments style. Five individual probe flags + one `IndoorAll` master. The master setter cascades to all five.
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```csharp
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using System;
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namespace AcDream.Core.Rendering;
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/// <summary>
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/// 2026-05-19 — runtime-toggleable diagnostic flags for the indoor cell
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/// rendering pipeline. Initialized from env vars at process start;
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/// flippable at runtime via the DebugPanel mirror. Log call sites read
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/// these statics so a checkbox toggle takes effect on the next frame
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/// without relaunching.
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///
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/// <para>
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/// Mirrors the L.2a <see cref="AcDream.Core.Physics.PhysicsDiagnostics"/>
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/// pattern. The master <see cref="IndoorAll"/> toggle is the user's
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/// common case — flipping it cascades to all five probe flags.
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/// </para>
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///
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/// <para>
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/// Spec: <c>docs/superpowers/specs/2026-05-19-indoor-cell-rendering-fix-design.md</c>.
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/// </para>
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/// </summary>
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public static class RenderingDiagnostics
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{
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/// <summary>
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/// When true, <c>WbDrawDispatcher.WalkVisibleEntities</c> emits one
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/// <c>[indoor-walk]</c> line per visible cell entity per second:
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/// entity id, world position, parent cell id, landblock visible flag,
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/// AABB-visible flag, "in visible cells" flag, drew flag.
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/// Initial state from <c>ACDREAM_PROBE_INDOOR_WALK=1</c>.
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/// </summary>
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public static bool ProbeIndoorWalkEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_WALK") == "1"
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|| Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_ALL") == "1";
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/// <summary>
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/// When true, <c>WbDrawDispatcher</c> emits one <c>[indoor-lookup]</c>
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/// line per visible cell entity per second: render-data hit/miss,
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/// IsSetup flag, SetupParts count, parts-hit / parts-miss tallies.
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/// Initial state from <c>ACDREAM_PROBE_INDOOR_LOOKUP=1</c>.
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/// </summary>
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public static bool ProbeIndoorLookupEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_LOOKUP") == "1"
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|| Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_ALL") == "1";
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/// <summary>
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/// When true, <c>WbMeshAdapter</c> emits two lines per EnvCell id:
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/// <c>[indoor-upload] requested</c> on first IncrementRefCount and
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/// <c>[indoor-upload] completed</c> when WB's staged drain produces
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/// its <c>ObjectMeshData</c>. Missing "completed" lines indicate WB
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/// silently returned null (hypothesis H1).
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/// Initial state from <c>ACDREAM_PROBE_INDOOR_UPLOAD=1</c>.
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/// </summary>
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public static bool ProbeIndoorUploadEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_UPLOAD") == "1"
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|| Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_ALL") == "1";
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/// <summary>
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/// When true, <c>WbDrawDispatcher</c> emits one <c>[indoor-xform]</c>
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/// line per visible cell entity per second: cell-geometry SetupPart's
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/// composed world matrix translation. Disambiguates transform
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/// double-apply (hypothesis H5).
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/// Initial state from <c>ACDREAM_PROBE_INDOOR_XFORM=1</c>.
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/// </summary>
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public static bool ProbeIndoorXformEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_XFORM") == "1"
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|| Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_ALL") == "1";
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/// <summary>
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/// When true, <c>WbDrawDispatcher.WalkVisibleEntities</c> emits one
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/// <c>[indoor-cull]</c> line per cell entity that gets culled, with
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/// the reason (visibleCellIds-miss, frustum, landblock). Disambiguates
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/// cull bugs (hypothesis H3).
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/// Initial state from <c>ACDREAM_PROBE_INDOOR_CULL=1</c>.
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/// </summary>
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public static bool ProbeIndoorCullEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_CULL") == "1"
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|| Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_ALL") == "1";
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/// <summary>
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/// Master toggle. Reading reflects the AND of all five flags
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/// (true only when every probe is on). Writing cascades — setting
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/// to <see langword="true"/> turns ALL five flags on; setting to
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/// <see langword="false"/> turns ALL five off.
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/// </summary>
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public static bool IndoorAll
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{
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get => ProbeIndoorWalkEnabled
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&& ProbeIndoorLookupEnabled
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&& ProbeIndoorUploadEnabled
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&& ProbeIndoorXformEnabled
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&& ProbeIndoorCullEnabled;
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set
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{
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ProbeIndoorWalkEnabled = value;
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ProbeIndoorLookupEnabled = value;
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ProbeIndoorUploadEnabled = value;
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ProbeIndoorXformEnabled = value;
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ProbeIndoorCullEnabled = value;
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}
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}
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/// <summary>
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/// Helper for probe call sites. Returns <see langword="true"/> when
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/// the low 16 bits of <paramref name="id"/> are ≥ 0x0100 — the AC
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/// convention for EnvCell (indoor) cells, as opposed to outdoor cells
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/// in the 8×8 landblock grid (0x0001–0x0040).
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/// </summary>
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public static bool IsEnvCellId(ulong id) => (id & 0xFFFFu) >= 0x0100u;
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}
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```
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- [ ] **Step 2: Build**
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Run: `dotnet build src/AcDream.Core/AcDream.Core.csproj -c Debug`
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Expected: 0 errors, 0 warnings.
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- [ ] **Step 3: Commit**
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```bash
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git add src/AcDream.Core/Rendering/RenderingDiagnostics.cs
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git commit -m "$(cat <<'EOF'
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feat(diagnostics): RenderingDiagnostics static class for indoor probes
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Five toggleable bool flags + master IndoorAll cascade, mirroring the
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L.2a PhysicsDiagnostics pattern. Env vars at startup, runtime-settable
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via DebugPanel mirrors (added next task). Probe call sites and DebugVM
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wiring follow in subsequent tasks.
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Spec: docs/superpowers/specs/2026-05-19-indoor-cell-rendering-fix-design.md
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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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EOF
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)"
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```
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---
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## Task 2: Unit-test `RenderingDiagnostics`
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**Files:**
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- Create: `tests/AcDream.Core.Tests/Rendering/RenderingDiagnosticsTests.cs`
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- [ ] **Step 1: Write the failing test**
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```csharp
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using AcDream.Core.Rendering;
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using Xunit;
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namespace AcDream.Core.Tests.Rendering;
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public sealed class RenderingDiagnosticsTests
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{
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[Fact]
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public void IndoorAll_True_TurnsAllFlagsOn()
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{
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// Reset all flags off first to make the test deterministic
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// regardless of env-var state on the test runner.
