feat(render): Phase A8 — indoor visibility + streaming fixes batch
Lands the working A8 indoor-rendering and streaming fixes accumulated this session. User has verified these visually to some degree (e.g. lifestone / translucent meshes confirmed fine under the FrontFace flip; bridge / wall / collision regressions confirmed fixed after travel); not every path has been exhaustively gated. The cellar-flap defect remains OPEN and will be solved the retail-faithful way via a dedicated brainstorm (see handoff docs). Rendering core (reviewed, high confidence): - EnvCellRenderer SSBO stride fix: upload packed Matrix4x4[] (64B) instead of the 80B CPU InstanceData struct the shader never expected — fixes the transform/texture "explosion" for any draw with >1 instance (cells that dedupe to a shared cellGeomId). Real root cause. - WB-style global FrontFace(CW) + per-batch CullMode carried through the MDI layout (GroupKey + BuildIndirectArrays + DrawIndirectRange split into same-cull runs with absolute uDrawIDOffset per run). - EntitySet partitioning (IndoorPass / OutdoorScenery / LiveDynamic) + WorldEntity.BuildingShellAnchorCellId so building shells scope to their dat-derived building cell instead of rendering everywhere. - RenderOutsideInAcdream (look into buildings from outside) + CollectVisiblePortalBuildings frustum cull of portal bounds. - Sky-when-inside-building + per-cell audit probe + GL-state probe. Streaming / perf (test-covered; not independently code-reviewed this session): - Near/far priority queues so near work wins over far; PromoteToNear carries full landblock + mesh data; LandblockEntriesWithoutAnimatedIndex avoids rebuilding the animated-lookup dict in the hot draw path. Fixes the bridge-not-appearing / missing-walls / broken-collision-after-travel regressions and improves post-transition FPS. Tooling + docs: - tools/A8CellAudit: offline dat cell/portal/building dumper (portals + buildings modes) — reproduces the cellar-flap investigation with no launch. - docs/research cellar-flap root-cause + option-2 handoff (the didInsideStencil double-duty finding + the WB-recursive design decision + brainstorm prompt), entity-taxonomy, replan, issue-78 visibility investigation. Diagnostics retained on purpose: ACDREAM_A8_DIAG_* gates, portal_stencil.vert provisional pos.w clamp, and the probe families are kept (env-var gated, zero cost when off) because the pending option-2 cellar-flap brainstorm needs them. Strip in the option-2 ship commit. Indoor branch stays behind ACDREAM_A8_INDOOR_BRANCH=1 (default off = pre-A8 visual). Build green; App tests + Core (streaming/dispatcher/loader) tests pass. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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38 changed files with 3965 additions and 277 deletions
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@ -45,6 +45,97 @@ public class LandblockStreamerTests
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Assert.Same(stubLandblock, loaded.Landblock);
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}
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[Fact]
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public async Task LoadNear_OvertakesQueuedFarLoads()
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{
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var callOrder = new System.Collections.Generic.List<(uint Id, LandblockStreamJobKind Kind)>();
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var stubMesh = new AcDream.Core.Terrain.LandblockMeshData(
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System.Array.Empty<AcDream.Core.Terrain.TerrainVertex>(),
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System.Array.Empty<uint>());
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using var streamer = new LandblockStreamer(
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loadLandblock: (id, kind) =>
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{
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callOrder.Add((id, kind));
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return new LoadedLandblock(id, new LandBlock(), System.Array.Empty<WorldEntity>());
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},
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buildMeshOrNull: (_, _) => stubMesh);
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streamer.EnqueueLoad(0xAAAAFFFFu, LandblockStreamJobKind.LoadFar);
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streamer.EnqueueLoad(0xBBBBFFFFu, LandblockStreamJobKind.LoadFar);
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streamer.EnqueueLoad(0xCCCCFFFFu, LandblockStreamJobKind.LoadFar);
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streamer.EnqueueLoad(0xDDDDFFFFu, LandblockStreamJobKind.LoadNear);
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streamer.Start();
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var result = await DrainFirstAsync(streamer);
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var loaded = Assert.IsType<LandblockStreamResult.Loaded>(result);
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Assert.Equal(0xDDDDFFFFu, loaded.LandblockId);
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Assert.Equal((0xDDDDFFFFu, LandblockStreamJobKind.LoadNear), callOrder[0]);
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}
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[Fact]
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public async Task PromoteToNear_ProducesPromotedWithMeshData()
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{
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int meshBuildCalls = 0;
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var entity = new WorldEntity
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{
