refactor(app): compose atomic frame roots

Move the complete update/render construction graph into a typed Phase-8 owner, explicitly carry the content dependencies it consumes, and publish both roots through one exact lease. Extract lifecycle resource sampling and frame-owned late bindings so partial startup and shutdown withdraw the same generation without window callbacks.

Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-22 19:02:08 +02:00
parent 826f9ea9b5
commit 3628aeb520
21 changed files with 1052 additions and 374 deletions

View file

@ -0,0 +1,516 @@
using AcDream.App.Diagnostics;
using AcDream.App.Input;
using AcDream.App.Rendering;
using AcDream.App.Rendering.Vfx;
using AcDream.App.Settings;
using AcDream.App.Update;
using AcDream.App.World;
using AcDream.Core.Combat;
using AcDream.Core.Lighting;
using AcDream.Core.Physics;
using AcDream.Core.Selection;
using AcDream.Core.World;
using Silk.NET.Input;
using Silk.NET.OpenGL;
using Silk.NET.Windowing;
namespace AcDream.App.Composition;
internal sealed record FrameRootDependencies(
RuntimeOptions Options,
GL Gl,
IWindow Window,
IInputContext Input,
WorldTimeService WorldTime,
WeatherSystem Weather,
LightManager Lighting,
WorldEnvironmentController WorldEnvironment,
PhysicsEngine PhysicsEngine,
CellVisibility CellVisibility,
LocalPlayerModeState PlayerMode,
LocalPlayerIdentityState PlayerIdentity,
ChaseCameraInputState ChaseCameraInput,
LocalPlayerControllerSlot PlayerController,
LiveWorldOriginState WorldOrigin,
ParticleVisibilityController ParticleVisibility,
EntityEffectPoseRegistry EffectPoses,
WorldRenderRangeState RenderRange,
RuntimeSettingsController Settings,
DisplayFramePacingController DisplayFramePacing,
WorldSceneDebugState WorldSceneDebugState,
RetailAlphaQueue RetailAlphaQueue,
FrameProfiler FrameProfiler,
bool FrameDiagnosticsEnabled,
IRenderFrameDiagnosticLog RenderDiagnosticLog,
DebugVmRenderFactsPublisher DebugVmRenderFacts,
IInputCaptureSource InputCapture,
DispatcherCameraInputSource CameraInput,
SelectionState Selection,
LiveEntityAnimationRuntimeView<LiveEntityAnimationState> Animations,
UpdateFrameClock UpdateClock,
CombatState Combat,
GameFrameGraphSlot FrameGraphs,
Action<string> Log);
internal sealed record FrameRootResult(
UpdateFrameOrchestrator Update,
RenderFrameOrchestrator Render,
WorldLifecycleAutomationController? LifecycleAutomation,
FrameRootRuntimeBindings RuntimeBindings,
IDisposable FrameGraphPublication,
AcDream.App.Net.LiveSessionHost SessionHost);
internal interface IGameWindowFrameRootPublication
{
void PublishFrameRoots(FrameRootResult result);
}
internal enum FrameRootCompositionPoint
{
RenderResourcesCreated,
WorldRendererCreated,
LifecycleAutomationBound,
RenderRootCreated,
UpdateRootCreated,
FrameGraphPublished,
ResultPublished,
}
/// <summary>
/// Exact late edges created with the frame roots. Completed detach operations
/// are removed immediately so shutdown retry never replays them.
/// </summary>
internal sealed class FrameRootRuntimeBindings : IDisposable
{
private readonly List<(string Name, IDisposable Binding)> _bindings = [];
private bool _deactivationStarted;
public void Adopt(string name, IDisposable binding)
{
ArgumentException.ThrowIfNullOrWhiteSpace(name);
ArgumentNullException.ThrowIfNull(binding);
ObjectDisposedException.ThrowIf(_deactivationStarted, this);
_bindings.Add((name, binding));
}
public void Dispose()
{
if (_deactivationStarted && _bindings.Count == 0)
return;
_deactivationStarted = true;
List<Exception>? failures = null;
for (int i = _bindings.Count - 1; i >= 0; i--)
{
(string name, IDisposable binding) = _bindings[i];
try
{
binding.Dispose();
_bindings.RemoveAt(i);
}
catch (Exception failure)
{
(failures ??= []).Add(new InvalidOperationException(
$"Frame-root binding '{name}' did not detach.",
failure));
}
}
if (failures is not null)
{
throw new AggregateException(
"Frame-root binding cleanup remains incomplete.",
failures);
}
}
}
internal sealed class FrameRootCompositionPhase
: IFrameRootCompositionPhase<
HostInputCameraResult,
ContentEffectsAudioResult,
SettingsDevToolsResult,
WorldRenderResult,
InteractionRetainedUiResult,
LivePresentationResult,
SessionPlayerResult,
FrameRootResult>
{
private readonly FrameRootDependencies _dependencies;
private readonly IGameWindowFrameRootPublication _publication;
private readonly Action<FrameRootCompositionPoint>? _faultInjection;
public FrameRootCompositionPhase(
FrameRootDependencies dependencies,