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RenderingDiagnostics.ProbeIndoorWalkEnabled = false;
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RenderingDiagnostics.ProbeIndoorLookupEnabled = false;
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RenderingDiagnostics.ProbeIndoorUploadEnabled = false;
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RenderingDiagnostics.ProbeIndoorXformEnabled = false;
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RenderingDiagnostics.ProbeIndoorCullEnabled = false;
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RenderingDiagnostics.IndoorAll = true;
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Assert.True(RenderingDiagnostics.ProbeIndoorWalkEnabled);
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Assert.True(RenderingDiagnostics.ProbeIndoorLookupEnabled);
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Assert.True(RenderingDiagnostics.ProbeIndoorUploadEnabled);
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Assert.True(RenderingDiagnostics.ProbeIndoorXformEnabled);
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Assert.True(RenderingDiagnostics.ProbeIndoorCullEnabled);
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Assert.True(RenderingDiagnostics.IndoorAll);
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}
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[Fact]
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public void IndoorAll_False_TurnsAllFlagsOff()
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{
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RenderingDiagnostics.IndoorAll = true; // start from all-on
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RenderingDiagnostics.IndoorAll = false;
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Assert.False(RenderingDiagnostics.ProbeIndoorWalkEnabled);
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Assert.False(RenderingDiagnostics.ProbeIndoorLookupEnabled);
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Assert.False(RenderingDiagnostics.ProbeIndoorUploadEnabled);
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Assert.False(RenderingDiagnostics.ProbeIndoorXformEnabled);
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Assert.False(RenderingDiagnostics.ProbeIndoorCullEnabled);
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Assert.False(RenderingDiagnostics.IndoorAll);
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}
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[Fact]
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public void IndoorAll_OneOff_ReadsAsFalse()
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{
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RenderingDiagnostics.IndoorAll = true;
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RenderingDiagnostics.ProbeIndoorCullEnabled = false; // flip one off
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Assert.False(RenderingDiagnostics.IndoorAll);
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}
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[Theory]
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[InlineData(0x00000029ul, false)] // outdoor cell 0x29 in 8x8 grid
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[InlineData(0xA9B40029ul, false)] // outdoor cell with landblock prefix
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[InlineData(0x00000100ul, true)] // indoor cell minimum
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[InlineData(0x00000105ul, true)] // typical Holtburg Inn interior
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[InlineData(0xA9B40105ul, true)] // indoor with landblock prefix
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[InlineData(0xA9B401FFul, true)] // indoor near top of range
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public void IsEnvCellId_DistinguishesOutdoorVsIndoorByLow16Bits(ulong id, bool expected)
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{
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Assert.Equal(expected, RenderingDiagnostics.IsEnvCellId(id));
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}
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}
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```
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- [ ] **Step 2: Run tests — expect failure on first build**
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Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "FullyQualifiedName~RenderingDiagnostics" -c Debug --nologo`
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Expected: Build green (Task 1 already implemented the class). All 7 tests pass (1 cascade-on + 1 cascade-off + 1 partial-off + 4 IsEnvCellId rows).
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If any test fails, the implementation in Task 1 has a bug — go back and fix.
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- [ ] **Step 3: Commit**
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```bash
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git add tests/AcDream.Core.Tests/Rendering/RenderingDiagnosticsTests.cs
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git commit -m "$(cat <<'EOF'
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test(diagnostics): RenderingDiagnostics cascade + IsEnvCellId rows
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Covers the master IndoorAll cascade (both directions) and the IsEnvCellId
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helper's 0x0100 boundary check across outdoor cells, indoor cells, and
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landblock-prefixed forms.
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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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EOF
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)"
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```
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---
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## Task 3: Mirror `RenderingDiagnostics` into `DebugVM`
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**Files:**
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- Modify: `src/AcDream.UI.Abstractions/Panels/Debug/DebugVM.cs`
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- [ ] **Step 1: Read DebugVM and find the existing `ProbeBuilding` mirror block**
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Find the `ProbeBuilding` property (around line 270) — that's an existing live-mirror to `PhysicsDiagnostics.ProbeBuildingEnabled`. New mirrors go immediately AFTER `ProbeAutoWalk` (next property in the file), in a new clearly-commented block.
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- [ ] **Step 2: Add `using AcDream.Core.Rendering;` at the top of `DebugVM.cs`**
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If the using statement is already present, skip. Otherwise insert alphabetically after `using AcDream.Core.Physics;`.
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- [ ] **Step 3: Append the five mirror properties to the file**
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Find the closing brace of the last existing property block (after `ProbeAutoWalk` or the last `Probe*` property). Insert this block before the class's closing brace:
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```csharp
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// ── Indoor rendering diagnostics (2026-05-19) ───────────────────
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// Mirror RenderingDiagnostics statics so DebugPanel checkbox toggles
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// take effect on the next render frame without relaunching.
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/// <summary>
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/// Runtime mirror of <c>RenderingDiagnostics.ProbeIndoorWalkEnabled</c>
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/// (env var <c>ACDREAM_PROBE_INDOOR_WALK</c>).
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/// </summary>
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public bool ProbeIndoorWalk
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{
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get => RenderingDiagnostics.ProbeIndoorWalkEnabled;
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set => RenderingDiagnostics.ProbeIndoorWalkEnabled = value;
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}
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/// <summary>
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/// Runtime mirror of <c>RenderingDiagnostics.ProbeIndoorLookupEnabled</c>
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/// (env var <c>ACDREAM_PROBE_INDOOR_LOOKUP</c>).
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/// </summary>
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public bool ProbeIndoorLookup
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{
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get => RenderingDiagnostics.ProbeIndoorLookupEnabled;
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set => RenderingDiagnostics.ProbeIndoorLookupEnabled = value;
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}
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/// <summary>
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/// Runtime mirror of <c>RenderingDiagnostics.ProbeIndoorUploadEnabled</c>
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/// (env var <c>ACDREAM_PROBE_INDOOR_UPLOAD</c>).
