Revert "fix(render): Phase A8 RR7.1 — stamp BuildingId on cells loaded across multiple frames"
This reverts commit a1a3e0ee3e.
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9aaae02610
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2 changed files with 11 additions and 34 deletions
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@ -176,18 +176,6 @@ public sealed class CellVisibility
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/// <summary>Full-ID lookup for O(1) neighbour resolution during BFS.</summary>
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private readonly Dictionary<uint, LoadedCell> _cellLookup = new();
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/// <summary>
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/// Phase A8 RR7.1 (2026-05-27): read-only view of every loaded cell, keyed
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/// by full 32-bit cell id. Used by <see cref="Wb.BuildingLoader"/> at
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/// landblock-info-arrival time so its BFS can reach cells that streamed
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/// in on earlier frames (not just the per-frame drain). Without this view
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/// the registry's <c>EnvCellIds</c> set was systematically short, leaving
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/// <see cref="LoadedCell.BuildingId"/> unset on the cells the camera
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/// actually enters — which silently routed indoor frames through the
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/// outdoor branch.
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/// </summary>
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public IReadOnlyDictionary<uint, LoadedCell> AllLoadedCells => _cellLookup;
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/// <summary>The cell the camera was in during the last <see cref="ComputeVisibility"/> call.</summary>
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private LoadedCell? _lastCameraCell;
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@ -5696,21 +5696,12 @@ public sealed class GameWindow : IDisposable
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_terrain.AddLandblockWithMesh(lb.LandblockId, meshData, origin);
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// Step 4: drain pending LoadedCells from the worker thread.
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// Phase A8 RR7.1 (2026-05-27): also late-stamp BuildingId on each
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// arriving cell if the landblock's BuildingRegistry already exists
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// (cells loaded after the registry-build pass at line ~5876). Cells
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// arriving BEFORE the registry are stamped by BuildingLoader.Build
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// itself via the AllLoadedCells dict.
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// Also collect into a local dict for the BuildingLoader stamping pass below.
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var drainedCells = new System.Collections.Generic.Dictionary<uint, LoadedCell>();
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while (_pendingCells.TryTake(out var cell))
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{
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_cellVisibility.AddCell(cell);
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uint cellLbId = cell.CellId & 0xFFFF0000u;
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if (_buildingRegistries.TryGetValue(cellLbId, out var existingReg))
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{
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var bs = existingReg.GetBuildingsContainingCell(cell.CellId);
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if (bs.Count > 0)
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cell.BuildingId = bs[0].BuildingId;
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}
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drainedCells[cell.CellId] = cell;
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}
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// Compute the per-landblock AABB for frustum culling. XY from the
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@ -5872,20 +5863,18 @@ public sealed class GameWindow : IDisposable
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_physicsEngine.AddLandblock(lb.LandblockId, terrainSurface, cellSurfaces,
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portalPlanes, origin.X, origin.Y);
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// Phase A8 (2026-05-26, fixed 2026-05-27 RR7.1): build per-landblock
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// BuildingRegistry from LandBlockInfo.Buildings, stamping
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// LoadedCell.BuildingId for each cell in a building's cell set.
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// Uses _cellVisibility.AllLoadedCells (every cell loaded so far,
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// not just the per-frame drain) so the BFS can reach cells that
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// streamed in on earlier frames. Cells arriving AFTER this build
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// pass get stamped at drain time (see _pendingCells loop above).
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// Cells without a building stay at BuildingId == null (outdoor
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// surface cells; dungeon cells not in LandBlockInfo.Buildings).
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// Phase A8 (2026-05-26): build per-landblock BuildingRegistry from
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// LandBlockInfo.Buildings, stamping LoadedCell.BuildingId for each cell
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// in a building's cell set. Uses the already-drained drainedCells dict
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// (LoadedCells registered this frame) so stamping and registry build
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// happen in the same render-thread pass — no extra dat reads required.
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// Cells without a building stay at BuildingId == null (outdoor surface
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// cells; dungeon cells not enumerated in LandBlockInfo.Buildings).
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if (lbInfo is not null)
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{
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_buildingRegistries[lb.LandblockId] =
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AcDream.App.Rendering.Wb.BuildingLoader.Build(
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lbInfo, lb.LandblockId, _cellVisibility.AllLoadedCells);
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lbInfo, lb.LandblockId, drainedCells);
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}
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}
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