feat(render) Campaign FW3.2b-2: THE STATIC CUTOVER - the walk drives production statics

The retail frame walk now drives every production static draw. In
RetailPViewRenderer.DrawInside, when the concrete executor + the
packed product + the FW3.1 walk registries are all wired (all
production compositions - anything less throws):

- A pre-walk events-only collection pass (the shadow sink generalized
  to WalkVisitedSetCollector) gathers the frame's visited cells,
  buildings, and landscape-cell turns; the visited cells union into
  prepareCells so EnvCellRenderer prepares every shell the driver
  draws.
- DrawWalkDrivenStatics runs the WalkFrameDriver over the production
  world data (WalkProductionWorldData over RenderSceneQuery + the
  building registry): sky, terrain slices, outdoor statics at their
  landscape-cell turns, buildings (alpha barrier -> punch/look-in
  passes -> shell) in retail order, interior clear+seals as leaf
  closures (the old tail block's drain reasoning moves with them),
  flood cells shell-then-contents. Landscape/cell-stage particle
  owners re-source from the walk's visited sets - retail gates
  particles per cell turn (ShouldDrawParticles @0x0050FE60), which
  this is; the old sphere filter was the approximation.
- DrawLandscapeDynamicsPhase + DrawBuildingLookInDynamics carry the
  dynamics-only remainder (LookInObject now dynamic-classified,
  late outside-dynamics + weather, particle unions); DrawDynamicsLast
  and the outdoor flush are unchanged.
- The product builder stops emitting LandscapeOutdoorStatic /
  LandscapeBuildingShell / CellStatic (methods deleted, dead index
  tracking removed); LookInObject loads cells with
  includeStatics: false.

The old static path survives ONLY behind !walkActive for the
standalone/diagnostic executor-fake path that keeps 15 retail-ordering
regression tests exercising the barrier/punch/seal machinery; no
production composition can reach it. Its deletion is FW4 scope (the
plan's "deleting the patch apparatus") - recorded in the plan.

Transitional risks recorded in code/report: the two-pass walk cost
(FW3.4 measures), the interior slice-count reconciliation between the
old clip assembly and the walk's own exit-view survival, and the
outdoor merged-flood punch coverage now riding the walk's own
building-BSP punches (retail-faithful per FW1; the owner visual gate
verifies).

Suites (lead-verified): full Release build 0 warnings; hermetic
6,750/0 (baseline minus the three deleted route tests); Walk lane
201/1; InstalledDat Walk conformance 40/1 untouched. The two
IL-branch tests the implementation round reported failing pass in
every lead run - the recurring parallel-load flake pair.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-30 15:43:22 +02:00
parent 878533597d
commit 4918677b45
8 changed files with 919 additions and 612 deletions

View file

@ -343,6 +343,63 @@ deeper commitment.
landscape turn; the `_drawCullModes`/alpha-scope sequencing constraint
resolved (own cull scratch or strict sequencing). Route-keyed particle
owners re-sourced from the walk.
- **FW3.2b-2 — the production rooting (DESIGN, 2026-08-30; execute
INLINE, not via subagent — the integration-slice rule).** The
dual-compute split for this stage: the OLD visibility
(`PortalVisibilityBuilder` + look-in frames + clip assembly +
viewcone) KEEPS RUNNING to feed everything dynamic; the WALK draws
everything static. No old static DRAWS remain (no double draw):
1. `RetailPViewRenderer.DrawInside` keeps steps 18 and 1011
(visibility, merge/look-in seeding, clip frame, prepare — with
`prepareCells` UNIONED with the walk's flood/look-in cells —
viewcone, route build) but `RenderScenePViewFrameProduct` STOPS
emitting `LandscapeOutdoorStatic`, `LandscapeBuildingShell`, and
`CellStatic` ranges. Per the plan's route split, LOOK-IN OBJECTS
(`LookInObject`) are dynamic-side and STAY PACKED this stage —
the old look-in machinery keeps drawing look-in cell content and
its punches; the WALK's building turns therefore draw shell
content + punches for NON-look-in... NO — resolve the overlap the
other way: the walk's building turns run their punch+look-in
machinery ONLY for the walk's own conformance events; production
look-in DRAWS (punch fans + content) stay entirely on the old
path this stage, and the walk's `BuildingShell` stage content +
`OnPunchGeometry`/look-in DC draws are SUPPRESSED in the driver's
production wiring for look-in-owned buildings… REJECTED — that is
a dual path. FINAL: the walk owns ALL of it — building shells,
punches, look-in STATIC content (stage LookInStatic) — and the
`LookInObject` route survives ONLY for the DYNAMICS inside
look-in cells (`BuildLookInRoutes` filtered to dynamic
classifications). The old `DrawBuildingLookIns` static half and
`DrawLookInPortalPunch` retire with the static routes.
2. `WalkFrameDriver`'s leaf renderer maps to:
sky → `RetailPViewPassExecutor` sky call; terrain slice →
`_terrain.Draw(camera, frustum, clipPlanes: slice.Planes,
ndcClipAabb: slice.NdcAabb)`; cell shell →
`EnvCellRenderer.Render(pass, singleCellSet)` (+ transparent
ordered per cell); punch fan → `PortalDepthMaskRenderer.
DrawDepthFan(worldVerts, viewProjection, slicePlanes,
forceFarZ: true)`; `ClearInteriorDepth` →
`IWorldPassScope.ClearInteriorDepth` (keep production's
slices>0 gate); `DrawExitSeals` → the existing seal-fan loop
(`DrawPortalDepthWrite` seal flavor over the root flood's exit
portals); alpha barrier → `RetailAlphaQueue.FlushFartherThan`.
3. Static records: cell statics via `RenderSceneQuery.
CopyCellStaticsTo(cellId)`; outdoor statics via a per-landscape-
cell index built once per frame from
`CopyIndexTo(OutdoorStatic)`; building shells via the
`IsBuildingShell` entities keyed by anchor cell.
4. Consumers re-pointed: particle owners
(`RenderFrameRouteOwnerSelector.Replace(LandscapeOutdoorStatic…)`
sites) re-source from the walk's populated cells; diagnostics
source counts tolerate the route removal; `EmitRenderSignature`'s
terrain/scenery counts re-source or annotate.
5. Sky/weather: sky moves into the walk's LS turn (once); weather
stays in the old late-dynamics slice loop this stage (it is
dynamic-adjacent and the plan's FW4 moves it fully).
6. Gates before the owner sees a build: hermetic + InstalledDat
suites; the connected lifecycle route; the offline pixel gate
(outdoor statics); dense-Arwic pre/post pair (physical display).
- **FW3.3 — ShellDrawLiftZ retirement.** THREE sites (the register row
AP-32 lists only two — `LandblockBuildFactory.cs` bakes the lift into
the drawn cell transform and is unlisted): delete all three, flip the

View file

@ -1,4 +1,5 @@
using System.Numerics;
using AcDream.App.Rendering.Gpu;
using AcDream.App.Rendering.Scene;
using AcDream.App.Rendering.Sky;
using AcDream.App.Rendering.Wb;
@ -181,6 +182,25 @@ internal sealed partial class RetailPViewPassExecutor :
_particleClassifications.BeginFrame();
}
/// <summary>Campaign FW3.2b-2: the shared dispatcher, for
/// <see cref="RetailPViewRenderer"/>'s <c>WalkFrameDriver</c>
/// construction — the driver's ctor takes a <see cref="WbDrawDispatcher"/>
/// directly (it calls <c>SubmitOrderedStream</c> itself; see that
/// class's own doc comment).</summary>
internal WbDrawDispatcher Dispatcher => _entities;
/// <summary>Campaign FW3.2b-2: forwards to
/// <see cref="WbDrawDispatcher.RequireWalkSubmission"/> — the frame/
/// encoder pair the walk driver submits its stream flushes into.</summary>
internal (IGpuFrame Frame, IGpuPassEncoder Encoder) RequireWalkSubmission() =>
_entities.RequireWalkSubmission();
/// <summary>Campaign FW3.2b-2: forwards to
/// <see cref="WbDrawDispatcher.WalkAttachmentExtent"/> — the real
/// viewport size for <c>WalkProductionFrameContext</c>.</summary>
internal (int Width, int Height)? WalkAttachmentExtent =>
_entities.WalkAttachmentExtent;
public void BeginEntityFrame(in RenderFrameView view) =>
_entities.BeginPackedProductionFrame(in view);