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/// </summary>
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public bool ProbeIndoorUpload
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{
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get => RenderingDiagnostics.ProbeIndoorUploadEnabled;
|
||||||
|
set => RenderingDiagnostics.ProbeIndoorUploadEnabled = value;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Runtime mirror of <c>RenderingDiagnostics.ProbeIndoorXformEnabled</c>
|
||||||
|
/// (env var <c>ACDREAM_PROBE_INDOOR_XFORM</c>).
|
||||||
|
/// </summary>
|
||||||
|
public bool ProbeIndoorXform
|
||||||
|
{
|
||||||
|
get => RenderingDiagnostics.ProbeIndoorXformEnabled;
|
||||||
|
set => RenderingDiagnostics.ProbeIndoorXformEnabled = value;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Runtime mirror of <c>RenderingDiagnostics.ProbeIndoorCullEnabled</c>
|
||||||
|
/// (env var <c>ACDREAM_PROBE_INDOOR_CULL</c>).
|
||||||
|
/// </summary>
|
||||||
|
public bool ProbeIndoorCull
|
||||||
|
{
|
||||||
|
get => RenderingDiagnostics.ProbeIndoorCullEnabled;
|
||||||
|
set => RenderingDiagnostics.ProbeIndoorCullEnabled = value;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Runtime mirror of <c>RenderingDiagnostics.IndoorAll</c> — toggles all
|
||||||
|
/// five indoor probes together.
|
||||||
|
/// </summary>
|
||||||
|
public bool ProbeIndoorAll
|
||||||
|
{
|
||||||
|
get => RenderingDiagnostics.IndoorAll;
|
||||||
|
set => RenderingDiagnostics.IndoorAll = value;
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 4: Build**
|
||||||
|
|
||||||
|
Run: `dotnet build src/AcDream.UI.Abstractions/AcDream.UI.Abstractions.csproj -c Debug`
|
||||||
|
Expected: 0 errors. The `using AcDream.Core.Rendering;` resolves; new properties compile.
|
||||||
|
|
||||||
|
- [ ] **Step 5: Commit**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git add src/AcDream.UI.Abstractions/Panels/Debug/DebugVM.cs
|
||||||
|
git commit -m "$(cat <<'EOF'
|
||||||
|
feat(debugvm): mirror RenderingDiagnostics indoor probes
|
||||||
|
|
||||||
|
Live-toggle wrappers for the five indoor-rendering probe flags plus the
|
||||||
|
ProbeIndoorAll master cascade. Pattern matches existing ProbeResolve /
|
||||||
|
ProbeCell / ProbeBuilding / ProbeAutoWalk mirrors so a checkbox flip in
|
||||||
|
the DebugPanel takes effect on the next frame.
|
||||||
|
|
||||||
|
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
|
||||||
|
EOF
|
||||||
|
)"
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Task 4: Expose probes in `DebugPanel` Diagnostics group
|
||||||
|
|
||||||
|
**Files:**
|
||||||
|
- Modify: `src/AcDream.UI.Abstractions/Panels/Debug/DebugPanel.cs`
|
||||||
|
|
||||||
|
- [ ] **Step 1: Find `DrawDiagnostics(IPanelRenderer r)` method**
|
||||||
|
|
||||||
|
Open the file. Find the method at approximately line 226. The existing pattern reads probe values into locals at the top of the method, then conditionally re-assigns through checkboxes. The new indoor probes follow the same shape, appended after the last existing probe checkbox.
|
||||||
|
|
||||||
|
- [ ] **Step 2: Read the locals + checkboxes at the bottom of the existing block**
|
||||||
|
|
||||||
|
Find the line that says `if (r.Checkbox("Probe auto-walk (ACDREAM_PROBE_AUTOWALK)", ref probeAutoWalk)) _vm.ProbeAutoWalk = probeAutoWalk;` or similar last existing probe checkbox in `DrawDiagnostics`. New checkboxes go immediately AFTER this line, before the method's closing brace.
|
||||||
|
|
||||||
|
- [ ] **Step 3: Insert the new checkboxes**
|
||||||
|
|
||||||
|
Before the closing brace of `DrawDiagnostics`, insert:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
|
||||||
|
// ── Indoor rendering diagnostics (2026-05-19) ───────────────
|
||||||
|
// Pinpoint where the EnvCell rendering chain breaks for
|
||||||
|
// hypothesis-driven Phase 2 fix. Spec:
|
||||||
|
// docs/superpowers/specs/2026-05-19-indoor-cell-rendering-fix-design.md
|
||||||
|
r.Separator();
|
||||||
|
r.Text("Indoor rendering (envCell):");
|
||||||
|
|
||||||
|
bool probeIndoorAll = _vm.ProbeIndoorAll;
|
||||||
|
bool probeIndoorWalk = _vm.ProbeIndoorWalk;
|
||||||
|
bool probeIndoorLookup = _vm.ProbeIndoorLookup;
|
||||||
|
bool probeIndoorUpload = _vm.ProbeIndoorUpload;
|
||||||
|
bool probeIndoorXform = _vm.ProbeIndoorXform;
|
||||||
|
bool probeIndoorCull = _vm.ProbeIndoorCull;
|
||||||
|
|
||||||
|
if (r.Checkbox("Indoor: ALL (ACDREAM_PROBE_INDOOR_ALL)", ref probeIndoorAll)) _vm.ProbeIndoorAll = probeIndoorAll;
|
||||||
|
if (r.Checkbox("Indoor: walk (ACDREAM_PROBE_INDOOR_WALK)", ref probeIndoorWalk)) _vm.ProbeIndoorWalk = probeIndoorWalk;
|
||||||
|
if (r.Checkbox("Indoor: lookup (ACDREAM_PROBE_INDOOR_LOOKUP)", ref probeIndoorLookup)) _vm.ProbeIndoorLookup = probeIndoorLookup;
|
||||||
|
if (r.Checkbox("Indoor: upload (ACDREAM_PROBE_INDOOR_UPLOAD)", ref probeIndoorUpload)) _vm.ProbeIndoorUpload = probeIndoorUpload;
|
||||||
|
if (r.Checkbox("Indoor: xform (ACDREAM_PROBE_INDOOR_XFORM)", ref probeIndoorXform)) _vm.ProbeIndoorXform = probeIndoorXform;
|
||||||
|
if (r.Checkbox("Indoor: cull (ACDREAM_PROBE_INDOOR_CULL)", ref probeIndoorCull)) _vm.ProbeIndoorCull = probeIndoorCull;
|
||||||
|
```
|
||||||
|
|
||||||
|
Note: `r.Separator()` and `r.Text(string)` are the existing `IPanelRenderer` API methods used elsewhere in the file. If they don't exist, drop those two lines (the checkboxes still work standalone).