IGameWindowFrameRootPublication publication,
Action<FrameRootCompositionPoint>? faultInjection = null)
{
_dependencies = dependencies
?? throw new ArgumentNullException(nameof(dependencies));
_publication = publication
?? throw new ArgumentNullException(nameof(publication));
_faultInjection = faultInjection;
}
public FrameRootResult Compose(
HostInputCameraResult host,
ContentEffectsAudioResult content,
SettingsDevToolsResult settings,
WorldRenderResult world,
InteractionRetainedUiResult interaction,
LivePresentationResult live,
SessionPlayerResult session)
{
ArgumentNullException.ThrowIfNull(host);
ArgumentNullException.ThrowIfNull(content);
ArgumentNullException.ThrowIfNull(settings);
ArgumentNullException.ThrowIfNull(world);
ArgumentNullException.ThrowIfNull(interaction);
ArgumentNullException.ThrowIfNull(live);
ArgumentNullException.ThrowIfNull(session);
var scope = new CompositionAcquisitionScope();
FrameRootRuntimeBindings? bindings = null;
bool bindingsOwnedByScope = false;
try
{
FrameRootResult result = ComposeCore(
host,
content,
settings,
world,
interaction,
live,
session,
scope,
ref bindings,
ref bindingsOwnedByScope);
scope.Complete();
return result;
}
catch (Exception failure)
{
if (bindings is not null && !bindingsOwnedByScope)
{
scope.Own(
"frame-root runtime bindings",
bindings,
static value => value.Dispose());
}
scope.RollbackAndThrow(failure);
throw new System.Diagnostics.UnreachableException();
}
}
private FrameRootResult ComposeCore(
HostInputCameraResult host,
ContentEffectsAudioResult content,
SettingsDevToolsResult settings,
WorldRenderResult world,
InteractionRetainedUiResult interaction,
LivePresentationResult live,
SessionPlayerResult session,
CompositionAcquisitionScope scope,
ref FrameRootRuntimeBindings? bindings,
ref bool bindingsOwnedByScope)
{
FrameRootDependencies d = _dependencies;
WorldRenderFoundation foundation = world.Foundation;
var teleportRenderState =
new LocalPlayerTeleportRenderStateSource(session.LocalTeleport);
var renderLoginState = new RenderLoginStateSource(
d.Options.LiveMode,
d.PlayerMode);
var renderFrameGlState = new RenderFrameGlStateController(
new SilkRenderFrameGlStateApi(d.Gl));
var renderFrameLivePreparation =
new RuntimeRenderFrameLivePreparation(
foundation.TextureCache,
foundation.MeshAdapter,
session.WorldReveal,
teleportRenderState,
renderLoginState,
new LiveLoginRevealCellSource(
live.LiveEntities,
d.PlayerIdentity),
live.ParticleRenderer,
d.FrameProfiler,
d.FrameDiagnosticsEnabled);
var renderFrameResources = new RenderFrameResourceController(
host.GpuFrameFlights,
new RuntimeRenderFrameBeginResources(
foundation.TextureCache,
live.DrawDispatcher,
live.EnvCellRenderer,
live.PortalDepthMask,
foundation.TextRenderer,
interaction.RetainedUi?.Host.TextRenderer,
live.ClipFrame,
foundation.Terrain,
foundation.SceneLighting,
d.FrameProfiler,
d.Gl),
new RuntimeRenderFrameClearPhase(
d.Gl,
d.WorldTime,
d.Weather,
teleportRenderState,
d.ParticleVisibility,
host.WorldRenderDiagnostics,
renderFrameGlState),
renderFrameLivePreparation);
Fault(FrameRootCompositionPoint.RenderResourcesCreated);
var renderWeatherFrame = new RenderWeatherFrameController(
d.WorldTime,
d.Weather);
var skyPesFrame = new SkyPesFrameController(
content.ScriptRunner,
content.ParticleSink,
d.EffectPoses,
live.EntityEffects);
var worldFrameEnvironment =
new RuntimeWorldFrameEnvironmentPreparation(
d.Options,
d.WorldTime,
d.Lighting,
live.DrawDispatcher,
live.EnvCellRenderer,
foundation.SceneLighting,
d.RenderRange,
skyPesFrame);
var worldRenderFrameBuilder = new WorldRenderFrameBuilder(
new RuntimeWorldFrameCameraSource(
host.CameraController,
session.LocalTeleport),
new RuntimeWorldFrameVisibilityPreparation(
live.SelectionScene,
d.ParticleVisibility,
foundation.Terrain,
session.WorldReveal,
live.EnvCellFrustum),
new RuntimeWorldFrameSettingsPreview(
d.Settings,
content.Audio?.Engine,
host.CameraController,
d.DisplayFramePacing),
new RuntimeWorldFrameRootSource(
d.PhysicsEngine,
d.CellVisibility,
d.PlayerMode,
d.ChaseCameraInput,
d.PlayerController,
d.WorldOrigin),
worldFrameEnvironment,
new RuntimeWorldFrameAnimatedEntitySource(
d.Animations,
live.StaticAnimationScheduler,
live.EquippedChildren),
new RuntimeWorldFrameBuildingSource(
live.LandblockPipeline,
d.CellVisibility));
var terrainDrawDiagnostics = new TerrainDrawDiagnosticsController(
d.FrameDiagnosticsEnabled,
host.WorldRenderDiagnostics,
new RuntimeFramePipelineDiagnosticFactsSource(
foundation.Terrain,
live.LandblockPipeline,
