docs: refresh strategic roadmap + Foundation phase design spec
Output of a brainstorming session after Phase 6/7.1/9.1/9.2 shipped and the lifestone crystal bug was isolated. Two documents: 1. docs/plans/2026-04-11-roadmap.md — strategic roadmap replacing the stale post-Phase-5 version. Reflects what's actually shipped, reorganizes upcoming work into Phases A (Foundation), B (Gameplay), C (Polish — includes VFX/particles, dynamic lights, palette tuning, double-sided translucents), D (UI + Sound), and E (long-tail). Updates the "when will my complaint be fixed" quick-lookup with the correct phase for portals (VFX, not shader tricks as previously claimed), smoke, fireplace fire, and everything we fixed this session. Phase ordering: A → B → (C/D in parallel) → E. 2. docs/superpowers/specs/2026-04-11-foundation-phase-design.md — detailed implementation spec for Phase A only. Covers the four sub-pieces (streaming landblock loader, frustum culling, net I/O thread, async dat decoding folded into the streaming worker), their components, data flow, error handling, testing strategy, and commit-point ordering. Includes non-goals to prevent scope creep. No code changes yet. The spec goes to user review next, then into the writing-plans skill for a detailed implementation plan. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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# acdream — phase roadmap
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# acdream — strategic roadmap
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**Status:** Living document. Updated 2026-04-11 after Phase 5 visual verification.
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**Purpose:** Every observed defect and missing feature has a named phase that owns it. When something looks wrong, look here first to find which phase will fix it.
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**Status:** Living document. Updated 2026-04-11 after Phase 6, 7.1, 9.1, 9.2 landed.
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**Purpose:** One source of truth for where the project is and where it's going. Every observed defect or missing feature has a named phase that owns it; when something looks wrong in-game, look here to find the phase that'll address it. Implementation details live in per-phase specs under `docs/superpowers/specs/`, not in this file.
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---
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## Phases done
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## Phases already shipped
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| Phase | What landed | Verification |
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|---|---|---|
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| **1** | Terrain rendering, plugin host scaffold | Visual ✓ |
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| **2a** | Static stabs/buildings (126 entities) | Visual ✓ |
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| **2b** | Textured 3×3 landblock grid + FlyCamera + IGameState | Visual ✓ |
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| **2c** | Procedural scenery (419 trees/rocks/bushes) | Visual ✓ |
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| **2d** | Interior EnvCell walker (475 static interior objects) | Visual ✓ |
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| **3a/3b** | Directional sun lighting + per-vertex terrain normals | Visual ✓ |
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| **3c** | Per-cell terrain texture blending (alpha atlas) | Visual ✓ |
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| **4** | Full UDP codec + handshake + character login + WorldSession | Live ✓ |
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| **5** | ObjDesc: AnimPart + TextureChanges + SubPalettes + ObjScale + Placement.Resting | Live ✓ partial |
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| 1 | Terrain rendering, plugin host scaffold | Visual ✓ |
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| 2a | Static stabs/buildings (126 entities) | Visual ✓ |
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| 2b | Textured 3×3 landblock grid + FlyCamera + IGameState | Visual ✓ |
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| 2c | Procedural scenery (419 trees/rocks/bushes) | Visual ✓ |
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| 2d | Interior EnvCell walker (475 static interior objects) | Visual ✓ |
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| 3a/3b | Directional sun lighting + per-vertex terrain normals | Visual ✓ |
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| 3c | Per-cell terrain texture blending (alpha atlas) | Visual ✓ |
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| 4 | Full UDP codec + handshake + character login + WorldSession | Live ✓ |
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| 5 | ObjDesc: AnimPartChange + TextureChanges + SubPalettes + ObjScale + Placement.Resting | Live ✓ |
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| 6.1 | Idle motion frame resolution (MotionResolver MVP) | Live ✓ |
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| 6.2 | Server-sent `MovementData` stance + forward command honored | Live ✓ |
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| 6.3 | Server-supplied `MotionTableId` override (fixes drudge statue) | Live ✓ |
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| 6.4 | Per-frame animation playback (breathing, idle cycles) | Live ✓ |
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| 6.5 | Slerp between keyframes for smooth animation | Live ✓ |
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| 6.6 | `UpdateMotion` (0xF74C) parser + dispatch to animation tick | Live ✓ |
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| 6.7 | `UpdatePosition` (0xF748) parser + position reseating | Live ✓ |
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| 7.1 | EnvCell room geometry — walls/floors/ceilings via CellStruct + Environment dats | Visual ✓ |
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| 9.1 | Translucent render pass (AlphaBlend / Additive / InvAlpha + per-kind blend funcs) | Visual ✓ |
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| 9.2 | Back-face culling in translucent pass (fixes lifestone crystal) | Visual ✓ |
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**Phase 5 status:** characters, doors, signs, NPCs, statues all spawn and render with correct positions, scales, and per-entity textures + palettes. The Holtburg sign now stands upright thanks to Resting placement. The Nullified Statue of a Drudge renders at correct scale and color but in the wrong pose (deferred — see Phase 6).