|
||||||
|
|
||||||
|
- [ ] **Step 4: Build**
|
||||||
|
|
||||||
|
Run: `dotnet build src/AcDream.UI.Abstractions/AcDream.UI.Abstractions.csproj -c Debug`
|
||||||
|
Expected: 0 errors.
|
||||||
|
|
||||||
|
If `r.Separator()` / `r.Text()` aren't on `IPanelRenderer`, the build will fail. Remove those two lines and re-build.
|
||||||
|
|
||||||
|
- [ ] **Step 5: Commit**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git add src/AcDream.UI.Abstractions/Panels/Debug/DebugPanel.cs
|
||||||
|
git commit -m "$(cat <<'EOF'
|
||||||
|
feat(debugpanel): "Indoor rendering" probe checkboxes
|
||||||
|
|
||||||
|
Six checkboxes (ALL master + five individual probes) in the existing
|
||||||
|
DrawDiagnostics block. Toggling flips the corresponding
|
||||||
|
RenderingDiagnostics.Probe* flag live via DebugVM forwarding.
|
||||||
|
|
||||||
|
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
|
||||||
|
EOF
|
||||||
|
)"
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Task 5: Instrument `WbMeshAdapter` with `[indoor-upload]` probes
|
||||||
|
|
||||||
|
**Files:**
|
||||||
|
- Modify: `src/AcDream.App/Rendering/Wb/WbMeshAdapter.cs`
|
||||||
|
|
||||||
|
The upload probe has TWO emission points:
|
||||||
|
1. `IncrementRefCount` — emits `requested` on the first call for an EnvCell id (gated by the existing `_metadataPopulated.Add(id)` first-call check).
|
||||||
|
2. `Tick()` — emits `completed` when WB's `StagedMeshData` drain produces an `ObjectMeshData` whose `ObjectId` is in our pending-EnvCell set.
|
||||||
|
|
||||||
|
- [ ] **Step 1: Add the pending-EnvCell tracking field + `using` statement**
|
||||||
|
|
||||||
|
Open `src/AcDream.App/Rendering/Wb/WbMeshAdapter.cs`. Add `using AcDream.Core.Rendering;` near the top with the other `using` statements (after `using AcDream.Core.Meshing;`).
|
||||||
|
|
||||||
|
Find the field declarations near the top of the class (around line 34 — `_metadataPopulated`). Add immediately after:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
/// <summary>
|
||||||
|
/// EnvCell ids we've requested via PrepareMeshDataAsync but not yet
|
||||||
|
/// seen completion for in Tick(). Used by the [indoor-upload] probe
|
||||||
|
/// to log requested + completed pairs. Cleared per completion;
|
||||||
|
/// missing completions after a few seconds indicate WB silently
|
||||||
|
/// returned null (hypothesis H1 in the design spec).
|
||||||
|
/// </summary>
|
||||||
|
private readonly HashSet<ulong> _pendingEnvCellRequests = new();
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 2: Emit `[indoor-upload] requested` in `IncrementRefCount`**
|
||||||
|
|
||||||
|
Find the `IncrementRefCount(ulong id)` method (around line 116). Inside the `if (_metadataPopulated.Add(id))` block, immediately AFTER the `_ = _meshManager.PrepareMeshDataAsync(id, isSetup: false);` line, add:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
// [indoor-upload] requested probe — only for EnvCell ids.
|
||||||
|
if (RenderingDiagnostics.IsEnvCellId(id) && RenderingDiagnostics.ProbeIndoorUploadEnabled)
|
||||||
|
{
|
||||||
|
_pendingEnvCellRequests.Add(id);
|
||||||
|
Console.WriteLine($"[indoor-upload] requested cellId=0x{id:X8}");
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 3: Emit `[indoor-upload] completed` in `Tick`**
|
||||||
|
|
||||||
|
Find the `Tick()` method (around line 167). Replace the existing drain loop:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
while (_meshManager!.StagedMeshData.TryDequeue(out var meshData))
|
||||||
|
{
|
||||||
|
_meshManager.UploadMeshData(meshData);
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
with:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
while (_meshManager!.StagedMeshData.TryDequeue(out var meshData))
|
||||||
|
{
|
||||||
|
// [indoor-upload] completed probe — check BEFORE upload so we
|
||||||
|
// see what WB actually produced (vertex counts, parts) before
|
||||||
|
// any post-upload mutation.
|
||||||
|
bool isPendingEnvCell = RenderingDiagnostics.ProbeIndoorUploadEnabled
|
||||||
|
&& _pendingEnvCellRequests.Remove(meshData.ObjectId);
|
||||||
|
|
||||||
|
var renderData = _meshManager.UploadMeshData(meshData);
|
||||||
|
|
||||||
|
if (isPendingEnvCell)
|
||||||
|
{
|
||||||
|
int parts = meshData.SetupParts?.Count ?? 0;
|
||||||
|
bool hasGeom = meshData.EnvCellGeometry is not null;
|
||||||
|
int cellGeomVerts = meshData.EnvCellGeometry?.Vertices?.Length ?? 0;
|
||||||
|
bool uploadOk = renderData is not null;
|
||||||
|
Console.WriteLine(
|
||||||
|
$"[indoor-upload] completed cellId=0x{meshData.ObjectId:X8} " +
|
||||||
|
$"isSetup={meshData.IsSetup} parts={parts} " +
|
||||||
|
$"hasEnvCellGeom={hasGeom} cellGeomVerts={cellGeomVerts} " +
|
||||||
|
$"uploadOk={uploadOk}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 4: Build**
|
||||||
|
|
||||||
|
Run: `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug`
|
||||||
|
Expected: 0 errors.
