#119 ROOT CAUSE: interior-id X-byte collision + player-landblock cache hints = cross-entity batch serving
The decisive probe (3cf6bcc) caught it live in ONE session: a 43-part
staircase entity (src=0x020003F2, healthy MeshRefs tZ=[0.35..15.15])
drew with cache=hit:3 restZero=3 - THREE batches belonging to a 1-part
entity - then under a different hint the correct hit:119. Two
compounding bugs:
1. interiorIdBase = 0x40000000 | (landblockId & 0x00FFFF00) resolved to
0x40YYFF00 for landblock keys 0xXXYYFFFF - the landblock X byte
DISCARDED. Every landblock in a map Y-row shared one id space:
Holtburg town A9B3's 9th interior stab == the AAB3 tower's spiral
staircase, both 0x40B3FF09. Fixed to 0x40000000|(lbX<<16)|(lbY<<8)
(the scenery 0x80XXYY## scheme).
2. The Tier-1 classification cache's #53 tuple key (EntityId,
LandblockHint) was fed the PLAYER's landblock at bucket-draw time
(RetailPViewRenderer.DrawEntityBucket fabricates its tuple with
ctx.PlayerLandblockId), so colliding ids from different landblocks
shared a key: whichever entity classified first under a hint won,
and the loser wore its batches all session (static fast path never
re-classifies). Also: bucket-hinted entries were never swept by
InvalidateLandblock(owner) - stale entries survived owner unload.
Fixed: ResolveCacheLandblockHint derives the hint from the entity's
owning cell (ParentCellId landblock, canonical 0xXXYYFFFF), falling
back to the tuple id for ownerless paths (outdoor stabs/scenery,
where the tuple IS the owner).
Explains the session-shaped repro exactly: town-login + run to the
tower hydrates/classifies town interiors first -> the tower staircase
cache-hits the town twin's batches (stairs missing/partial + a wrong
object near the floor - the "water barrel"); login-inside classifies
the tower first -> usually clean. meshMissing=0 / entSeen==entDrawn
both ways (everything draws, wrong batches). Likely also feeds #113's
distance-dependent phantom staircase (the town twin wearing the
tower's staircase batches).
3 new cache tests pin the collision contract + hint derivation.
Suites: App green / Core 1430+2skip / UI 420 / Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
3cf6bcc219
commit
2163308032
4 changed files with 122 additions and 10 deletions
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@ -5514,9 +5514,24 @@ public sealed class GameWindow : IDisposable
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(lbY - _liveCenterY) * 192f,
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0f);
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// Per-landblock id namespace: 0x40000000 | (lbId & 0x00FFFF00) | local_counter.
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// Distinct from scenery (0x80000000+) and stabs (ids from LandblockLoader).
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uint interiorIdBase = 0x40000000u | (landblockId & 0x00FFFF00u);
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// Per-landblock id namespace: 0x40000000 | (lbX << 16) | (lbY << 8) | local_counter —
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// the same 0xNNXXYY## scheme scenery uses (0x80XXYY##). Distinct from scenery
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// (0x80000000+) and stabs (ids from LandblockLoader).
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//
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// #119 ROOT-CAUSE FIX (2026-06-11): this used to be
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// `0x40000000 | (landblockId & 0x00FFFF00)`, which for landblock keys 0xXXYYFFFF
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// resolves to 0x40YYFF00 — the landblock X byte DISCARDED. Every landblock in a
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// map Y-row produced the same id base, so interior statics collided across
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// landblocks (Holtburg town A9B3's 9th stab == the AAB3 tower's 43-part spiral
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// staircase, both 0x40B3FF09). The Tier-1 classification cache then served one
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// entity's batches to the other (the cache hint at bucket-draw time was the
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// player's landblock, identical for both) — the session-sticky "broken stairs +
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// water barrel". Counter overflow past 0xFF still bleeds into the lbY byte (the
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// documented #53 scenery-namespace caveat); the cache's (EntityId, owner-derived
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// LandblockHint) tuple key disambiguates that residual case.
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uint interiorLbX = (landblockId >> 24) & 0xFFu;
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uint interiorLbY = (landblockId >> 16) & 0xFFu;
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uint interiorIdBase = 0x40000000u | (interiorLbX << 16) | (interiorLbY << 8);
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uint localCounter = 0;
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uint firstCellId = (landblockId & 0xFFFF0000u) | 0x0100u;
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@ -12,12 +12,19 @@ namespace AcDream.App.Rendering.Wb;
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/// <b>Key composition:</b> entries are keyed by the tuple
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/// <c>(EntityId, LandblockHint)</c>, NOT by <c>EntityId</c> alone. Issue #53
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/// uncovered that <c>entity.Id</c> is NOT globally unique across all
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/// static-entity hydration paths: scenery (<c>0x80LLBB00 + localIndex</c>)
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/// and interior cells (<c>0x40LLBB00 + localCounter</c>) overflow at >256
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/// static-entity hydration paths: scenery (<c>0x80XXYY00 + localIndex</c>)
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/// and interior cells (<c>0x40XXYY00 + localCounter</c>, X-byte fixed
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/// 2026-06-11 — it used to be discarded entirely, #119) overflow at >256
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/// items per landblock, wrapping into the <c>lbY</c> byte and producing
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/// cross-LB collisions in dense forest/urban LBs outside Holtburg. Keying
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/// by the tuple is correct-by-construction regardless of any hydration
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/// path's id strategy.
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/// by the tuple is correct-by-construction ONLY when the hint identifies the
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/// entity's OWNING landblock — callers must derive it via
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/// <c>WbDrawDispatcher.ResolveCacheLandblockHint</c> (the entity's
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/// ParentCellId landblock when present, canonicalized <c>0xXXYYFFFF</c>),
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/// never a call-site landblock. The #119 "broken stairs + water barrel" was
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/// exactly this: the bucket draw path hinted every entity with the PLAYER's
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/// landblock, so colliding ids from different landblocks shared a key and
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/// served each other's batches.
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/// </para>
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///
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/// <para>
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@ -736,6 +736,28 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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}
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}
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/// <summary>
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/// #119 ROOT-CAUSE FIX (2026-06-11): the Tier-1 cache hint must identify the
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/// entity's OWNING landblock, not the Draw call's tuple landblock.
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/// <c>RetailPViewRenderer.DrawEntityBucket</c> fabricates its tuple with the
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/// PLAYER's landblock id, so every bucket entity that frame shared one hint —
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/// and colliding entity ids from different landblocks (the pre-fix
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/// <c>0x40YYFF00</c> interior namespace discarded the landblock X byte) mapped
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/// to the SAME cache key and served each other's batches: the AAB3 tower's
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/// 43-part staircase drew a 1-part entity's 3 zero-RestPose batches
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/// (captured live, tower-dump-launch1.log) — the session-sticky "broken
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/// stairs + water barrel". Interior statics carry their owning cell; derive
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/// the hint from it, canonicalized to the same <c>0xXXYYFFFF</c> key format
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/// the streaming entries and <see cref="EntityClassificationCache.InvalidateLandblock"/>
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/// use — which also makes owner-unload invalidation actually hit these
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/// entries (bucket-hinted entries were previously orphaned forever).
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/// Entities without a ParentCellId (outdoor stabs / scenery / building
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/// shells via GpuWorldState entries) keep the tuple id, which IS their
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/// owner on those paths.
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/// </summary>
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internal static uint ResolveCacheLandblockHint(WorldEntity entity, uint tupleLandblockId)
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=> entity.ParentCellId is uint pc ? ((pc & 0xFFFF0000u) | 0xFFFFu) : tupleLandblockId;
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/// <summary>
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/// #119 decisive probe: rate-limited <c>[dump-entity] WALK-REJECT</c> line
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/// for an <c>ACDREAM_DUMP_ENTITY</c>-targeted entity that the walk filtered
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@ -1005,6 +1027,11 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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// re-mark the entity "complete" and let partial data populate
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// the cache. Trees with [trunk valid, branches null, leaves
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// valid] hit this exactly — branches never recover.
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// #119 root-cause fix: cache operations key on the entity's OWNING
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// landblock, never the Draw call's tuple landblock (which is the
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// PLAYER's landblock on the bucket path). See ResolveCacheLandblockHint.
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uint cacheLb = ResolveCacheLandblockHint(entity, landblockId);
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bool isNewEntity = !prevTupleEntityId.HasValue || prevTupleEntityId.Value != entity.Id;
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if (isNewEntity)
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{
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@ -1029,7 +1056,7 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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// #119 decisive probe: one-shot dump (+ change re-emission) for
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// ACDREAM_DUMP_ENTITY-targeted entities. Before the culled-continue
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// so a routed-out entity still reports its state.
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MaybeEmitEntityDump(entity, landblockId, _currentEntityCulled);
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MaybeEmitEntityDump(entity, cacheLb, _currentEntityCulled);
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}
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prevTupleEntityId = entity.Id;
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@ -1072,7 +1099,7 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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// ApplyCacheHit, sets lastHitEntityId, and continues. Subsequent
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// tuples of the same entity short-circuit at the top of the loop
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// body via the lastHitEntityId == entity.Id check above.
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if (!isAnimated && !_tier1CacheDisabled && _cache.TryGet(entity.Id, landblockId, out var cachedEntry))
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if (!isAnimated && !_tier1CacheDisabled && _cache.TryGet(entity.Id, cacheLb, out var cachedEntry))
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{
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ApplyCacheHit(cachedEntry!, entityWorld, AppendInstanceToGroup);
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@ -1254,10 +1281,13 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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// Track THIS entity for the next iteration's flush check. Only
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// when collector is non-null (entity is static); animated entities
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// leave the tracker null so we don't try to flush them.
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// #119: the populate commits under the OWNER-derived hint so the
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// entry is found by the same key on the next frame's TryGet and
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// swept by InvalidateLandblock when the OWNING landblock unloads.
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if (collector is not null)
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{
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populateEntityId = entity.Id;
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populateLandblockId = landblockId;
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populateLandblockId = cacheLb;
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}
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if (diag && drewAny) _entitiesDrawn++;
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