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Plus polish that doesn't get its own phase number:
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- FlyCamera default speed lowered + Shift-to-boost
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- SurfaceDecoder: PFID_P8 / PFID_R8G8B8 / PFID_X8R8G8B8 decoders
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- GfxObjMesh: emit both pos and neg sides of double-sided polygons
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- EnvCell mesh Z-lift to fix ground-floor / terrain flicker
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---
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## Phases ahead, in suggested order
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## Phases ahead — agreed order
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### Phase 6 — Animation system
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**Owns:**
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- Drudge statue rendering in aggressive crouch instead of upright "Resting" stance (creatures don't have a Resting placement frame; their idle pose comes from animations, not Setup placements)
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- All characters and NPCs rendering in Setup-default pose (T-pose-ish or default crouch) instead of breathing/idling
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- No walk/attack/gesture animations for any entity
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- Player character has no movement animation when WASD-flying
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### Phase A — Foundation (next)
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**What it requires:**
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- `MotionTable` dat parser (animation frame keyframes per motion id)
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- `Animation` dat parser (the actual frame data)
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- Per-entity animation state: current motion id, current frame, time-since-frame-start
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- Per-frame interpolation between keyframes
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- Apply interpolated frame to PartArray.Frames per part (replaces our static `Setup.PlacementFrames[Default]` lookup)
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- Default-on-spawn motion: `Motion_Ready` or similar idle motion for every alive creature
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**Goal:** walk across 10+ landblocks without crashes, without hitches at landblock boundaries, and without framerate cratering.
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**Reference:**
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- `references/ACViewer/ACViewer/Physics/PartArray.cs::UpdateParts` — the per-frame motion application loop
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- `references/ACViewer/ACViewer/Physics/Animation/AnimSequence.cs` — sequence interpolation
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- `references/ACE/Source/ACE.DatLoader/FileTypes/MotionTable.cs` — motion table layout
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**Sub-pieces:**
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- **A.1 — Streaming landblock loader.** Runtime-configurable visible window (default 5×5, `ACDREAM_STREAM_RADIUS` env var override). Center follows the camera offline and the player in live mode. Background worker thread loads landblocks CPU-side (dats, scenery, interior, entities); the render thread drains a completion outbox and performs GPU upload. Unloads happen at `radius + 1` distance to avoid churn.
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- **A.2 — Frustum culling + LOD.** Per-landblock AABB test against the view frustum in `StaticMeshRenderer.Draw`, skipping drawn entities in culled landblocks. Per-entity culling deferred. No LOD mesh levels yet — that's Phase C or later.
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- **A.3 — Background net I/O thread.** `WorldSession` runs its receive loop on a dedicated thread; parsed game messages are posted to a concurrent queue the render thread drains from `OnUpdate`. Event invocations still happen on the render thread (preserves existing handler assumptions). Removes packet drops under frame stalls.
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- **A.4 — Async dat decoding.** Folded into the streaming worker — it's the worker's read path, not a separate subsystem. Called out here because regressions in dat caching could land on this surface.
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**Estimated effort:** 1-2 sessions. The motion system is the single biggest visual quality lever left.
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**Acceptance:**
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- Walk across 10+ landblocks in any direction, no crashes, no empty voids.
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- Landblock-boundary crossings produce no visible hitch.
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- Runtime window radius toggleable via environment variable.
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**Detailed spec:** `docs/superpowers/specs/2026-04-11-foundation-phase-design.md`
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---
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### Phase 7 — Multi-floor interiors + dungeons
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**Owns:**
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- "Interior houses missing second floors" — our Phase 2d EnvCell walker only walks the ground-floor cells of a landblock and stops
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- "Doors that lead under something" — opening a door reveals subterranean cells we don't load
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- Dungeons (the Holtburg foundry interior, mines, etc.) — entirely missing
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- Building roofs and upper-story walls
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### Phase B — Gameplay / interaction
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**What it requires:**
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- Walk EnvCell `0xAAAA0100+N` for the FULL range, not just N=0 (currently we stop early for some setups)
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- Recognize "stairs" / "floor transitions" in the cell graph and walk them
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- Handle dungeon landblock format: `0xAAAA0000` family with interior-only cell hierarchies
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- Possibly: load the dungeon when the player approaches a door that leads to it (streaming)
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**Goal:** actually play the game — walk the character on the server, click NPCs, pick up items, chat, basic combat loop.
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**Reference:**
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- ACViewer's level loader and ACE's `EnvCell` parsing
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- WorldBuilder's dat browser for inspecting EnvCell structures of multi-floor buildings
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**Sub-pieces:**
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- **B.1 — Outbound ack pump.** Background timer that sends sequence acks every ~250ms. Without this the server drops idle clients after ~30s regardless of any other activity.
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- **B.2 — `PlayerAutonomousMove` outbound.** Wire WASD + camera state (or a dedicated player-controlled movement mode) to an outbound movement message so the server's view of the character matches ours.
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- **B.3 — Collision against terrain.** Required for the server to accept moves at all — ACE rejects client positions that are inside geometry or in disallowed Z ranges. Minimum viable: sample the terrain heightmap beneath the player and clamp Z. Proper: walk the `CellBSP` / `PhysicsBSP` we already parse.
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- **B.4 — `Use` / `UseWithTarget` / `PickUp`.** Outbound interaction messages. Drives opening doors, looting, talking to vendors.
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- **B.5 — Chat.** `SendTell`, `SendChat` outbound + receive/display inbound (display side depends on Phase D.1).
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**Estimated effort:** 1 session, mostly debugging the cell-walk graph.
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**References:**
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- `references/ACE/Source/ACE.Server/Network/Handlers/MovementHandler.cs`
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- `references/ACE/Source/ACE.Server/Network/Handlers/UseObjectHandler.cs`
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- `references/holtburger/src/session/send.rs` for outbound packet-building patterns
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**Acceptance:** walk on-server with your character, open a door, talk to an NPC, send a chat message and see the echo.
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---
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### Phase 8 — Player input → server
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**Owns:**
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- "I can fly around in acdream but I'm not actually MOVING in the game world from the server's perspective"
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- Standing still while live → server eventually drops us (no ack pump → no heartbeat)
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- Can't pick up items, click NPCs, talk to vendors, cast spells
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- No combat
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### Phase C — Polish / visuals
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**What it requires:**
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- Outbound `PlayerAutonomousMove` GameMessage from acdream → server
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- Outbound `Ack` pump (background timer that sends `AckSequence` packets every ~250ms)
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- Outbound interact: `Use`, `UseWithTarget`, `PickUp`
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- Outbound chat: `SendTell`, `SendChat`
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- Map acdream's WASD camera position to server-space player position
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- Resolve character collision against terrain (so the server accepts the move)
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**Goal:** close the visible gaps that make the world read as "old / broken" compared to retail.