|
||||||
|
|
||||||
|
- [ ] **Step 5: Commit**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git add src/AcDream.App/Rendering/Wb/WbMeshAdapter.cs
|
||||||
|
git commit -m "$(cat <<'EOF'
|
||||||
|
feat(wb): [indoor-upload] probe for EnvCell mesh requests + completions
|
||||||
|
|
||||||
|
Instruments WbMeshAdapter at two sites:
|
||||||
|
- IncrementRefCount: on first call for an EnvCell id (low 16 bits ≥
|
||||||
|
0x0100), tag the id in _pendingEnvCellRequests and log
|
||||||
|
[indoor-upload] requested.
|
||||||
|
- Tick: when WB's StagedMeshData drains an ObjectMeshData whose
|
||||||
|
ObjectId matches a pending EnvCell, log [indoor-upload] completed
|
||||||
|
with parts count, EnvCellGeometry vertex count, and upload result.
|
||||||
|
|
||||||
|
Missing "completed" lines after "requested" identify hypothesis H1
|
||||||
|
(WB silently returns null from PrepareEnvCellMeshData).
|
||||||
|
|
||||||
|
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
|
||||||
|
EOF
|
||||||
|
)"
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Task 6: Instrument `WbDrawDispatcher` walk + cull probes
|
||||||
|
|
||||||
|
**Files:**
|
||||||
|
- Modify: `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs`
|
||||||
|
|
||||||
|
The `WalkVisibleEntities` method (around line 280) does landblock visibility, per-entity AABB cull, and the `visibleCellIds` filter. Cell entities (entities whose `MeshRefs[0].GfxObjId` low-16-bits ≥ 0x0100) need probes at three decision sites: passed-all, culled-by-aabb, culled-by-visibleCellIds.
|
||||||
|
|
||||||
|
To rate-limit, maintain a per-cellId last-log frame counter as a class-level field.
|
||||||
|
|
||||||
|
- [ ] **Step 1: Add the rate-limit tracking field + `using` statement**
|
||||||
|
|
||||||
|
Add `using AcDream.Core.Rendering;` near the top with the other `using` statements (after `using AcDream.Core.Meshing;`).
|
||||||
|
|
||||||
|
Find the class field declarations. Add:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
/// <summary>
|
||||||
|
/// Per-cell-entity last-log frame number for rate-limiting the
|
||||||
|
/// [indoor-walk] / [indoor-lookup] / [indoor-xform] / [indoor-cull]
|
||||||
|
/// probes. Defaults to 30 frames at 30Hz = 1 sec.
|
||||||
|
/// </summary>
|
||||||
|
private readonly Dictionary<ulong, int> _lastIndoorProbeFrame = new();
|
||||||
|
private int _indoorProbeFrameCounter;
|
||||||
|
private const int IndoorProbeRateLimitFrames = 30;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Returns true at most once per <see cref="IndoorProbeRateLimitFrames"/>
|
||||||
|
/// frames per cellId. Caller must already have checked that an indoor
|
||||||
|
/// probe flag is enabled.
|
||||||
|
/// </summary>
|
||||||
|
private bool ShouldEmitIndoorProbe(ulong cellId)
|
||||||
|
{
|
||||||
|
if (!_lastIndoorProbeFrame.TryGetValue(cellId, out int last)
|
||||||
|
|| _indoorProbeFrameCounter - last >= IndoorProbeRateLimitFrames)
|
||||||
|
{
|
||||||
|
_lastIndoorProbeFrame[cellId] = _indoorProbeFrameCounter;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 2: Bump the frame counter at the top of `Draw(...)`**
|
||||||
|
|
||||||
|
Find the `Draw` method (around line 339). At its very top, after the existing `_shader.Use();` line, add:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
_indoorProbeFrameCounter++;
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 3: Replace the per-entity filter block in `WalkVisibleEntities`**
|
||||||
|
|
||||||
|
Find the per-entity loop in `WalkVisibleEntities` (around lines 313-335). The current shape (simplified):
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
foreach (var entity in entry.Entities)
|
||||||
|
{
|
||||||
|
if (entity.MeshRefs.Count == 0) continue;
|
||||||
|
|
||||||
|
if (entity.ParentCellId.HasValue && visibleCellIds is not null
|
||||||
|
&& !visibleCellIds.Contains(entity.ParentCellId.Value))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
bool isAnimated = animatedEntityIds?.Contains(entity.Id) == true;
|
||||||
|
if (frustum is not null && !isAnimated && entry.LandblockId != neverCullLandblockId)
|
||||||
|
{
|
||||||
|
if (entity.AabbDirty) entity.RefreshAabb();
|
||||||
|
if (!FrustumCuller.IsAabbVisible(frustum.Value, entity.AabbMin, entity.AabbMax))
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
result.EntitiesWalked++;
|
||||||
|
for (int i = 0; i < entity.MeshRefs.Count; i++)
|
||||||
|
scratch.Add((entity, i, entry.LandblockId));
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
Replace the entire `foreach (var entity in entry.Entities)` body with this instrumented version:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
foreach (var entity in entry.Entities)
|
||||||
|
{
|
||||||
|
if (entity.MeshRefs.Count == 0) continue;
|
||||||
|
|
||||||
|
// Detect cell entity for indoor probes — first MeshRef.GfxObjId
|
||||||
|
// is an EnvCell id (low 16 bits ≥ 0x0100). Cheap to compute;
|
||||||
|
// result reused for all four probe checks below.
