refactor(render): move root-cell dynamics onto walk turns
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4 changed files with 54 additions and 29 deletions
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@ -1354,7 +1354,9 @@ internal sealed class RenderScenePViewFrameBuilder
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RenderProjectionRecord record = _dynamics[i];
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uint? parentCellId = ParentCell(in record);
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if (parentCellId is uint parentCell
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&& _lookInCellScratch.Contains(parentCell))
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&& (_lookInCellScratch.Contains(parentCell)
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|| (input.WalkLookInViews is not null
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&& input.RootFloodCells.Contains(parentCell))))
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continue;
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Sphere(in record, out Vector3 center, out float radius);
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bool outside = RetailPViewRenderer.DynamicDrawsInOutsideStage(
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@ -1427,6 +1429,17 @@ internal sealed class RenderScenePViewFrameBuilder
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continue;
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}
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// FW4: an active walk draws every root-flood cell's complete
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// object list at that cell's own PView::DrawCells turn. The
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// packed last pass must not duplicate those live objects after
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// the walk has already established their correct wall depth.
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if (indoor
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&& input.WalkLookInViews is not null
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&& input.RootFloodCells.Contains(parentCellId!.Value))
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{
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continue;
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}
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// The stage-set split (synthesis plan step 4, [dyn-route]-pinned
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// 2026-08-30): an interior-parented dynamic rides the LAST pass
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// ONLY when its parent cell is in THE WALK'S OWN ROOT FLOOD.
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@ -518,7 +518,7 @@ internal sealed class WalkFrameDriver : IWalkEventSink, IWalkLookInViewSource
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private bool _skyDrawnThisFrame;
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private WalkDrawStage? _currentDcStage;
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private bool _readyToReplay;
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private int _lookInRouteIndex;
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private int _cellViewRouteIndex;
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internal WalkFrameDriver(
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WbDrawDispatcher dispatcher,
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@ -626,7 +626,7 @@ internal sealed class WalkFrameDriver : IWalkEventSink, IWalkLookInViewSource
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VisitedBuildings.Clear();
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VisitedLandscapeCellIds.Clear();
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InteriorFloodCells.Clear();
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_lookInRouteIndex = 0;
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_cellViewRouteIndex = 0;
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}
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/// <summary>Records the final segment mark (plan §FW3.2b-1's "at frame
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@ -981,36 +981,35 @@ internal sealed class WalkFrameDriver : IWalkEventSink, IWalkLookInViewSource
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_stream, stage, cellId, records.Records, records.TupleLandblockId,
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_cameraWorldPosition, _viewProjection);
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MarkIfGrown();
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// PView::DrawObjCellForDummies draws this cell's live objects at the
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// same turn as its statics. Capture the currently installed portal
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// views before the walk pops them, then apply retail's per-GfxObj
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// drawing-sphere viewcone check in the walk classifier.
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int viewRouteIndex = _cellViewRouteIndex++;
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CaptureCellViews(cellId);
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if (stage == WalkDrawStage.LookInStatic)
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{
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// Retail draws a look-in cell's complete object list at this
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// re-entrant DrawCells turn. The packed dynamic route used to run
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// much later at the pre-clear boundary, after nearer building
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// shells, which let the cathedral's 0x112 remote player overpaint
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// opaque walls. Keep animation/fade in the packed route, but replay
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// it here between this cell's content and the building shell.
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int routeIndex = _lookInRouteIndex++;
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LookInCellTurns.Add(cellId);
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LookInCells.Add(cellId);
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CaptureLookInViews(cellId);
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WalkFrameStaticRecords dynamics = _worldData.GetCellDynamics(cellId);
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_populator.PopulateCellDynamics(
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_stream,
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cellId,
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dynamics.Records,
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dynamics.TupleLandblockId,
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_cameraWorldPosition,
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_viewProjection,
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this,
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routeIndex);
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MarkIfGrown();
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if (HasAnyOwner(records) || HasAnyOwner(dynamics))
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_events.Add(WalkFrameEvent.CellParticles(cellId));
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}
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WalkFrameStaticRecords dynamics = _worldData.GetCellDynamics(cellId);
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_populator.PopulateCellDynamics(
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_stream,
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cellId,
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dynamics.Records,
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dynamics.TupleLandblockId,
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_cameraWorldPosition,
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_viewProjection,
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this,
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viewRouteIndex);
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MarkIfGrown();
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if (HasAnyOwner(records) || HasAnyOwner(dynamics))
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_events.Add(WalkFrameEvent.CellParticles(cellId));
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}
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private void CaptureLookInViews(uint cellId)
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private void CaptureCellViews(uint cellId)
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{
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IWalkBuildingFrameContext ctx = RequireOpenFrame();
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WalkCell? cell = ctx.GetVisible(cellId);
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@ -269,7 +269,15 @@ public sealed class RenderScenePViewFrameProductTests
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0x0100_0000_0000_0022,
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RenderProjectionClass.LiveDynamicRoot,
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parentCell: lookInCell);
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scene.Apply([RenderProjectionDelta.Register(Generation, 1, lookInDynamic)]);
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RenderProjectionRecord rootDynamic = Record(
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0x0100_0000_0000_0023,
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RenderProjectionClass.LiveDynamicRoot,
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parentCell: Cell);
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scene.Apply(
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[
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RenderProjectionDelta.Register(Generation, 1, lookInDynamic),
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RenderProjectionDelta.Register(Generation, 2, rootDynamic),
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]);
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PortalVisibilityFrame portal = Portal(Cell);
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ClipFrameAssembly clip = FullScreenClip(Cell);
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@ -298,6 +306,9 @@ public sealed class RenderScenePViewFrameProductTests
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Assert.DoesNotContain(
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frame.RouteRanges.ToArray(),
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candidate => candidate.Route == RenderFrameCandidateRoute.LookInObject);
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Assert.DoesNotContain(
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frame.RouteCandidates.ToArray(),
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candidate => candidate.Id == rootDynamic.Id);
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Assert.NotNull(frame.WalkLookInViews);
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Assert.False(frame.WalkLookInViews!.SphereVisibleInLookInTurn(
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routeIndex: 0,
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@ -262,7 +262,8 @@ public sealed class WalkFrameDriverTests
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{
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"SKY", "TERRAIN:0", "CLEAR", "SEALS",
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"SHELL:00000101", "SHELL:00000100",
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"FLUSH:1:CellStatic", "FLUSH:1:CellStatic",
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"FLUSH:1:CellStatic", "CELL-PARTICLES:00000101:66",
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"FLUSH:1:CellStatic", "CELL-PARTICLES:00000100:65",
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},
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log);
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@ -336,7 +337,8 @@ public sealed class WalkFrameDriverTests
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new[]
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{
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"CLEAR", "SEALS", "SHELL:00000101", "SHELL:00000100",
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"FLUSH:1:CellStatic", "FLUSH:1:CellStatic",
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"FLUSH:1:CellStatic", "CELL-PARTICLES:00000101:66",
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"FLUSH:1:CellStatic", "CELL-PARTICLES:00000100:65",
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},
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log);
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