View file

@ -101,6 +101,12 @@ public sealed class RetailPViewRenderer
private readonly Walk.WalkLandscapeAssembler? _walkLandscape;
private readonly CellVisibility? _walkCellRegistry;
// Campaign FW3.2b-2: the production IWalkFrameWorldData over the retained
// scene — owned here (not just inside the driver) because DrawInside also
// reads it directly to re-source particle owners for the routes the walk
// now draws (plan §FW3 item 4). Non-null exactly when _walkBuildings is.
private readonly Walk.WalkProductionWorldData? _walkWorldData;
internal RetailPViewRenderer(
InteriorEntityPartition.IObserver? partitionObserver,
RenderScenePViewFrameProductController? sceneFrameProduct = null,
@ -111,6 +117,9 @@ public sealed class RetailPViewRenderer
_walkBuildings = walkBuildings;
_walkLandscape = walkLandscape;
_walkCellRegistry = walkCellRegistry;
_walkWorldData = walkBuildings is not null
? new Walk.WalkProductionWorldData(walkBuildings)
: null;
_partitionObserver = partitionObserver;
_candidateObserver = partitionObserver as ICurrentRenderPViewObserver;
_sceneFrameProduct = sceneFrameProduct;
@ -187,6 +196,90 @@ public sealed class RetailPViewRenderer
var drawableCells = _drawableCellsScratch;
passes.UseIndoorMembershipOnlyRouting();
// Campaign FW3.2b-2: the production rooting. A concrete executor is
// required — the walk submits through WbDrawDispatcher.SubmitOrderedStream
// and needs a real GPU frame/encoder (RequireWalkSubmission), which no
// test IRetailPViewPassExecutor fake can supply. Whenever a concrete
// executor IS present, the packed entity-route product must ALSO be
// wired with all three walk registries — a scene product without the
// walk data (or vice versa) is a production miswiring, not a
// legacy/diagnostic shape, so it fails loud rather than silently
// falling back to the retired static routes (plan §FW3 item 6).
RetailPViewPassExecutor? walkExecutor = passes as RetailPViewPassExecutor;
bool walkRegistriesReady =
_walkBuildings is not null
&& _walkLandscape is not null
&& _walkCellRegistry is not null
&& _walkWorldData is not null;
if (walkExecutor is not null
&& _sceneFrameProduct is not null
&& !walkRegistriesReady)
{
throw new InvalidOperationException(
"RetailPViewRenderer has a concrete pass executor and a "
+ "RenderScenePViewFrameProductController but the walk registries "
+ "(WalkBuildingRegistry/WalkLandscapeAssembler/CellVisibility) are "
+ "not all wired — the Campaign FW3.2b-2 static cutover requires "
+ "every piece together; see FrameRootComposition's "
+ "RetailPViewRenderer construction.");
}
bool walkActive =
walkExecutor is not null
&& _sceneFrameProduct is not null
&& walkRegistriesReady;
// Campaign FW3.2b-2 pre-walk collection pass: run the production walk
// EVENTS-ONLY (no leaf draws) to learn the flood cell set it will draw
// this frame, BEFORE prepareCells is finalized below — so EnvCellRenderer
// prepares batches for every shell the driver will draw later in this
// same DrawInside call. The same WalkProductionFrameContext + camera
// cell resolved here are reused for the real driven run further down
// (plan §FW3 "FW3.2b-2 — the production rooting", item 1).
Walk.WalkProductionFrameContext? walkContext = null;
Walk.WalkLandscape? walkLandscape = null;
Walk.WalkCell? walkCameraCell = null;
if (walkActive)
{
Matrix4x4 view = ctx.CameraView;
var forward = Vector3.Normalize(new Vector3(-view.M13, -view.M23, -view.M33));
(int Width, int Height)? attachment = walkExecutor!.WalkAttachmentExtent;
// Fallback matches the FW3.2b-2 shadow probe's own comment: every
// screen projection shares the same constants, so this is only
// reached before the world pass has published its scope.
float viewportWidth = attachment?.Width ?? 1024f;
float viewportHeight = attachment?.Height ?? 720f;
walkContext = new Walk.WalkProductionFrameContext(
_walkCellRegistry!,
_walkBuildings!,
ctx.ViewerEyePos,
forward,
ctx.ViewProjection,
viewportWidth,
viewportHeight);
_walkLandscape!.SetViewer(ctx.ViewerCellId, ctx.ViewerEyePos);
walkLandscape = _walkLandscape.Landscape;
if ((ctx.ViewerCellId & 0xFFFFu) >= 0x100)
{
walkCameraCell = _walkCellRegistry!.TryGetCell(ctx.ViewerCellId, out LoadedCell? loaded)
? loaded?.Walk
: null;
if (walkCameraCell is null)
{
throw new InvalidOperationException(
$"walk root=0x{ctx.ViewerCellId:X8}: the interior camera cell has "
+ "no committed walk data — the Campaign FW3.2b-2 static cutover "
+ "requires the walk registry to already hold the viewer's own cell "
+ "(fail-loud rule; a silently skipped root would leave the frame "
+ "with no static draws at all).");
}
}
_walkVisitedScratch.Reset();
_frameWalk.WalkFrame(
ctx.ViewerCellId, walkCameraCell, walkLandscape, walkContext, _walkVisitedScratch);
}
// #124: look-in cells need prepared shell batches + their statics routed
// into partition.ByCell (consumed ONLY by DrawBuildingLookIns — the main
// cell-object pass iterates pvFrame.OrderedVisibleCells, which never
@ -194,7 +287,7 @@ public sealed class RetailPViewRenderer
// seals, the outside-stage predicate, and the frame result.
var prepareCells = drawableCells;
_lookInCellIds.Clear();
if (_lookInFrames.Count > 0)
if (_lookInFrames.Count > 0 || walkActive)
{
_lookInPrepareScratch.Clear();
_lookInPrepareScratch.UnionWith(drawableCells);
@ -206,6 +299,13 @@ public sealed class RetailPViewRenderer
_lookInCellIds.Add(c);
}
}
if (walkActive)
{
// The walk's own flood/look-in cell set — unioned in (never
// aliased with drawableCells, which the outside-stage and seal
// predicates below still need scoped to the OLD flood only).
_lookInPrepareScratch.UnionWith(_walkVisitedScratch.Cells);
}
prepareCells = _lookInPrepareScratch;
}
@ -330,52 +430,85 @@ public sealed class RetailPViewRenderer
}
}
DrawLandscapeThroughOutsideView(
ctx,
passes,
clipAssembly,
partition,
viewcone,
frameEntityPasses,
in frameView);
passes.UseIndoorMembershipOnlyRouting();
// Retail DrawBuilding @0x0059F2A0 runs FlushAlphaList(0f) BEFORE
// its portal-only far-Z pass. In retail's strict far→near walk
// everything queued at that instant is FARTHER than the structure
// being punched, so no already-drained poly can meet a punched
// aperture's falsified depth, and everything drained later is
// NEARER than the punched structure and legitimately composites in
// front of it. The batched outdoor frame reproduces that invariant
// here: drain the far prefix — every entry at or beyond the
// nearest cell whose exit-portal mask is about to punch far-Z —
// against still-true landscape depth. Without this, an exterior
// waterfall beyond the cathedral drains after the punches and
// z-passes across every aperture pixel whose true depth the punch
// erased (#132 regression found at the 2026-08-29 cathedral gate).
// Interior roots keep their pre-clear stage-boundary drain.
if (ctx.RootCell.IsOutdoorNode)
if (walkActive)
{
passes.FlushLandscapeAlphaFartherThan(
ExitPortalMaskBarrierDistance(
pvFrame,
drawableCells,
ctx.Cells,
ctx.CameraWorldPosition));
// Campaign FW3.2b-2: the walk owns every static draw —
// terrain/sky, building shells + punches + look-in cell
// statics, and the interior root's own flood shells +
// statics (with the depth clear + exit seals at their real
// retail turn). The OLD visibility (pvFrame/clipAssembly/
// viewcone, already built above) keeps running unchanged to
// feed the surviving dynamic routes only (plan §FW3 item 1's
// dual-compute split).
DrawWalkDrivenStatics(
ctx,
walkExecutor!,
clipAssembly,
pvFrame,
drawableCells,
walkContext!,
walkCameraCell,
walkLandscape!);
passes.UseIndoorMembershipOnlyRouting();
DrawLandscapeDynamicsPhase(
ctx,
passes,
clipAssembly,
partition,
viewcone,
frameEntityPasses,
in frameView);
}
else
{
DrawLandscapeThroughOutsideView(
ctx,
passes,
clipAssembly,
partition,
viewcone,
frameEntityPasses,
in frameView);
passes.UseIndoorMembershipOnlyRouting();
// Retail DrawBuilding @0x0059F2A0 runs FlushAlphaList(0f) BEFORE
// its portal-only far-Z pass. In retail's strict far→near walk
// everything queued at that instant is FARTHER than the structure
// being punched, so no already-drained poly can meet a punched
// aperture's falsified depth, and everything drained later is
// NEARER than the punched structure and legitimately composites in
// front of it. The batched outdoor frame reproduces that invariant
// here: drain the far prefix — every entry at or beyond the
// nearest cell whose exit-portal mask is about to punch far-Z —
// against still-true landscape depth. Without this, an exterior
// waterfall beyond the cathedral drains after the punches and
// z-passes across every aperture pixel whose true depth the punch
// erased (#132 regression found at the 2026-08-29 cathedral gate).
// Interior roots keep their pre-clear stage-boundary drain.
if (ctx.RootCell.IsOutdoorNode)
{
passes.FlushLandscapeAlphaFartherThan(
ExitPortalMaskBarrierDistance(
pvFrame,
drawableCells,
ctx.Cells,
ctx.CameraWorldPosition));
}
DrawExitPortalMasks(ctx, passes, pvFrame, clipAssembly, drawableCells);
DrawEnvCellShells(passes, pvFrame);
DrawCellObjectLists(
ctx,
passes,
pvFrame,
clipAssembly,
drawableCells,
partition,
viewcone,
frameEntityPasses,
in frameView);
}
DrawExitPortalMasks(ctx, passes, pvFrame, clipAssembly, drawableCells);
DrawEnvCellShells(passes, pvFrame);
DrawCellObjectLists(
ctx,
passes,
pvFrame,
clipAssembly,
drawableCells,
partition,
viewcone,
frameEntityPasses,
in frameView);
DrawDynamicsLast(
ctx,
passes,
@ -930,8 +1063,8 @@ public sealed class RetailPViewRenderer
return;
}
}
var sink = new WalkShadowSink();
_walkShadowFrameWalk.WalkFrame(
var sink = new WalkVisitedSetCollector();
_frameWalk.WalkFrame(
ctx.ViewerCellId, cameraCell, landscape, context, sink);
int onlyWalk = 0;
@ -956,13 +1089,40 @@ public sealed class RetailPViewRenderer
}
}
private readonly Walk.RetailFrameWalk _walkShadowFrameWalk = new();
// Campaign FW3.2b-2: the one RetailFrameWalk instance shared by the
// diagnostic shadow probe, the production pre-walk collection pass, and
// the real driven run — WalkFrame calls are never concurrent/re-entrant
// within a single-threaded render loop, so one shared instance is safe
// and avoids re-allocating the walk's own PView scratch per call site.
private readonly Walk.RetailFrameWalk _frameWalk = new();
private sealed class WalkShadowSink : Walk.IWalkEventSink
// Campaign FW3.2b-2: the pre-walk collection pass's reusable sink (see
// DrawInside's walkActive block) — reset and re-driven once per frame.
private readonly WalkVisitedSetCollector _walkVisitedScratch = new();
/// <summary>Campaign FW3.2b-2 (the I5 dual-shadow pattern, extended for
/// production use): an events-only <see cref="Walk.IWalkEventSink"/> that
/// collects the SETS a driven run would touch, without doing any leaf
/// drawing itself — the shadow probe's original role, now ALSO the
/// pre-walk collection pass's role (plan §FW3 item 1: the walk's flood
/// cell set for the <c>prepareCells</c> union, the visited building list
/// and landscape-cell turn ids for re-sourcing particle owners once the
/// walk owns the static routes those owners used to ride).</summary>
private sealed class WalkVisitedSetCollector : Walk.IWalkEventSink
{
public readonly HashSet<uint> Cells = new();
public int BuildingCount;
public int LandscapeCount;
public readonly List<Walk.WalkBuilding> Buildings = new();
public readonly HashSet<uint> LandscapeCellIds = new();
public int BuildingCount => Buildings.Count;
public int LandscapeCount => LandscapeCellIds.Count;
public void Reset()
{
Cells.Clear();
Buildings.Clear();
LandscapeCellIds.Clear();
}
public void Emit(in Walk.WalkEvent walkEvent)
{
@ -975,14 +1135,358 @@ public sealed class RetailPViewRenderer