renderFrameLivePreparation,
live.DrawDispatcher,
session.Streaming,
live.LiveEntities,
live.WorldState),
d.RenderDiagnosticLog);
var retailPViewCells = new RetailPViewCellSource(d.CellVisibility);
var retailPViewPassExecutor = new RetailPViewPassExecutor(
d.Gl,
renderFrameGlState,
new SilkRetailPViewFramebufferSource(d.Window),
live.ClipFrame,
foundation.Terrain,
live.EnvCellRenderer,
live.DrawDispatcher,
live.SkyRenderer,
content.ParticleSystem,
live.ParticleRenderer,
live.PortalDepthMask,
d.RetailAlphaQueue,
host.WorldRenderDiagnostics,
terrainDrawDiagnostics);
var worldSceneDiagnostics = new WorldSceneDiagnosticsController(
host.WorldRenderDiagnostics,
new RuntimeWorldScenePViewDiagnosticSource(
d.PlayerController,
d.PhysicsEngine,
d.CellVisibility),
d.WorldSceneDebugState,
foundation.DebugLines,
d.PhysicsEngine,
d.PlayerMode,
d.PlayerController,
d.DebugVmRenderFacts,
settings.DevTools is not null);
var worldScenePasses = new WorldScenePassExecutor(
d.Gl,
renderFrameGlState,
live.ClipFrame,
live.DrawDispatcher,
live.EnvCellRenderer,
foundation.Terrain,
terrainDrawDiagnostics,
live.SkyRenderer,
content.ParticleSystem,
live.ParticleRenderer);
var worldSceneRenderer = new WorldSceneRenderer(
renderFrameResources,
renderLoginState,
d.WorldEnvironment,
worldRenderFrameBuilder,
new RuntimeWorldSceneEntitySource(live.WorldState),
live.SelectionScene,
d.RetailAlphaQueue,
d.ParticleVisibility,
new WorldScenePViewRenderer(
new RetailPViewRenderer(),
retailPViewPassExecutor,
retailPViewPassExecutor),
retailPViewCells,
worldScenePasses,
d.RenderRange,
worldSceneDiagnostics);
Fault(FrameRootCompositionPoint.WorldRendererCreated);
bindings = new FrameRootRuntimeBindings();
WorldLifecycleAutomationController? lifecycleAutomation = null;
if (interaction.RetainedUi?.Screenshots is { } screenshots
&& d.Options.AutomationArtifactDirectory is { } artifactDirectory)
{
var resourceSnapshots =
new WorldLifecycleResourceSnapshotSource(
live.WorldState,
d.Animations,
live.FrameDiagnostics,
live.LiveEntities,
session.Streaming,
content.ParticleSystem,
content.ParticleSink,
live.EntityEffects,
live.Lights,
content.ScriptRunner,
foundation.MeshAdapter,
foundation.TextureCache,
live.DrawDispatcher,
d.FrameProfiler);
lifecycleAutomation =
new WorldLifecycleAutomationController(
() => session.WorldReveal.Snapshot,
() => session.WorldReveal.PortalMaterializationCount,
resourceSnapshots.Capture,
screenshots,
artifactDirectory,
message => d.Log("[UI-PROBE] " + message));
bindings.Adopt(
"world lifecycle automation",
interaction.LateBindings.Automation.Bind(
lifecycleAutomation));
}
Fault(FrameRootCompositionPoint.LifecycleAutomationBound);
IRetainedGameplayUiFrame? retainedGameplayUi =
d.Options.RetailUi && interaction.RetainedUi is { } retained
? new RetainedGameplayUiFrame(retained.Runtime, d.Input)
: null;
IPrivateFrameScreenshot? privateScreenshot =
interaction.RetainedUi?.Screenshots is { } frameScreenshots
? new PrivateFrameScreenshot(frameScreenshots)
: null;
var privatePresentation = new PrivatePresentationRenderer(
new LocalPlayerPortalViewport(
session.LocalTeleport,
host.CameraController),
renderFrameResources,
live.PaperdollPresenter,
retainedGameplayUi,
settings.DevTools?.Presenter,
privateScreenshot);
var framePreparation = new RenderFramePreparationController(
renderFrameResources,
settings.DevTools?.Presenter,
renderWeatherFrame);
var renderFrame = new RenderFrameOrchestrator(
host.GpuFrameFlights,
framePreparation,
worldSceneRenderer,
privatePresentation,
live.FrameDiagnostics,
(IRenderFrameFailureRecovery?)settings.DevTools?.Presenter
?? NullRenderFrameFailureRecovery.Instance);
Fault(FrameRootCompositionPoint.RenderRootCreated);
var liveFrameCoordinator = new RetailLiveFrameCoordinator(
session.LiveObjectFrame,
live.WorldState,
session.LiveSession,
session.LocalPlayerFrame,
session.LiveSpatialReconciler);
var cameraFrame = new CameraFrameController(
host.CameraController,
d.InputCapture,
d.CameraInput,
session.LocalPlayerFrameRuntime,
d.ChaseCameraInput,
session.LocalPlayerFrame,
session.LiveSpatialReconciler,
new AcDream.App.Combat.CombatCameraTargetSource(
d.Settings,
d.Combat,
d.Selection,
live.SelectionQuery));
var updateFrame = new UpdateFrameOrchestrator(
new LiveEntityTeardownFramePhase(live.LiveEntities),
new ConsoleUpdateFrameFailureSink(),
d.UpdateClock,
new PhysicsScriptClockPublisher(content.ScriptRunner),
session.StreamingFrame,
session.GameplayInput,
liveFrameCoordinator,
new LiveEntityLivenessFramePhase(
