#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:
Erik 2026-06-11 21:43:45 +02:00
parent 3cf6bcc219
commit 2163308032
4 changed files with 122 additions and 10 deletions

View file

@ -5514,9 +5514,24 @@ public sealed class GameWindow : IDisposable
(lbY - _liveCenterY) * 192f,
0f);
// Per-landblock id namespace: 0x40000000 | (lbId & 0x00FFFF00) | local_counter.
// Distinct from scenery (0x80000000+) and stabs (ids from LandblockLoader).
uint interiorIdBase = 0x40000000u | (landblockId & 0x00FFFF00u);
// Per-landblock id namespace: 0x40000000 | (lbX << 16) | (lbY << 8) | local_counter —
// the same 0xNNXXYY## scheme scenery uses (0x80XXYY##). Distinct from scenery
// (0x80000000+) and stabs (ids from LandblockLoader).
//
// #119 ROOT-CAUSE FIX (2026-06-11): this used to be
// `0x40000000 | (landblockId & 0x00FFFF00)`, which for landblock keys 0xXXYYFFFF
// resolves to 0x40YYFF00 — the landblock X byte DISCARDED. Every landblock in a
// map Y-row produced the same id base, so interior statics collided across
// landblocks (Holtburg town A9B3's 9th stab == the AAB3 tower's 43-part spiral
// staircase, both 0x40B3FF09). The Tier-1 classification cache then served one
// entity's batches to the other (the cache hint at bucket-draw time was the
// player's landblock, identical for both) — the session-sticky "broken stairs +
// water barrel". Counter overflow past 0xFF still bleeds into the lbY byte (the
// documented #53 scenery-namespace caveat); the cache's (EntityId, owner-derived
// LandblockHint) tuple key disambiguates that residual case.
uint interiorLbX = (landblockId >> 24) & 0xFFu;
uint interiorLbY = (landblockId >> 16) & 0xFFu;
uint interiorIdBase = 0x40000000u | (interiorLbX << 16) | (interiorLbY << 8);
uint localCounter = 0;
uint firstCellId = (landblockId & 0xFFFF0000u) | 0x0100u;

View file

@ -12,12 +12,19 @@ namespace AcDream.App.Rendering.Wb;
/// <b>Key composition:</b> entries are keyed by the tuple
/// <c>(EntityId, LandblockHint)</c>, NOT by <c>EntityId</c> alone. Issue #53
/// uncovered that <c>entity.Id</c> is NOT globally unique across all
/// static-entity hydration paths: scenery (<c>0x80LLBB00 + localIndex</c>)
/// and interior cells (<c>0x40LLBB00 + localCounter</c>) overflow at >256
/// static-entity hydration paths: scenery (<c>0x80XXYY00 + localIndex</c>)
/// and interior cells (<c>0x40XXYY00 + localCounter</c>, X-byte fixed
/// 2026-06-11 — it used to be discarded entirely, #119) overflow at >256
/// items per landblock, wrapping into the <c>lbY</c> byte and producing
/// cross-LB collisions in dense forest/urban LBs outside Holtburg. Keying
/// by the tuple is correct-by-construction regardless of any hydration
/// path's id strategy.
/// by the tuple is correct-by-construction ONLY when the hint identifies the
/// entity's OWNING landblock — callers must derive it via
/// <c>WbDrawDispatcher.ResolveCacheLandblockHint</c> (the entity's
/// ParentCellId landblock when present, canonicalized <c>0xXXYYFFFF</c>),
/// never a call-site landblock. The #119 "broken stairs + water barrel" was
/// exactly this: the bucket draw path hinted every entity with the PLAYER's
/// landblock, so colliding ids from different landblocks shared a key and
/// served each other's batches.
/// </para>
///
/// <para>