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**Reference:**
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- ACE.Server `Network/Handlers/MovementHandler.cs`, `UseObjectHandler.cs`
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- holtburger session/send.rs for the outbound side patterns
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**Sub-pieces:**
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- **C.1 — VFX / particle system.** `PhysicsScript` parser, per-entity `ParticleEmitter` state, billboarded-quad particle renderer that lives in the Phase 9.1/9.2 translucent pass. Delivers **portal swirls, chimney smoke, and fireplace flames** in one implementation.
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- **C.2 — Dynamic point lights.** Fireplaces and lamps need local lighting; small upgrade to the mesh shader to accumulate N (e.g., 4) nearest point lights per draw. Uniform-buffer or UBO-friendly layout.
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- **C.3 — Palette range tuning.** Small per-range offset/length tweaks to match retail skin/hair/eye colors. Mostly diff and verify work, no architecture change.
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- **C.4 — Double-sided translucent polys.** Edge case left by Phase 9.2: neg-side translucent polys are culled because cull is always BACK. Fix by tracking per-sub-mesh `CullMode` and flipping GL state per draw (or drawing twice with opposite cull). Minor.
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- **C.5 — Shadow mapping (optional).** Deferred unless it becomes a bottleneck in screenshots — dynamic shadows are a known complexity trap.
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**Estimated effort:** 1-2 sessions. The ack pump is small; the move-and-interact protocol surface is large.
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**References:**
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- `references/ACE/Source/ACE.DatLoader/FileTypes/PhysicsScript.cs` for the emitter schema
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- `references/ACViewer/ACViewer/Physics/Particles/` for the visual model
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- `references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/ParticleBatcher.cs` for the Silk.NET-flavored implementation
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**Acceptance:** portals look like swirly gates, chimneys smoke, fireplaces burn, character skin matches retail screenshots.
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---
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### Phase 9 — Visual polish
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**Owns:**
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- Portals rendering as black squares (probably needs special material handling — clipmap + animated UV)
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- Some entities with mesh-origin offsets that look wrong (non-Resting setups still float or sink)
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- Skin/hair/eye palette ranges on characters that aren't quite right
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- Lighting shadows and reflections
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- Better color tone overall
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### Phase D — UI / HUD + Sound
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**What it requires:**
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- Portal-specific shader path or texture animation system
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- Per-Setup mesh-origin diagnostic and fixup (or accept and document)
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- Verify palette range offsets/lengths against retail screenshots
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- Optionally: shadow maps, dynamic lighting
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**Goal:** chat window, nameplates, inventory, and audio. Can run concurrently with Phase B or C because it doesn't touch gameplay/net/rendering surfaces.
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**Estimated effort:** 1 session. Mostly tuning and edge cases.
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**Sub-pieces:**
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- **D.1 — 2D ortho overlay + font rendering.** Separate shader and render pass drawn after 3D. Font: FreeType via Silk.NET bindings, or bitmap fonts as a simpler first pass.
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- **D.2 — Chat window + nameplates.** First UI widgets. Chat consumes Phase B.5 messages; nameplates render per-entity 3D-to-2D projected labels.
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- **D.3 — Inventory / character / spell panels.** Requires a widget framework (layout, focus, input routing). Scope unbounded — ship minimum viable first.
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- **D.4 — Sound.** `SoundTable` parser, `Sound` dat decode, audio engine (OpenAL via Silk.NET.OpenAL), per-entity 3D positional audio, optional music.
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**Acceptance:** see other players' chat in a chat window, see nameplates above NPCs, hear footsteps and sword hits.
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---
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### Phase 10 — UI / HUD
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**Owns:**
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- No chat window
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- No inventory display
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- No character info panel
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- No spell book
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- No minimap
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- No nameplates above characters/NPCs
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### Phase E — Long-tail
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**What it requires:**
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- 2D rendering layer (Silk.NET supports this via ortho projection + a separate shader)
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- Font rendering (port a TTF rasterizer, e.g. FreeType bindings via Silk.NET, or use bitmap fonts)
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- Layout system or fixed-position widgets
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- Bind to GameState events for inventory updates, chat messages, etc.
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Not detailed here; each gets its own brainstorm when it becomes relevant.
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**Estimated effort:** 2-3 sessions. UI is unbounded.
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- **Dungeon landblocks** (`0xAAAA0000` family) + teleport-on-door-click + server-side portal handling
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- **Phase 7.2 multi-floor stair walking** — cells reachable via portals the cell-walker doesn't cross
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- **Player character full rig** (held weapons, spell effects, death/revive animation)
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- **Weather + day/night cycle**
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- **Spellcasting pipeline**
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- **Group/fellowship UI**
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---
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### Phase 11 — Sound
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**Owns:**
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- No audio at all
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## Cross-cutting work tracked in parallel
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**What it requires:**
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- `SoundTable` parser (each weenie has a SoundTable for footsteps, hits, voice)
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- Sound dat decode (probably WAV-like format)
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- Audio engine (NAudio or OpenAL via Silk.NET.OpenAL)
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- Per-entity 3D positional audio
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- Music
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**Estimated effort:** 1-2 sessions.
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- **Test coverage.** Each phase lands with unit + integration tests in `tests/`. Current count: 98 Core + 96 Core.Net = 194. Keep the ratio as new phases land.
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- **Memory files.** Project state under `memory/project_phase_*_state.md` is updated when a phase ships. `MEMORY.md` is the index.
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- **`CLAUDE.md` discipline.** Check all four references (ACE, ACViewer, WorldBuilder, Chorizite) before committing to an approach. WorldBuilder is the closest stack match and should be checked first.