session.Liveness,
new StopwatchClientMonotonicTimeSource()),
session.LocalTeleport,
new PlayerModeAutoEntryFramePhase(session.PlayerModeAutoEntry),
cameraFrame);
Fault(FrameRootCompositionPoint.UpdateRootCreated);
var bindingsLease = scope.Own(
"frame-root runtime bindings",
bindings,
static value => value.Dispose());
bindingsOwnedByScope = true;
IDisposable frameGraphPublication = d.FrameGraphs.PublishOwned(
updateFrame,
renderFrame);
var graphLease = scope.Own(
"game frame graph publication",
frameGraphPublication,
static value => value.Dispose());
Fault(FrameRootCompositionPoint.FrameGraphPublished);
var result = new FrameRootResult(
updateFrame,
renderFrame,
lifecycleAutomation,
bindings,
frameGraphPublication,
session.SessionHost);
_publication.PublishFrameRoots(result);
graphLease.Transfer();
bindingsLease.Transfer();
Fault(FrameRootCompositionPoint.ResultPublished);
return result;
}
private void Fault(FrameRootCompositionPoint point) =>
_faultInjection?.Invoke(point);
}

View file

@ -40,10 +40,11 @@ internal interface ISessionPlayerCompositionPhase<in THost, in TContent, in TWor
TLive live);
}
internal interface IFrameRootCompositionPhase<in THost, in TSettings, in TWorld, in TInteraction, in TLive, in TSession, out TResult>
internal interface IFrameRootCompositionPhase<in THost, in TContent, in TSettings, in TWorld, in TInteraction, in TLive, in TSession, out TResult>
{
TResult Compose(
THost host,
TContent content,
TSettings settings,
TWorld world,
TInteraction interaction,
@ -79,7 +80,7 @@ internal sealed class GameWindowCompositionPipeline<
private readonly IInteractionUiCompositionPhase<THost, TContent, TSettings, TWorld, TInteraction> _interaction;
private readonly ILivePresentationCompositionPhase<THost, TContent, TWorld, TInteraction, TLive> _live;
private readonly ISessionPlayerCompositionPhase<THost, TContent, TWorld, TInteraction, TLive, TSession> _session;
private readonly IFrameRootCompositionPhase<THost, TSettings, TWorld, TInteraction, TLive, TSession, TFrame> _frame;
private readonly IFrameRootCompositionPhase<THost, TContent, TSettings, TWorld, TInteraction, TLive, TSession, TFrame> _frame;
private readonly ISessionStartCompositionPhase<TFrame> _start;
public GameWindowCompositionPipeline(
@ -90,7 +91,7 @@ internal sealed class GameWindowCompositionPipeline<
IInteractionUiCompositionPhase<THost, TContent, TSettings, TWorld, TInteraction> interaction,
ILivePresentationCompositionPhase<THost, TContent, TWorld, TInteraction, TLive> live,
ISessionPlayerCompositionPhase<THost, TContent, TWorld, TInteraction, TLive, TSession> session,
IFrameRootCompositionPhase<THost, TSettings, TWorld, TInteraction, TLive, TSession, TFrame> frame,
IFrameRootCompositionPhase<THost, TContent, TSettings, TWorld, TInteraction, TLive, TSession, TFrame> frame,
ISessionStartCompositionPhase<TFrame> start)
{
_host = host ?? throw new ArgumentNullException(nameof(host));
@ -113,7 +114,14 @@ internal sealed class GameWindowCompositionPipeline<
TInteraction interaction = _interaction.Compose(host, content, settings, world);
TLive live = _live.Compose(host, content, world, interaction);
TSession session = _session.Compose(host, content, world, interaction, live);
TFrame frame = _frame.Compose(host, settings, world, interaction, live, session);
TFrame frame = _frame.Compose(
host,
content,
settings,
world,
interaction,
live,
session);
_start.Start(frame);
}
}

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@ -0,0 +1,119 @@
using AcDream.App.Rendering;
using AcDream.App.Rendering.Vfx;
using AcDream.App.Rendering.Wb;
using AcDream.App.Streaming;
using AcDream.App.World;
using AcDream.Core.Vfx;
namespace AcDream.App.Diagnostics;
/// <summary>
/// Samples the canonical owners used by the connected lifecycle gate. This is
/// deliberately a read-only view: it owns no counters and keeps no mirrored
/// resource state between checkpoints.
/// </summary>
internal sealed class WorldLifecycleResourceSnapshotSource
{
private readonly GpuWorldState _world;
private readonly LiveEntityAnimationRuntimeView<LiveEntityAnimationState>
_animations;
private readonly RenderFrameDiagnosticsController _renderDiagnostics;
private readonly LiveEntityRuntime _liveEntities;
private readonly StreamingController _streaming;
private readonly ParticleSystem _particles;
private readonly ParticleHookSink _particleSink;
private readonly EntityEffectController _effects;
private readonly LiveEntityLightController _lights;
private readonly PhysicsScriptRunner _scripts;
