fix(G.3): collapse streaming to the single dungeon landblock indoors (#133 FPS)
Dungeon FPS sat at ~30 (frame ~33ms) because the 25x25 streaming window around the dungeon landblock pulled in ~129 NEIGHBORING landblocks + their thousands of torch/particle emitters, all drawn though never visible. In AC all dungeons are packed adjacent in the unused "ocean" map grid, so those neighbors are unrelated dungeons. The FPS timeline proved it: 247 fps at login (lb 0/0, ~10K entities) → 17 → 30 as landblocks streamed in (lb 0→129) — the cost tracked LANDBLOCK count, not entities. Retail-faithful: ACE LandblockManager.GetAdjacentIDs returns ZERO adjacents for a dungeon (`if (landblock.IsDungeon) return adjacents;`, Landblock.cs:577-582) — every dungeon is a self-contained landblock you never see out of. Fix: when the player stands in a sealed indoor cell (CurrCell.IsEnv && !SeenOutside — the same predicate that kills the sun/sky), collapse streaming to just the player's dungeon landblock and unload the neighbors. Building interiors (cottage/inn) have SeenOutside cells, so they are NOT gated and keep their surrounding terrain (the frozen building/cellar demo is unaffected). Unloading the neighbors also tears down their lights (removeTerrain → UnregisterOwner), shrinking LightManager._all from ~2227 toward retail's ≤40 — which directly helps the A7 lighting bake landing next. Mechanics (StreamingController): - Edge IN: ClearPendingLoads() cancels the in-flight 25x25 window (new streamer ClearLoads control job — worker drops queued Loads, keeps Unloads), unload every resident neighbor, pin a radius-0 StreamingRegion, (re)load the dungeon block if needed. - Stay collapsed: sweep any straggler that finished loading after the edge (a Load the worker had already dequeued before ClearLoads). - Edge OUT (portal/teleport to outdoors): rebuild the full two-tier window at the new center, unload anything stale. AP-36 added to the divergence register (the gate uses the cheap SeenOutside cell predicate as an approximation of ACE's full landblock IsDungeon classification). GameWindow also carries a TEMP ACDREAM_LOG_FPS=1 headless FPS line (strip after the A7 FPS+lighting verification). Build green; 58 streaming tests green (6 new dungeon-gate tests). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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6 changed files with 324 additions and 6 deletions
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@ -22,9 +22,16 @@ public sealed class StreamingController
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private readonly Func<int, IReadOnlyList<LandblockStreamResult>> _drainCompletions;
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private readonly Action<LoadedLandblock, LandblockMeshData> _applyTerrain;
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private readonly Action<uint>? _removeTerrain;
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private readonly Action? _clearPendingLoads;
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private readonly GpuWorldState _state;
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private StreamingRegion? _region;
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// True while streaming is collapsed to the single dungeon landblock the
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// player stands in (the dungeon gate, #133 FPS). AC dungeons have NO
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// adjacent landblocks — neighbors are unrelated ocean-grid dungeons that
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// are never visible, so we stop loading the 25×25 window entirely.
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private bool _collapsed;
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/// <summary>
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/// Near-tier radius (LBs from observer that load full detail: terrain +
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/// scenery + entities). Set at construction; readable thereafter.
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@ -71,13 +78,15 @@ public sealed class StreamingController
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GpuWorldState state,
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int nearRadius,
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int farRadius,
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Action<uint>? removeTerrain = null)
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Action<uint>? removeTerrain = null,
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Action? clearPendingLoads = null)
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{
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_enqueueLoad = enqueueLoad;
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_enqueueUnload = enqueueUnload;
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_drainCompletions = drainCompletions;
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_applyTerrain = applyTerrain;
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_removeTerrain = removeTerrain;
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_clearPendingLoads = clearPendingLoads;
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_state = state;
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NearRadius = nearRadius;
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FarRadius = farRadius;
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@ -97,7 +106,32 @@ public sealed class StreamingController
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/// <item><see cref="TwoTierDiff.ToUnload"/> → enqueue full unload</item>
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/// </list>
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/// </summary>
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public void Tick(int observerCx, int observerCy)
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public void Tick(int observerCx, int observerCy, bool insideDungeon = false)
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{
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uint centerId = StreamingRegion.EncodeLandblockId(observerCx, observerCy);
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if (insideDungeon)
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{
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if (!_collapsed)
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EnterDungeonCollapse(observerCx, observerCy, centerId);
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else
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SweepCollapsed(centerId);
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}
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else
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{
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if (_collapsed)
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ExitDungeonExpand(observerCx, observerCy);
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else
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NormalTick(observerCx, observerCy);
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}
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DrainAndApply();
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}
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/// <summary>
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/// Outdoor / building-interior streaming — the original two-tier model.