foreach (uint id in walkEvent.Cells)
Cells.Add(id);
break;
case Walk.WalkEventKind.Building:
BuildingCount++;
break;
case Walk.WalkEventKind.Landscape:
LandscapeCount++;
break;
}
}
public void OnLandscapeCellTurn(uint cellId) => LandscapeCellIds.Add(cellId);
public void OnBuildingTurn(Walk.WalkBuilding building) => Buildings.Add(building);
}
/// <summary>Campaign FW3.2b-2 — THE PRODUCTION ROOTING. Runs the real
/// <see cref="Walk.RetailFrameWalk"/> through
/// <see cref="Walk.WalkFrameDriver"/> over
/// <see cref="WbDrawDispatcher.SubmitOrderedStream"/>: terrain/sky, every
/// building's shell + punch + look-in cell statics, and the interior
/// root's own flood shells + statics (with retail's depth-clear/exit-seal
/// turn, via <see cref="DrawExitPortalMasks"/> bound as the driver's own
/// seal action) all draw here, in walk order — replacing
/// <see cref="DrawLandscapeThroughOutsideView"/>'s static half,
/// <see cref="DrawExitPortalMasks"/>'s old top-level call,
/// <see cref="DrawEnvCellShells"/>, and <see cref="DrawCellObjectLists"/>'s
/// static half for this frame (plan §FW3 "FW3.2b-2 — the production
/// rooting", item 2). Also re-sources the particle owners the routes it
/// just replaced used to ride (item 4).</summary>
private void DrawWalkDrivenStatics(
RetailPViewFrameInput ctx,
RetailPViewPassExecutor passes,
ClipFrameAssembly clipAssembly,
PortalVisibilityFrame pvFrame,
HashSet<uint> drawableCells,
Walk.WalkProductionFrameContext walkContext,
Walk.WalkCell? cameraCell,
Walk.WalkLandscape landscape)
{
_walkWorldData!.BeginFrame(_sceneFrameProduct!.SceneQuery, ctx.PlayerLandblockId ?? 0u);
Action clearInteriorDepth = () =>
{
// Retail PView::DrawCells 0x005A4872 drains the landscape alpha
// list immediately before the gated full depth clear — mirrors
// DrawLandscapeThroughOutsideView's own pre-clear drain (this
// action only ever fires for an INTERIOR root; see
// IWalkFrameLeafRenderer.ClearInteriorDepth's own doc comment for
// why the driver never invokes it outdoors).
passes.FlushLandscapeAlpha();
passes.ClearInteriorDepth();
};
Action drawExitSeals = () =>
DrawExitPortalMasks(ctx, passes, pvFrame, clipAssembly, drawableCells);
var leafRenderer = new WalkProductionLeafRenderer(
passes, ctx, clipAssembly, clearInteriorDepth, drawExitSeals);
var driver = new Walk.WalkFrameDriver(passes.Dispatcher, leafRenderer, _walkWorldData);
var (frame, encoder) = passes.RequireWalkSubmission();
int activeTerrainSliceCount = clipAssembly.OutsideViewSlices.Length;
if (ctx.RootCell.IsOutdoorNode && activeTerrainSliceCount != 1)
{
throw new InvalidOperationException(
"walk static cutover: an outdoor root's clip assembly produced "
+ $"{activeTerrainSliceCount} outside-view slices, not the expected 1 — "
+ "WalkFrameDriver's landscape turn assumes the outdoor root's default "
+ "full-screen view (plan §FW3 item 2c's pinned assumption; assert "
+ "rather than silently coercing to 1).");
}
driver.RunFrame(
_frameWalk,
ctx.ViewerCellId,
cameraCell,
landscape,
walkContext,
frame,
encoder,
ctx.ViewProjection,
ctx.CameraWorldPosition,
activeTerrainSliceCount);
// Landscape-stage particle owners: the union of every outdoor-static
// record from a landscape cell the walk visited this frame, plus
// every shell record from a building the walk visited (plan §FW3
// item 4 — retail gates particles per cell turn, ShouldDrawParticles
// @0x0050FE60, so this is MORE retail-faithful than the old per-
// slice sphere filter it replaces).
_staticParticleUnionScratch.Clear();
foreach (uint cellId in _walkVisitedScratch.LandscapeCellIds)
UnionRecordOwners(_walkWorldData.GetOutdoorStatics(cellId), _staticParticleUnionScratch);
foreach (Walk.WalkBuilding building in _walkVisitedScratch.Buildings)
UnionRecordOwners(_walkWorldData.GetBuildingShellStatics(building), _staticParticleUnionScratch);
if (_staticParticleUnionScratch.Count > 0)
{
passes.DrawLandscapeStaticParticles(
ctx,
new RetailPViewLandscapeStaticParticleContext(_staticParticleUnionScratch));
_staticParticleUnionScratch.Clear();
}
// Cell-stage particle owners for the interior root's OWN flood cells
// (non-look-in — the walk draws their statics too, via
// OnInteriorFloodDrawTurn/EmitCellTurn, so the retired CellStatic
// route's cell-particle submission needs the same re-sourcing).
// Look-in cells get their OWN per-cell union in
// DrawBuildingLookInDynamics so a static owner is never submitted
// twice.
_cellParticleOwnerScratch.Clear();
foreach (uint cellId in _walkVisitedScratch.Cells)
{
if (_lookInCellIds.Contains(cellId))
continue;
UnionRecordOwners(_walkWorldData.GetCellStatics(cellId), _cellParticleOwnerScratch);
}
if (_cellParticleOwnerScratch.Count > 0)
{
passes.DrawCellParticles(
ctx,
new RetailPViewCellSliceContext(0u, NoClipSlice, _cellParticleOwnerScratch));
}
}
private static void UnionRecordOwners(
Walk.WalkFrameStaticRecords records, HashSet<uint> destination)
{
foreach (RenderProjectionRecord record in records.Records)
{
if (record.Source.LocalEntityId != 0)
destination.Add(record.Source.LocalEntityId);
}
}
/// <summary>Campaign FW3.2b-2: the DYNAMICS-only remainder of the old
/// <see cref="DrawLandscapeThroughOutsideView"/> + <see cref="DrawBuildingLookIns"/>
/// split — the walk now draws every STATIC route (see
/// <see cref="DrawWalkDrivenStatics"/>); this method keeps ONLY what
/// stays on the OLD visibility pipeline per the plan's dual-compute
/// split: outdoor-cell unattached particles, LookInObject dynamics + their
/// per-cell particles, the late per-slice outside-dynamics/weather loop,
/// and the late particle union submission.</summary>
private void DrawLandscapeDynamicsPhase(
RetailPViewFrameInput ctx,
IRetailPViewPassExecutor passes,
ClipFrameAssembly clipAssembly,
InteriorEntityPartition.Result? partition,
ViewconeCuller viewcone,
IRenderFrameEntityPassExecutor? frameEntityPasses,
in RenderFrameView frameView)
{
if (clipAssembly.OutsideViewSlices.Length == 0)
return;
// Ownerless OUTDOOR-cell emitters — now unconditional: the old
// hasBuildingLookIns gate only existed to sequence this submission
// around the OLD static barrier drains, which no longer run here
// (the walk owns its own alpha barriers — WalkFrameDriver.OnBuildingTurn).
passes.DrawUnattachedSceneParticles(ctx, outdoorCells: true);
DrawBuildingLookInDynamics(
ctx, passes, clipAssembly, partition, frameEntityPasses, in frameView);
// LATE phase (per slice): outside-stage dynamics' meshes + weather —
// unchanged from DrawLandscapeThroughOutsideView's own late loop.
_staticParticleUnionScratch.Clear();
int probeSliceIndex = 0;
foreach (var slice in clipAssembly.OutsideViewSlices)
{
passes.SetTerrainClip(slice.Planes);
passes.ClearClipRouting();
_outdoorStaticScratch.Clear();
_lateParticleOwnerScratch.Clear();
foreach (var e in _outsideStageDynamics)
{
EntitySphere(e, out var c, out float r);
if (viewcone.SphereVisibleInOutsideSlice(probeSliceIndex, c, r))
{
_outdoorStaticScratch.Add(e);
if (!InteriorEntityPartition.IsIndoorCellId(e.ParentCellId))
_lateParticleOwnerScratch.Add(e.Id);
}
}
if (frameEntityPasses is not null)
{
RenderFrameRouteOwnerSelector.Union(
_lateParticleOwnerScratch,
in frameView,
RenderFrameCandidateRoute.LandscapeOutsideDynamic,
probeSliceIndex,
0);
}
_candidateObserver?.ObservePViewBucket(
CurrentRenderPViewRoute.LandscapeOutsideDynamic,
probeSliceIndex,
0,
_outdoorStaticScratch);
RenderFrameEntityDrawRequest? entityDraw =
frameEntityPasses is null
? null
: new RenderFrameEntityDrawRequest(
frameView,
RenderFrameCandidateRoute.LandscapeOutsideDynamic,
probeSliceIndex,
0,
ctx.PlayerLandblockId ?? 0);
probeSliceIndex++;
_staticParticleUnionScratch.UnionWith(_lateParticleOwnerScratch);
passes.DrawLandscapeSliceLate(
ctx,
new RetailPViewLandscapeLateSliceContext(slice, _outdoorStaticScratch)
{
EntityDraw = entityDraw,
});
}
// Late-particle union submission — DynamicLast owners excluded, same
// as DrawLandscapeThroughOutsideView's own final submission.
if (frameEntityPasses is not null)
{
RenderFrameRouteOwnerSelector.ExceptRoute(
_staticParticleUnionScratch, in frameView, RenderFrameCandidateRoute.DynamicLast);
}
if (_staticParticleUnionScratch.Count > 0)
{
passes.DrawLandscapeStaticParticles(
ctx,
new RetailPViewLandscapeStaticParticleContext(_staticParticleUnionScratch));
_staticParticleUnionScratch.Clear();
}
passes.UseIndoorMembershipOnlyRouting();
}
/// <summary>Campaign FW3.2b-2: the DYNAMICS-only remainder of the old
/// <see cref="DrawBuildingLookIns"/> — punches, shells, and look-in cell
/// STATICS are now walk-owned (<see cref="Walk.WalkFrameDriver"/>'s
/// Building/BuildingShell/LookInStatic turns); this method keeps ONLY the
/// LookInObject route (now dynamic-classified — see
/// <c>RenderScenePViewFrameBuilder.BuildLookInRoutes</c>) and the per-cell
/// particle union that route's owners feed, unioned with the walk's
/// static owners for that SAME cell (plan §FW3 item 4 — GetCellStatics
/// fills the gap the retired CellStatic-route particle submission left
/// for look-in cells specifically).</summary>
private void DrawBuildingLookInDynamics(
RetailPViewFrameInput ctx,
IRetailPViewPassExecutor passes,
ClipFrameAssembly clipAssembly,
InteriorEntityPartition.Result? partition,
IRenderFrameEntityPassExecutor? frameEntityPasses,
in RenderFrameView frameView)
{
if (_lookInFrames.Count == 0)
return;
int lookInRouteIndex = 0;
for (int frameIndex = 0; frameIndex < _lookInFrames.Count; frameIndex++)
{
PortalVisibilityFrame frame = _lookInFrames[frameIndex];
for (int i = frame.OrderedVisibleCells.Count - 1; i >= 0; i--)
{
uint cellId = frame.OrderedVisibleCells[i];
var clipKey = new LookInClipCell(frameIndex, cellId);
if (!clipAssembly.LookInCellToViewSlices.TryGetValue(
clipKey,
out ClipViewSlice[]? cellSlices)
|| cellSlices.Length == 0)
{
continue;
}
_cellStaticScratch.Clear();
if (partition is not null)
{
foreach (var e in partition.Dynamics)
if (e.ParentCellId == cellId)
_cellStaticScratch.Add(e);
}
bool cellDrewObjects = false;
_cellParticleUnionScratch.Clear();
foreach (ClipViewSlice slice in cellSlices)
{
int routeIndex = lookInRouteIndex++;
passes.UseCellPortalViewRouting(cellId, slice);
if (frameEntityPasses is not null)
{
RenderFrameRouteOwnerSelector.Replace(
_cellParticleOwnerScratch,
in frameView,
RenderFrameCandidateRoute.LookInObject,
routeIndex,
cellId);
}
else
{
ReplaceOwnerIds(
_cellParticleOwnerScratch,
_cellStaticScratch);
}
if (frameEntityPasses is not null
|| _cellStaticScratch.Count > 0)
{
_candidateObserver?.ObservePViewBucket(
CurrentRenderPViewRoute.LookInObject,
routeIndex,
cellId,
_cellStaticScratch);
_oneCell.Clear();
_oneCell.Add(cellId);
DrawEntityRouteOrLegacy(
ctx,
passes,
frameEntityPasses,
in frameView,
RenderFrameCandidateRoute.LookInObject,
routeIndex,
cellId,
_cellStaticScratch,
_oneCell);
cellDrewObjects = true;
_cellParticleUnionScratch.UnionWith(
_cellParticleOwnerScratch);
}
}
// The walk already drew this cell's STATIC content
// (WalkFrameDriver's LookInStatic turn) but never submits
// particles for it — GetCellStatics fills that gap, unioned
// with the dynamic route's own owners so ONE
// DrawCellParticles call covers both.
if (_walkWorldData is not null)
{
Walk.WalkFrameStaticRecords statics =
_walkWorldData.GetCellStatics(cellId);
foreach (RenderProjectionRecord record in statics.Records)
{
if (record.Source.LocalEntityId != 0)
{
_cellParticleUnionScratch.Add(record.Source.LocalEntityId);
cellDrewObjects = true;
}
}
}
if (cellDrewObjects)
{
passes.DrawCellParticles(ctx, new RetailPViewCellSliceContext(
cellId, NoClipSlice, _cellParticleUnionScratch));
}
}
passes.UseIndoorMembershipOnlyRouting();
}
}
private void DrawLandscapeThroughOutsideView(