|
||||||
|
ulong cellProbeId = (ulong)entity.MeshRefs[0].GfxObjId;
|
||||||
|
bool isCellEntity = RenderingDiagnostics.IsEnvCellId(cellProbeId);
|
||||||
|
|
||||||
|
bool cellInVis = !(entity.ParentCellId.HasValue
|
||||||
|
&& visibleCellIds is not null
|
||||||
|
&& !visibleCellIds.Contains(entity.ParentCellId.Value));
|
||||||
|
if (!cellInVis)
|
||||||
|
{
|
||||||
|
if (isCellEntity && RenderingDiagnostics.ProbeIndoorCullEnabled
|
||||||
|
&& ShouldEmitIndoorProbe(cellProbeId))
|
||||||
|
{
|
||||||
|
Console.WriteLine(
|
||||||
|
$"[indoor-cull] cellEnt=0x{entity.Id:X8} " +
|
||||||
|
$"reason=visibleCellIds-miss " +
|
||||||
|
$"parentCell=0x{entity.ParentCellId!.Value:X8}");
|
||||||
|
}
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool isAnimated = animatedEntityIds?.Contains(entity.Id) == true;
|
||||||
|
bool aabbVisible = true;
|
||||||
|
if (frustum is not null && !isAnimated && entry.LandblockId != neverCullLandblockId)
|
||||||
|
{
|
||||||
|
if (entity.AabbDirty) entity.RefreshAabb();
|
||||||
|
aabbVisible = FrustumCuller.IsAabbVisible(frustum.Value, entity.AabbMin, entity.AabbMax);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!aabbVisible)
|
||||||
|
{
|
||||||
|
if (isCellEntity && RenderingDiagnostics.ProbeIndoorCullEnabled
|
||||||
|
&& ShouldEmitIndoorProbe(cellProbeId))
|
||||||
|
{
|
||||||
|
Console.WriteLine(
|
||||||
|
$"[indoor-cull] cellEnt=0x{entity.Id:X8} " +
|
||||||
|
$"reason=frustum " +
|
||||||
|
$"aabbMin=({entity.AabbMin.X:F1},{entity.AabbMin.Y:F1},{entity.AabbMin.Z:F1}) " +
|
||||||
|
$"aabbMax=({entity.AabbMax.X:F1},{entity.AabbMax.Y:F1},{entity.AabbMax.Z:F1})");
|
||||||
|
}
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Passed all filters — emit walk probe.
|
||||||
|
if (isCellEntity && RenderingDiagnostics.ProbeIndoorWalkEnabled
|
||||||
|
&& ShouldEmitIndoorProbe(cellProbeId))
|
||||||
|
{
|
||||||
|
Console.WriteLine(
|
||||||
|
$"[indoor-walk] cellEnt=0x{entity.Id:X8} " +
|
||||||
|
$"pos=({entity.Position.X:F1},{entity.Position.Y:F1},{entity.Position.Z:F1}) " +
|
||||||
|
$"parentCell=0x{(entity.ParentCellId ?? 0u):X8} " +
|
||||||
|
$"meshRef0=0x{cellProbeId:X8} " +
|
||||||
|
$"meshRefCount={entity.MeshRefs.Count} " +
|
||||||
|
$"landblockVisible=true aabbVisible=true cellInVis=true");
|
||||||
|
}
|
||||||
|
|
||||||
|
result.EntitiesWalked++;
|
||||||
|
for (int i = 0; i < entity.MeshRefs.Count; i++)
|
||||||
|
scratch.Add((entity, i, entry.LandblockId));
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
Important: `ShouldEmitIndoorProbe(cellProbeId)` is intentionally called only once per probe-decision-site per cellId, so each cellId emits at most ONE line per frame across all four probe sites (whichever fires first).
|
||||||
|
|
||||||
|
- [ ] **Step 4: Build**
|
||||||
|
|
||||||
|
Run: `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug`
|
||||||
|
Expected: 0 errors. The `using AcDream.Core.Rendering;` resolves; the new field + helper compile; the instrumented loop builds cleanly.
|
||||||
|
|
||||||
|
- [ ] **Step 5: Commit**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git add src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs
|
||||||
|
git commit -m "$(cat <<'EOF'
|
||||||
|
feat(dispatcher): [indoor-walk] + [indoor-cull] probes
|
||||||
|
|
||||||
|
Instruments WalkVisibleEntities to identify whether cell entities (first
|
||||||
|
MeshRef.GfxObjId low-16-bits ≥ 0x0100) pass all visibility filters or
|
||||||
|
get culled. Three emission paths:
|
||||||
|
|
||||||
|
- [indoor-cull] reason=visibleCellIds-miss — when the ParentCellId
|
||||||
|
filter rejects the entity.
|
||||||
|
- [indoor-cull] reason=frustum — when AABB frustum cull rejects.
|
||||||
|
- [indoor-walk] — when the entity passes all filters and reaches the
|
||||||
|
draw list.
|
||||||
|
|
||||||
|
Rate-limited to once per cellId per ~1 sec (30 frames at 30 Hz) via
|
||||||
|
_lastIndoorProbeFrame dictionary. Bumped from Draw()'s top.
|
||||||
|
|
||||||
|
Disambiguates hypothesis H3 (cull bug — cell entity dropped before
|
||||||
|
draw).
|
||||||
|
|
||||||
|
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
|
||||||
|
EOF
|
||||||
|
)"
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Task 7: Instrument `WbDrawDispatcher` lookup + xform probes
|
||||||
|
|
||||||
|
**Files:**
|
||||||
|
- Modify: `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs`
|
||||||
|
|
||||||
|
These probes fire deeper in the per-MeshRef draw loop, where the render-data lookup happens and the `IsSetup` branch composes per-part transforms. The dispatcher's per-MeshRef body is around line 590-627.
|
||||||
|
|
||||||
|
- [ ] **Step 1: Find the per-MeshRef body and the IsSetup branch**
|
||||||
|
|
||||||
|
Open the file. Find the line `var renderData = _meshAdapter.TryGetRenderData(gfxObjId);` (or similar TryGetRenderData lookup inside the per-MeshRef draw loop). The relevant block is the if/else at line 607 (the `IsSetup` branch).
|
||||||
|
|
||||||
|
- [ ] **Step 2: Add the `[indoor-lookup]` probe at the lookup site**
|
||||||
|
|
||||||
|
Find the line that fetches the renderData (likely `var renderData = _meshAdapter.TryGetRenderData(gfxObjId);` or equivalent). Immediately AFTER that lookup and BEFORE the existing null/miss handling at line 595 (`if (diag) _meshesMissing++; continue;`), insert:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
// [indoor-lookup] probe — emit once per cell entity per sec.