private readonly WbMeshAdapter _meshes;
private readonly TextureCache _textures;
private readonly WbDrawDispatcher _dispatcher;
private readonly FrameProfiler _frameProfiler;
public WorldLifecycleResourceSnapshotSource(
GpuWorldState world,
LiveEntityAnimationRuntimeView<LiveEntityAnimationState> animations,
RenderFrameDiagnosticsController renderDiagnostics,
LiveEntityRuntime liveEntities,
StreamingController streaming,
ParticleSystem particles,
ParticleHookSink particleSink,
EntityEffectController effects,
LiveEntityLightController lights,
PhysicsScriptRunner scripts,
WbMeshAdapter meshes,
TextureCache textures,
WbDrawDispatcher dispatcher,
FrameProfiler frameProfiler)
{
_world = world ?? throw new ArgumentNullException(nameof(world));
_animations = animations
?? throw new ArgumentNullException(nameof(animations));
_renderDiagnostics = renderDiagnostics
?? throw new ArgumentNullException(nameof(renderDiagnostics));
_liveEntities = liveEntities
?? throw new ArgumentNullException(nameof(liveEntities));
_streaming = streaming
?? throw new ArgumentNullException(nameof(streaming));
_particles = particles
?? throw new ArgumentNullException(nameof(particles));
_particleSink = particleSink
?? throw new ArgumentNullException(nameof(particleSink));
_effects = effects ?? throw new ArgumentNullException(nameof(effects));
_lights = lights ?? throw new ArgumentNullException(nameof(lights));
_scripts = scripts ?? throw new ArgumentNullException(nameof(scripts));
_meshes = meshes ?? throw new ArgumentNullException(nameof(meshes));
_textures = textures ?? throw new ArgumentNullException(nameof(textures));
_dispatcher = dispatcher
?? throw new ArgumentNullException(nameof(dispatcher));
_frameProfiler = frameProfiler
?? throw new ArgumentNullException(nameof(frameProfiler));
}
public WorldLifecycleResourceSnapshot Capture()
{
ObjectMeshManager meshManager = _meshes.MeshManager
?? throw new InvalidOperationException(
"Lifecycle snapshots require the composed modern mesh manager.");
var mesh = meshManager.Diagnostics;
RenderFrameDiagnosticsSnapshot render = _renderDiagnostics.Snapshot;
GCMemoryInfo memory = GC.GetGCMemoryInfo();
return new WorldLifecycleResourceSnapshot(
LoadedLandblocks: _world.LoadedLandblockIds.Count,
WorldEntities: _world.Entities.Count,
AnimatedEntities: _animations.Count,
VisibleLandblocks: render.VisibleLandblocks,
TotalLandblocks: render.TotalLandblocks,
LiveEntities: _liveEntities.Count,
MaterializedLiveEntities: _liveEntities.MaterializedCount,
PendingLiveTeardowns: _liveEntities.PendingTeardownCount,
PendingLandblockRetirements: _streaming.PendingRetirementCount,
ParticleEmitters: _particles.ActiveEmitterCount,
Particles: _particles.ActiveParticleCount,
ParticleBindings: _particleSink.ActiveBindingCount,
ParticleOwners: _particleSink.TrackedOwnerCount,
EffectOwners: _effects.ReadyOwnerCount,
LightOwners: _lights.TrackedOwnerCount,
ScriptOwners: _scripts.ActiveOwnerCount,
ActiveScripts: _scripts.ActiveScriptCount,
MeshRenderData: mesh.RenderData,
MeshAtlasArrays: mesh.AtlasArrays,
MeshEstimatedBytes: mesh.EstimatedBytes,
StagedMeshUploads: _meshes.StagedUploadBacklog,
StagedMeshBytes: _meshes.StagedUploadBytes,
TrackedGpuBytes: GpuMemoryTracker.AllocatedBytes,
TrackedGpuBuffers: GpuMemoryTracker.BufferCount,
TrackedGpuTextures: GpuMemoryTracker.TextureCount,
OwnedCompositeTextures: _textures.OwnedBindlessTextureCount,
CompositeTextureOwners: _textures.TextureOwnerCount,
ActiveParticleTextures: _textures.ActiveParticleTextureCount,
ParticleTextureOwners: _textures.ParticleTextureOwnerCount,
CompositeWarmupPending:
_dispatcher.LastCompositeWarmupPendingCount,
ManagedBytes: GC.GetTotalMemory(forceFullCollection: false),
ManagedCommittedBytes: memory.TotalCommittedBytes,
Fps: render.Fps,
FrameMilliseconds: render.FrameMilliseconds,
LastFrameProfile: _frameProfiler.LastReport);
}
}

View file

@ -29,12 +29,28 @@ internal sealed class GameFrameGraphSlot
public bool IsPublished => Volatile.Read(ref _pair) is not null;
public void Publish(IGameUpdateFrameRoot update, IGameRenderFrameRoot render)
{
_ = PublishCore(update, render);
}
public IDisposable PublishOwned(
IGameUpdateFrameRoot update,
IGameRenderFrameRoot render)
{
FrameGraphPair pair = PublishCore(update, render);
return new Publication(this, pair);
}
private FrameGraphPair PublishCore(
IGameUpdateFrameRoot update,
IGameRenderFrameRoot render)
{
ArgumentNullException.ThrowIfNull(update);
ArgumentNullException.ThrowIfNull(render);