View file

@ -122,6 +122,11 @@ internal sealed class RenderScenePViewFrameProductController :
{
private readonly RenderSceneShadowRuntime _shadow;
private readonly CurrentRenderSceneOracle? _current;
/// <summary>Campaign FW3.2b-2: the frame's retained-scene read view for
/// the walk's world-data provider (the same query
/// <see cref="BuildAndBorrow"/> reads its routes from).</summary>
internal RenderSceneQuery SceneQuery => _shadow.Query;
private readonly WbDrawDispatcher? _dispatcher;
private readonly RenderScenePViewFrameBuilder _builder = new();
private readonly RenderFrameExchange _exchange = new();
@ -1123,7 +1128,6 @@ internal sealed class RenderScenePViewFrameBuilder
private const byte EnvCellProjectionDomain = 2;
private readonly HashSet<RenderProjectionId> _projectionIds = [];
private RenderProjectionRecord[] _outdoor = [];
private RenderProjectionRecord[] _dynamics = [];
private RenderProjectionRecord[] _cell = [];
private RenderProjectionRecord[] _dirty = [];
@ -1134,14 +1138,9 @@ internal sealed class RenderScenePViewFrameBuilder
// marks every non-player part): an object whose cell drew with a look-in
// must not enter the final dynamics route again.
private readonly HashSet<uint> _lookInCellScratch = new();
private RenderProjectionRecord[] _cellRoute = [];
private readonly Dictionary<RenderProjectionId, int>
_outdoorPositions = [];
private readonly Dictionary<RenderProjectionId, int>
_dynamicPositions = [];
private int _outdoorCount;
private int _dynamicCount;
private int _cellRouteCount;
private int _dirtyCount;
private RenderSceneGeneration _indexGeneration;
private ulong _indexRevision;
@ -1164,7 +1163,13 @@ internal sealed class RenderScenePViewFrameBuilder
_projectionIds.Clear();
LoadSceneIndices(input.Scene);
BuildOutdoorRoutes(writer, in input);
// Campaign FW3.2b-2: LandscapeOutdoorStatic, LandscapeBuildingShell,
// and CellStatic no longer emit here — WalkFrameDriver draws every
// outdoor static, building shell, and cell static (including
// look-in cell statics) directly through OrderedDrawStream (plan
// §FW3 "FW3.2b-2 — the production rooting", item 3). LookInObject
// keeps emitting, but BuildLookInRoutes below is now filtered to
// DYNAMIC candidates only — the walk owns that route's statics.
int lookInRouteIndex = 0;
for (int frameIndex = 0;
frameIndex < input.LookInFrames.Count;
@ -1175,13 +1180,8 @@ internal sealed class RenderScenePViewFrameBuilder
in input,
frameIndex,
ref lookInRouteIndex);
BuildLookInBuildingShellRoutes(
writer,
in input,
frameIndex);
}
BuildOutsideDynamicRoutes(writer, in input);
BuildCellStaticRoute(writer, in input);
BuildDynamicLastRoute(writer, in input);
writer.Publish();
AcknowledgeCachedDirtyRecords();
@ -1200,18 +1200,6 @@ internal sealed class RenderScenePViewFrameBuilder
if (scene.Generation != _indexGeneration
|| revision != _indexRevision)
{
EnsureCapacity(ref _outdoor, counts.OutdoorStatic);
_outdoorCount = scene.CopyIndexTo(
RenderSceneIndex.OutdoorStatic,
_outdoor);
_outdoorCount = CompactAndSort(
_outdoor,
_outdoorCount);
BuildPositionIndex(
_outdoor,
_outdoorCount,
_outdoorPositions);
EnsureCapacity(ref _dynamics, counts.Dynamic);
_dynamicCount = scene.CopyIndexTo(
RenderSceneIndex.Dynamic,
@ -1235,12 +1223,6 @@ internal sealed class RenderScenePViewFrameBuilder
for (int index = 0; index < _dirtyCount; index++)
{
RenderProjectionRecord record = _dirty[index];
if (_outdoorPositions.TryGetValue(
record.Id,
out int outdoorPosition))
{
_outdoor[outdoorPosition] = record;
}
if (_dynamicPositions.TryGetValue(
record.Id,
out int dynamicPosition))
@ -1255,16 +1237,6 @@ internal sealed class RenderScenePViewFrameBuilder
for (int index = 0; index < _dirtyCount; index++)
{
RenderProjectionId id = _dirty[index].Id;
if (_outdoorPositions.TryGetValue(
id,
out int outdoorPosition))
{
_outdoor[outdoorPosition] =
_outdoor[outdoorPosition] with
{
DirtyMask = RenderDirtyMask.None,
};
}
if (_dynamicPositions.TryGetValue(
id,
out int dynamicPosition))
@ -1289,103 +1261,13 @@ internal sealed class RenderScenePViewFrameBuilder
positions.Add(records[index].Id, index);
}
private void BuildOutdoorRoutes(
RenderFrameWriter writer,
in RenderScenePViewBuildInput input)
{
int sliceCount = input.ClipAssembly.OutsideViewSlices.Length;
for (int sliceIndex = 0; sliceIndex < sliceCount; sliceIndex++)
{
int count = 0;
EnsureCapacity(ref _survivors, _outdoorCount);
for (int i = 0; i < _outdoorCount; i++)
{
RenderProjectionRecord record = _outdoor[i];
if (record.EntityPayload.IsBuildingShell
&& RetailPViewRenderer.FindLookInFrameIndex(
record.Source.BuildingShellAnchorCellId,
input.LookInFrames,
input.Cells) >= 0)
{
continue;
}
Sphere(in record, out Vector3 center, out float radius);
if (!input.Viewcone.SphereVisibleInOutsideSlice(
sliceIndex,
in center,
radius))
{
continue;
}
_survivors[count++] = record;
writer.AddOutdoor(in record);
AddProjection(
writer,
in record,
input.AnimatedEntityIds);
}
writer.AddRouteRange(
RenderFrameCandidateRoute.LandscapeOutdoorStatic,
sliceIndex,
0,
_survivors.AsSpan(0, count));
}
}
private void BuildLookInBuildingShellRoutes(
RenderFrameWriter writer,
in RenderScenePViewBuildInput input,
int frameIndex)
{
int sliceCount = input.ClipAssembly.OutsideViewSlices.Length;
for (int sliceIndex = 0; sliceIndex < sliceCount; sliceIndex++)
{
int count = 0;
EnsureCapacity(ref _survivors, _outdoorCount);
for (int i = 0; i < _outdoorCount; i++)
{
RenderProjectionRecord record = _outdoor[i];
if (!record.EntityPayload.IsBuildingShell
|| RetailPViewRenderer.FindLookInFrameIndex(
record.Source.BuildingShellAnchorCellId,
input.LookInFrames,
input.Cells) != frameIndex)
{
continue;
}
Sphere(in record, out Vector3 center, out float radius);
if (!input.Viewcone.SphereVisibleInOutsideSlice(
sliceIndex,
in center,
radius))
{
continue;
}
_survivors[count++] = record;
writer.AddOutdoor(in record);
AddProjection(
writer,
in record,
input.AnimatedEntityIds);
}
int routeIndex =
RetailPViewRenderer.LookInBuildingShellRouteIndex(
frameIndex,
sliceCount,
sliceIndex);
writer.AddRouteRange(
RenderFrameCandidateRoute.LandscapeBuildingShell,
routeIndex,
0,
_survivors.AsSpan(0, count));
}
}
/// <summary>Campaign FW3.2b-2: <c>LookInObject</c> now carries DYNAMIC
/// candidates only — the walk draws every look-in cell's STATIC content
/// directly (<c>WalkFrameDriver</c>'s <c>LookInStatic</c> turn, via
/// <c>WalkProductionWorldData.GetCellStatics</c>), so loading this
/// route's cell contents with <c>includeStatics: false</c> is what keeps
/// the two draws from doubling a look-in room's furniture (plan §FW3
/// item 3).</summary>
private void BuildLookInRoutes(
RenderFrameWriter writer,
in RenderScenePViewBuildInput input,
@ -1408,6 +1290,7 @@ internal sealed class RenderScenePViewFrameBuilder
int count = LoadCell(
input.Scene,
cellId,
includeStatics: false,
includeDynamics: true);
for (int sliceIndex = 0; sliceIndex < slices.Length; sliceIndex++)
{
@ -1475,61 +1358,6 @@ internal sealed class RenderScenePViewFrameBuilder
}
}
private void BuildCellStaticRoute(
RenderFrameWriter writer,
in RenderScenePViewBuildInput input)
{
_cellRouteCount = 0;
IReadOnlyList<uint> ordered = input.PortalFrame.OrderedVisibleCells;
for (int i = ordered.Count - 1; i >= 0; i--)
{
uint cellId = ordered[i];
if (!input.DrawableCells.Contains(cellId))
continue;
int loaded = LoadCell(
input.Scene,
cellId,
includeDynamics: false);
int count = 0;
for (int index = 0; index < loaded; index++)
{
RenderProjectionRecord record = _cell[index];
Sphere(in record, out Vector3 center, out float radius);
if (!input.Viewcone.SphereVisibleInCell(
cellId,
in center,
radius))
{
continue;
}
_cell[count++] = record;
AddProjection(
writer,
in record,
input.AnimatedEntityIds);
}
writer.AddCellRange(
cellId,
i,
_cell.AsSpan(0, count));
EnsureCapacity(
ref _cellRoute,
checked(_cellRouteCount + count));
_cell.AsSpan(0, count).CopyTo(
_cellRoute.AsSpan(_cellRouteCount));
_cellRouteCount += count;
}
writer.AddRouteRange(
RenderFrameCandidateRoute.CellStatic,
0,
0,
_cellRoute.AsSpan(0, _cellRouteCount));
}
private void BuildDynamicLastRoute(
RenderFrameWriter writer,
in RenderScenePViewBuildInput input)
@ -1593,18 +1421,25 @@ internal sealed class RenderScenePViewFrameBuilder
private int LoadCell(
RenderSceneQuery scene,
uint cellId,
bool includeDynamics)
bool includeDynamics,
bool includeStatics = true)
{
int staticCount = scene.GetCellStaticCount(cellId);
int staticCount = includeStatics
? scene.GetCellStaticCount(cellId)
: 0;
int dynamicCount = includeDynamics
? scene.GetCellDynamicCount(cellId)
: 0;
EnsureCapacity(
ref _cell,
checked(staticCount + dynamicCount));
int count = scene.CopyCellStaticsTo(
cellId,
_cell.AsSpan(0, staticCount));
int count = 0;
if (staticCount > 0)
{
count = scene.CopyCellStaticsTo(
cellId,
_cell.AsSpan(0, staticCount));
}
if (dynamicCount > 0)
{
count += scene.CopyCellDynamicsTo(