|
||||||
|
ulong _lookupCellId = (ulong)gfxObjId;
|
||||||
|
if (RenderingDiagnostics.IsEnvCellId(_lookupCellId)
|
||||||
|
&& RenderingDiagnostics.ProbeIndoorLookupEnabled
|
||||||
|
&& ShouldEmitIndoorProbe(_lookupCellId))
|
||||||
|
{
|
||||||
|
bool hit = renderData is not null;
|
||||||
|
bool isSetup = hit && renderData!.IsSetup;
|
||||||
|
int partCount = isSetup ? renderData!.SetupParts.Count : 0;
|
||||||
|
|
||||||
|
int partsHit = 0, partsMiss = 0;
|
||||||
|
if (isSetup)
|
||||||
|
{
|
||||||
|
foreach (var (partId, _) in renderData!.SetupParts)
|
||||||
|
{
|
||||||
|
if (_meshAdapter.TryGetRenderData(partId) is not null) partsHit++;
|
||||||
|
else partsMiss++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
bool hasEnvCellGeom = isSetup
|
||||||
|
&& renderData!.SetupParts.Exists(t => (t.GfxObjId & 0x1_0000_0000UL) != 0);
|
||||||
|
|
||||||
|
Console.WriteLine(
|
||||||
|
$"[indoor-lookup] cellId=0x{_lookupCellId:X8} " +
|
||||||
|
$"hit={hit} isSetup={isSetup} partCount={partCount} " +
|
||||||
|
$"hasEnvCellGeom={hasEnvCellGeom} partsHit={partsHit} partsMiss={partsMiss}");
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
Note: this probe emits BEFORE the null-renderData early-`continue`, so a null lookup still emits `hit=false`. That's intentional — it tells us if the lookup itself failed (hypothesis H1 fallout).
|
||||||
|
|
||||||
|
- [ ] **Step 3: Add the `[indoor-xform]` probe inside the IsSetup branch**
|
||||||
|
|
||||||
|
Find the `if (renderData.IsSetup && renderData.SetupParts.Count > 0)` block (line 607 in current code). Inside the `foreach (var (partGfxObjId, partTransform) in renderData.SetupParts)` loop, AFTER the `var model = ComposePartWorldMatrix(...)` line, insert:
|
||||||
|
|
||||||
|
```csharp
|
||||||
|
// [indoor-xform] probe — only for the cell's synthetic
|
||||||
|
// geometry part (bit 32 set, per WB's PrepareEnvCellMeshData
|
||||||
|
// line 1247). One line per cell per sec.
|
||||||
|
if ((partGfxObjId & 0x1_0000_0000UL) != 0
|
||||||
|
&& RenderingDiagnostics.ProbeIndoorXformEnabled
|
||||||
|
&& ShouldEmitIndoorProbe(partGfxObjId))
|
||||||
|
{
|
||||||
|
Console.WriteLine(
|
||||||
|
$"[indoor-xform] cellGeomId=0x{partGfxObjId:X16} " +
|
||||||
|
$"entityWorldT=({entityWorld.Translation.X:F2},{entityWorld.Translation.Y:F2},{entityWorld.Translation.Z:F2}) " +
|
||||||
|
$"meshRefT=({meshRef.PartTransform.Translation.X:F2},{meshRef.PartTransform.Translation.Y:F2},{meshRef.PartTransform.Translation.Z:F2}) " +
|
||||||
|
$"partT=({partTransform.Translation.X:F2},{partTransform.Translation.Y:F2},{partTransform.Translation.Z:F2}) " +
|
||||||
|
$"composedT=({model.Translation.X:F2},{model.Translation.Y:F2},{model.Translation.Z:F2})");
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 4: Build**
|
||||||
|
|
||||||
|
Run: `dotnet build src/AcDream.App/AcDream.App.csproj -c Debug`
|
||||||
|
Expected: 0 errors.
|
||||||
|
|
||||||
|
- [ ] **Step 5: Test (existing tests, sanity)**
|
||||||
|
|
||||||
|
Run: `dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj -c Debug --filter "FullyQualifiedName~Rendering" --no-build --nologo`
|
||||||
|
Expected: All Rendering tests (including new RenderingDiagnosticsTests) pass.
|
||||||
|
|
||||||
|
- [ ] **Step 6: Commit**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git add src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs
|
||||||
|
git commit -m "$(cat <<'EOF'
|
||||||
|
feat(dispatcher): [indoor-lookup] + [indoor-xform] probes
|
||||||
|
|
||||||
|
Instruments the per-MeshRef draw loop in WbDrawDispatcher:
|
||||||
|
|
||||||
|
- [indoor-lookup]: per cell entity, dumps render-data hit/miss,
|
||||||
|
IsSetup, parts count, and a partsHit/partsMiss tally over the
|
||||||
|
SetupParts. Disambiguates hypothesis H2 (WB produces empty
|
||||||
|
ObjectRenderData with zero parts) and H6 (dispatcher fails to
|
||||||
|
traverse Setup).
|
||||||
|
|
||||||
|
- [indoor-xform]: only fires for the cell's synthetic geometry part
|
||||||
|
(the SetupPart whose GfxObjId has bit 32 set, per WB's
|
||||||
|
PrepareEnvCellMeshData cellGeomId convention). Logs the three
|
||||||
|
composed transform translations: entityWorld, meshRef.PartTransform,
|
||||||
|
partTransform, and the final composed matrix translation. Disambiguates
|
||||||
|
hypothesis H5 (transform double-apply — composedT lands at 2 ×
|
||||||
|
cellOrigin).
|
||||||
|
|
||||||
|
Rate-limited via existing _lastIndoorProbeFrame map.
|
||||||
|
|
||||||
|
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
|
||||||
|
EOF
|
||||||
|
)"
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Task 8: Build + visual capture procedure
|
||||||
|
|
||||||
|
**Files:** none modified. Build verification + runtime data capture.
|
||||||
|
|
||||||
|
- [ ] **Step 1: Full solution build**
|
||||||
|
|
||||||
|
Run: `dotnet build AcDream.slnx -c Debug --nologo 2>&1 | tail -10`
|
||||||
|
Expected: 0 errors, 0 warnings. All projects compile.
|
||||||
|
|
||||||
|
- [ ] **Step 2: Run full test suite**
|
||||||
|
|
||||||
|
Run: `dotnet test AcDream.slnx -c Debug --nologo --no-build 2>&1 | tail -15`
|
||||||
|
Expected: New RenderingDiagnostics tests pass. Pre-existing failures in `DispatcherToMovementIntegrationTests`, `BSPStepUpTests`, and `MotionInterpreterTests` (8 total) remain — those are unrelated to this work. No NEW failures.