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/// </summary>
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private void NormalTick(int observerCx, int observerCy)
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{
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if (_region is null)
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{
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@ -116,9 +150,77 @@ public sealed class StreamingController
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foreach (var id in diff.ToDemote) _state.RemoveEntitiesFromLandblock(id);
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foreach (var id in diff.ToUnload) _enqueueUnload(id);
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}
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}
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// Drain up to N completions per frame so a big diff doesn't spike
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// GPU upload time. Remaining completions wait for the next frame.
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/// <summary>
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/// Dungeon-entry edge: cancel the in-flight window load, unload every
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/// resident neighbor, and pin streaming to the player's single dungeon
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/// landblock. Retail-faithful — AC dungeons have no adjacent landblocks
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/// (ACE <c>LandblockManager.GetAdjacentIDs</c> returns empty for a dungeon);
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/// the 25×25 window was pulling in ~129 unrelated ocean-grid dungeons and
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/// their thousands of emitters (#133 FPS). Unloading them also tears down
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/// their lights, shrinking the static-light set toward retail's ≤40.
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/// </summary>
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private void EnterDungeonCollapse(int cx, int cy, uint centerId)
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{
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_collapsed = true;
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_clearPendingLoads?.Invoke();
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foreach (var id in _state.LoadedLandblockIds)
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if (id != centerId) _enqueueUnload(id);
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// Pin a radius-0 region so RecenterTo never re-expands while inside,
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// and so the post-exit rebuild starts from a clean, consistent state.
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_region = new StreamingRegion(cx, cy, 0, 0);
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_region.MarkResidentFromBootstrap();
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// The dungeon landblock itself must be (or become) loaded. If a prior
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// ClearPendingLoads cancelled its queued load, re-enqueue it.
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if (!_state.IsLoaded(centerId))
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_enqueueLoad(centerId, LandblockStreamJobKind.LoadNear);
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}
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/// <summary>
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/// While collapsed, unload any landblock that finished loading after the
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/// collapse edge — a Load the worker had already dequeued before the
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/// <see cref="LandblockStreamer.ClearPendingLoads"/> control job took
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/// effect. At steady state only the dungeon landblock is resident, so this
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/// is a no-op.
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/// </summary>
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private void SweepCollapsed(uint centerId)
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{
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foreach (var id in _state.LoadedLandblockIds)
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if (id != centerId) _enqueueUnload(id);
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}
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/// <summary>
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/// Dungeon-exit edge (portal to outdoors / teleport): rebuild the full
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/// two-tier window at the new center and unload anything resident from the
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/// collapsed state that falls outside it.
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/// </summary>
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private void ExitDungeonExpand(int observerCx, int observerCy)
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{
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_collapsed = false;
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var rebuilt = new StreamingRegion(observerCx, observerCy, NearRadius, FarRadius);
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foreach (var id in _state.LoadedLandblockIds)
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if (!rebuilt.Resident.Contains(id)) _enqueueUnload(id);
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var boot = rebuilt.ComputeFirstTickDiff();
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foreach (var id in boot.ToLoadNear)
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if (!_state.IsLoaded(id)) _enqueueLoad(id, LandblockStreamJobKind.LoadNear);
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foreach (var id in boot.ToLoadFar)
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if (!_state.IsLoaded(id)) _enqueueLoad(id, LandblockStreamJobKind.LoadFar);
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rebuilt.MarkResidentFromBootstrap();
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_region = rebuilt;
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}
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/// <summary>
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/// Drain up to N completions per frame so a big diff doesn't spike GPU
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/// upload time. Remaining completions wait for the next frame.
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/// </summary>
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private void DrainAndApply()
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{
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var drained = _drainCompletions(MaxCompletionsPerFrame);
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foreach (var result in drained)
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{
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