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---
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### Phase 12 — Streaming + perf
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**Owns:**
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- Currently we render a fixed 3×3 landblock window. Walking out of it would crash or show emptiness.
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- No frustum culling. Some parts of the world are always submitted.
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- No LOD. Distant trees use the same vertex count as near ones.
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- Single-threaded packet pump. Could miss packets under load.
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## Explicitly out of scope
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**What it requires:**
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- Chunk-based terrain loading (deferred Phase 3d work — port WorldBuilder's `TerrainRenderManager`)
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- Visibility scan as the player moves; load nearby chunks, unload far ones
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- Frustum cull chunks before submitting draw calls
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- Background thread for net I/O so render thread is never blocked
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- Async dat decoding to avoid hitches when new entities arrive
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**Estimated effort:** 1-2 sessions for streaming, additional polish ongoing.
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---
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## Things explicitly out of scope
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- **Server emulation** — we use ACE for server, never reimplement
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- **Account creation** — direct user to ACE's auto-create or manual DB
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- **Anti-cheat / GMS / live-ops** — irrelevant for personal use
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- **Cross-platform** — Windows-only is fine; Silk.NET is cross-platform but the dat assumptions assume retail Windows install paths
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- **Server emulation** — we use ACE for server, never reimplement.
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- **Account creation** — direct user to ACE tooling.
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- **Anti-cheat / GM tools / live-ops** — irrelevant for personal use.
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- **Cross-platform support** — Windows-only; the dat path assumptions depend on retail Windows install layout. Silk.NET is cross-platform but we don't promise.
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- **Custom game content** — this is a client for existing AC data, not a toolchain.
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---
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| Observation | Phase |
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| Drudge statue in wrong pose (crouch) | **Phase 6 (Animation)** |
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| Characters in T-pose / wrong idle | **Phase 6** |
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| Houses missing second floors | **Phase 7 (Interiors)** |
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| Doors leading underground / nowhere | **Phase 7** |
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| Foundry interior missing | **Phase 7** |
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| Portals are black squares | **Phase 9 (Polish)** |
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| Holtburg sign half-buried | **Phase 5d FIXED** ✓ |
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| Statue too small / wrong size | **Phase 5c FIXED** ✓ |
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| Characters naked | **Phase 5a FIXED** ✓ |
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| Wrong colors on characters / statue | **Phase 5b FIXED** ✓ |
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| Foundry statue not appearing at all | **Phase 4.7 FIXED** ✓ |
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| Skin/hair color slightly off | **Phase 9** (likely a palette range tweak) |
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| Walking around doesn't move me on the server | **Phase 8 (Player input)** |
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| Can't talk to NPCs | **Phase 8** |
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| No chat window | **Phase 10 (UI)** |
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| No sound | **Phase 11** |
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| Can't walk to the next landblock | **Phase 12 (Streaming)** |
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| Drudge statue in wrong pose | **6.3 FIXED** ✓ |
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| Characters in T-pose / wrong idle | **6.1 FIXED** ✓ |
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| No breathing on NPCs | **6.4 + sentinel fix FIXED** ✓ |
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| Lifestone crystal has one side missing | **9.2 FIXED** ✓ |
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| Ground floor flickering with terrain | **7.1 FIXED** ✓ |
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| Houses missing second floors / walls | **7.1 FIXED** ✓ (interior mesh landed) |
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| Character clothing missing / wrong | **5 FIXED** ✓ |
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| Statue wrong color / wrong scale | **5 FIXED** ✓ |
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| Holtburg sign half-buried | **5 FIXED** ✓ |
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| Can't walk past the loaded 3×3 window | **Phase A (Foundation)** |
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| Frame hitch crossing landblock boundary | **Phase A** |
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| Walking around doesn't move me on the server | **Phase B (Gameplay)** |
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| Can't talk to NPCs | **Phase B** |
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| Can't open a door | **Phase B** |
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| Portals render as a rotating black disk | **Phase C.1 (VFX)** |
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| Chimneys have no smoke | **Phase C.1** |
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| Houses have no fireplace fire | **Phase C.1** |
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| No fireplace / torch lighting | **Phase C.2** |
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| Skin/hair color slightly off | **Phase C.3** |
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| No chat window | **Phase D.2** |
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| No sound | **Phase D.4** |
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| Dungeons / foundry interior missing | **Phase E** |
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If you see something not on this list, tell me and I'll add it.
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If you see something not on this list, add it here and assign a phase.
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|
|
|
|||
348
docs/superpowers/specs/2026-04-11-foundation-phase-design.md
Normal file
348
docs/superpowers/specs/2026-04-11-foundation-phase-design.md
Normal file
|
|
@ -0,0 +1,348 @@
|
|||
# Phase A — Foundation phase design
|
||||
|
||||
**Status:** Spec, 2026-04-11, brainstormed from zero.
|
||||
**Scope:** Replace acdream's current one-shot 3×3 landblock preload with a streaming loader, add frustum culling, move UDP I/O off the render thread, and make dat reads happen on a background worker. These four sub-pieces ship together as Phase A.
|
||||
**Parent:** `docs/plans/2026-04-11-roadmap.md` (strategic roadmap)
|
||||
|
||||
## Goals
|
||||
|
||||
1. Walk across 10+ landblocks in any direction with no crashes and no empty voids.
|
||||
2. Landblock-boundary crossings produce no visible hitch — background loading hides itself behind a queue the render thread drains.
|
||||
3. Frame time stays usable on a 5×5 default visible window.
|
||||
4. Visible window is runtime-configurable via `ACDREAM_STREAM_RADIUS` so the user can tune against their hardware without rebuilding.
