refactor(render): move root-cell dynamics onto walk turns
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f9a80fbc44
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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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