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Id = 7,
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SourceGfxObjOrSetupId = 0,
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Position = System.Numerics.Vector3.Zero,
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Rotation = System.Numerics.Quaternion.Identity,
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MeshRefs = System.Array.Empty<MeshRef>()
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};
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using var streamer = new LandblockStreamer(
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loadLandblock: (id, kind) => new LoadedLandblock(id, new LandBlock(), new[] { entity }),
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buildMeshOrNull: (_, _) =>
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{
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meshBuildCalls++;
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return new AcDream.Core.Terrain.LandblockMeshData(
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System.Array.Empty<AcDream.Core.Terrain.TerrainVertex>(),
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System.Array.Empty<uint>());
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});
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streamer.EnqueueLoad(0xA9B4FFFFu, LandblockStreamJobKind.PromoteToNear);
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streamer.Start();
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var result = await DrainFirstAsync(streamer);
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var promoted = Assert.IsType<LandblockStreamResult.Promoted>(result);
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Assert.Equal(0xA9B4FFFFu, promoted.LandblockId);
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Assert.Same(entity, promoted.Entities[0]);
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Assert.NotNull(promoted.MeshData);
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Assert.Equal(1, meshBuildCalls);
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}
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[Fact]
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public async Task PromoteToNear_OvertakesAndSupersedesQueuedFarLoadForSameLandblock()
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{
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var callOrder = new System.Collections.Generic.List<(uint Id, LandblockStreamJobKind Kind)>();
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var stubMesh = new AcDream.Core.Terrain.LandblockMeshData(
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System.Array.Empty<AcDream.Core.Terrain.TerrainVertex>(),
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System.Array.Empty<uint>());
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using var streamer = new LandblockStreamer(
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loadLandblock: (id, kind) =>
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{
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callOrder.Add((id, kind));
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return new LoadedLandblock(id, new LandBlock(), System.Array.Empty<WorldEntity>());
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},
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buildMeshOrNull: (_, _) => stubMesh);
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streamer.EnqueueLoad(0xA9B4FFFFu, LandblockStreamJobKind.LoadFar);
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streamer.EnqueueLoad(0xA9B4FFFFu, LandblockStreamJobKind.PromoteToNear);
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streamer.Start();
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var result = await DrainFirstAsync(streamer);
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var promoted = Assert.IsType<LandblockStreamResult.Promoted>(result);
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Assert.Equal(0xA9B4FFFFu, promoted.LandblockId);
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Assert.Equal((0xA9B4FFFFu, LandblockStreamJobKind.PromoteToNear), callOrder[0]);
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}
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[Fact]
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public async Task Load_WhenLoaderReturnsNull_ReportsFailed()
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{
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@ -183,4 +274,16 @@ public class LandblockStreamerTests
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Assert.NotNull(loaderThreadId);
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Assert.NotEqual(testThreadId, loaderThreadId.Value);
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}
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private static async Task<LandblockStreamResult> DrainFirstAsync(LandblockStreamer streamer)
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{
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for (int i = 0; i < SpinMaxIterations; i++)
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{
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var drained = streamer.DrainCompletions(maxBatchSize: LandblockStreamer.DefaultDrainBatchSize);
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if (drained.Count > 0) return drained[0];
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await Task.Delay(SpinStepMs);
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}
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throw new Xunit.Sdk.XunitException("Timed out waiting for streamer completion.");
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}
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}
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