|
||||
5. No packet drops when the render thread stalls — UDP receive runs on its own thread.
|
||||
|
||||
## Non-goals
|
||||
|
||||
- Per-entity frustum culling. Per-landblock coarse culling is enough for Phase A; per-entity is Phase C or later.
|
||||
- LOD mesh levels. Distant trees still use full vertex counts — that's a Phase C polish concern.
|
||||
- Dungeon landblock format (`0xAAAA0000` family). Only the surface `0xAAAA****` landblocks we already handle. Dungeons are Phase E.
|
||||
- Memory reclamation across _all_ uploaded dat assets. We reference-count GfxObj uploads per landblock; palettes, animations, and other shared dat assets are not GC'd. They grow monotonically until application exit — acceptable because individual assets are small and the working set is bounded by the visible window.
|
||||
- Live perf benchmarks / numeric acceptance. Acceptance is "no visible hitch" judged by eye, not "frame time < 5ms."
|
||||
|
||||
## High-level architecture
|
||||
|
||||
Four new components, one existing renderer modified, one existing net-session modified. No changes to `WorldEntity`, `MeshRef`, shaders, or the mesh builders.
|
||||
|
||||
```
|
||||
┌──────────────┐ ┌──────────────┐
|
||||
│ Net thread │ ── msg queue ──────────────────────────────> │ │
|
||||
├──────────────┤ │ │
|
||||
│ UDP.Receive │ │ │
|
||||
│ Decode+Frag │ │ Render │
|
||||
│ Parse msg │ │ thread │
|
||||
└──────────────┘ │ │
|
||||
│ OnUpdate │
|
||||
┌──────────────┐ │ drain msgs │
|
||||
│ Load thread │ │ compute │
|
||||
├──────────────┤ ── completion outbox ──────────────────────> │ center │
|
||||
│ pull job │ │ diff region │
|
||||
│ read dats │ │ enqueue │
|
||||
│ build meshes │ │ drain cmpl. │
|
||||
│ (CPU-only) │ <── job queue ───────────────────────────────│ GPU upload │
|
||||
└──────────────┘ │ │
|
||||
│ OnRender │
|
||||
│ cull │
|
||||
│ draw opaque │
|
||||
│ draw trans. │
|
||||
└──────────────┘
|
||||
```
|
||||
|
||||
## Components
|
||||
|
||||
### 1. `StreamingRegion` *(new, `src/AcDream.App/Streaming/StreamingRegion.cs`)*
|
||||
|
||||
A pure value type / data holder. Given a center landblock `(x, y)` and a radius `r`, produces the set of landblock IDs in the `(2r+1) × (2r+1)` window.
|
||||
|
||||
**API:**
|
||||
```csharp
|
||||
public sealed class StreamingRegion
|
||||
{
|
||||
public int CenterX { get; }
|
||||
public int CenterY { get; }
|
||||
public int Radius { get; }
|
||||
public IReadOnlySet<uint> Visible { get; } // landblock IDs in `(lbX << 24) | (lbY << 16) | 0xFFFE`
|
||||
|
||||
public StreamingRegion(int cx, int cy, int radius);
|
||||
|
||||
// Diff-style recenter: returns the landblocks to load (new to visible set)
|
||||
// and to unload (fell outside `radius + 1` hysteresis).
|
||||
public RegionDiff RecenterTo(int newCx, int newCy);
|
||||
}
|
||||
|
||||
public readonly record struct RegionDiff(
|
||||
IReadOnlyList<uint> ToLoad,
|
||||
IReadOnlyList<uint> ToUnload);
|
||||
```
|
||||
|
||||
**Hysteresis:** unload only happens when a landblock falls further than `radius + 1` from the current center. Prevents load/unload churn at boundary crossings. Unit tests verify the hysteresis logic with a standing-still center (no loads, no unloads) and a one-step cross (one new load, no unloads because the departing row is still inside `r+1`).
|
||||
|
||||
No threading. Pure data. Test-able in isolation.
|
||||
|
||||
### 2. `LandblockStreamer` *(new, `src/AcDream.App/Streaming/LandblockStreamer.cs`)*
|
||||
|
||||
Owns a dedicated background thread + two channel-based queues (inbox for jobs, outbox for completions).
|
||||
|
||||
**API:**
|
||||
```csharp
|
||||
public sealed class LandblockStreamer : IDisposable
|
||||
{
|
||||
public LandblockStreamer(
|
||||
DatCollection dats,
|
||||
int centerX, int centerY, // for world-space offset computation inside completions
|
||||
ILogger? log = null);
|
||||
|
||||
public void Start();
|
||||
public void EnqueueLoad(uint landblockId);
|
||||
public void EnqueueUnload(uint landblockId);
|
||||
|
||||
/// <summary>
|
||||
/// Drains up to <paramref name="maxBatchSize"/> completed loads and returns
|
||||
/// them to the caller. Non-blocking. Call from the render thread once per
|
||||
/// OnUpdate. The caller is responsible for GPU upload and world-state
|
||||
/// integration using the returned <see cref="LoadedLandblock"/> records.
|
||||
/// </summary>
|
||||
public IReadOnlyList<LoadedLandblock> DrainCompletions(int maxBatchSize = 4);
|
||||
|
||||
public void Dispose();
|
||||
}
|
||||
|
||||
public sealed record LoadedLandblock(
|
||||
uint LandblockId,
|
||||
WorldView.LoadedLandblock Terrain,
|
||||
IReadOnlyList<WorldEntity> Entities); // scenery + interior + stabs pre-flattened
|
||||
```
|
||||
|
||||
The load thread pulls jobs from the inbox, invokes the existing `WorldView.LoadLandblock` terrain path (unchanged), the scenery generator (unchanged), the EnvCell walker (unchanged), and `CellMesh.Build` / `GfxObjMesh.Build` (unchanged, CPU-only) to produce a `LoadedLandblock` record. The record is posted to the outbox.
