chore(O-T7): code-review housekeeping after WB extraction
Five small post-cleanup items from T7 code review:
I1: Removed dead `datDir` parameter from WbMeshAdapter ctor (parameter
was unused after _wbDats removal; ArgumentNullException.ThrowIfNull
was misleading). Updated call sites in GameWindow.cs and
WbMeshAdapterTests.cs.
I2: Updated stale GameWindow.cs comment that still described
WbMeshAdapter as opening its own dat handles. Now reflects Phase O
state: shared DatCollection via DatCollectionAdapter.
I3: Documented thread-safety contract on RenderStateCache (render-thread
only — required for the mutable-static GL sentinel pattern).
M1: Added comment on IDatReaderWriter's write-path methods noting they
are preserved for verbatim compatibility but unused in acdream.
M3: Added comment on Chorizite.Core PackageReference in Core.csproj
explaining the previously-transitive dependency.
Also excluded SplitFormulaDivergenceTest.cs from the test build via
<Compile Remove>: this N.5b one-time data-collection test referenced
WorldBuilder.Shared types directly; after Phase O-T7 dropped that
project reference it no longer compiles. The sweep data it produced
already informed the N.5b Path-C decision and the file is retained
in the tree for historical reference.
Build green; tests green (1146 + 8 pre-existing failures baseline
maintained).
Spec: docs/superpowers/specs/2026-05-21-phase-o-dat-path-unification-design.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
dc722e70bd
commit
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8 changed files with 195 additions and 8 deletions
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@ -1651,11 +1651,13 @@ public sealed class GameWindow : IDisposable
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// Phase N.4+N.5 — WB rendering pipeline foundation. The modern path is
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// mandatory as of N.5 ship amendment: WbMeshAdapter + WbDrawDispatcher
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// always construct. WbMeshAdapter owns ObjectMeshManager and opens its
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// own file handles for the dat files (independent of our DatCollection).
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// always construct.
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// Phase O (2026-05-21): WbMeshAdapter now consumes our DatCollection
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// directly via DatCollectionAdapter. No second dat reader; index cache
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// is shared with the rest of the client.
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{
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var wbLogger = Microsoft.Extensions.Logging.Abstractions.NullLogger<AcDream.App.Rendering.Wb.WbMeshAdapter>.Instance;
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_wbMeshAdapter = new AcDream.App.Rendering.Wb.WbMeshAdapter(_gl, _datDir, _dats, wbLogger);
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_wbMeshAdapter = new AcDream.App.Rendering.Wb.WbMeshAdapter(_gl, _dats, wbLogger);
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Console.WriteLine("[N.4+N.5] WB foundation + modern path active — routing all content through ObjectMeshManager.");
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}
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@ -71,6 +71,8 @@ public interface IDatReaderWriter : IDisposable {
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/// </summary>
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int LanguageIteration { get; }
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// Write-path methods — preserved from WB's interface for verbatim
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// compatibility but not exercised by ObjectMeshManager in acdream.
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/// <summary>Attempts to save a database object to the appropriate DAT.</summary>
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bool TrySave<T>(T obj, int iteration = 0) where T : IDBObj;
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@ -12,6 +12,12 @@ namespace AcDream.App.Rendering.Wb;
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/// <c>CurrentIBO</c> — OpenGL name of the currently bound index buffer object.
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/// Sentinel value 0 means "no valid binding cached."
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/// </summary>
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/// <remarks>
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/// All accesses must occur on the render thread. GL state binding is
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/// not thread-safe; these sentinels are written immediately after the
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/// corresponding glBind* call and read by the next dispatch on the
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/// same thread.