View file

@ -0,0 +1,180 @@
using System.Numerics;
using AcDream.App.Rendering.Scene;
namespace AcDream.App.Rendering.Walk;
/// <summary>
/// Campaign FW3.2b-2: the production <see cref="IWalkFrameWorldData"/> over
/// the retained scene (<see cref="RenderSceneQuery"/>) and the FW3.1
/// <see cref="WalkBuildingRegistry"/>. Rebuilt facts per frame via
/// <see cref="BeginFrame"/>:
///
/// <list type="bullet">
/// <item>Cell statics — <see cref="RenderSceneQuery.CopyCellStaticsTo"/> on
/// demand, one pooled array per distinct cell per frame (a cell can be
/// visited once by the root flood OR once per admitting look-in portal; the
/// per-frame cache keeps the copy single).</item>
/// <item>Outdoor statics — ONE <see cref="RenderSceneQuery.CopyIndexTo"/>
/// sweep bucketed by landscape cell id
/// (<c>(lb &amp; 0xFFFF0000) | (cellX*8 + cellY + 1)</c> from the record's
/// world position — the same encoding <see cref="IWalkEventSink.OnLandscapeCellTurn"/>
/// computes), EXCLUDING building shells (they draw at their building's own
/// shell turn, retail <c>CPhysicsPart::Draw(parts, 0)</c> @0x0059f331, not
/// at the cell's <c>DrawObjCell</c> turn).</item>
/// <item>Building shells — the same sweep's <c>IsBuildingShell</c> records
/// bucketed by <c>Source.BuildingShellAnchorCellId</c>; a
/// <see cref="WalkBuilding"/> maps to its anchor via its first
/// non-exit portal's destination (the SAME rule
/// <c>LandblockLoader</c> used to author the anchor).</item>
/// </list>
///
/// The tuple landblock id handed to the classifier is the frame's player
/// landblock — the packed path's own convention for every
/// <c>RenderFrameEntityDrawRequest</c>.
/// </summary>
internal sealed class WalkProductionWorldData : IWalkFrameWorldData
{
private readonly WalkBuildingRegistry _buildings;
private RenderSceneQuery _scene;
private uint _tupleLandblockId;
private readonly Dictionary<uint, WalkFrameStaticRecords> _cellCache = new();
private readonly Dictionary<uint, List<RenderProjectionRecord>> _outdoorByCell = new();
private readonly Dictionary<uint, List<RenderProjectionRecord>> _shellsByAnchor = new();
private readonly Dictionary<uint, WalkFrameStaticRecords> _outdoorMaterialized = new();
private readonly Dictionary<uint, WalkFrameStaticRecords> _shellMaterialized = new();
private RenderProjectionRecord[] _sweepScratch = new RenderProjectionRecord[1024];
private RenderProjectionRecord[] _cellScratch = new RenderProjectionRecord[256];
internal WalkProductionWorldData(WalkBuildingRegistry buildings)
{
_buildings = buildings ?? throw new ArgumentNullException(nameof(buildings));
}
/// <summary>Rebuilds the frame's outdoor/shell buckets and clears the
/// per-cell cache. Call once per frame before the driver runs.</summary>
internal void BeginFrame(RenderSceneQuery scene, uint tupleLandblockId)
{
_scene = scene;
_tupleLandblockId = tupleLandblockId;
_cellCache.Clear();
_outdoorMaterialized.Clear();
_shellMaterialized.Clear();
foreach (List<RenderProjectionRecord> bucket in _outdoorByCell.Values)
bucket.Clear();
foreach (List<RenderProjectionRecord> bucket in _shellsByAnchor.Values)
bucket.Clear();
int count;
while (true)
{
count = _scene.CopyIndexTo(RenderSceneIndex.OutdoorStatic, _sweepScratch);
if (count < _sweepScratch.Length)
break;
_sweepScratch = new RenderProjectionRecord[_sweepScratch.Length * 2];
}
for (int i = 0; i < count; i++)
{
ref readonly RenderProjectionRecord record = ref _sweepScratch[i];
if (record.EntityPayload.IsBuildingShell)
{
uint anchor = record.Source.BuildingShellAnchorCellId;
if (!_shellsByAnchor.TryGetValue(anchor, out List<RenderProjectionRecord>? shells))
_shellsByAnchor[anchor] = shells = new List<RenderProjectionRecord>();
shells.Add(record);
continue;
}
uint cellId = LandscapeCellId(record.Transform.Position);
if (!_outdoorByCell.TryGetValue(cellId, out List<RenderProjectionRecord>? bucket))
_outdoorByCell[cellId] = bucket = new List<RenderProjectionRecord>();
bucket.Add(record);
}
}
/// <summary>The landscape cell owning a world position — retail's
/// 24 m cell grid inside the 192 m landblock, the same
/// <c>(lb &amp; 0xFFFF0000) | (cellX*8 + cellY + 1)</c> encoding the walk's
/// landscape turn emits.</summary>
internal static uint LandscapeCellId(Vector3 worldPosition)
{
int lbX = (int)MathF.Floor(worldPosition.X / 192f);
int lbY = (int)MathF.Floor(worldPosition.Y / 192f);
float localX = worldPosition.X - lbX * 192f;
float localY = worldPosition.Y - lbY * 192f;
int cellX = Math.Clamp((int)(localX / 24f), 0, 7);
int cellY = Math.Clamp((int)(localY / 24f), 0, 7);
uint landblock = ((uint)(byte)lbX << 24) | ((uint)(byte)lbY << 16);
return landblock | (uint)(cellX * 8 + cellY + 1);
}
public WalkFrameStaticRecords GetCellStatics(uint cellId)
{
if (_cellCache.TryGetValue(cellId, out WalkFrameStaticRecords cached))
return cached;
int count;
while (true)
{
count = _scene.CopyCellStaticsTo(cellId, _cellScratch);
if (count < _cellScratch.Length)
break;
_cellScratch = new RenderProjectionRecord[_cellScratch.Length * 2];
}
WalkFrameStaticRecords records = count == 0
? WalkFrameStaticRecords.Empty with { TupleLandblockId = _tupleLandblockId }
: new WalkFrameStaticRecords(_cellScratch[..count], _tupleLandblockId);
_cellCache[cellId] = records;
return records;
}
public WalkFrameStaticRecords GetOutdoorStatics(uint cellId)
{
if (_outdoorMaterialized.TryGetValue(cellId, out WalkFrameStaticRecords cached))
return cached;
WalkFrameStaticRecords records =
_outdoorByCell.TryGetValue(cellId, out List<RenderProjectionRecord>? bucket)
&& bucket.Count > 0
? new WalkFrameStaticRecords([.. bucket], _tupleLandblockId)
: WalkFrameStaticRecords.Empty with { TupleLandblockId = _tupleLandblockId };
_outdoorMaterialized[cellId] = records;
return records;
}
public WalkFrameStaticRecords GetBuildingShellStatics(WalkBuilding building)
{
uint anchor = AnchorCellId(building);
if (anchor == 0)
return WalkFrameStaticRecords.Empty with { TupleLandblockId = _tupleLandblockId };
if (_shellMaterialized.TryGetValue(anchor, out WalkFrameStaticRecords cached))
return cached;
WalkFrameStaticRecords records =
_shellsByAnchor.TryGetValue(anchor, out List<RenderProjectionRecord>? shells)
&& shells.Count > 0
? new WalkFrameStaticRecords([.. shells], _tupleLandblockId)
: WalkFrameStaticRecords.Empty with { TupleLandblockId = _tupleLandblockId };
_shellMaterialized[anchor] = records;
return records;
}
/// <summary>The building's authored shell anchor: its first non-exit
/// portal's destination cell — the SAME rule <c>LandblockLoader</c> used
/// when it stamped <c>BuildingShellAnchorCellId</c> on the shell entity.</summary>
internal static uint AnchorCellId(WalkBuilding building)
{
foreach (ref readonly WalkBldPortal portal in building.Portals.AsSpan())
{
if (portal.OtherCellId != 0xFFFFFFFFu)
return portal.OtherCellId;
}
return 0;
}
public Matrix4x4 GetBuildingWorldTransform(WalkBuilding building)
{
if (!_buildings.TryGetEntry(building, out WalkBuildingFactory.Entry? entry))
{
throw new InvalidOperationException(
$"walk building 0x{building.PositionCellId:X8} has no committed registry entry");
}
return entry.WorldTransform;
}
}

View file

@ -210,6 +210,32 @@ public sealed unsafe partial class WbDrawDispatcher
}
}
/// <summary>
/// Campaign FW3.2b-2: the production frame/encoder pair for
/// <see cref="WalkFrameDriver"/>'s own <see cref="SubmitOrderedStream"/>
/// calls (contrast this stage's diagnostic-target callers, which supply
/// their own frame/encoder — see <see cref="SubmitOrderedStream"/>'s own
/// doc comment). Reads the SAME world-pass scope <see cref="SubmitRhi"/>
/// already requires (<see cref="RequireRhiFrame"/> /
/// <c>_scope.RequireEncoder()</c>) — fails loud rather than handing the
/// driver a null pair when the world phase is not bracketing.
/// </summary>
internal (IGpuFrame Frame, IGpuPassEncoder Encoder) RequireWalkSubmission() =>
(RequireRhiFrame(), _scope!.RequireEncoder());
/// <summary>
/// Campaign FW3.2b-2: the live colour-attachment size, for
/// <see cref="WalkProductionFrameContext"/>'s viewport (the walk's ray
/// caster needs the REAL viewport, not the FW0/FW1 capture-client
/// fixture constants — see that class's own doc comment). Null outside
/// the world phase (no scope published yet); the caller falls back to
/// the fixture constants with a comment in that case rather than
/// failing loud, since a missing scope here is a startup-ordering
/// timing question, not a misconfiguration.
/// </summary>
internal (int Width, int Height)? WalkAttachmentExtent =>
_scope is null ? null : (_scope.AttachmentWidth, _scope.AttachmentHeight);
/// <summary>
/// Submits <paramref name="stream"/> in walk order through the existing
/// RHI: per-instance-first emission (see the type doc comment), one

View file

@ -14,326 +14,33 @@ public sealed class RenderScenePViewFrameProductTests
private static readonly RenderSceneGeneration Generation =
RenderSceneGeneration.FromRaw(1);
[Fact]
public void Builder_PreservesPViewRoutesAndExcludesShellsAndWithdrawnOwners()
{
using var scene = new ArchRenderScene(Generation);
RenderProjectionRecord outdoor = Record(
0x0100_0000_0000_0001,
RenderProjectionClass.OutdoorStatic);
RenderProjectionRecord buildingShell = Record(
0x0100_0000_0000_0008,
RenderProjectionClass.OutdoorStatic,
isBuildingShell: true);
RenderProjectionRecord hidden = Record(
0x0100_0000_0000_0002,
RenderProjectionClass.OutdoorStatic,
flags: RenderProjectionFlags.Hidden
| RenderProjectionFlags.SpatiallyResident);
RenderProjectionRecord withdrawn = Record(
0x0100_0000_0000_0003,
RenderProjectionClass.OutdoorStatic,
flags: RenderProjectionFlags.Draw);
RenderProjectionRecord shell = Record(
0x0200_0000_0000_0004,
RenderProjectionClass.IndoorCellStatic,
parentCell: Cell);
RenderProjectionRecord cellStatic = Record(
0x0100_0000_0000_0005,
RenderProjectionClass.IndoorCellStatic,
parentCell: Cell);
RenderProjectionRecord outdoorDynamic = Record(
0x0300_0000_0000_0006,
RenderProjectionClass.LiveDynamicRoot);
RenderProjectionRecord cellDynamic = Record(
0x0300_0000_0000_0007,
RenderProjectionClass.LiveDynamicRoot,
parentCell: Cell);
RenderProjectionRecord[] records =
[
outdoor,
buildingShell,
hidden,
withdrawn,
shell,
cellStatic,
outdoorDynamic,
cellDynamic,
];
var deltas = new RenderProjectionDelta[records.Length];
for (int index = 0; index < records.Length; index++)
{
deltas[index] = RenderProjectionDelta.Register(
Generation,
(ulong)index + 1,
records[index]);
}
scene.Apply(deltas);
PortalVisibilityFrame portal = Portal(Cell);
ClipFrameAssembly clip = FullScreenClip(Cell);
ViewconeCuller viewcone =
ViewconeCuller.Build(clip, Matrix4x4.Identity);
var exchange = new RenderFrameExchange();
var builder = new RenderScenePViewFrameBuilder();
RenderSceneDigest digest =
scene.BuildDigest(new RenderSceneDigestBuffer());
var input = new RenderScenePViewBuildInput(
scene.OpenQuery(),
digest,
portal,
clip,
viewcone,
[],
[Cell],
EmptyCellSource.Instance,
[],
RootIsOutdoor: true);
builder.Build(exchange, frameSequence: 1, in input);
RenderFrameView view = exchange.BorrowLatest(Generation, 1);
try
{
Assert.Equal(
[outdoor.Id, hidden.Id, buildingShell.Id],
view.OutdoorStaticCandidates.ToArray()
.Select(static item => item.Id));
Assert.Equal(
[cellStatic.Id],
view.CellStaticCandidates.ToArray()
.Select(static item => item.Id));
Assert.Equal(
[outdoorDynamic.Id, cellDynamic.Id],
view.DynamicCandidates.ToArray()
.Select(static item => item.Id));
Assert.Equal(6, view.Transforms.Length);
Assert.Equal(6, view.RouteCandidates.Length);
Assert.Equal(3, view.RouteRanges.Length);
RenderFrameCandidateRange outdoorRange = Assert.Single(
view.RouteRanges.ToArray(),
range => range.Route
== RenderFrameCandidateRoute.LandscapeOutdoorStatic);
Assert.Equal(3, outdoorRange.Count);
Assert.Contains(
view.RouteCandidates.Slice(
outdoorRange.Offset,
outdoorRange.Count).ToArray(),
item => item.Id == buildingShell.Id);
Assert.DoesNotContain(
view.RouteRanges.ToArray(),
range => range.Route
== RenderFrameCandidateRoute.LandscapeBuildingShell);
Assert.DoesNotContain(
view.RouteCandidates.ToArray(),
item => item.Id == withdrawn.Id || item.Id == shell.Id);
Assert.Equal(
new RenderFrameDiagnosticCounts(
OutdoorStaticCandidates: 3,
CellStaticCandidates: 1,
DynamicCandidates: 2,
TransformCount: 6,
OpaqueClassificationCount: 0,
AlphaClassificationCount: 0,
LightSetCount: 0,
SelectionPartCount: 0,
RouteCandidateCount: 6,
EntityCandidateCount: 6,
MeshPartCount: 6),
view.DiagnosticCounts);
Assert.Equal(6, view.EntityCandidates.Length);
Assert.Equal(6, view.MeshParts.Length);
Assert.Same(portal, view.PortalFrame);
Assert.Same(clip, view.ClipAssembly);
Assert.Equal(digest, view.SourceDigest);
}
finally
{
exchange.Release(in view);
}
}
[Fact]
public void Builder_OrdersMultiSliceBuildingShellsAfterLookIns()
{
using var scene = new ArchRenderScene(Generation);
RenderProjectionRecord outdoor = Record(
0x0100_0000_0000_0101,
RenderProjectionClass.OutdoorStatic);
RenderProjectionRecord buildingShell = Record(
0x0100_0000_0000_0102,
RenderProjectionClass.OutdoorStatic,
isBuildingShell: true,
buildingShellAnchorCellId: Cell);
RenderProjectionRecord lookInObject = Record(
0x0100_0000_0000_0103,
RenderProjectionClass.IndoorCellStatic,
parentCell: Cell);
scene.Apply(
[
RenderProjectionDelta.Register(Generation, 1, outdoor),
RenderProjectionDelta.Register(Generation, 2, buildingShell),
RenderProjectionDelta.Register(Generation, 3, lookInObject),
]);
PortalVisibilityFrame portal = Portal(Cell);
PortalVisibilityFrame lookIn = Portal(Cell);
lookIn.SourceBuildingKey = 2u;
lookIn.SourceBuildingLandblockId = Cell & 0xFFFF0000u;
var anchorCell = new LoadedCell
{
CellId = Cell,
BuildingId = 2u,
};
ClipFrameAssembly clip = TwoSliceClip(Cell);
clip.LookInCellToViewSlices[new LookInClipCell(0, Cell)] =
[clip.CellIdToViewSlices[Cell][0]];
ViewconeCuller viewcone =
ViewconeCuller.Build(clip, Matrix4x4.Identity);
var exchange = new RenderFrameExchange();
var builder = new RenderScenePViewFrameBuilder();
RenderSceneDigest digest =
scene.BuildDigest(new RenderSceneDigestBuffer());
var input = new RenderScenePViewBuildInput(
scene.OpenQuery(),
digest,
portal,
clip,
viewcone,
[lookIn],
[Cell],
new DictionaryCellSource(anchorCell),
[],
RootIsOutdoor: true);
builder.Build(exchange, frameSequence: 1, in input);
RenderFrameView view = exchange.BorrowLatest(Generation, 1);
try
{
Assert.Equal(
[
(RenderFrameCandidateRoute.LandscapeOutdoorStatic, 0, 0u),
(RenderFrameCandidateRoute.LandscapeOutdoorStatic, 1, 0u),
(RenderFrameCandidateRoute.LookInObject, 0, Cell),
(RenderFrameCandidateRoute.LandscapeBuildingShell, 0, 0u),
(RenderFrameCandidateRoute.LandscapeBuildingShell, 1, 0u),
(RenderFrameCandidateRoute.CellStatic, 0, 0u),
],
view.RouteRanges.ToArray().Select(static range =>
(range.Route, range.RouteIndex, range.CellId)));
}
finally
{
exchange.Release(in view);
}
}
[Fact]
public void Builder_InterleavesEachLookInWithItsOwnPackedBuildingShellRoutes()
{
const uint secondCell = 0xA9B40180u;
using var scene = new ArchRenderScene(Generation);
RenderProjectionRecord firstShell = Record(
0x0100_0000_0000_0201,
RenderProjectionClass.OutdoorStatic,
isBuildingShell: true,
buildingShellAnchorCellId: Cell);
RenderProjectionRecord secondShell = Record(
0x0100_0000_0000_0202,
RenderProjectionClass.OutdoorStatic,
isBuildingShell: true,
buildingShellAnchorCellId: secondCell);
RenderProjectionRecord firstObject = Record(
0x0100_0000_0000_0203,
RenderProjectionClass.IndoorCellStatic,
parentCell: Cell);
RenderProjectionRecord secondObject = Record(
0x0100_0000_0000_0204,
RenderProjectionClass.IndoorCellStatic,
parentCell: secondCell);
scene.Apply(
[
RenderProjectionDelta.Register(Generation, 1, firstShell),
RenderProjectionDelta.Register(Generation, 2, secondShell),
RenderProjectionDelta.Register(Generation, 3, firstObject),
RenderProjectionDelta.Register(Generation, 4, secondObject),
]);
PortalVisibilityFrame portal = Portal(Cell);
PortalVisibilityFrame firstLookIn = Portal(Cell);
firstLookIn.SourceBuildingKey = 2u;
firstLookIn.SourceBuildingLandblockId = Cell & 0xFFFF0000u;
PortalVisibilityFrame secondLookIn = Portal(secondCell);
secondLookIn.SourceBuildingKey = 3u;
secondLookIn.SourceBuildingLandblockId = secondCell & 0xFFFF0000u;
var firstAnchor = new LoadedCell
{
CellId = Cell,
BuildingId = 2u,
};
var secondAnchor = new LoadedCell
{
CellId = secondCell,
BuildingId = 3u,
};
ClipFrameAssembly clip = TwoSliceClip(Cell);
clip.LookInCellToViewSlices[new LookInClipCell(0, Cell)] =
[clip.CellIdToViewSlices[Cell][0]];
clip.LookInCellToViewSlices[new LookInClipCell(1, secondCell)] =
[clip.CellIdToViewSlices[Cell][0]];
ViewconeCuller viewcone =
ViewconeCuller.Build(clip, Matrix4x4.Identity);
var exchange = new RenderFrameExchange();
var builder = new RenderScenePViewFrameBuilder();
RenderSceneDigest digest =
scene.BuildDigest(new RenderSceneDigestBuffer());
var input = new RenderScenePViewBuildInput(
scene.OpenQuery(),
digest,
portal,
clip,
viewcone,
[firstLookIn, secondLookIn],
[Cell],
new DictionaryCellSource(firstAnchor, secondAnchor),
[],
RootIsOutdoor: true);
builder.Build(exchange, frameSequence: 1, in input);
RenderFrameView view = exchange.BorrowLatest(Generation, 1);
try
{
Assert.Equal(
[
(RenderFrameCandidateRoute.LookInObject, 0, Cell),
(RenderFrameCandidateRoute.LandscapeBuildingShell, 0, 0u),
(RenderFrameCandidateRoute.LandscapeBuildingShell, 1, 0u),
(RenderFrameCandidateRoute.LookInObject, 1, secondCell),
(RenderFrameCandidateRoute.LandscapeBuildingShell, 2, 0u),
(RenderFrameCandidateRoute.LandscapeBuildingShell, 3, 0u),
],
view.RouteRanges.ToArray()
.Where(static range =>
range.Route is RenderFrameCandidateRoute.LookInObject
or RenderFrameCandidateRoute.LandscapeBuildingShell)
.Select(static range =>
(range.Route, range.RouteIndex, range.CellId)));
}
finally
{
exchange.Release(in view);
}
}
// Campaign FW3.2b-2 (adjudicated 2026-08-30): Builder_PreservesPViewRoutesAndExcludesShellsAndWithdrawnOwners,
// Builder_OrdersMultiSliceBuildingShellsAfterLookIns, and
// Builder_InterleavesEachLookInWithItsOwnPackedBuildingShellRoutes are
// DELETED — all three asserted route-range interleaving for
// LandscapeOutdoorStatic/LandscapeBuildingShell/CellStatic, which
// RenderScenePViewFrameBuilder no longer emits at all (WalkFrameDriver
// draws every outdoor static, building shell, and cell static — look-in
// included — directly through OrderedDrawStream; plan §FW3
// "FW3.2b-2 — the production rooting", item 3). There is no successor
// assertion to write: the routes themselves are retired, not relocated.
[Fact]
public void Builder_ReusesOrderedIndicesWhileRefreshingDirtyRecords()
{
// Campaign FW3.2b-2 (adjudicated 2026-08-30): re-expressed against
// the DYNAMIC index (LiveDynamicRoot / DynamicCandidates) instead of
// the now-dead OutdoorStatic index — LoadSceneIndices' dirty-record
// refresh + sort-key reorder mechanism this test proves is SHARED
// between the two indices; the OutdoorStatic side was deleted along
// with BuildOutdoorRoutes (its only reader).
using var scene = new ArchRenderScene(Generation);
RenderProjectionRecord later = Record(
0x0100_0000_0000_0012,
RenderProjectionClass.OutdoorStatic);
RenderProjectionClass.LiveDynamicRoot);
RenderProjectionRecord earlier = Record(
0x0100_0000_0000_0011,
RenderProjectionClass.OutdoorStatic);
RenderProjectionClass.LiveDynamicRoot);
scene.Apply(
[
RenderProjectionDelta.Register(Generation, 1, later),
@ -353,7 +60,7 @@ public sealed class RenderScenePViewFrameProductTests
{
Assert.Equal(
[earlier.Id, later.Id],
first.OutdoorStaticCandidates.ToArray()
first.DynamicCandidates.ToArray()
.Select(static record => record.Id));
}
finally
@ -401,7 +108,7 @@ public sealed class RenderScenePViewFrameProductTests
projected.Transform.LocalToWorld);
Assert.Equal(
[earlier.Id, later.Id],
second.OutdoorStaticCandidates.ToArray()
second.DynamicCandidates.ToArray()
.Select(static record => record.Id));
}
finally
@ -431,7 +138,7 @@ public sealed class RenderScenePViewFrameProductTests
{
Assert.Equal(
[later.Id, earlier.Id],
third.OutdoorStaticCandidates.ToArray()
third.DynamicCandidates.ToArray()
.Select(static record => record.Id));
}
finally
@ -463,14 +170,18 @@ public sealed class RenderScenePViewFrameProductTests
[Fact]
public void Controller_MatchesCurrentPViewThenNamesAWithdrawnCandidate()
{
WorldEntity outdoor = Entity(10, serverGuid: 0, parentCell: null);
WorldEntity cellStatic = Entity(11, serverGuid: 0, parentCell: Cell);
// Campaign FW3.2b-2 (adjudicated 2026-08-30): no static entities here
// — LandscapeOutdoorStatic/CellStatic no longer flow through the
// packed product at all (WalkFrameDriver owns every static now), so
// a static observed on the LEGACY oracle side with nothing on the
// packed side would report a permanent mismatch unrelated to what
// this test is proving (withdrawal detection on the SURVIVING
// DynamicLast route).
WorldEntity outdoorDynamic =
Entity(1_000_012, 0x8000_0012, parentCell: null);
WorldEntity cellDynamic =
Entity(1_000_013, 0x8000_0013, parentCell: Cell);
WorldEntity[] entities =
[outdoor, cellStatic, outdoorDynamic, cellDynamic];
WorldEntity[] entities = [outdoorDynamic, cellDynamic];
var oracle = new CurrentRenderSceneOracle();
var partition = new InteriorEntityPartition.Result();
InteriorEntityPartition.Partition(
@ -479,16 +190,6 @@ public sealed class RenderScenePViewFrameProductTests
[Entry(entities)],
oracle);
oracle.BeginPViewFrame();
oracle.ObservePViewBucket(
CurrentRenderPViewRoute.LandscapeOutdoorStatic,
0,
0,
[outdoor]);
oracle.ObservePViewBucket(
CurrentRenderPViewRoute.CellStatic,
0,
0,
[cellStatic]);
oracle.ObservePViewBucket(
CurrentRenderPViewRoute.DynamicLast,
0,
@ -496,14 +197,6 @@ public sealed class RenderScenePViewFrameProductTests
[outdoorDynamic, cellDynamic]);
oracle.CompletePViewFrame();
oracle.BeginDispatcherFrame();
oracle.ObserveDispatcherDraw(
WbDrawDispatcher.EntitySet.All,
entitiesWalked: 1,
[(outdoor, 0, Landblock)]);
oracle.ObserveDispatcherDraw(
WbDrawDispatcher.EntitySet.All,
entitiesWalked: 1,
[(cellStatic, 0, Landblock)]);
oracle.ObserveDispatcherDraw(
WbDrawDispatcher.EntitySet.All,
entitiesWalked: 2,
@ -544,15 +237,15 @@ public sealed class RenderScenePViewFrameProductTests
Assert.True(matched.Enabled);
Assert.Equal(1uL, matched.ComparisonCount);
Assert.Equal(1uL, matched.SuccessfulComparisonCount);
Assert.Equal(4, matched.ExpectedCandidateCount);
Assert.Equal(4, matched.ActualCandidateCount);
Assert.Equal(2, matched.ExpectedCandidateCount);
Assert.Equal(2, matched.ActualCandidateCount);
Assert.Equal(0, matched.MismatchCount);
Assert.Null(matched.FirstMismatch);
Assert.Equal(matched.ExpectedDigest, matched.ActualDigest);
Assert.Equal(1uL, matched.PackedInputComparisonCount);
Assert.Equal(1uL, matched.PackedInputSuccessfulComparisonCount);
Assert.Equal(4, matched.PackedInputExpectedCount);
Assert.Equal(4, matched.PackedInputActualCount);
Assert.Equal(2, matched.PackedInputExpectedCount);
Assert.Equal(2, matched.PackedInputActualCount);
Assert.Equal(0, matched.PackedInputMismatchCount);
Assert.Null(matched.PackedInputFirstMismatch);
Assert.Equal(
@ -581,10 +274,10 @@ public sealed class RenderScenePViewFrameProductTests
Assert.Equal(2uL, mismatch.ComparisonCount);
Assert.Equal(1uL, mismatch.SuccessfulComparisonCount);
Assert.Equal(1, mismatch.MismatchCount);
Assert.Contains("field=count expected=4 actual=3", mismatch.FirstMismatch);
Assert.Contains("field=count expected=2 actual=1", mismatch.FirstMismatch);
Assert.Equal(1, mismatch.PackedInputMismatchCount);
Assert.Contains(
"field=count expected=4 actual=3",
"field=count expected=2 actual=1",
mismatch.PackedInputFirstMismatch);
Assert.Equal(2, logs.Count);
}

View file

@ -196,10 +196,15 @@ public sealed class RetailPViewPassExecutorTests
[Fact]
public void DrawInside_production_product_supplies_the_ordered_entity_routes()
{
// Campaign FW3.2b-2: no cell-static entity here (adjudicated
// 2026-08-30) — CellStatic no longer flows through the packed
// product at all (WalkFrameDriver owns every cell static now, via
// OrderedDrawStream, not this route); a static entity registered on
// the LEGACY side with nothing on the packed side would report a
// permanent MismatchCount, which is not what this test is proving.
// The route-consumption-order assertion below still exercises the
// one route that DID survive the cutover (DynamicLast).
LoadedCell interior = InteriorWithExit(0xA9B40100u);
WorldEntity cellStatic = Entity(
30u,
parentCellId: interior.CellId);
WorldEntity dynamic = Entity(
31u,
serverGuid: 0x80000031u,
@ -208,17 +213,6 @@ public sealed class RetailPViewPassExecutorTests
var oracle = new CurrentRenderSceneOracle();
using var shadow = new RenderSceneShadowRuntime(
RenderSceneGeneration.FromRaw(1));
RenderProjectionRecord staticRecord =
RenderProjectionRecordFactory.ProjectEntity(
StaticRenderProjectionJournal.StaticEntityId(
landblockId,
cellStatic.Id),
RenderProjectionClass.IndoorCellStatic,
RenderOwnerIncarnation.FromRaw(cellStatic.Id),
landblockId,
interior.CellId,
cellStatic,
spatiallyVisible: true);
RenderProjectionRecord dynamicRecord =
RenderProjectionRecordFactory.ProjectEntity(
LiveRenderProjectionJournal.ProjectionId(dynamic.Id),
@ -228,7 +222,6 @@ public sealed class RetailPViewPassExecutorTests
interior.CellId,
dynamic,
spatiallyVisible: true);
shadow.Journal.Register(in staticRecord);
shadow.Journal.Register(in dynamicRecord);
shadow.DrainUpdateBoundary();
var product = new RenderScenePViewFrameProductController(
@ -238,13 +231,12 @@ public sealed class RetailPViewPassExecutorTests
using var executor = new RecordingExecutor();
renderer.DrawInside(
Frame(interior, [cellStatic, dynamic]),
Frame(interior, [dynamic]),
executor);
AssertAppearsInOrder(
string.Join('|', executor.Operations),
"entity-frame-begin",
"entity-route:CellStatic:0:00000000",
"entity-route:DynamicLast:0:00000000",
"entity-frame-complete");
Assert.Equal(0, product.Snapshot.MismatchCount);