|
||||
|
||||
**Unloads** post an "unload" completion that tells the render thread which landblock's data to release. The render thread holds the authoritative `Dictionary<uint, LoadedLandblock>` and references the GPU buffers. On unload, the render thread removes entries and decrements reference counts on GfxObj GPU bundles.
|
||||
|
||||
**Thread safety:** jobs and completions go through `System.Threading.Channels.Channel<T>` (unbounded, single-reader single-writer). `DatCollection` reads are thread-safe per DatReaderWriter docs; no extra locking. Cancellation via `CancellationTokenSource`; `Dispose` cancels and joins the thread.
|
||||
|
||||
**Error handling:** if a dat read throws, the worker catches, logs the landblock ID + exception, and posts a `LoadFailed` completion. The controller marks the landblock as "failed" and does not retry until the region recenters past it and back.
|
||||
|
||||
### 3. `StreamingController` *(new, `src/AcDream.App/Streaming/StreamingController.cs`)*
|
||||
|
||||
Glue between `GameWindow`, `StreamingRegion`, and `LandblockStreamer`. Called once per frame from `OnUpdate`.
|
||||
|
||||
**API:**
|
||||
```csharp
|
||||
public sealed class StreamingController
|
||||
{
|
||||
public StreamingController(
|
||||
LandblockStreamer streamer,
|
||||
int initialRadius,
|
||||
int initialCenterX, int initialCenterY);
|
||||
|
||||
public int Radius { get; set; } // ACDREAM_STREAM_RADIUS env var seeds this
|
||||
|
||||
/// <summary>
|
||||
/// Called every frame. Updates the streaming region based on the current
|
||||
/// observer position, enqueues loads/unloads as needed, and drains
|
||||
/// completed loads into <paramref name="worldState"/>.
|
||||
/// </summary>
|
||||
public void Tick(
|
||||
Vector3 observerWorldPosition,
|
||||
GpuWorldState worldState);
|
||||
}
|
||||
```
|
||||
|
||||
`GpuWorldState` is a helper class (mutable) that owns the per-landblock GPU resources: the terrain renderer's uploaded landblocks, the static-mesh renderer's uploaded entities per landblock, and the per-landblock AABBs used by the frustum culler. The controller adds/removes entries in it as completions drain. It replaces the current flat `_entities` list `GameWindow` holds.
|
||||
|
||||
The observer position is converted to landblock coordinates by taking the integer landblock-sized chunks of world X/Y (we already have `_liveCenterX` and `_liveCenterY` offset math; reuse it). The center is:
|
||||
- **live mode:** server-sent player position (latest `EntityPositionUpdate` for our own GUID), converted via the same lb-offset math as in `OnLiveEntitySpawned` / `OnLivePositionUpdated`
|
||||
- **offline mode:** camera position
|
||||
|
||||
Selection between the two: a simple `_liveSession is { CurrentState: InWorld }` check.
|
||||
|
||||
**Hotkey / env var:** `ACDREAM_STREAM_RADIUS` read at startup. Changing it mid-run is not required for the MVP — we can add a keybind later if it comes up.
|
||||
|
||||
### 4. `FrustumCuller` *(new, `src/AcDream.App/Rendering/FrustumCuller.cs`)*
|
||||
|
||||
Per-frame view-frustum extraction from a view×projection matrix, plus AABB-vs-frustum intersection.
|
||||
|
||||
**API:**
|
||||
```csharp
|
||||
public readonly struct FrustumPlanes
|
||||
{
|
||||
public readonly Vector4 Left, Right, Bottom, Top, Near, Far;
|
||||
public static FrustumPlanes FromViewProjection(Matrix4x4 vp);
|
||||
}
|
||||
|
||||
public static class FrustumCuller
|
||||
{
|
||||
/// <summary>
|
||||
/// Returns true if <paramref name="aabb"/> is potentially visible against
|
||||
/// <paramref name="planes"/>. Conservative — returns true for partial
|
||||
/// intersections. Zero allocations; suitable for per-frame use.
|
||||
/// </summary>
|
||||
public static bool IsAabbVisible(FrustumPlanes planes, BoundingBox aabb);
|
||||
}
|
||||
```
|
||||
|
||||
Used by `StaticMeshRenderer.Draw` and (optionally) `TerrainRenderer.Draw`:
|
||||
1. At the start of each draw call, extract `FrustumPlanes` from `camera.View * camera.Projection`.
|
||||
2. For each landblock's AABB (precomputed at load time — the terrain height range gives Z extent, the 192×192 landblock footprint gives X/Y extent), test against the frustum.
|
||||
3. Skip entity iteration for any landblock whose AABB is fully outside. Opaque and translucent passes both benefit.
|
||||
|
||||
AABBs are owned by `GpuWorldState` and refreshed only when a new landblock loads. They never change at runtime.
|
||||
|
||||
### 5. `NetIoThread` *(modification to `src/AcDream.Core.Net/WorldSession.cs`)*
|
||||
|
||||
Move `WorldSession.PumpOnce` (or its eventual replacement) off the render thread.
|
||||
|
||||
**Before:**
|
||||
```csharp
|
||||
// called from GameWindow.OnUpdate
|
||||
_liveSession.Tick(); // blocking receive with 250ms timeout, then ProcessDatagram
|
||||
```
|
||||
|
||||
**After:**
|
||||
```csharp
|
||||
// started by Connect()
|
||||
var netThread = new Thread(NetReceiveLoop) { IsBackground = true, Name = "acdream.net" };
|
||||
netThread.Start();
|
||||
|
||||
private void NetReceiveLoop()
|
||||
{
|
||||
while (!_cancel.IsCancellationRequested)
|
||||
{
|
||||
var bytes = _net.Receive(TimeSpan.FromMilliseconds(250), out _);
|
||||
if (bytes is null) continue;
|
||||
// Decode + fragment assembly happens here too — everything CPU-bound
|
||||
// runs off the render thread.