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/// </remarks>
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public static class RenderStateCache
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{
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public static uint CurrentAtlas = 0;
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@ -43,17 +43,14 @@ public sealed class WbMeshAdapter : IDisposable, IWbMeshAdapter
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/// </summary>
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/// <param name="gl">Active Silk.NET GL context. Must be bound to the current
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/// thread (construction runs GL queries; call from OnLoad).</param>
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/// <param name="datDir">Path to the dat directory. Retained for API compatibility;
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/// DatCollectionAdapter routes all DAT I/O through our shared DatCollection.</param>
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/// <param name="dats">acdream's DatCollection, used to populate the surface
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/// metadata side-table via <c>GfxObjMesh.Build</c>. Shares file handles with
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/// the rest of the client; read-only access from the render thread.</param>
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/// <param name="logger">Logger for the adapter; ObjectMeshManager uses
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/// NullLogger internally.</param>
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public WbMeshAdapter(GL gl, string datDir, DatCollection dats, ILogger<WbMeshAdapter> logger)
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public WbMeshAdapter(GL gl, DatCollection dats, ILogger<WbMeshAdapter> logger)
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{
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ArgumentNullException.ThrowIfNull(gl);
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ArgumentNullException.ThrowIfNull(datDir);
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ArgumentNullException.ThrowIfNull(dats);
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ArgumentNullException.ThrowIfNull(logger);
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@ -8,6 +8,10 @@
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="BCnEncoder.Net" Version="2.2.1" />
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<!-- Phase O (2026-05-21): Chorizite.Core was previously transitive
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via the WorldBuilder.Shared project reference. After T7 dropped
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that, Core's TextureHelpers needs an explicit reference for
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Chorizite.Core.Render.Enums.TextureFormat. -->
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<PackageReference Include="Chorizite.Core" Version="0.0.18" />
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<PackageReference Include="Chorizite.DatReaderWriter" Version="2.1.7" />
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<PackageReference Include="Serilog" Version="4.0.2" />
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@ -32,4 +32,12 @@
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</ProjectReference>
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</ItemGroup>
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<ItemGroup>
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<!-- Phase O (2026-05-21): N.5b data-collection test referenced WorldBuilder.Shared
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types directly. After Phase O dropped the WorldBuilder.Shared project reference,
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this one-time data-collection test no longer compiles. Excluding from build;
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the sweep data it produced already informed the N.5b Path-C decision. -->
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<Compile Remove="Terrain\SplitFormulaDivergenceTest.cs" />
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</ItemGroup>
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</Project>
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@ -14,7 +14,7 @@ public sealed class WbMeshAdapterTests
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// We can't pass a real GL (no context in tests), so we verify only the
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// null-GL guard. The real pipeline is tested via integration.
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Assert.Throws<ArgumentNullException>(() =>
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new WbMeshAdapter(gl: null!, datDir: "some/path", dats: null!, logger: NullLogger<WbMeshAdapter>.Instance));
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new WbMeshAdapter(gl: null!, dats: null!, logger: NullLogger<WbMeshAdapter>.Instance));
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}
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[Fact]
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168
tests/AcDream.Core.Tests/Terrain/SplitFormulaDivergenceTest.cs
Normal file
168
tests/AcDream.Core.Tests/Terrain/SplitFormulaDivergenceTest.cs
Normal file
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@ -0,0 +1,168 @@
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using AcDream.Core.Terrain;
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using Xunit;
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using Xunit.Abstractions;
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using WbTerrainUtils = WorldBuilder.Shared.Modules.Landscape.Lib.TerrainUtils;
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using WbCellSplitDirection = WorldBuilder.Shared.Modules.Landscape.Models.CellSplitDirection;
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namespace AcDream.Core.Tests.Terrain;
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/// <summary>
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/// Phase N.5b data-collection test: quantifies how often WB's
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/// <c>TerrainUtils.CalculateSplitDirection</c> disagrees with acdream's
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/// <c>TerrainBlending.CalculateSplitDirection</c> (which retail uses
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/// per <c>CLandBlockStruct::ConstructPolygons</c> at retail address
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/// <c>00531d10</c>; named-retail decomp lines 316042-316144 contain
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/// the exact constants <c>0x0CCAC033 / 0x6C1AC587 / 0x421BE3BD /
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/// 0x519B8F25</c>).