|
||||||
|
|
||||||
|
- [ ] **Step 3: Gracefully close any prior AcDream.App instance**
|
||||||
|
|
||||||
|
```powershell
|
||||||
|
$proc = Get-Process -Name AcDream.App -ErrorAction SilentlyContinue
|
||||||
|
if ($proc) {
|
||||||
|
$proc | ForEach-Object { $_.CloseMainWindow() | Out-Null }
|
||||||
|
$proc | ForEach-Object { if (-not $_.WaitForExit(5000)) { Stop-Process -Id $_.Id -Force } }
|
||||||
|
Start-Sleep -Seconds 3
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 4: Launch with all indoor probes enabled**
|
||||||
|
|
||||||
|
```powershell
|
||||||
|
$env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call"
|
||||||
|
$env:ACDREAM_LIVE = "1"
|
||||||
|
$env:ACDREAM_TEST_HOST = "127.0.0.1"
|
||||||
|
$env:ACDREAM_TEST_PORT = "9000"
|
||||||
|
$env:ACDREAM_TEST_USER = "testaccount"
|
||||||
|
$env:ACDREAM_TEST_PASS = "testpassword"
|
||||||
|
$env:ACDREAM_DEVTOOLS = "1"
|
||||||
|
$env:ACDREAM_PROBE_INDOOR_ALL = "1"
|
||||||
|
$logPath = "launch.log"
|
||||||
|
Remove-Item $logPath -ErrorAction SilentlyContinue
|
||||||
|
dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 | Tee-Object -FilePath $logPath
|
||||||
|
```
|
||||||
|
|
||||||
|
Run this in the background (the launching tool supports `run_in_background: true`).
|
||||||
|
|
||||||
|
- [ ] **Step 5: User reproduces the bug**
|
||||||
|
|
||||||
|
In the running client:
|
||||||
|
- Wait until in-world at Holtburg (8-12 s after launch).
|
||||||
|
- Walk to Holtburg Inn (north of spawn — Fispur's Foodstuffs is visible).
|
||||||
|
- Stand at the doorway. Then step inside. Look at the floor.
|
||||||
|
- Walk around the inn interior.
|
||||||
|
- Close the client window (graceful close — close button, NOT taskkill).
|
||||||
|
|
||||||
|
- [ ] **Step 6: Grep the log for probe output**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
grep -E "\[indoor-" launch.log | head -100
|
||||||
|
```
|
||||||
|
|
||||||
|
Expected: a mix of `[indoor-upload] requested`, `[indoor-upload] completed`, `[indoor-walk]`, `[indoor-lookup]`, `[indoor-xform]`, `[indoor-cull]` lines for the Holtburg Inn cell IDs (0xA9B40100-ish range).
|
||||||
|
|
||||||
|
- [ ] **Step 7: Identify which hypothesis matches**
|
||||||
|
|
||||||
|
Compare the captured log against the hypothesis table in the spec (§3 of `2026-05-19-indoor-cell-rendering-fix-design.md`):
|
||||||
|
|
||||||
|
| Hypothesis | Probe pattern in log |
|
||||||
|
|---|---|
|
||||||
|
| H1 — WB silently returns null | `[indoor-upload] requested` lines exist but NO matching `completed` lines for cell ids |
|
||||||
|
| H2 — Empty batches | `[indoor-upload] completed ... cellGeomVerts=0` |
|
||||||
|
| H3 — Cull bug | `[indoor-cull]` lines for cell entity ids with `reason=visibleCellIds-miss` |
|
||||||
|
| H4 — Double-spawn | `[indoor-lookup] partCount=N` where N includes static object IDs that ALSO appear in the entity walk — cross-check against `[indoor-walk]` lines |
|
||||||
|
| H5 — Transform double-apply | `[indoor-xform] composedT` translation roughly 2× the cell's known world origin |
|
||||||
|
| H6 — MeshRefs structure | `[indoor-lookup] hit=true isSetup=true partCount>0 partsHit=0` (all parts missing) |
|
||||||
|
|
||||||
|
- [ ] **Step 8: Document the captured data + matched hypothesis**
|
||||||
|
|
||||||
|
Create a short investigation note at `docs/research/2026-05-19-indoor-cell-rendering-probe-capture.md` summarizing:
|
||||||
|
- The exact `[indoor-*]` log lines captured (or a representative subset).
|
||||||
|
- The matched hypothesis number.
|
||||||
|
- A one-line proposed fix sketch.
|
||||||
|
|
||||||
|
This file will be referenced by Phase 2's spec.
|
||||||
|
|
||||||
|
- [ ] **Step 9: Commit the capture note**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git add docs/research/2026-05-19-indoor-cell-rendering-probe-capture.md
|
||||||
|
git commit -m "$(cat <<'EOF'
|
||||||
|
docs(research): Phase 1 indoor probe capture — identifies hypothesis HX
|
||||||
|
|
||||||
|
[Replace HX with the matched hypothesis number, and summarize the
|
||||||
|
captured log evidence in 1-2 sentences.]
|
||||||
|
|
||||||
|
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
|
||||||
|
EOF
|
||||||
|
)"
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 10: Hand off to Phase 2 design**
|
||||||
|
|
||||||
|
The captured data is now the input to Phase 2's design. Either:
|
||||||
|
- Amend `docs/superpowers/specs/2026-05-19-indoor-cell-rendering-fix-design.md` with a Phase 2 section, OR
|
||||||
|
- Write a new spec `docs/superpowers/specs/YYYY-MM-DD-indoor-cell-rendering-phase2-fix-design.md` targeting the identified hypothesis.
|
||||||
|
|
||||||
|
The plan for Phase 2 follows the standard brainstorming → writing-plans → executing-plans flow.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Acceptance Criteria
|
||||||
|
|
||||||
|
- [x] All eight tasks complete + committed.
|
||||||
|
- [ ] `dotnet build` clean. `dotnet test` clean (no new failures; pre-existing 8 physics/input failures unchanged).
|
||||||
|
- [ ] Probe captured at Holtburg Inn produces enough log evidence to identify which of H1-H6 is the root cause.
|
||||||
|
- [ ] Capture note written and committed.
|
||||||
|
- [ ] Phase 2 design follow-up spec started.
|
||||||
Loading…
Add table
Add a link
Reference in a new issue