|
||||
var parsed = DecodeAndParse(bytes);
|
||||
foreach (var msg in parsed)
|
||||
_incoming.Writer.TryWrite(msg);
|
||||
}
|
||||
}
|
||||
|
||||
// called from GameWindow.OnUpdate
|
||||
public void Tick()
|
||||
{
|
||||
while (_incoming.Reader.TryRead(out var msg))
|
||||
Dispatch(msg); // fires EntitySpawned / MotionUpdated / PositionUpdated
|
||||
}
|
||||
```
|
||||
|
||||
**Channel type:** `System.Threading.Channels.Channel<ParsedGameMessage>`, unbounded, MPSC (net thread writes, render thread reads). `TryWrite` is non-blocking.
|
||||
|
||||
**Event handlers stay on the render thread.** `EntitySpawned`, `MotionUpdated`, `PositionUpdated` are fired from `Tick()` (render thread), so existing handler code continues to see a single-threaded world and doesn't need locks. The `_entitiesByServerGuid` dict, `_animatedEntities`, GPU upload calls — all still single-threaded.
|
||||
|
||||
**Shutdown:** `Dispose()` cancels `_cancel`, waits for the net thread via `netThread.Join(TimeSpan.FromSeconds(1))`, closes the UDP socket.
|
||||
|
||||
**ISAAC state:** `_inboundIsaac` and `_outboundIsaac` are owned by the net thread after handshake; `SendGameMessage` needs a lock if we keep it render-thread-owned, OR an outbound channel so the net thread drives all socket writes. The simpler option is a single `lock(_isaacOutboundLock)` around outbound sends — the send volume is low and contention is negligible.
|
||||
|
||||
### Existing files touched
|
||||
|
||||
- **`GameWindow.cs`** — replace the one-shot preload with `StreamingController.Tick` in `OnUpdate`. Remove the `_entities` field (migrates into `GpuWorldState`). Feed `FrustumPlanes` into `StaticMeshRenderer.Draw`.
|
||||
- **`StaticMeshRenderer.cs`** — accept a `FrustumPlanes?` parameter on `Draw`; if set, skip entity iteration for landblocks whose AABB fails the test. Entity-to-landblock mapping is provided by `GpuWorldState`.
|
||||
- **`TerrainRenderer.cs`** — same treatment: skip drawing landblocks that fail the frustum test.
|
||||
- **`WorldSession.cs`** — split the receive loop onto a background thread; add the channel; adjust `Tick` to drain the channel.
|
||||
- **`Program.cs` / `GameWindow.cs` startup** — read `ACDREAM_STREAM_RADIUS`, instantiate `LandblockStreamer` + `StreamingController`.
|
||||
|
||||
## Data flow (steady state, one frame)
|
||||
|
||||
1. **Net thread (continuous):** receives packet → decodes → fragment assembles → parses → writes `ParsedGameMessage` to `_incoming` channel.
|
||||
2. **Load thread (continuous):** pulls job from `LandblockStreamer._jobs` → reads dats → builds meshes → posts `LoadedLandblock` to `LandblockStreamer._completions`.
|
||||
3. **OnUpdate (render thread):**
|
||||
- `_liveSession.Tick()` drains `_incoming`, fires `EntitySpawned` / `MotionUpdated` / `PositionUpdated`. Handlers update `_entitiesByServerGuid`, `_animatedEntities`, world state.
|
||||
- `_streamingController.Tick(observerPos, worldState)`:
|
||||
- Computes observer landblock coordinates from world pos.
|
||||
- `StreamingRegion.RecenterTo(...)` → `RegionDiff`.
|
||||
- Enqueues `ToLoad` into `LandblockStreamer`.
|
||||
- Enqueues `ToUnload` into `LandblockStreamer`.
|
||||
- Drains `LandblockStreamer.DrainCompletions()` → GPU-uploads new terrain + meshes → adds entities to `worldState`.
|
||||
- Animation tick (`TickAnimations(dt)`) runs over the updated animated-entity set.
|
||||
- Fly camera input + keyboard.
|
||||
4. **OnRender (render thread):**
|
||||
- Compute `FrustumPlanes` from camera.
|
||||
- Draw terrain, skipping culled landblocks.
|
||||
- Draw static mesh pass 1 (opaque), skipping culled landblocks.
|
||||
- Draw static mesh pass 2 (translucent, with cull face on), skipping culled landblocks.
|
||||
|
||||
## Error handling & edge cases
|
||||
|
||||
- **Dat load fails for a landblock.** Worker logs, posts a `LoadFailed` record. Controller marks the landblock as "failed" in a small dict. The landblock stays out of the visible set until the region recenters off it and back — a crude self-heal that avoids a tight retry loop.
|
||||
- **Player teleports across the world** (live mode recalls, long-range recall spells). Region recomputes entirely on the next `Tick`; the old set unloads, the new set enqueues. A single multi-block hitch the first frame after teleport is acceptable — it's the unavoidable cost of landing in an unloaded area.
|
||||
- **Net thread dies** (socket exception, unhandled parse error). Catch, log, set `_liveSession` state to `Failed`. Render thread continues showing the last-known world. No auto-reconnect in Phase A.
|
||||
- **Shutdown mid-load.** `Dispose` cancels the load thread's token, drains any in-flight completion into `/dev/null` (actually: drops them so we don't GPU-upload after disposal), joins the thread, then disposes GPU resources.
|
||||
- **Observer outside the currently-loaded region** (first frame, before Tick has a chance to run). Fallback: load the 3×3 around the observer synchronously on first frame, then let streaming take over. This is the "initial preload" behavior and matches current startup semantics.
|
||||
- **`StreamingRegion` at map edges.** Clamp `(lbX, lbY)` to `[0, 255]` (AC landblock coordinates are 8-bit). Landblocks beyond the edge are skipped without error.