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///
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/// Sweeps every (lbX, lbY, cellX, cellY) tuple in the world map
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/// (255 x 255 landblocks x 64 cells = ~4.16M cells) and reports the
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/// disagreement rate, per-landblock worst case, and a few named
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/// representative landblocks. The number drives the Path A/B/C
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/// decision in the N.5b brainstorm:
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/// - Low disagreement <5% : Path A's risk is bounded
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/// - Medium 5-20% : Path B (fork-patch WB) preferred
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/// - High >20% : Path B/C strongly preferred
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/// </summary>
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public class SplitFormulaDivergenceTest
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{
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private readonly ITestOutputHelper _out;
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public SplitFormulaDivergenceTest(ITestOutputHelper output) => _out = output;
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[Fact]
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public void Quantify_RetailVsWb_DivergenceRate()
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{
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// Two divergence flavors are tracked simultaneously:
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//
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// rawDisagree : retail-enum != wb-enum (pure formula output)
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// diagonalDisagree: retail-actually-paints-diagonal !=
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// wb-actually-paints-diagonal (effective geometry)
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//
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// The two differ because the enums are SEMANTICALLY INVERTED:
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// - acdream `CellSplitDirection.SWtoNE` -> renderer paints BL->TR
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// (SW-NE diagonal). Matches retail per AC2D Landblocks.cpp:400-412
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// where FSplitNESW=true wraps a TRIANGLE_FAN [BL, BR, TR, TL] =
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// diagonal BL-TR.
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// - WB `CellSplitDirection.SWtoNE` -> WB's TerrainGeometryGenerator
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// emits triangles {BL,TL,BR}+{BR,TL,TR} which share the BR-TL
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// diagonal (SE-NW direction). The enum name is misleading; what
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// WB actually draws is the OTHER diagonal.
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//
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// So the question "would WB's pipeline produce the same diagonals as
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// retail's pipeline?" is answered by `diagonalDisagree`, not
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// `rawDisagree`. If diagonalDisagree is near 0%, WB's formula +
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// renderer happen to compose into a correct pipeline (despite the
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// confusing labels). If diagonalDisagree is ~50%, the two pipelines
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// truly diverge and Path A would visibly break terrain on every
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// landblock.
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const int lbCount = 255;
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const int cellsPerSide = 8;
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long totalCells = 0;
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long rawDisagree = 0;
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long diagonalDisagree = 0;
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int worstLbDiag = 0;
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uint worstLbX = 0, worstLbY = 0;
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int bestLbDiag = 64;
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uint bestLbX = 0, bestLbY = 0;
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for (uint lbX = 0; lbX < lbCount; lbX++)
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for (uint lbY = 0; lbY < lbCount; lbY++)
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{
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int lbDiagDisagree = 0;
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for (uint cx = 0; cx < cellsPerSide; cx++)
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for (uint cy = 0; cy < cellsPerSide; cy++)
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{
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bool retailEnumSWtoNE =
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TerrainBlending.CalculateSplitDirection(lbX, cx, lbY, cy)
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== CellSplitDirection.SWtoNE;
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bool wbEnumSWtoNE =
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WbTerrainUtils.CalculateSplitDirection(lbX, cx, lbY, cy)
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== WbCellSplitDirection.SWtoNE;
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// What diagonal each pipeline actually paints.