var pair = new FrameGraphPair(update, render);
if (Interlocked.CompareExchange(ref _pair, pair, null) is not null)
throw new InvalidOperationException("A game frame graph is already published.");
return pair;
}
public bool Tick(UpdateFrameInput input)
@ -64,4 +80,22 @@ internal sealed class GameFrameGraphSlot
{
Interlocked.Exchange(ref _pair, null);
}
private void Withdraw(FrameGraphPair expected) =>
Interlocked.CompareExchange(ref _pair, null, expected);
private sealed class Publication : IDisposable
{
private GameFrameGraphSlot? _owner;
private readonly FrameGraphPair _expected;
public Publication(GameFrameGraphSlot owner, FrameGraphPair expected)
{
_owner = owner;
_expected = expected;
}
public void Dispose() =>
Interlocked.Exchange(ref _owner, null)?.Withdraw(_expected);
}
}

View file

@ -22,7 +22,8 @@ public sealed class GameWindow :
IGameWindowWorldRenderPublication,
IGameWindowInteractionRetainedUiPublication,
IGameWindowLivePresentationPublication,
IGameWindowSessionPlayerPublication
IGameWindowSessionPlayerPublication,
IGameWindowFrameRootPublication
{
private static double ClientTimerNow() =>
System.Diagnostics.Stopwatch.GetTimestamp()
@ -103,6 +104,8 @@ public sealed class GameWindow :
private SessionPlayerRuntimeBindings? _sessionPlayerBindings;
private AcDream.App.Diagnostics.FrameScreenshotController? _frameScreenshots;
private AcDream.App.Diagnostics.WorldLifecycleAutomationController? _worldLifecycleAutomation;
private FrameRootRuntimeBindings? _frameRootBindings;
private IDisposable? _frameGraphPublication;
private AcDream.App.Rendering.GpuFrameFlightController? _gpuFrameFlights;
private readonly AcDream.App.Rendering.GameFrameGraphSlot _frameGraphs = new();
private readonly AcDream.App.Rendering.GameRenderResourceLifetime
@ -1040,6 +1043,23 @@ public sealed class GameWindow :
_sessionPlayerBindings = result.RuntimeBindings;
}
void IGameWindowFrameRootPublication.PublishFrameRoots(
FrameRootResult result)
{
ArgumentNullException.ThrowIfNull(result);
if (_worldLifecycleAutomation is not null
|| _frameRootBindings is not null
|| _frameGraphPublication is not null)
{
throw new InvalidOperationException(
"The GameWindow composition shell already owns frame roots.");
}
_worldLifecycleAutomation = result.LifecycleAutomation;
_frameRootBindings = result.RuntimeBindings;
_frameGraphPublication = result.FrameGraphPublication;
}
private static void PublishCompositionOwner<T>(
ref T? destination,
T value,
@ -1355,268 +1375,53 @@ public sealed class GameWindow :
interactionUi,
livePresentation);
var teleportRenderState =
new AcDream.App.Rendering.LocalPlayerTeleportRenderStateSource(
sessionPlayer.LocalTeleport);
var renderLoginState = new AcDream.App.Rendering.RenderLoginStateSource(
_options.LiveMode,
_localPlayerMode);
var renderFrameGlState = new AcDream.App.Rendering.RenderFrameGlStateController(
new AcDream.App.Rendering.SilkRenderFrameGlStateApi(_gl!));
var renderFrameLivePreparation =
new AcDream.App.Rendering.RuntimeRenderFrameLivePreparation(
_textureCache,
_wbMeshAdapter,
_worldReveal,
teleportRenderState,
renderLoginState,
new AcDream.App.Rendering.LiveLoginRevealCellSource(
_liveEntities!,
_localPlayerIdentity),
_particleRenderer,
_frameProfiler,
_frameDiag);
var renderFrameResources =
new AcDream.App.Rendering.RenderFrameResourceController(
_gpuFrameFlights!,
new AcDream.App.Rendering.RuntimeRenderFrameBeginResources(
_textureCache,
_wbDrawDispatcher,
_envCellRenderer,
_portalDepthMask,
_textRenderer,
_uiHost?.TextRenderer,
_clipFrame,
_terrain,
_sceneLightingUbo,
_frameProfiler,
_gl!),
new AcDream.App.Rendering.RuntimeRenderFrameClearPhase(
_gl!,
WorldTime,
Weather,
teleportRenderState,
_particleVisibility,
worldRenderDiagnostics,
renderFrameGlState),
renderFrameLivePreparation);
var renderWeatherFrame =
new AcDream.App.Rendering.RenderWeatherFrameController(
WorldTime,
Weather);
var skyPesFrame = new AcDream.App.Rendering.SkyPesFrameController(
_scriptRunner!,
_particleSink!,
_effectPoses,
_entityEffects);
var worldFrameEnvironment =
new AcDream.App.Rendering.RuntimeWorldFrameEnvironmentPreparation(
FrameRootResult frameRoots = new FrameRootCompositionPhase(
new FrameRootDependencies(
_options,
WorldTime,
Lighting,
_wbDrawDispatcher,
_envCellRenderer,
_sceneLightingUbo,
_renderRange,
skyPesFrame);
var worldRenderFrameBuilder =
new AcDream.App.Rendering.WorldRenderFrameBuilder(
new AcDream.App.Rendering.RuntimeWorldFrameCameraSource(
_cameraController!,
sessionPlayer.LocalTeleport),