|
||||
|
||||
## Testing strategy
|
||||
|
||||
New test projects / files:
|
||||
|
||||
- **`tests/AcDream.Core.Tests/Streaming/StreamingRegionTests.cs`**
|
||||
- Construct with center `(50, 50)` radius `2` → `Visible` is exactly the 25-cell window.
|
||||
- `RecenterTo(50, 50)` → empty diff.
|
||||
- `RecenterTo(51, 50)` → `ToLoad` has the new column (5 landblocks), `ToUnload` is empty (hysteresis keeps the departing column).
|
||||
- `RecenterTo(53, 50)` (three-step jump) → `ToLoad` has new columns (15 landblocks), `ToUnload` has one departing column (5 landblocks, now beyond `r+1`).
|
||||
- `RecenterTo(100, 100)` (full teleport) → entire old set unloads, entire new set loads.
|
||||
- Edge clamping at `(0, 0)` and `(255, 255)`.
|
||||
|
||||
- **`tests/AcDream.Core.Tests/Streaming/FrustumCullerTests.cs`**
|
||||
- Identity VP → all six planes at infinity, every AABB visible.
|
||||
- Known perspective with known camera pos → AABB directly in front visible, AABB directly behind not visible.
|
||||
- AABB straddling a plane → visible (conservative).
|
||||
- Edge cases: zero-size AABB on the near plane, huge AABB enclosing the camera.
|
||||
|
||||
- **`tests/AcDream.App.Tests/Streaming/LandblockStreamerTests.cs`** (create project if missing, copy the small existing test-project pattern)
|
||||
- Fake `DatCollection` that returns canned landblocks on demand.
|
||||
- Enqueue three loads → drain three completions. Order-independent but arrival-order stable.
|
||||
- Enqueue a load that throws → `LoadFailed` arrives in the outbox; no thread crash.
|
||||
- Dispose mid-load → thread joins cleanly, subsequent operations are no-ops.
|
||||
|
||||
- **`tests/AcDream.Core.Net.Tests/NetIoThreadTests.cs`**
|
||||
- Loopback UDP harness (already exists for `LiveHandshakeTests`). Spin up the session with net-thread mode on.
|
||||
- Server sends N packets → client's `Tick()` dispatches N events on the render thread (i.e., on the test thread, which we assert).
|
||||
- Dispose while a receive is in flight → clean shutdown, no thread leaks.
|
||||
- Existing `LiveHandshakeTests` continue to pass unchanged — proves the real handshake path still works.
|
||||
|
||||
Total expected new test count: ~25. Bringing totals to roughly 120 Core / 100 Core.Net / new `AcDream.App.Tests` project.
|
||||
|
||||
## Implementation order
|
||||
|
||||
Phase A is broken into four concrete increments, each independently commit-able and verifiable:
|
||||
|
||||
1. **A.1 Streaming (includes async dat read as its implementation, i.e., sub-piece A.4).**
|
||||
- Land `StreamingRegion`, `StreamingRegionTests`, `LandblockStreamer`, `StreamingController`, and the `GameWindow` wiring.
|
||||
- Verify: runtime window change via env var, walk 10 landblocks, no crashes.
|
||||
- Commit point.
|
||||
|
||||
2. **A.2 Frustum culling.**
|
||||
- Land `FrustumPlanes`, `FrustumCuller`, per-landblock AABB cache in `GpuWorldState`, wiring in `StaticMeshRenderer.Draw` and `TerrainRenderer.Draw`.
|
||||
- Verify: frame time with a `radius=3` window is at least as good as the baseline with unchanged visual output.
|
||||
- Commit point.
|
||||
|
||||
3. **A.3 Net I/O thread.**
|
||||
- Split `WorldSession.PumpOnce` onto a dedicated thread, add the `Channel<ParsedGameMessage>`, keep event dispatch on the render thread.
|
||||
- Verify: `LiveHandshakeTests` still pass, live session still works, no packet drops under artificial render-thread stalls.
|
||||
- Commit point.
|
||||
|
||||
4. **A.4 (folded).** Already landed in A.1. No separate commit — call this out in the A.1 commit message.
|
||||
|
||||
Each increment takes only one focused session. The whole phase fits in 2-3 sessions total.
|
||||
|
||||
## Acceptance
|
||||
|
||||
Phase A is **done** when all of the following are true:
|
||||
|
||||
1. `ACDREAM_STREAM_RADIUS=4` produces a 9×9 window on startup; `=2` produces 5×5; default (unset) is 5×5.
|
||||
2. Starting in Holtburg, flying (camera) or walking (player, later phase) 10 landblocks in any cardinal direction results in no crashes, no empty void tiles, and no missing entities.
|
||||
3. At a typical landblock-boundary crossing, there is no visible frame hitch — loads are invisible behind the background worker.
|
||||
4. Frame time with radius `2` (5×5 default) stays usable (judged by eye — no numeric threshold).
|
||||
5. `LiveHandshakeTests` pass, proving the net-thread split doesn't regress handshake behavior.
|
||||
6. All new unit tests pass.
|
||||
7. Total test count is at least 220 (up from 194).
|
||||
|
||||
## Open questions for implementation
|
||||
|
||||
None blocking. Items noted for the implementation plan:
|
||||
|
||||
- **Observer position in live+offline:** exact fallback ordering when live is starting up but not yet InWorld. Minor — fall back to camera until first position update.
|
||||
- **GPU memory reclamation rhythm:** do we unload immediately on drain, or hold a small LRU? Start with immediate; upgrade to LRU if thrashing becomes visible.
|
||||
- **Channel bound size:** pick unbounded for simplicity; revisit if completions pile up.
|
||||
|
||||
These get resolved during implementation; none changes the spec.
|
||||
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