chore(phys): A6.P3 #98 triage — revert neg-poly + bldg-check experiments
Triage step from the plan at C:\Users\erikn\.claude\plans\ i-did-some-work-sharded-acorn.md. Four sessions on issue #98 left the worktree dirty with ~1352 LOC of mixed work. This commit splits the work into "keep" (defensible + diagnostic) and "drop" (failed experiments), then commits the keep set with the drops removed. Plan asked for three commits (diag / fix / revert); consolidated to one because the diagnostic emits in TransitionTypes.cs are tightly interleaved with the multi-sphere CellTransit calls and the CellId switch. Hunk-level splitting in those files for marginal bisect granularity didn't justify the misclick risk. Reverted entirely (failed experiments per slice 7 handoff): - src/AcDream.Core/Physics/PhysicsDataCache.cs — neg-poly storage fields (Stippling, PosSurface, NegSurface, HasNegativeSide, IsNegativeSide, NegativeSide). - src/AcDream.Core/Physics/ShadowObjectRegistry.cs — isBuilding flag propagation through Register / ShadowEntry. - tests/AcDream.Core.Tests/Physics/BSPQueryTests.cs — 165 lines of PolygonWithNegativeSide_* tests. - tests/AcDream.Core.Tests/Physics/ShadowObjectRegistryTests.cs — isBuilding propagation tests. - src/AcDream.Core/World/WorldEntity.cs — IsLandblockBuilding field (no consumer once ShadowObjectRegistry.isBuilding is gone). - src/AcDream.Core/World/LandblockLoader.cs — IsLandblockBuilding=true setter on building entities (kept BuildBuildingTerrainCells). - src/AcDream.App/Rendering/GameWindow.cs — isBuilding: arg passed to ShadowObjects.Register. - src/AcDream.Core/Physics/BSPQuery.cs — TryAdjustWalkableSide / IsWalkableAt helpers, their callers, the Path 5 / Path 6 neg-poly branch split, the BldgCheck-tied clearCell conditional, and the neg-poly ResolveCellPolygons writes. - src/AcDream.Core/Physics/PhysicsDiagnostics.cs — neg-poly fields in the poly-dump format. - src/AcDream.Core/Physics/TransitionTypes.cs — SpherePath.BldgCheck + SpherePath.HitsInteriorCell fields and every consumer, the savedBldgCheck try/finally around FindCollisions, and the neg-poly format additions to the dump-on-error helper. - src/AcDream.Core/Physics/CellTransit.cs — FindCellSet overloads with hitsInteriorCell out-param and the BuildCellSetAndPickContaining out-param threading. Kept (defensible correctness fixes + diagnostic infrastructure): - src/AcDream.App/Rendering/GameWindow.cs — render-vs-physics cell origin split: the 0.02m render lift no longer leaks into physics BSP caching. lb.BuildingTerrainCells threaded into LandblockMesh.Build. - src/AcDream.Core/World/LoadedLandblock.cs — BuildingTerrainCells record field. - src/AcDream.Core/World/LandblockLoader.cs — BuildBuildingTerrainCells (cy*8+cx from LandBlockInfo.Buildings). - src/AcDream.Core/Terrain/LandblockMesh.cs — hiddenTerrainCells param that collapses owned-cell triangles to a zero-area degenerate. - src/AcDream.App/Streaming/{GpuWorldState,LandblockStreamer}.cs — mechanical BuildingTerrainCells threading through LoadedLandblock reconstructions. - src/AcDream.Core/Physics/CellTransit.cs — multi-sphere FindTransitCellsSphere variant + multi-sphere AddAllOutsideCells + FindCellSet(IReadOnlyList<Sphere>, …) overload + the BSPQuery.SphereIntersectsCellBsp call for loaded neighbours. Matches retail CObjCell::find_cell_list / CEnvCell::find_transit_cells. - src/AcDream.Core/Physics/TransitionTypes.cs — multi-sphere FindCellSet call site, retail-faithful CellId switch after CheckOtherCells, the outdoor-landcell terrain-walkable fallback in CheckOtherCells, and the full diagnostic suite ([step-walk], [walkable-nearest], [issue98-walkable-detail], [cell-set-summary], LastBspHitPoly emits). - src/AcDream.Core/Physics/PhysicsDiagnostics.cs — ProbeStepWalkEnabled gate (ACDREAM_PROBE_STEP_WALK=1) + LogStepWalk helper + FormatVector / FormatPlane utilities. All emit-gated. - src/AcDream.Core/Physics/BSPQuery.cs — diagnostic emits to LastBspHitPoly at four sites in SphereIntersectsPolyInternal / the placement adjustment path. - Test files for the kept work: CellTransitFindCellSetTests, CellTransitFindTransitCellsSphereTests, PhysicsDiagnosticsTests, TransitionCheckOtherCellsTests, LandblockMeshTests, LandblockLoaderTests. Verification: - dotnet build: green, 0 errors, 3 pre-existing warnings. - dotnet test: 1156 passed + 8 failed (baseline was 1148 + 8 pre- existing; the +8 passing are the new tests for the kept defensible work). Same 8 pre-existing failures, no new regressions. Backup of pre-triage worktree state in stash@{0}. A6.P3 #98 is still open; this is the apparatus-prep step, not a fix. Next: cell-dump probe (Step 2 of the plan).