View file

@ -736,6 +736,28 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
}
}
/// <summary>
/// #119 ROOT-CAUSE FIX (2026-06-11): the Tier-1 cache hint must identify the
/// entity's OWNING landblock, not the Draw call's tuple landblock.
/// <c>RetailPViewRenderer.DrawEntityBucket</c> fabricates its tuple with the
/// PLAYER's landblock id, so every bucket entity that frame shared one hint —
/// and colliding entity ids from different landblocks (the pre-fix
/// <c>0x40YYFF00</c> interior namespace discarded the landblock X byte) mapped
/// to the SAME cache key and served each other's batches: the AAB3 tower's
/// 43-part staircase drew a 1-part entity's 3 zero-RestPose batches
/// (captured live, tower-dump-launch1.log) — the session-sticky "broken
/// stairs + water barrel". Interior statics carry their owning cell; derive
/// the hint from it, canonicalized to the same <c>0xXXYYFFFF</c> key format
/// the streaming entries and <see cref="EntityClassificationCache.InvalidateLandblock"/>
/// use — which also makes owner-unload invalidation actually hit these
/// entries (bucket-hinted entries were previously orphaned forever).
/// Entities without a ParentCellId (outdoor stabs / scenery / building
/// shells via GpuWorldState entries) keep the tuple id, which IS their
/// owner on those paths.
/// </summary>
internal static uint ResolveCacheLandblockHint(WorldEntity entity, uint tupleLandblockId)
=> entity.ParentCellId is uint pc ? ((pc & 0xFFFF0000u) | 0xFFFFu) : tupleLandblockId;
/// <summary>
/// #119 decisive probe: rate-limited <c>[dump-entity] WALK-REJECT</c> line
/// for an <c>ACDREAM_DUMP_ENTITY</c>-targeted entity that the walk filtered
@ -1005,6 +1027,11 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
// re-mark the entity "complete" and let partial data populate
// the cache. Trees with [trunk valid, branches null, leaves
// valid] hit this exactly — branches never recover.
// #119 root-cause fix: cache operations key on the entity's OWNING
// landblock, never the Draw call's tuple landblock (which is the
// PLAYER's landblock on the bucket path). See ResolveCacheLandblockHint.
uint cacheLb = ResolveCacheLandblockHint(entity, landblockId);
bool isNewEntity = !prevTupleEntityId.HasValue || prevTupleEntityId.Value != entity.Id;
if (isNewEntity)
{
@ -1029,7 +1056,7 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
// #119 decisive probe: one-shot dump (+ change re-emission) for
// ACDREAM_DUMP_ENTITY-targeted entities. Before the culled-continue
// so a routed-out entity still reports its state.
MaybeEmitEntityDump(entity, landblockId, _currentEntityCulled);
MaybeEmitEntityDump(entity, cacheLb, _currentEntityCulled);
}
prevTupleEntityId = entity.Id;
@ -1072,7 +1099,7 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
// ApplyCacheHit, sets lastHitEntityId, and continues. Subsequent
// tuples of the same entity short-circuit at the top of the loop
// body via the lastHitEntityId == entity.Id check above.
if (!isAnimated && !_tier1CacheDisabled && _cache.TryGet(entity.Id, landblockId, out var cachedEntry))
if (!isAnimated && !_tier1CacheDisabled && _cache.TryGet(entity.Id, cacheLb, out var cachedEntry))
{
ApplyCacheHit(cachedEntry!, entityWorld, AppendInstanceToGroup);
@ -1254,10 +1281,13 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
// Track THIS entity for the next iteration's flush check. Only
// when collector is non-null (entity is static); animated entities
// leave the tracker null so we don't try to flush them.
// #119: the populate commits under the OWNER-derived hint so the
// entry is found by the same key on the next frame's TryGet and
// swept by InvalidateLandblock when the OWNING landblock unloads.
if (collector is not null)
{
populateEntityId = entity.Id;
populateLandblockId = landblockId;
populateLandblockId = cacheLb;
}
if (diag && drewAny) _entitiesDrawn++;