#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>
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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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