Revert "fix(render): Phase A8 RR7.1 — stamp BuildingId on cells loaded across multiple frames"

This reverts commit a1a3e0ee3e.
This commit is contained in:
Erik 2026-05-27 14:07:13 +02:00
parent 9aaae02610
commit 21dc72b010
2 changed files with 11 additions and 34 deletions

View file

@ -176,18 +176,6 @@ public sealed class CellVisibility
/// <summary>Full-ID lookup for O(1) neighbour resolution during BFS.</summary>
private readonly Dictionary<uint, LoadedCell> _cellLookup = new();
/// <summary>
/// Phase A8 RR7.1 (2026-05-27): read-only view of every loaded cell, keyed
/// by full 32-bit cell id. Used by <see cref="Wb.BuildingLoader"/> at
/// landblock-info-arrival time so its BFS can reach cells that streamed
/// in on earlier frames (not just the per-frame drain). Without this view
/// the registry's <c>EnvCellIds</c> set was systematically short, leaving
/// <see cref="LoadedCell.BuildingId"/> unset on the cells the camera
/// actually enters — which silently routed indoor frames through the
/// outdoor branch.
/// </summary>
public IReadOnlyDictionary<uint, LoadedCell> AllLoadedCells => _cellLookup;
/// <summary>The cell the camera was in during the last <see cref="ComputeVisibility"/> call.</summary>
private LoadedCell? _lastCameraCell;

View file

@ -5696,21 +5696,12 @@ public sealed class GameWindow : IDisposable
_terrain.AddLandblockWithMesh(lb.LandblockId, meshData, origin);
// Step 4: drain pending LoadedCells from the worker thread.
// Phase A8 RR7.1 (2026-05-27): also late-stamp BuildingId on each
// arriving cell if the landblock's BuildingRegistry already exists
// (cells loaded after the registry-build pass at line ~5876). Cells
// arriving BEFORE the registry are stamped by BuildingLoader.Build
// itself via the AllLoadedCells dict.
// Also collect into a local dict for the BuildingLoader stamping pass below.
var drainedCells = new System.Collections.Generic.Dictionary<uint, LoadedCell>();
while (_pendingCells.TryTake(out var cell))
{
_cellVisibility.AddCell(cell);
uint cellLbId = cell.CellId & 0xFFFF0000u;
if (_buildingRegistries.TryGetValue(cellLbId, out var existingReg))
{
var bs = existingReg.GetBuildingsContainingCell(cell.CellId);
if (bs.Count > 0)
cell.BuildingId = bs[0].BuildingId;
}
drainedCells[cell.CellId] = cell;
}
// Compute the per-landblock AABB for frustum culling. XY from the
@ -5872,20 +5863,18 @@ public sealed class GameWindow : IDisposable
_physicsEngine.AddLandblock(lb.LandblockId, terrainSurface, cellSurfaces,
portalPlanes, origin.X, origin.Y);
// Phase A8 (2026-05-26, fixed 2026-05-27 RR7.1): build per-landblock
// BuildingRegistry from LandBlockInfo.Buildings, stamping
// LoadedCell.BuildingId for each cell in a building's cell set.
// Uses _cellVisibility.AllLoadedCells (every cell loaded so far,
// not just the per-frame drain) so the BFS can reach cells that
// streamed in on earlier frames. Cells arriving AFTER this build
// pass get stamped at drain time (see _pendingCells loop above).
// Cells without a building stay at BuildingId == null (outdoor
// surface cells; dungeon cells not in LandBlockInfo.Buildings).
// Phase A8 (2026-05-26): build per-landblock BuildingRegistry from
// LandBlockInfo.Buildings, stamping LoadedCell.BuildingId for each cell
// in a building's cell set. Uses the already-drained drainedCells dict
// (LoadedCells registered this frame) so stamping and registry build
// happen in the same render-thread pass — no extra dat reads required.
// Cells without a building stay at BuildingId == null (outdoor surface
// cells; dungeon cells not enumerated in LandBlockInfo.Buildings).
if (lbInfo is not null)
{
_buildingRegistries[lb.LandblockId] =
AcDream.App.Rendering.Wb.BuildingLoader.Build(
lbInfo, lb.LandblockId, _cellVisibility.AllLoadedCells);
lbInfo, lb.LandblockId, drainedCells);
}
}