new AcDream.App.Rendering.RuntimeWorldFrameVisibilityPreparation(
_retailSelectionScene,
_particleVisibility,
_terrain,
_worldReveal,
_envCellFrustum),
new AcDream.App.Rendering.RuntimeWorldFrameSettingsPreview(
_runtimeSettings,
_audioEngine,
_cameraController!,
_displayFramePacing),
new AcDream.App.Rendering.RuntimeWorldFrameRootSource(
_physicsEngine,
_cellVisibility,
_localPlayerMode,
_chaseCameraInput,
_playerControllerSlot,
_liveWorldOrigin),
worldFrameEnvironment,
new AcDream.App.Rendering.RuntimeWorldFrameAnimatedEntitySource(
_animatedEntities,
_staticAnimationScheduler,
_equippedChildRenderer),
new AcDream.App.Rendering.RuntimeWorldFrameBuildingSource(
_landblockPresentationPipeline!,
_cellVisibility));
var terrainDrawDiagnostics =
new AcDream.App.Rendering.TerrainDrawDiagnosticsController(
_frameDiag,
worldRenderDiagnostics,
new AcDream.App.Rendering.RuntimeFramePipelineDiagnosticFactsSource(
_terrain,
_landblockPresentationPipeline,
renderFrameLivePreparation,
_wbDrawDispatcher,
_streamingController,
_liveEntities!,
_worldState),
_renderDiagnosticLog);
var retailPViewCells = new AcDream.App.Rendering.RetailPViewCellSource(
_cellVisibility);
var retailPViewPassExecutor =
new AcDream.App.Rendering.RetailPViewPassExecutor(
_gl!,
renderFrameGlState,
new AcDream.App.Rendering.SilkRetailPViewFramebufferSource(
_window!),
_clipFrame!,
_terrain,
_envCellRenderer!,
_wbDrawDispatcher!,
_skyRenderer,
_particleSystem,
_particleRenderer,
_portalDepthMask,
_retailAlphaQueue,
worldRenderDiagnostics,
terrainDrawDiagnostics);
var worldSceneDiagnostics =
new AcDream.App.Rendering.WorldSceneDiagnosticsController(
worldRenderDiagnostics,
new AcDream.App.Rendering.RuntimeWorldScenePViewDiagnosticSource(
_playerControllerSlot,
_physicsEngine,
_cellVisibility),
_worldSceneDebugState,
_debugLines,
_window!,
_input!,
WorldTime,
Weather,
Lighting,
_worldEnvironment,
_physicsEngine,
_cellVisibility,
_localPlayerMode,
_localPlayerIdentity,
_chaseCameraInput,
_playerControllerSlot,
_debugVmRenderFacts,
_debugVm is not null);
var worldScenePasses = new AcDream.App.Rendering.WorldScenePassExecutor(
_gl!,
renderFrameGlState,
_clipFrame!,
_wbDrawDispatcher!,
_envCellRenderer!,
_terrain,
terrainDrawDiagnostics,
_skyRenderer,
_particleSystem,
_particleRenderer);
var worldSceneRenderer = new AcDream.App.Rendering.WorldSceneRenderer(
renderFrameResources,
renderLoginState,
_worldEnvironment,
worldRenderFrameBuilder,
new AcDream.App.Rendering.RuntimeWorldSceneEntitySource(_worldState),
_retailSelectionScene,
_retailAlphaQueue,
_particleVisibility,
new AcDream.App.Rendering.WorldScenePViewRenderer(
new AcDream.App.Rendering.RetailPViewRenderer(),
retailPViewPassExecutor,
retailPViewPassExecutor),
retailPViewCells,
worldScenePasses,
_renderRange,
worldSceneDiagnostics);
if (_frameScreenshots is { } screenshots
&& _options.AutomationArtifactDirectory is { } artifactDirectory)
{
void UiProbeLog(string message) =>
Console.WriteLine("[UI-PROBE] " + message);
_worldLifecycleAutomation =
new AcDream.App.Diagnostics.WorldLifecycleAutomationController(
() => _worldReveal?.Snapshot ?? default,
() => _worldReveal?.PortalMaterializationCount ?? 0,
CaptureWorldLifecycleResourceSnapshot,
screenshots,
artifactDirectory,
UiProbeLog);
interactionUi.LateBindings.AdoptLateOwnerBinding(
"world lifecycle automation",
interactionUi.LateBindings.Automation.Bind(
_worldLifecycleAutomation));
}
AcDream.App.Rendering.IRetainedGameplayUiFrame? retainedGameplayUi =
_options.RetailUi && _retailUiRuntime is not null
? new AcDream.App.Rendering.RetainedGameplayUiFrame(
_retailUiRuntime,
_input)
: null;
AcDream.App.Rendering.IPrivateFrameScreenshot? privateScreenshot =
_frameScreenshots is not null
? new AcDream.App.Rendering.PrivateFrameScreenshot(
_frameScreenshots)
: null;
var privatePresentation =
new AcDream.App.Rendering.PrivatePresentationRenderer(
new AcDream.App.Rendering.LocalPlayerPortalViewport(
sessionPlayer.LocalTeleport,
_cameraController!),
renderFrameResources,
_paperdollFramePresenter,
retainedGameplayUi,
_devToolsFramePresenter,
privateScreenshot);
var framePreparation =
new AcDream.App.Rendering.RenderFramePreparationController(
renderFrameResources,
_devToolsFramePresenter,
renderWeatherFrame);
var renderFrameOrchestrator =
new AcDream.App.Rendering.RenderFrameOrchestrator(
_gpuFrameFlights!,
framePreparation,
worldSceneRenderer,
privatePresentation,
_renderFrameDiagnostics!,
(AcDream.App.Rendering.IRenderFrameFailureRecovery?)