This commit is contained in:
parent
111aa3e59d
commit
35b37dfb5f
16 changed files with 930 additions and 58 deletions
|
|
@ -173,7 +173,11 @@ public sealed class GpuWorldState
|
|||
var merged = new List<WorldEntity>(landblock.Entities.Count + pending.Count);
|
||||
merged.AddRange(landblock.Entities);
|
||||
merged.AddRange(pending);
|
||||
landblock = new LoadedLandblock(landblock.LandblockId, landblock.Heightmap, merged);
|
||||
landblock = new LoadedLandblock(
|
||||
landblock.LandblockId,
|
||||
landblock.Heightmap,
|
||||
merged,
|
||||
landblock.BuildingTerrainCells);
|
||||
_pendingByLandblock.Remove(landblock.LandblockId);
|
||||
}
|
||||
|
||||
|
|
@ -232,7 +236,11 @@ public sealed class GpuWorldState
|
|||
var newList = new List<WorldEntity>(entities.Count - 1);
|
||||
for (int j = 0; j < entities.Count; j++)
|
||||
if (j != i) newList.Add(entities[j]);
|
||||
_loaded[kvp.Key] = new LoadedLandblock(kvp.Value.LandblockId, kvp.Value.Heightmap, newList);
|
||||
_loaded[kvp.Key] = new LoadedLandblock(
|
||||
kvp.Value.LandblockId,
|
||||
kvp.Value.Heightmap,
|
||||
newList,
|
||||
kvp.Value.BuildingTerrainCells);
|
||||
|
||||
// Add to new (via AppendLiveEntity which handles pending)
|
||||
AppendLiveEntity(newCanonicalLb, entity);
|
||||
|
|
@ -333,7 +341,7 @@ public sealed class GpuWorldState
|
|||
foreach (var e in lb.Entities)
|
||||
if (e.ServerGuid != serverGuid) newList.Add(e);
|
||||
|
||||
_loaded[kvp.Key] = new LoadedLandblock(lb.LandblockId, lb.Heightmap, newList);
|
||||
_loaded[kvp.Key] = new LoadedLandblock(lb.LandblockId, lb.Heightmap, newList, lb.BuildingTerrainCells);
|
||||
rebuiltLoaded = true;
|
||||
}
|
||||
|
||||
|
|
@ -387,7 +395,11 @@ public sealed class GpuWorldState
|
|||
var newEntities = new List<WorldEntity>(lb.Entities.Count + 1);
|
||||
newEntities.AddRange(lb.Entities);
|
||||
newEntities.Add(entity);
|
||||
_loaded[canonicalLandblockId] = new LoadedLandblock(lb.LandblockId, lb.Heightmap, newEntities);
|
||||
_loaded[canonicalLandblockId] = new LoadedLandblock(
|
||||
lb.LandblockId,
|
||||
lb.Heightmap,
|
||||
newEntities,
|
||||
lb.BuildingTerrainCells);
|
||||
RebuildFlatView();
|
||||
return;
|
||||
}
|
||||
|
|
@ -448,7 +460,11 @@ public sealed class GpuWorldState
|
|||
}
|
||||
}
|
||||
|
||||
_loaded[canonical] = new LoadedLandblock(lb.LandblockId, lb.Heightmap, System.Array.Empty<WorldEntity>());
|
||||
_loaded[canonical] = new LoadedLandblock(
|
||||
lb.LandblockId,
|
||||
lb.Heightmap,
|
||||
System.Array.Empty<WorldEntity>(),
|
||||
lb.BuildingTerrainCells);
|
||||
_pendingByLandblock.Remove(canonical);
|
||||
RebuildFlatView();
|
||||
}
|
||||
|
|
@ -484,7 +500,7 @@ public sealed class GpuWorldState
|
|||
var merged = new List<WorldEntity>(lb.Entities.Count + entities.Count);
|
||||
merged.AddRange(lb.Entities);
|
||||
merged.AddRange(entities);
|
||||
_loaded[canonical] = new LoadedLandblock(lb.LandblockId, lb.Heightmap, merged);
|
||||
_loaded[canonical] = new LoadedLandblock(lb.LandblockId, lb.Heightmap, merged, lb.BuildingTerrainCells);
|
||||
if (_wbSpawnAdapter is not null)
|
||||
_wbSpawnAdapter.OnLandblockLoaded(_loaded[canonical]);
|
||||
|
||||
|
|
|
|||
|
|
@ -231,7 +231,8 @@ public sealed class LandblockStreamer : IDisposable
|
|||
lb = new LoadedLandblock(
|
||||
lb.LandblockId,
|
||||
lb.Heightmap,
|
||||
System.Array.Empty<AcDream.Core.World.WorldEntity>());
|
||||
System.Array.Empty<AcDream.Core.World.WorldEntity>(),
|
||||
lb.BuildingTerrainCells);
|
||||
}
|
||||
_outbox.Writer.TryWrite(new LandblockStreamResult.Loaded(
|
||||
load.LandblockId, tier, lb, mesh));
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue