docs(post-A.5 #53): Tier 1 retry — mutation audit + cache design spec
The audit at docs/research/2026-05-10-tier1-mutation-audit.md enumerates every entity.MeshRefs write site (5 STATIC at hydration, 1 DYNAMIC at GameWindow.cs:7580 inside TickAnimations) and verifies that all 7 Position/Rotation write sites only touch entities in _animatedEntities. Establishes the load-bearing invariant: an entity's renderer state is stable from spawn to despawn iff entity.Id is NOT in _animatedEntities. The spec at docs/superpowers/specs/2026-05-10-issue-53-tier1-cache-design.md locks in the design from brainstorming on 2026-05-10: - Static-only cache + DEBUG cross-check (option c) — catches future regressions of the prior bug class without paying perf cost in Release - Separate EntityClassificationCache class injected into WbDrawDispatcher - Cache the rest pose, not the full model matrix (Position/Rotation read live each frame so Release stays correct even if the invariant breaks) - Pre-flatten Setup multi-parts at populate time (the bulk of the win) - 15 new tests covering all invalidation paths + DEBUG cross-check + Setup pre-flatten + lifecycle pin Closes the audit + design steps of the post-A.5 polish Priority 3 work. Implementation plan owned by superpowers:writing-plans next. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
f66522cd6b
commit
4abb838729
2 changed files with 697 additions and 0 deletions
246
docs/research/2026-05-10-tier1-mutation-audit.md
Normal file
246
docs/research/2026-05-10-tier1-mutation-audit.md
Normal file
|
|
@ -0,0 +1,246 @@
|
|||
# Tier 1 entity-classification cache — mutation audit
|
||||
|
||||
**Created:** 2026-05-10, opening move of the ISSUE #53 retry session.
|
||||
**Purpose:** enumerate every code path that writes to `WorldEntity.MeshRefs` (the dispatcher's load-bearing per-entity input) and every adjacent state read by `WbDrawDispatcher.ClassifyBatches` / model-matrix composition, classify each as STATIC or DYNAMIC, and design the cache invalidation surface BEFORE touching renderer code.
|
||||
|
||||
This audit is the load-bearing prerequisite the prior Tier 1 attempt (commit `3639a6f`, reverted at `9b49009`) skipped. Cache design follows from the audit, not the other way around.
|
||||
|
||||
---
|
||||
|
||||
## TL;DR — the invariant
|
||||
|
||||
> **An entity's `MeshRefs` reference, `Position`, `Rotation`, `PaletteOverride`, `HiddenPartsMask`, `ParentCellId`, and `Scale` are stable from spawn to despawn IF AND ONLY IF the entity is NOT in `GameWindow._animatedEntities`.**
|
||||
|
||||
That is the invariant the cache rides on. Animated entities (player + remote NPCs/players + animated dat scenery like the lifestone crystal) get a fresh `MeshRefs` list every frame from `TickAnimations` plus per-frame `Position`/`Rotation` writes from physics/dead-reckoning. Everything else — stabs, scenery, cell-mesh entities, interior static objects — touches none of those fields after construction.
|
||||
|
||||
The cache should hold per-entity classification ONLY for entities whose `Id` is not in `_animatedEntities` at lookup time. Animated entities go through today's per-frame classification path unchanged.
|
||||
|
||||
---
|
||||
|
||||
## §1. `entity.MeshRefs = ...` write sites (the core question)
|
||||
|
||||
`WorldEntity.MeshRefs` is `IReadOnlyList<MeshRef>` with a `set` accessor (see [src/AcDream.Core/World/WorldEntity.cs:28](../../src/AcDream.Core/World/WorldEntity.cs#L28)). `MeshRef` itself is a `readonly record struct` ([src/AcDream.Core/World/MeshRef.cs:15](../../src/AcDream.Core/World/MeshRef.cs#L15)) — its fields cannot be mutated in place. So every "MeshRefs change" is a whole-list replacement, not a per-element edit.
|
||||
|
||||
Six write sites total in `src/`. Five STATIC, one DYNAMIC.
|
||||
|
||||
### Site 1 — `OnLiveEntitySpawnedLocked` (server-spawned entity hydration)
|
||||
|
||||
**[src/AcDream.App/Rendering/GameWindow.cs:2578](../../src/AcDream.App/Rendering/GameWindow.cs#L2578)** — `MeshRefs = meshRefs` in the `WorldEntity { … }` constructor.
|
||||
|
||||
**Classification:** **STATIC** at first spawn.
|
||||
|
||||
**Trigger:** server's `0xF745 CreateObject` for any entity (NPC, monster, player, item, statue, lifestone). Also re-runs from `OnLiveAppearanceUpdated` (server's `0xF625 ObjDescEvent`) → spawn dedup at top of `OnLiveEntitySpawnedLocked` invokes `RemoveLiveEntityByServerGuid`, then re-spawns. Each invocation gets a NEW local `entity.Id` from `_liveEntityIdCounter++` (line 2573).
|
||||
|
||||
**Implication for cache:** ObjDescEvent isn't a "mutate existing entity" event — it's a despawn+respawn pair. The despawn path (next subsection) clears the cache for the old Id; the respawn populates fresh under the new Id. The cache never sees a stale entry for a still-active Id from this path.
|
||||
|
||||
**Pre-construction `parts[…]` mutations** at lines 2333 and 2365 (AnimPartChanges + DIDDegrade resolver) edit the *local* `parts` list before it becomes the `meshRefs` argument; they're not separate write sites.
|
||||
|
||||
### Site 2 — `BuildLandblockForStreaming` (stab hydration)
|
||||
|
||||
**[src/AcDream.App/Rendering/GameWindow.cs:4748](../../src/AcDream.App/Rendering/GameWindow.cs#L4748)** — `MeshRefs = meshRefs` constructing dat-stab entities.
|
||||
|
||||
**Classification:** **STATIC** at hydration. Worker-thread only.
|
||||
|
||||
**Trigger:** streaming worker's near-tier load path (`LandblockStreamJobKind.LoadNear` or `PromoteToNear`). Single-GfxObj stabs use `Matrix4x4.Identity`; multi-part Setups go through `SetupMesh.Flatten` to produce per-part MeshRefs.
|
||||
|
||||
**Lifetime:** lives until the entity's owning landblock is demoted (Near→Far) or unloaded — see Site invalidation §3.2.
|
||||
|
||||
### Site 3 — `BuildSceneryEntitiesForStreaming` (procedural scenery)
|
||||
|
||||
**[src/AcDream.App/Rendering/GameWindow.cs:4951](../../src/AcDream.App/Rendering/GameWindow.cs#L4951)** — `MeshRefs = meshRefs` for trees / rocks / bushes / fences.
|
||||
|
||||
**Classification:** **STATIC** at hydration. Worker-thread only.
|
||||
|
||||
**Lifetime:** identical to Site 2.
|
||||
|
||||
### Site 4 — Interior cell-mesh entity
|
||||
|
||||
**[src/AcDream.App/Rendering/GameWindow.cs:5023](../../src/AcDream.App/Rendering/GameWindow.cs#L5023)** — `MeshRefs = new[] { cellMeshRef }` for the EnvCell's own room geometry as a renderable entity.
|
||||
|
||||
**Classification:** **STATIC** at hydration.
|
||||
|
||||
### Site 5 — Interior static-object entity
|
||||
|
||||
**[src/AcDream.App/Rendering/GameWindow.cs:5083](../../src/AcDream.App/Rendering/GameWindow.cs#L5083)** — `MeshRefs = meshRefs` for static objects placed inside an EnvCell (furniture, fixtures).
|
||||
|
||||
**Classification:** **STATIC** at hydration.
|
||||
|
||||
### Site 6 — `TickAnimations` per-frame rebuild
|
||||
|
||||
**[src/AcDream.App/Rendering/GameWindow.cs:7580](../../src/AcDream.App/Rendering/GameWindow.cs#L7580)** — `ae.Entity.MeshRefs = newMeshRefs;` after constructing a fresh `List<MeshRef>(partCount)` at line 7501 from `sequencer.Advance(dt)` output.
|
||||
|
||||
**Classification:** **DYNAMIC** every frame.
|
||||
|
||||
**Trigger:** per-frame iteration over `_animatedEntities.Values` inside `TickAnimations`. If `entity.Id ∈ _animatedEntities`, this loop runs for that entity every frame (subject to motion-table presence). If `entity.Id ∉ _animatedEntities`, this loop never runs for it.
|
||||
|
||||
**Consequence:** any cache that captures `entity.MeshRefs[i].PartTransform` for an entity in `_animatedEntities` will freeze the pose. **This is exactly what the prior Tier 1 attempt did.**
|
||||
|
||||
---
|
||||
|
||||
## §2. `_animatedEntities` membership transitions
|
||||
|
||||
`_animatedEntities` at [GameWindow.cs:160](../../src/AcDream.App/Rendering/GameWindow.cs#L160) is the gating dict. The cache's "static" predicate is `! _animatedEntities.ContainsKey(entity.Id)`.
|
||||
|
||||
### Population
|
||||
|
||||
- **[GameWindow.cs:2724](../../src/AcDream.App/Rendering/GameWindow.cs#L2724)** — `_animatedEntities[entity.Id] = new AnimatedEntity { … }` at server-spawn for entities with a non-empty motion table + a resolvable idle cycle.
|
||||
- **[GameWindow.cs:7685](../../src/AcDream.App/Rendering/GameWindow.cs#L7685)** — `_animatedEntities[pe.Id] = ae;` in `UpdatePlayerAnimation` to *re-add* the local player entity if a prior `UpdateMotion` removed it (the "Phase 6.8 stationary remove" pattern). This is the only path that can flip an entity from STATIC to ANIMATED mid-life.
|
||||
|
||||
### Removal
|
||||
|
||||
- **[GameWindow.cs:2935](../../src/AcDream.App/Rendering/GameWindow.cs#L2935)** — `_animatedEntities.Remove(existingEntity.Id)` inside `RemoveLiveEntityByServerGuid`. Fires for `0xF747 DeleteObject` and as the dedup leg of `OnLiveAppearanceUpdated`.
|
||||
|
||||
### Cache implication
|
||||
|
||||
Membership IS NOT cached by the dispatcher. The cache lookup checks `_animatedEntities.ContainsKey(entity.Id)` at lookup time. If the player flips STATIC→ANIMATED mid-session (Site 7685 above), a stale cache entry would still exist for the player Id but never be read; the next despawn (Site 2935) clears it. No special-casing needed.
|
||||
|
||||
The reverse flip (ANIMATED→STATIC, e.g. a ground-state demote) leaves no cache entry; the dispatcher takes the cache-miss path on the first frame and populates fresh. Also no special-casing needed.
|
||||
|
||||
---
|
||||
|
||||
## §3. Position / Rotation write sites (matters for the cached model matrix)
|
||||
|
||||
The dispatcher composes `model = meshRef.PartTransform * entityWorld` for non-Setup entities, and `model = restPose * meshRef.PartTransform * entityWorld` for Setup multi-parts (with `entityWorld = Rotation × Translation`). If `Position` or `Rotation` changes for a STATIC entity, a cached model matrix would be stale.
|
||||
|
||||
Audit shows: **every Position/Rotation write site in `GameWindow.cs` operates on entities that are in `_animatedEntities`.** Static entities never have these fields touched after construction.
|
||||
|
||||
| Line | Context | Animated? |
|
||||
|---|---|---|
|
||||
| 3992-3993 | `entity.SetPosition(worldPos); entity.Rotation = rot;` (player physics snap-on-arrival) | YES — `entity` is the local player |
|
||||
| 4116 | `entity.SetPosition(rmState.Body.Position);` (remote dead-reckon snap branch) | YES — remote NPC/player |
|
||||
| 4230 | same context, near-enqueue branch | YES |
|
||||
| 4362-4363 | remote dead-reckon physics tick body sync | YES |
|
||||
| 4407-4408 | local player position snap (teleport / GoHome) | YES |
|
||||
| 7045-7046 | `ae.Entity.SetPosition(rm.Body.Position); ae.Entity.Rotation = rm.Body.Orientation;` (TickAnimations body sync) | YES — `ae.Entity` is in `_animatedEntities` by definition |
|
||||
| 7373-7374 | same body-sync context, fall-through path | YES |
|
||||
|
||||
No Position/Rotation writes happen on entities that are NOT in `_animatedEntities`. Confirmed via grep.
|
||||
|
||||
---
|
||||
|
||||
## §4. Other entity fields read by the dispatcher
|
||||
|
||||
`WbDrawDispatcher.Draw` and `ClassifyBatches` read these `WorldEntity` fields beyond `MeshRefs`, `Position`, `Rotation`:
|
||||
|
||||
| Field | Mutability | Cache impact |
|
||||
|---|---|---|
|
||||
| `PaletteOverride` | `init`-only ([WorldEntity.cs:37](../../src/AcDream.Core/World/WorldEntity.cs#L37)) | Stable post-spawn → safe to fold into cache key / texHandle resolution |
|
||||
| `HiddenPartsMask` | `init`-only ([WorldEntity.cs:73](../../src/AcDream.Core/World/WorldEntity.cs#L73)) | Stable; doesn't apply to dispatcher anyway (animation tick handles part-hide via `s_hidePartIndex` debug global, animated path only) |
|
||||
| `ParentCellId` | `init`-only ([WorldEntity.cs:45](../../src/AcDream.Core/World/WorldEntity.cs#L45)) | Stable; visibility filter input |
|
||||
| `AabbMin/AabbMax/AabbDirty` | Mutated lazily by `RefreshAabb` ([WorldEntity.cs:79-91](../../src/AcDream.Core/World/WorldEntity.cs#L79)) on `AabbDirty` flag, set by `SetPosition` | Read by `WalkEntitiesInto`, NOT used by classification. AABB stays static for static entities (Position never changes → never marked dirty after first refresh) |
|
||||
| `MeshRefs[i].SurfaceOverrides` | `init`-only on the MeshRef record struct | Stable for the lifetime of the MeshRef list (Sites 1-5) |
|
||||
| `MeshRefs[i].GfxObjId` | Stable (`readonly record struct`) | Forms part of the cache key |
|
||||
| `MeshRefs[i].PartTransform` | Stable for STATIC entities (the list is replaced atomically in Site 6 only for ANIMATED entities) | Cacheable for STATIC entities |
|
||||
|
||||
No hidden mutability surface. The cache is safe for entities outside `_animatedEntities`.
|
||||
|
||||
---
|
||||
|
||||
## §5. Cache invalidation events (the wire-up)
|
||||
|
||||
The cache is keyed by `entity.Id`. Only TWO event sources can invalidate a cached entry:
|
||||
|
||||
### §5.1 Per-entity despawn (live server entities)
|
||||
|
||||
**[GameWindow.cs:2933-2935](../../src/AcDream.App/Rendering/GameWindow.cs#L2933)** — `_worldState.RemoveEntityByServerGuid(serverGuid); _worldGameState.RemoveById(...); _animatedEntities.Remove(...);`
|
||||
|
||||
This block fires for:
|
||||
- `0xF747 DeleteObject` (server explicitly says entity is gone).
|
||||
- `0xF625 ObjDescEvent` (dedup leg before respawn).
|
||||
|
||||
**Hook:** add `_wbDrawDispatcher.InvalidateEntity(existingEntity.Id)` to this block.
|
||||
|
||||
### §5.2 Landblock demote / unload (static dat entities)
|
||||
|
||||
**[src/AcDream.App/Streaming/GpuWorldState.cs:373](../../src/AcDream.App/Streaming/GpuWorldState.cs#L373)** — `RemoveEntitiesFromLandblock(landblockId)` clears the entity list for a landblock. Called from `StreamingController.Tick` at [StreamingController.cs:116](../../src/AcDream.App/Streaming/StreamingController.cs#L116) for `ToDemote` (Near→Far) and via `_enqueueUnload` for `ToUnload`.
|
||||
|
||||
**Hook:** add `_wbDrawDispatcher.InvalidateLandblock(landblockId)` adjacent to the `RemoveEntitiesFromLandblock` call. Walk the LB's pre-removal entity list; invalidate each Id.
|
||||
|
||||
Implementation note: `RemoveEntitiesFromLandblock` already has the entity list in scope before zeroing it — adding the invalidation walk inside the method (or via a callback) is cheap. Alternative: `StreamingController` walks the LB's entries before invoking `RemoveEntitiesFromLandblock`. Either works; brainstorming will pick.
|
||||
|
||||
### §5.3 No other invalidation paths needed
|
||||
|
||||
Confirmed:
|
||||
- `MarkPersistent` ([GameWindow.cs:2024](../../src/AcDream.App/Rendering/GameWindow.cs#L2024)) — keeps player Id pinned across LB unloads. No MeshRefs change.
|
||||
- `DrainRescued` ([GameWindow.cs:5885](../../src/AcDream.App/Rendering/GameWindow.cs#L5885)) — re-attaches rescued persistent entities. No MeshRefs change.
|
||||
- `RelocateEntity` ([GameWindow.cs:6026](../../src/AcDream.App/Rendering/GameWindow.cs#L6026)) — moves entity between landblocks. Doesn't change MeshRefs/Position/Rotation. Safe.
|
||||
- `AddEntitiesToExistingLandblock` ([GpuWorldState.cs:401](../../src/AcDream.App/Streaming/GpuWorldState.cs#L401)) — Far→Near promotion adds entities. New entries get cache-miss naturally.
|
||||
|
||||
`AnimationSequencer` ([src/AcDream.Core/Physics/AnimationSequencer.cs](../../src/AcDream.Core/Physics/AnimationSequencer.cs)) does NOT write to `entity.MeshRefs` or `entity.Position`/`entity.Rotation` directly. It produces `PartTransform[]` frames consumed by `TickAnimations`. Confirmed via grep — only docstring mention of `MeshRef`. Sequencer is safe to ignore for cache design.
|
||||
|
||||
`Core` library has zero `entity.MeshRefs = ...` writes. All writes are in the App layer, all in `GameWindow.cs`. Confirmed via grep.
|
||||
|
||||
---
|
||||
|
||||
## §6. Recommended cache shape (for brainstorming, not yet committed)
|
||||
|
||||
Pre-spec recommendation; final design picks settle in the brainstorming session.
|
||||
|
||||
```csharp
|
||||
// Per-(entity, partIdx, batchIdx) classification result.
|
||||
private readonly record struct CachedBatch(
|
||||
GroupKey Key, // bucket identity
|
||||
ulong BindlessTextureHandle, // resolved texture (via palette + override)
|
||||
Matrix4x4 RestPose); // meshRef.PartTransform (or restPose * meshRef.PartTransform for Setup)
|
||||
|
||||
// Per-entity cache value.
|
||||
private sealed class EntityCache
|
||||
{
|
||||
public List<CachedBatch> Batches = new(); // ordered: (part, batch) flat
|
||||
public uint LandblockHint; // for InvalidateLandblock
|
||||
}
|
||||
|
||||
// Cache state.
|
||||
private readonly Dictionary<uint /*entityId*/, EntityCache> _entityCache = new();
|
||||
|
||||
// Hot path:
|
||||
// if (_animatedEntities.ContainsKey(entity.Id)) → today's path (full ClassifyBatches)
|
||||
// else if (_entityCache.TryGetValue(entity.Id, out var cached)) →
|
||||
// for each batch: append (cached.RestPose * entityWorld) to its group's matrices
|
||||
// else → ClassifyBatches once, populate cache, then same fast path next frame.
|
||||
```
|
||||
|
||||
**Per-frame static cost:** dictionary lookup + per-batch matrix multiply + matrices.Add. No texture resolution, no group-key construction, no metaTable lookup.
|
||||
|
||||
**Worst case:** if every entity is animated (e.g. a city full of NPCs), the cache adds one `ContainsKey` lookup per visible entity vs today's path. Negligible overhead. In practice ~10K entities total at radius=12 with ~50 animated → 99.5% cache hit rate on the static path.
|
||||
|
||||
**Risk surface:** the cache invariant rests on TWO claims, both verified in the audit above:
|
||||
1. STATIC entity Position / Rotation never mutate post-spawn. Verified §3.
|
||||
2. STATIC entity MeshRefs reference never changes post-spawn. Verified §1 (only Site 6 writes, only for animated entities).
|
||||
|
||||
If either claim breaks in a future change (e.g. someone adds an "earthquake" effect that mutates static-tree positions), the cache will quietly serve stale matrices. Defense:
|
||||
- **DEBUG-only assertion** in the cache hit path: `Debug.Assert(!_animatedEntities.ContainsKey(entity.Id))`.
|
||||
- **DEBUG-only cross-check**: in DEBUG builds, in the cache-hit path, also recompute the live model matrix and compare against `cached.RestPose * entityWorld`. Log a warning if they differ. Catches the "someone added a new mutation site" failure mode without paying the cost in Release.
|
||||
|
||||
(Belt-and-suspenders option (c) from the original handoff. Recommended for the first retry given the prior bug.)
|
||||
|
||||
---
|
||||
|
||||
## §7. What does NOT need to be in the cache design
|
||||
|
||||
- **Texture invalidation on bindless handle change.** Bindless handles are issued on first texture upload and remain valid for the texture's lifetime. `TextureCache` doesn't evict entries during normal play (only on shutdown). Static-entity texture handles never change.
|
||||
- **GfxObj re-decode.** `WbMeshAdapter.TryGetRenderData` returns the same `ObjectRenderData` instance for a given `gfxObjId` for the session. Static-entity batches never change.
|
||||
- **`SurfaceOverrides` reactivation.** Init-only on `MeshRef`, set at Site 1's hydration time, stable for the MeshRef's lifetime.
|
||||
- **Per-frame `Time` / `dt` inputs.** The dispatcher doesn't read time. Texture animation (e.g. animated UV scrolls) happens in the shader from `gl_Time`-equivalent uniforms, not from cached state.
|
||||
|
||||
---
|
||||
|
||||
## §8. Open questions for brainstorming
|
||||
|
||||
These need a user decision before I write the spec:
|
||||
|
||||
1. **Where do `InvalidateEntity` / `InvalidateLandblock` live?** On `WbDrawDispatcher` (cache lives there)? On a new `EntityClassificationCache` class injected into the dispatcher (separation of concerns; testable in isolation)? My lean: separate class, dispatcher gets it via ctor.
|
||||
2. **Static-only (option a) vs static-only + DEBUG cross-check (option c)?** Cross-check costs nothing in Release and catches the exact bug class that bit us last time. My lean: option (c).
|
||||
3. **Cache the full model matrix or the rest pose?** Full matrix saves a per-frame multiply but bakes Position/Rotation into the cache (theoretically violatable). Rest pose is safer + costs ~one mat4 mult per batch. My lean: rest pose.
|
||||
4. **Setup multi-part flattening: cache the per-part `setupPart.PartTransform * meshRef.PartTransform` product?** Today's `Draw` walks `renderData.SetupParts` per-frame even though that list is per-GfxObj-immutable. The cache could pre-flatten into the batch list. My lean: yes — that's where the visible CPU win is.
|
||||
5. **Test plan: where do new tests live?** `tests/AcDream.Core.Tests/Rendering/Wb/EntityClassificationCacheTests.cs`? Pure-CPU tests on the cache class without GL state? My lean: yes, separate test file in the existing Wb test directory.
|
||||
|
||||
---
|
||||
|
||||
## §9. Sentinel + baseline (verified at audit start, 2026-05-10)
|
||||
|
||||
- `dotnet build`: green (after `git submodule update --init` for the WorldBuilder ref tree, which was missing in this fresh worktree).
|
||||
- `dotnet test --no-build`: 1688 passing, 8 pre-existing failures in `AcDream.Core.Tests`. Matches the post-#52/#54 baseline in the handoff.
|
||||
- N.5b sentinel filter (`TerrainSlot|TerrainModernConformance|Wb|MatrixComposition|TextureCacheBindless|SplitFormulaDivergence`): 94/94 passing. Matches the post-#52/#54 baseline.
|
||||
|
||||
These are the floors the Tier 1 retry must keep clean throughout.
|
||||
451
docs/superpowers/specs/2026-05-10-issue-53-tier1-cache-design.md
Normal file
451
docs/superpowers/specs/2026-05-10-issue-53-tier1-cache-design.md
Normal file
|
|
@ -0,0 +1,451 @@
|
|||
# ISSUE #53 — Tier 1 entity-classification cache (design)
|
||||
|
||||
**Created:** 2026-05-10.
|
||||
**Status:** approved design, ready for implementation plan.
|
||||
**Audit foundation:** [docs/research/2026-05-10-tier1-mutation-audit.md](../../research/2026-05-10-tier1-mutation-audit.md).
|
||||
**Originating issue:** [docs/ISSUES.md](../../ISSUES.md) §#53.
|
||||
**Phase context:** Phase Post-A.5 polish, Priority 3 (only remaining priority after #52 + #54 closed).
|
||||
|
||||
---
|
||||
|
||||
## §1. Problem
|
||||
|
||||
`WbDrawDispatcher.Draw` runs full per-frame entity classification at radius=12: walk every visible entity → resolve textures (palette + override) → bucket into groups by `(IBO, FirstIndex, BaseVertex, IndexCount, textureHandle, layer, translucency)`. At ~10K visible entities × ~3 batches average = ~30K classification ops/frame, this dominates the dispatcher's CPU at ~3.5 ms median (post-#52/#54 baseline) — 75% over the Phase A.5 spec's 2.0 ms entity dispatcher budget.
|
||||
|
||||
For ~99.5% of entities (stabs, scenery, cell-mesh, interior fixtures, lifestone), the classification result is *identical* every frame from spawn to despawn. The classification work for those entities is pure waste.
|
||||
|
||||
A first attempt to cache this state — commit `3639a6f`, reverted at `9b49009` — froze NPC animation by caching `meshRef.PartTransform`, which is mutated every frame for entities in `_animatedEntities`. ([memory entry on the failure mode](../../../../../../.claude/projects/C--Users-erikn-source-repos-acdream/memory/project_phase_a5_state.md))
|
||||
|
||||
This spec is the audit-driven retry.
|
||||
|
||||
---
|
||||
|
||||
## §2. Goals and non-goals
|
||||
|
||||
### Goals
|
||||
|
||||
1. Drop entity dispatcher CPU median from ~3.5 ms to ≤ 2.0 ms (matches A.5 spec budget) at the horizon-safe preset (radius=4/12).
|
||||
2. Hold p95 at ≤ 2.5 ms.
|
||||
3. Hold animation correctness — NPCs animate, the lifestone crystal animates, the player animates, no frozen poses.
|
||||
4. Hold N.5b conformance sentinel: 94/94 passing (`TerrainSlot|TerrainModernConformance|Wb|MatrixComposition|TextureCacheBindless|SplitFormulaDivergence`) throughout.
|
||||
5. Hold full test baseline: 1688 passing, 8 pre-existing physics/input failures unchanged.
|
||||
6. Surface a defensive guard against the prior bug class so the next regression of "static entity gets per-frame mutation snuck in" fails fast instead of silently freezing visuals.
|
||||
|
||||
### Non-goals
|
||||
|
||||
- Tier 2 (static/dynamic split with persistent groups) — separate multi-week phase per [docs/plans/2026-05-10-perf-tiers-2-3-roadmap.md](../../plans/2026-05-10-perf-tiers-2-3-roadmap.md). DO NOT bundle.
|
||||
- Tier 3 (GPU compute culling) — same roadmap; depends on Tier 2 first.
|
||||
- Caching for animated entities. Animated entities use today's per-frame classification path, unchanged.
|
||||
- Persistent-mapped indirect buffer or any other rendering perf work outside the entity classification path.
|
||||
|
||||
---
|
||||
|
||||
## §3. Design decisions (from brainstorming, 2026-05-10)
|
||||
|
||||
| # | Decision | Rationale |
|
||||
|---|---|---|
|
||||
| Q1 | **Static-only cache + DEBUG cross-check** (option `c`) | The prior failure mode was "we silently cached mutable state." DEBUG cross-check converts that class of regression from "user notices a frozen NPC" to "Debug.Assert fires in any dev/test run." Zero Release cost. |
|
||||
| Q2 | **Separate `EntityClassificationCache` class** (option `B`) at `src/AcDream.App/Rendering/Wb/EntityClassificationCache.cs`, injected into `WbDrawDispatcher` via ctor | Pure-CPU testable in isolation. The single invariant ("static entity = `entity.Id ∉ _animatedEntities`") lives at the top of one ~200-line file rather than scattered through the 940-line dispatcher. |
|
||||
| Q3 | **Cache the rest pose, not the full model matrix** (option `P`) | Full-matrix would save ~50 µs/frame of mat4 mults at the cost of baking `Position`/`Rotation` into the cache. With rest pose, `Position`/`Rotation` are read live every frame; if a future regression introduces a static-entity Position write, Release builds still produce correct visuals (just with unused cache entries). DEBUG cross-check catches the regression either way. Marginal perf delta dominated by safety. |
|
||||
| Q4 | **Pre-flatten Setup multi-parts at populate time** (option `F`) | The bulk of the visible CPU win lives here. Today the dispatcher walks `renderData.SetupParts` per frame even though that list is per-GfxObj-immutable. Pre-flattening makes the per-frame hot path branchless: walk one flat list per entity regardless of Setup-vs-non-Setup. Populate cost: one extra mat4 mult per subPart, run once per entity per session. |
|
||||
| Q5 | **Thorough test coverage** (option `T`): ~10 tests in a new `EntityClassificationCacheTests.cs`, +2 integration tests in `WbDrawDispatcherBucketingTests.cs` | The prior bug would have been caught by the DEBUG cross-check test. The "ObjDescEvent treated as despawn-respawn" test pins a contract from the audit so it can't quietly change. Setup pre-flattening test verifies the per-batch product math without the GL stack. ~150-200 lines of test code. |
|
||||
|
||||
---
|
||||
|
||||
## §4. The invariant
|
||||
|
||||
The cache rests on this single rule, verified in the audit:
|
||||
|
||||
> **An entity's `MeshRefs` reference, `Position`, `Rotation`, `PaletteOverride`, `HiddenPartsMask`, `ParentCellId`, and `Scale` are stable from spawn to despawn IF AND ONLY IF the entity is NOT in `GameWindow._animatedEntities`.**
|
||||
|
||||
Six write sites in `src/`, five static (one-shot at hydration), one dynamic (per-frame in `TickAnimations`, only for entities in `_animatedEntities`). All seven `Position`/`Rotation` write sites operate on entities in `_animatedEntities`. `PaletteOverride`, `HiddenPartsMask`, `ParentCellId`, `Scale` are `init`-only on `WorldEntity`. `MeshRef` is a `readonly record struct` — no in-place mutation possible. See [audit §1, §3, §4](../../research/2026-05-10-tier1-mutation-audit.md#1-entitymeshrefs---write-sites-the-core-question).
|
||||
|
||||
The DEBUG cross-check (§6.5) is the safety net for any future regression that violates this rule.
|
||||
|
||||
---
|
||||
|
||||
## §5. Architecture
|
||||
|
||||
```
|
||||
┌─────────────────────────────────┐
|
||||
│ GameWindow │
|
||||
│ └─ _animatedEntities (dict) │ ← gating predicate
|
||||
│ └─ _classificationCache (NEW) ─┼──┐
|
||||
│ └─ _wbDrawDispatcher │ │
|
||||
└──────────────────┬──────────────┘ │
|
||||
│ │
|
||||
▼ │
|
||||
┌─────────────────────────────────┐ │
|
||||
│ WbDrawDispatcher (MODIFIED) │ │
|
||||
│ └─ Draw(...) │ │
|
||||
│ └─ per (entity, partIdx): │ │
|
||||
│ ├─ animated? → slow path │ │
|
||||
│ ├─ cache hit? → fast path┼──┤
|
||||
│ └─ cache miss? → slow │ │
|
||||
│ path + populate ──────┼──┘
|
||||
└─────────────────────────────────┘
|
||||
▲
|
||||
│ ctor injection
|
||||
│
|
||||
┌─────────────────────────────────┐
|
||||
│ EntityClassificationCache (NEW)│
|
||||
│ └─ Dictionary<uint, Entry> │
|
||||
│ └─ TryGet(id, out CachedBatch[])│
|
||||
│ └─ Populate(id, partIdx, ...) │
|
||||
│ └─ InvalidateEntity(id) │
|
||||
│ └─ InvalidateLandblock(lbId) │
|
||||
│ └─ [DEBUG] CrossCheck(...) │
|
||||
└─────────────────────────────────┘
|
||||
▲
|
||||
│ invalidation calls
|
||||
│
|
||||
┌─────────────────────────────────┐
|
||||
│ GameWindow.RemoveLiveEntity… ──┘
|
||||
│ GpuWorldState.RemoveEntities… │ (or wired via callback)
|
||||
└─────────────────────────────────┘
|
||||
```
|
||||
|
||||
### §5.1 Cache shape
|
||||
|
||||
```csharp
|
||||
namespace AcDream.App.Rendering.Wb;
|
||||
|
||||
/// <summary>
|
||||
/// Per-(entity, partIdx, batchIdx) classification result. Stored flat in
|
||||
/// EntityCacheEntry.Batches — one entry per (logical-part, batch), where
|
||||
/// for a Setup MeshRef each subPart contributes its own entries.
|
||||
/// </summary>
|
||||
public readonly record struct CachedBatch(
|
||||
GroupKey Key, // bucket identity (matches the dispatcher's private GroupKey)
|
||||
ulong BindlessTextureHandle, // resolved texture (post-palette + override)
|
||||
Matrix4x4 RestPose); // meshRef.PartTransform (or subPart.PartTransform * meshRef.PartTransform for Setup)
|
||||
|
||||
internal sealed class EntityCacheEntry
|
||||
{
|
||||
public required uint EntityId;
|
||||
public required uint LandblockHint; // for InvalidateLandblock sweep
|
||||
public required CachedBatch[] Batches; // flat across (partIdx, batchIdx); ordered as classification produced them
|
||||
}
|
||||
|
||||
public sealed class EntityClassificationCache
|
||||
{
|
||||
private readonly Dictionary<uint, EntityCacheEntry> _entries = new();
|
||||
|
||||
public bool TryGet(uint entityId, out EntityCacheEntry entry);
|
||||
public void Populate(uint entityId, uint landblockHint, CachedBatch[] batches);
|
||||
public void InvalidateEntity(uint entityId);
|
||||
public void InvalidateLandblock(uint landblockId);
|
||||
public int Count => _entries.Count; // diag
|
||||
|
||||
#if DEBUG
|
||||
public void DebugCrossCheck(
|
||||
uint entityId,
|
||||
Matrix4x4 entityWorld,
|
||||
IReadOnlyList<MeshRef> liveMeshRefs,
|
||||
// …enough live state to recompute model matrices and assert match
|
||||
);
|
||||
#endif
|
||||
}
|
||||
```
|
||||
|
||||
`GroupKey` is defined privately inside `WbDrawDispatcher` today (lines 923-930); promote to internal or pass an opaque payload through. Implementation detail; settle in writing-plans.
|
||||
|
||||
### §5.2 Dispatcher integration (the per-entity branch)
|
||||
|
||||
```csharp
|
||||
// Inside WbDrawDispatcher.Draw, replacing today's per-(entity, partIdx) body
|
||||
// at lines 367-423.
|
||||
|
||||
foreach (var (entity, partIdx) in _walkScratch)
|
||||
{
|
||||
if (diag) _entitiesSeen++;
|
||||
|
||||
var entityWorld =
|
||||
Matrix4x4.CreateFromQuaternion(entity.Rotation) *
|
||||
Matrix4x4.CreateTranslation(entity.Position);
|
||||
|
||||
bool isAnimated = animatedEntityIds?.Contains(entity.Id) == true;
|
||||
if (!isAnimated && _cache.TryGet(entity.Id, out var entry))
|
||||
{
|
||||
// Fast path: cache hit on a static entity.
|
||||
foreach (var cached in entry.Batches)
|
||||
{
|
||||
if (!_groups.TryGetValue(cached.Key, out var grp))
|
||||
{
|
||||
grp = new InstanceGroup { /* …materialize from key… */ };
|
||||
_groups[cached.Key] = grp;
|
||||
}
|
||||
grp.Matrices.Add(cached.RestPose * entityWorld);
|
||||
}
|
||||
|
||||
#if DEBUG
|
||||
_cache.DebugCrossCheck(entity.Id, entityWorld, entity.MeshRefs, /*…*/);
|
||||
#endif
|
||||
|
||||
if (diag) _entitiesDrawn++;
|
||||
continue;
|
||||
}
|
||||
|
||||
// Slow path: animated entity, OR cache miss.
|
||||
// Run today's classification, optionally collecting into a populate buffer
|
||||
// when !isAnimated.
|
||||
var collector = isAnimated ? null : _populateScratch;
|
||||
collector?.Clear();
|
||||
|
||||
// …today's TryGetRenderData / SetupParts walk / ClassifyBatches …
|
||||
// ClassifyBatches now also writes (key, texHandle, restPose) into
|
||||
// `collector` when collector is non-null.
|
||||
|
||||
if (collector is not null && collector.Count > 0)
|
||||
{
|
||||
_cache.Populate(entity.Id, /*landblockHint*/ ResolveLandblockHint(entity),
|
||||
collector.ToArray());
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
`ClassifyBatches` is extended to optionally append into a caller-supplied `List<CachedBatch>`. When the collector is null (animated path), behavior is unchanged from today. When non-null (cache-miss path on static entities), each emitted batch also produces a `CachedBatch` record.
|
||||
|
||||
### §5.3 Invalidation wiring
|
||||
|
||||
Two invalidation events:
|
||||
|
||||
1. **Per-entity despawn** at [GameWindow.cs:2933-2935](../../../src/AcDream.App/Rendering/GameWindow.cs#L2933) — add `_classificationCache.InvalidateEntity(existingEntity.Id);` next to `_animatedEntities.Remove(...)`.
|
||||
2. **Landblock demote / unload** — `GpuWorldState.RemoveEntitiesFromLandblock` is the choke point. Wire one of:
|
||||
- **(W1)** Add an `Action<uint /*entityId*/>?` callback parameter; `GameWindow` wires it to `_classificationCache.InvalidateEntity`. Cleaner separation.
|
||||
- **(W2)** Pass the cache directly into `GpuWorldState`. Less ceremony.
|
||||
- **(W3)** Call `_classificationCache.InvalidateLandblock(landblockId)` from `StreamingController.Tick` before invoking `RemoveEntitiesFromLandblock`. Requires the cache to maintain `LandblockHint` correctly per entry.
|
||||
|
||||
Implementation plan picks one. My lean: **(W3)** — the cache already needs `LandblockHint` for the sweep, and `StreamingController` is the natural lifecycle owner.
|
||||
|
||||
### §5.4 Failure modes and recovery
|
||||
|
||||
| Failure mode | Detection | Recovery |
|
||||
|---|---|---|
|
||||
| Future regression adds `MeshRefs` write site for static entity | DEBUG cross-check `Debug.Assert` fires in dev runs | Audit + fix source. Cross-check stays as guard. |
|
||||
| Future regression adds `Position`/`Rotation` write site for static entity | DEBUG cross-check (compares `RestPose * liveEntityWorld` against live `meshRef.PartTransform * liveEntityWorld`) | Same. |
|
||||
| Despawn fires but invalidation not wired | Despawn test asserts `cache.TryGet(id, …) == false` post-call | TDD test catches in CI. |
|
||||
| Landblock unload misses cache invalidation | `RemoveEntitiesFromLandblock` test asserts every entry with matching `LandblockHint` is gone | TDD test catches in CI. |
|
||||
| Animated→static membership flip leaves stale entry | No-op (membership predicate skips cache for animated entries; if entity later flips static, cache miss → populate fresh) | None needed. |
|
||||
| Static→animated membership flip leaves stale entry | No-op (predicate now skips cache; entry sits unused until despawn) | None needed. |
|
||||
| Cache memory growth | At radius=12: ~10K static entities × ~3-10 batches × ~64 bytes = ~2-6 MB total | None needed. |
|
||||
| Cache hit on a `_meshAdapter.TryGetRenderData` mesh that subsequently becomes unavailable (theoretical — adapter is session-stable) | N/A — adapter doesn't evict during play | N/A |
|
||||
|
||||
---
|
||||
|
||||
## §6. Components and their contracts
|
||||
|
||||
### §6.1 `EntityClassificationCache` (NEW)
|
||||
|
||||
**File:** `src/AcDream.App/Rendering/Wb/EntityClassificationCache.cs`
|
||||
|
||||
**Public surface:**
|
||||
|
||||
```csharp
|
||||
public sealed class EntityClassificationCache
|
||||
{
|
||||
public bool TryGet(uint entityId, out EntityCacheEntry entry);
|
||||
public void Populate(uint entityId, uint landblockHint, CachedBatch[] batches);
|
||||
public void InvalidateEntity(uint entityId);
|
||||
public void InvalidateLandblock(uint landblockId);
|
||||
public int Count { get; } // for diag
|
||||
}
|
||||
```
|
||||
|
||||
**Invariants:**
|
||||
|
||||
- `Populate` overwrites any existing entry for `entityId` (defensive: handles a populate that races with a partial despawn).
|
||||
- `InvalidateEntity` is idempotent (no-throw on missing id).
|
||||
- `InvalidateLandblock` walks all entries; entries whose `LandblockHint == landblockId` are removed.
|
||||
- `TryGet` is read-only; never mutates.
|
||||
|
||||
**Threading:** dispatcher runs on the render thread. All cache operations are render-thread only. No locking needed.
|
||||
|
||||
### §6.2 `WbDrawDispatcher` (MODIFIED)
|
||||
|
||||
**File:** `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs`
|
||||
|
||||
**Constructor change:** add `EntityClassificationCache classificationCache` parameter; assign to a private `readonly` field.
|
||||
|
||||
**`Draw` change:** the per-entity body at lines ~367-423 is restructured per §5.2. The `WalkEntitiesInto` walk and the GL state setup phases (sort, upload, two `glMultiDrawElementsIndirect` calls) are unchanged.
|
||||
|
||||
**`ClassifyBatches` change:** add optional `List<CachedBatch>? collector` parameter. When non-null, every classified `(key, texHandle, restPose)` triple is also appended to the collector. Today's behavior preserved for animated entities (collector is null).
|
||||
|
||||
**`ResolveLandblockHint(entity)`:** small helper that returns the landblock id the cache should associate with the entity, for `InvalidateLandblock` sweeps. For dat-loaded entities, this is the landblock the entity was hydrated into. For live-spawned entities, it's the entity's current `Position`-implied landblock at spawn time (or `0` if landblock-invalidation isn't expected to fire — live entities are invalidated by `InvalidateEntity` on despawn).
|
||||
|
||||
### §6.3 `GameWindow` (MODIFIED)
|
||||
|
||||
**File:** `src/AcDream.App/Rendering/GameWindow.cs`
|
||||
|
||||
**Construction:** instantiate `EntityClassificationCache`, pass to dispatcher ctor.
|
||||
|
||||
**Despawn hook:** at line 2935 (inside `RemoveLiveEntityByServerGuid`), add `_classificationCache.InvalidateEntity(existingEntity.Id);` adjacent to `_animatedEntities.Remove(...)`.
|
||||
|
||||
### §6.4 `GpuWorldState` and/or `StreamingController` (MODIFIED, exact split per W1/W2/W3)
|
||||
|
||||
Implementation plan picks one of W1/W2/W3 from §5.3. The wiring lands invalidation calls at the LB demote / unload boundary.
|
||||
|
||||
### §6.5 DEBUG cross-check
|
||||
|
||||
```csharp
|
||||
#if DEBUG
|
||||
public void DebugCrossCheck(
|
||||
uint entityId,
|
||||
Matrix4x4 entityWorld,
|
||||
IReadOnlyList<MeshRef> liveMeshRefs,
|
||||
Func<uint, ObjectRenderData?> tryGetRenderData,
|
||||
AcSurfaceMetadataTable metaTable,
|
||||
Func<WorldEntity, MeshRef, ObjectRenderBatch, ulong, ulong> resolveTexture,
|
||||
WorldEntity entity,
|
||||
ulong palHash)
|
||||
{
|
||||
if (!_entries.TryGetValue(entityId, out var entry)) return;
|
||||
|
||||
// Re-classify from live state and compare against cached batches one-by-one.
|
||||
int idx = 0;
|
||||
foreach (var meshRef in liveMeshRefs)
|
||||
{
|
||||
var renderData = tryGetRenderData(meshRef.GfxObjId);
|
||||
if (renderData is null) continue;
|
||||
var setupParts = renderData.IsSetup ? renderData.SetupParts : OnePart(meshRef);
|
||||
foreach (var (subGfxId, subTransform) in setupParts)
|
||||
{
|
||||
var subData = tryGetRenderData(subGfxId);
|
||||
if (subData is null) continue;
|
||||
var liveRestPose = renderData.IsSetup
|
||||
? subTransform * meshRef.PartTransform
|
||||
: meshRef.PartTransform;
|
||||
for (int b = 0; b < subData.Batches.Count; b++)
|
||||
{
|
||||
var batch = subData.Batches[b];
|
||||
var liveTex = resolveTexture(entity, meshRef, batch, palHash);
|
||||
Debug.Assert(idx < entry.Batches.Length,
|
||||
$"cache size mismatch for entity {entityId}");
|
||||
var cached = entry.Batches[idx];
|
||||
Debug.Assert(MatrixApproxEqual(cached.RestPose, liveRestPose, 1e-5f),
|
||||
$"RestPose drift for entity {entityId} batch {idx}");
|
||||
Debug.Assert(cached.BindlessTextureHandle == liveTex,
|
||||
$"texture drift for entity {entityId} batch {idx}");
|
||||
idx++;
|
||||
}
|
||||
}
|
||||
}
|
||||
Debug.Assert(idx == entry.Batches.Length,
|
||||
$"cache batch count mismatch for entity {entityId}");
|
||||
}
|
||||
#endif
|
||||
```
|
||||
|
||||
The cross-check duplicates the slow-path classification against live state and compares to cached. If any drift is detected, the assert fires in dev runs with an actionable message. Zero cost in Release.
|
||||
|
||||
---
|
||||
|
||||
## §7. Test plan
|
||||
|
||||
### §7.1 New tests — `EntityClassificationCacheTests.cs`
|
||||
|
||||
**File:** `tests/AcDream.Core.Tests/Rendering/Wb/EntityClassificationCacheTests.cs`
|
||||
|
||||
| # | Test | What it verifies |
|
||||
|---|---|---|
|
||||
| 1 | `TryGet_EmptyCache_ReturnsFalse` | Baseline. |
|
||||
| 2 | `Populate_ThenTryGet_ReturnsBatchesInOrder` | Round-trip. |
|
||||
| 3 | `Populate_OverridesExistingEntry` | Defensive overwrite. |
|
||||
| 4 | `InvalidateEntity_RemovesEntry` | Entity despawn invalidation. |
|
||||
| 5 | `InvalidateEntity_OnMissingId_NoThrow` | Idempotent. |
|
||||
| 6 | `InvalidateLandblock_RemovesAllMatchingEntries` | LB demote invalidation, single LB. |
|
||||
| 7 | `InvalidateLandblock_LeavesNonMatchingEntries` | LB sweep is precise. |
|
||||
| 8 | `InvalidateLandblock_OnMissingLb_NoThrow` | Idempotent. |
|
||||
| 9 | `Count_TracksLiveEntries` | Diag accuracy. |
|
||||
| 10 | `Populate_WithEmptyBatches_StoresEmptyEntry` | Edge case (entity with zero classifiable batches). |
|
||||
|
||||
### §7.2 Extended tests — `WbDrawDispatcherBucketingTests.cs`
|
||||
|
||||
| # | Test | What it verifies |
|
||||
|---|---|---|
|
||||
| 11 | `Draw_StaticEntity_RoutesThroughCache` | Spawn one static entity; first frame populates the cache; second frame's draw call doesn't invoke `ClassifyBatches` (verify via spy / counter on a mock `WbMeshAdapter`). |
|
||||
| 12 | `Draw_AnimatedEntity_BypassesCache` | Spawn one entity in `animatedEntityIds`; verify cache is never populated for it; `ClassifyBatches` runs every frame. |
|
||||
|
||||
### §7.3 (DEBUG-only) Cross-check test
|
||||
|
||||
| # | Test | What it verifies |
|
||||
|---|---|---|
|
||||
| 13 | `DebugCrossCheck_DetectsMutatedRestPose` | Populate with synthetic data, mutate the live `MeshRef` list, invoke `DebugCrossCheck`, assert fires. Wrapped in `#if DEBUG`. |
|
||||
|
||||
### §7.4 Setup pre-flatten lock-in
|
||||
|
||||
| # | Test | What it verifies |
|
||||
|---|---|---|
|
||||
| 14 | `Populate_SetupMultiPart_StoresFlatBatchPerSubPart` | Synthetic Setup with N subParts × M batches each → cache stores N × M entries with the expected `RestPose` products. |
|
||||
|
||||
### §7.5 Lifecycle integration
|
||||
|
||||
| # | Test | What it verifies |
|
||||
|---|---|---|
|
||||
| 15 | `DespawnRespawn_UnderReusedId_RepopulatesFresh` | Populate, invalidate, populate again under same id with different batches → final state matches second populate. (Pins the audit's ObjDescEvent contract — ObjDescEvent is despawn+respawn, not in-place mutation. Audit §1 cites this.) |
|
||||
|
||||
Total new tests: 15. Some can collapse if overlap is identified during implementation; baseline is "≥ 10 in `EntityClassificationCacheTests` + ≥ 2 in dispatcher integration + ≥ 1 DEBUG cross-check".
|
||||
|
||||
### §7.6 Sentinel and baseline (existing tests, must stay green)
|
||||
|
||||
- N.5b conformance sentinel: filter `TerrainSlot|TerrainModernConformance|Wb|MatrixComposition|TextureCacheBindless|SplitFormulaDivergence` → 94 passing.
|
||||
- Full suite: 1688 passing, 8 pre-existing failures unchanged.
|
||||
|
||||
---
|
||||
|
||||
## §8. Sequencing for implementation
|
||||
|
||||
(The implementation plan from `superpowers:writing-plans` will refine this into per-task increments. Sketch:)
|
||||
|
||||
1. **Skeleton + tests 1-10.** Add `CachedBatch`, `EntityCacheEntry`, `EntityClassificationCache`. Tests 1-10 in the new file. Cache exists but isn't wired to anything yet.
|
||||
2. **Setup pre-flatten test (test 14) + populate path.** Synthetic `CachedBatch[]` populate; verify `Count` and `TryGet` round-trip on multi-part data shapes.
|
||||
3. **Wire dispatcher: cache miss + populate.** Modify `WbDrawDispatcher.Draw` and `ClassifyBatches`. First-frame static entity populates; subsequent frames still go through slow path (cache hit branch not yet in). Build green.
|
||||
4. **Wire dispatcher: cache hit + DEBUG cross-check.** Cache-hit fast path. Tests 11, 12, 13 added.
|
||||
5. **Wire invalidation hooks.** `InvalidateEntity` from `RemoveLiveEntityByServerGuid`; `InvalidateLandblock` per chosen W1/W2/W3 from §5.3. Test 15.
|
||||
6. **Visual gate.** Launch + walk Holtburg → North Yanshi at horizon-safe preset. Verify NPC animates, lifestone renders, buildings at correct positions.
|
||||
7. **Perf gate.** `ACDREAM_WB_DIAG=1`; capture entity dispatcher cpu_us median + p95 over a ≥ 30s standstill at center of Holtburg. Confirm median ≤ 2.0 ms, p95 ≤ 2.5 ms.
|
||||
8. **Ship.** Commit chain. Close #53 in `docs/ISSUES.md` Recently closed. Update `CLAUDE.md` "Currently in flight" (closes the post-A.5 polish phase). Update memory if any new gotchas surfaced.
|
||||
|
||||
---
|
||||
|
||||
## §9. Acceptance criteria (whole spec)
|
||||
|
||||
- [ ] `EntityClassificationCache.cs` exists with the public surface in §6.1.
|
||||
- [ ] `WbDrawDispatcher` accepts the cache via ctor and routes static entities through the cache; animated entities bypass.
|
||||
- [ ] `RemoveLiveEntityByServerGuid` invokes `InvalidateEntity`.
|
||||
- [ ] LB demote / unload path invokes `InvalidateLandblock` (or per-entity invalidation, per chosen W1/W2/W3).
|
||||
- [ ] All 15 new tests pass; no existing test regresses; 8 pre-existing failures unchanged.
|
||||
- [ ] N.5b sentinel: 94/94 passing on every commit.
|
||||
- [ ] Build green throughout.
|
||||
- [ ] Visual gate: animation works on a moving NPC, the lifestone renders, buildings are at correct positions, no new artifacts.
|
||||
- [ ] Perf gate at horizon-safe preset: entity dispatcher cpu_us median ≤ 2.0 ms; p95 ≤ 2.5 ms.
|
||||
- [ ] ISSUE #53 moved to "Recently closed" with the closing commit SHA.
|
||||
- [ ] `CLAUDE.md` "Currently in flight" updated to reflect post-A.5 polish phase complete.
|
||||
- [ ] Memory updated (`project_phase_a5_state.md` or new entry) if any new gotchas surface during implementation.
|
||||
|
||||
---
|
||||
|
||||
## §10. What this design explicitly does NOT do
|
||||
|
||||
- Touch the animated path. Animated entities use today's `ClassifyBatches` flow unchanged.
|
||||
- Touch the GPU upload pipeline (`_instanceSsbo`, `_batchSsbo`, `_indirectBuffer`). Same upload shape; just less CPU work to produce the inputs.
|
||||
- Touch terrain. `TerrainModernRenderer` already runs at ~21 µs median; not in scope.
|
||||
- Touch sky / particles / EnvCell rendering. All unchanged.
|
||||
- Add new shader variants. The `mesh_modern.vert` / `mesh_modern.frag` pair is unchanged.
|
||||
- Add new bindless texture handles. `TextureCache` is read-only from this work; it returns the same handle for the same surface id whether we ask once at populate or every frame.
|
||||
|
||||
---
|
||||
|
||||
## §11. Open implementation choices for writing-plans
|
||||
|
||||
These survive into the implementation plan because they're tactical (mechanical), not strategic:
|
||||
|
||||
- **W1 vs W2 vs W3 for the LB invalidation wiring** (§5.3). Pick one; stick with it.
|
||||
- **`GroupKey` visibility.** Today `private` inside the dispatcher. Either promote to `internal` (within `AcDream.App`) or pass an opaque payload through the cache. Either works. Lean: promote to `internal`.
|
||||
- **`ResolveLandblockHint` placement.** On the dispatcher (uses dispatcher state for live-spawn entities) or on the cache (passed in by caller)? Lean: dispatcher computes it, passes to `Populate`.
|
||||
- **`_populateScratch` reuse.** Per-frame field on the dispatcher (matches `_walkScratch` pattern) or per-call allocation? Lean: field, matching `_walkScratch`.
|
||||
- **Test fixtures.** Synthetic `WorldEntity` / `MeshRef` instances may need helper builders. Lean: add a small `EntityClassificationCacheTestFixtures.cs` if the helpers grow past ~30 lines.
|
||||
|
||||
---
|
||||
|
||||
**End of spec.** Implementation plan owned by `superpowers:writing-plans`. Audit foundation lives at [docs/research/2026-05-10-tier1-mutation-audit.md](../../research/2026-05-10-tier1-mutation-audit.md).
|
||||
Loading…
Add table
Add a link
Reference in a new issue