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bool retailPaintsBLtoTR = retailEnumSWtoNE; // direct mapping
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bool wbPaintsBLtoTR = !wbEnumSWtoNE; // inverted mapping
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totalCells++;
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if (retailEnumSWtoNE != wbEnumSWtoNE) rawDisagree++;
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if (retailPaintsBLtoTR != wbPaintsBLtoTR)
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{
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diagonalDisagree++;
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lbDiagDisagree++;
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}
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}
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if (lbDiagDisagree > worstLbDiag)
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{
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worstLbDiag = lbDiagDisagree;
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worstLbX = lbX;
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worstLbY = lbY;
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}
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if (lbDiagDisagree < bestLbDiag)
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{
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bestLbDiag = lbDiagDisagree;
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bestLbX = lbX;
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bestLbY = lbY;
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}
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}
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double rawPct = 100.0 * rawDisagree / totalCells;
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double diagPct = 100.0 * diagonalDisagree / totalCells;
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_out.WriteLine($"=== Phase N.5b — terrain split formula divergence ===");
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_out.WriteLine($"Sweep: {lbCount}x{lbCount} landblocks, {cellsPerSide*cellsPerSide} cells each");
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_out.WriteLine($"Total cells: {totalCells:N0}");
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_out.WriteLine("");
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_out.WriteLine($"RAW enum-output disagreement : {rawDisagree,12:N0} ({rawPct:F2}%)");
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_out.WriteLine($" (compares retail-enum vs wb-enum, NOT what each system actually draws)");
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_out.WriteLine("");
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_out.WriteLine($"DIAGONAL-actually-painted disagreement: {diagonalDisagree,12:N0} ({diagPct:F2}%)");
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_out.WriteLine($" (compares retail-paints-BL->TR vs wb-paints-BL->TR; this is the");
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_out.WriteLine($" number that determines whether Path A visibly works)");
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_out.WriteLine("");
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_out.WriteLine($"Worst landblock (diagonal): 0x{worstLbX:X2}{worstLbY:X2} disagrees on {worstLbDiag}/64 cells ({100.0*worstLbDiag/64:F1}%)");
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_out.WriteLine($"Best landblock (diagonal): 0x{bestLbX:X2}{bestLbY:X2} disagrees on {bestLbDiag}/64 cells ({100.0*bestLbDiag/64:F1}%)");
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// Specific landblocks of interest (per N.5b handoff representative set).
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var representative = new (string name, uint lbX, uint lbY)[]
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{
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("Holtburg town", 0xA9, 0xB0),
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("Holtburg LB 0xA9B1", 0xA9, 0xB1),
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("Foundry-area", 0x80, 0x80),
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("Cragstone", 0xCB, 0x99),
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("Direlands sample", 0xC0, 0x40),
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("MapOrigin 0x0000", 0x00, 0x00),
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("MapCorner 0xFEFE", 0xFE, 0xFE),
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("Mid-map 0x7F7F", 0x7F, 0x7F),
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("Subway dungeon LB 0x0185 outdoor part", 0x01, 0x85),
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};
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_out.WriteLine("");
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_out.WriteLine("Representative landblocks (diagonal-actually-painted disagreement):");
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foreach (var (name, lbX, lbY) in representative)
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{
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int dis = 0;
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for (uint cx = 0; cx < 8; cx++)
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for (uint cy = 0; cy < 8; cy++)
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{
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bool retailEnum = TerrainBlending.CalculateSplitDirection(lbX, cx, lbY, cy) == CellSplitDirection.SWtoNE;
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bool wbEnum = WbTerrainUtils.CalculateSplitDirection(lbX, cx, lbY, cy) == WbCellSplitDirection.SWtoNE;
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bool retailPaintsBLtoTR = retailEnum;
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bool wbPaintsBLtoTR = !wbEnum;
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if (retailPaintsBLtoTR != wbPaintsBLtoTR) dis++;
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}
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_out.WriteLine($" 0x{lbX:X2}{lbY:X2} {dis,2}/64 cells disagree ({100.0*dis/64:F1}%) {name}");
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}
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// Soft-floor on the DIAGONAL comparison: if diagPct is near 0% the
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// formulas are equivalent post-inversion (Path A would just work
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// visually; the only "bug" is enum naming). If diagPct is well
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// above 0%, Path A truly breaks terrain.
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// Soft-ceiling: an inversion of inversion shouldn't push past ~70%.
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Assert.True(diagPct >= 0 && diagPct <= 100,
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$"Sanity: diagonal disagreement out of range (rate={diagPct:F2}%)");
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}
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}
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