_devToolsFramePresenter
?? AcDream.App.Rendering.NullRenderFrameFailureRecovery.Instance);
var liveFrameCoordinator = new AcDream.App.World.RetailLiveFrameCoordinator(
sessionPlayer.LiveObjectFrame,
_worldState,
sessionPlayer.LiveSession,
sessionPlayer.LocalPlayerFrame,
sessionPlayer.LiveSpatialReconciler);
var cameraFrame = new AcDream.App.Rendering.CameraFrameController(
_cameraController!,
_inputCapture,
_cameraInput,
sessionPlayer.LocalPlayerFrameRuntime,
_chaseCameraInput,
sessionPlayer.LocalPlayerFrame,
sessionPlayer.LiveSpatialReconciler,
new AcDream.App.Combat.CombatCameraTargetSource(
_liveWorldOrigin,
_particleVisibility,
_effectPoses,
_renderRange,
_runtimeSettings,
Combat,
_displayFramePacing,
_worldSceneDebugState,
_retailAlphaQueue,
_frameProfiler,
_frameDiag,
_renderDiagnosticLog,
_debugVmRenderFacts,
_inputCapture,
_cameraInput,
_selection,
_worldSelectionQuery!));
var updateFrameOrchestrator = new AcDream.App.Update.UpdateFrameOrchestrator(
new AcDream.App.Update.LiveEntityTeardownFramePhase(
livePresentation.LiveEntities),
new AcDream.App.Update.ConsoleUpdateFrameFailureSink(),
_updateFrameClock,
new AcDream.App.Update.PhysicsScriptClockPublisher(_scriptRunner!),
sessionPlayer.StreamingFrame,
sessionPlayer.GameplayInput,
liveFrameCoordinator,
new AcDream.App.Update.LiveEntityLivenessFramePhase(
sessionPlayer.Liveness,
new AcDream.App.Update.StopwatchClientMonotonicTimeSource()),
sessionPlayer.LocalTeleport,
new AcDream.App.Update.PlayerModeAutoEntryFramePhase(
sessionPlayer.PlayerModeAutoEntry),
cameraFrame);
_frameGraphs.Publish(updateFrameOrchestrator, renderFrameOrchestrator);
_animatedEntities,
_updateFrameClock,
Combat,
_frameGraphs,
Console.WriteLine),
this).Compose(
hostInputCamera,
contentEffectsAudio,
settingsDevTools,
worldRender,
interactionUi,
livePresentation,
sessionPlayer);
AcDream.App.Net.LiveSessionStartResult liveStart =
sessionPlayer.SessionHost.Start(_options);
frameRoots.SessionHost.Start(_options);
switch (liveStart.Status)
{
case AcDream.App.Net.LiveSessionStartStatus.MissingCredentials:
@ -1649,54 +1454,6 @@ public sealed class GameWindow :
out _);
}
private AcDream.App.Diagnostics.WorldLifecycleResourceSnapshot
CaptureWorldLifecycleResourceSnapshot()
{
var meshManager = _wbMeshAdapter?.MeshManager;
var mesh = meshManager?.Diagnostics ?? default;
AcDream.App.Rendering.RenderFrameDiagnosticsSnapshot render =
_renderFrameDiagnostics?.Snapshot
?? AcDream.App.Rendering.RenderFrameDiagnosticsSnapshot.Initial;
GCMemoryInfo memory = GC.GetGCMemoryInfo();
return new AcDream.App.Diagnostics.WorldLifecycleResourceSnapshot(
LoadedLandblocks: _worldState.LoadedLandblockIds.Count,
WorldEntities: _worldState.Entities.Count,
AnimatedEntities: _animatedEntities.Count,
VisibleLandblocks: render.VisibleLandblocks,
TotalLandblocks: render.TotalLandblocks,
LiveEntities: _liveEntities?.Count ?? 0,
MaterializedLiveEntities: _liveEntities?.MaterializedCount ?? 0,
PendingLiveTeardowns: _liveEntities?.PendingTeardownCount ?? 0,
PendingLandblockRetirements:
_streamingController?.PendingRetirementCount ?? 0,
ParticleEmitters: _particleSystem?.ActiveEmitterCount ?? 0,
Particles: _particleSystem?.ActiveParticleCount ?? 0,
ParticleBindings: _particleSink?.ActiveBindingCount ?? 0,
ParticleOwners: _particleSink?.TrackedOwnerCount ?? 0,
EffectOwners: _entityEffects?.ReadyOwnerCount ?? 0,
LightOwners: _liveEntityLights?.TrackedOwnerCount ?? 0,
ScriptOwners: _scriptRunner?.ActiveOwnerCount ?? 0,
ActiveScripts: _scriptRunner?.ActiveScriptCount ?? 0,
MeshRenderData: mesh.RenderData,
MeshAtlasArrays: mesh.AtlasArrays,
MeshEstimatedBytes: mesh.EstimatedBytes,
StagedMeshUploads: _wbMeshAdapter?.StagedUploadBacklog ?? 0,
StagedMeshBytes: _wbMeshAdapter?.StagedUploadBytes ?? 0,
TrackedGpuBytes: AcDream.App.Rendering.Wb.GpuMemoryTracker.AllocatedBytes,
TrackedGpuBuffers: AcDream.App.Rendering.Wb.GpuMemoryTracker.BufferCount,
TrackedGpuTextures: AcDream.App.Rendering.Wb.GpuMemoryTracker.TextureCount,
OwnedCompositeTextures: _textureCache?.OwnedBindlessTextureCount ?? 0,
CompositeTextureOwners: _textureCache?.TextureOwnerCount ?? 0,
ActiveParticleTextures: _textureCache?.ActiveParticleTextureCount ?? 0,
ParticleTextureOwners: _textureCache?.ParticleTextureOwnerCount ?? 0,
CompositeWarmupPending: _wbDrawDispatcher?.LastCompositeWarmupPendingCount ?? 0,
ManagedBytes: GC.GetTotalMemory(forceFullCollection: false),
ManagedCommittedBytes: memory.TotalCommittedBytes,
Fps: render.Fps,
FrameMilliseconds: render.FrameMilliseconds,
LastFrameProfile: _frameProfiler.LastReport);
}
// IsEntityCurrentlyMoving REMOVED (2026-07-09): it powered a cache-bypass
// narrowing that dropped settled-open doors / faded-out walls back onto the
// stale Tier-1 rest-pose cache entry (the door/fade "flip-back"). See the
@ -1871,7 +1628,20 @@ public sealed class GameWindow :
[
new("world frame composition", () =>
{
_frameGraphs.Withdraw();
IDisposable? publication = _frameGraphPublication;
if (publication is null)
return;
publication.Dispose();
_frameGraphPublication = null;
}),
new("frame-root bindings", () =>
{
FrameRootRuntimeBindings? bindings = _frameRootBindings;
if (bindings is null)
return;
bindings.Dispose();
_frameRootBindings = null;
_worldLifecycleAutomation = null;
}),
new("session/player bindings", () =>
{