phase(N.4) Task 11: LandblockSpawnAdapter (atlas-tier ref-count bridge)
Bridges LoadedLandblock load/unload events to IWbMeshAdapter ref counts. Tier-aware by design: walks WorldEntity collection filtered by ServerGuid == 0 (procedural / atlas-tier only). Server-spawned entities are skipped — those will go through EntitySpawnAdapter (Task 17). Per-landblock id-set snapshot ensures unload pairs 1:1 with load even when underlying data is released. Duplicate-load idempotency for defensive resilience to streaming-controller bugs. Six tests: registers per unique id; dedups across entities; skips server-spawned; unload matches load; unknown landblock no-ops; duplicate load no-ops. Wiring into GpuWorldState lands in Task 12. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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src/AcDream.App/Rendering/Wb/LandblockSpawnAdapter.cs
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src/AcDream.App/Rendering/Wb/LandblockSpawnAdapter.cs
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using System.Collections.Generic;
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using AcDream.Core.World;
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namespace AcDream.App.Rendering.Wb;
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/// <summary>
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/// Bridges landblock streaming events to <see cref="IWbMeshAdapter"/>'s
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/// reference-count lifecycle. <b>Tier-aware by design</b>: only atlas-tier
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/// entities (procedural / dat-hydrated, identified by
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/// <c>ServerGuid == 0</c>) drive ref counts. Server-spawned entities
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/// (per-instance tier) are skipped — those go through
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/// <c>EntitySpawnAdapter</c> + <c>TextureCache.GetOrUploadWithPaletteOverride</c>
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/// (see Phase N.4 spec, Architecture → Two-tier rendering split).
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///
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/// <para>
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/// On load: walks the landblock's atlas-tier entities, collects unique
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/// GfxObj ids from their <c>MeshRefs</c>, calls
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/// <c>IncrementRefCount</c> per id. Snapshots the id-set per landblock so
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/// unload can match the load 1:1.
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/// </para>
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///
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/// <para>
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/// On unload: looks up the snapshot, calls <c>DecrementRefCount</c> per id,
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/// drops the snapshot. Unknown / never-loaded landblocks no-op.
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/// </para>
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///
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/// <para>
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/// Idempotency: a duplicate load for the same landblock is a no-op on
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/// ref-counting (the snapshot is already present). Defensive guard against
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/// streaming-controller bugs.
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/// </para>
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///
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/// <para>
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/// Thread safety: the underlying <see cref="IWbMeshAdapter"/> implementation
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/// uses <c>ConcurrentDictionary</c>, so the streaming worker thread may call
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/// this safely. The internal snapshot dictionary is NOT thread-safe and must
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/// be called from a single streaming thread (the same thread that fires
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/// AddLandblock / RemoveLandblock events).
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/// </para>
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/// </summary>
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public sealed class LandblockSpawnAdapter
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{
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private readonly IWbMeshAdapter _adapter;
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// Maps landblock id → unique GfxObj ids registered for that landblock.
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// Written on load, read+cleared on unload. Single-threaded (streaming worker).
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private readonly Dictionary<uint, HashSet<ulong>> _idsByLandblock = new();
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public LandblockSpawnAdapter(IWbMeshAdapter adapter)
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{
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System.ArgumentNullException.ThrowIfNull(adapter);
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_adapter = adapter;
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}
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/// <summary>
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/// Called when a landblock finishes streaming in.
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/// Registers a ref-count increment with WB for each unique atlas-tier
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/// GfxObj id in the landblock. Duplicate loads for the same landblock id
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/// are silently ignored.
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/// </summary>
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public void OnLandblockLoaded(LoadedLandblock landblock)
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{
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System.ArgumentNullException.ThrowIfNull(landblock);
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// Idempotency: already-loaded landblock is a no-op.
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if (_idsByLandblock.ContainsKey(landblock.LandblockId)) return;
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var unique = new HashSet<ulong>();
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foreach (var entity in landblock.Entities)
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{
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// Atlas-tier filter: server-spawned entities (ServerGuid != 0)
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// belong to the per-instance path and are NOT registered with WB.
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if (entity.ServerGuid != 0) continue;
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foreach (var meshRef in entity.MeshRefs)
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unique.Add((ulong)meshRef.GfxObjId);
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}
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_idsByLandblock[landblock.LandblockId] = unique;
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foreach (var id in unique) _adapter.IncrementRefCount(id);
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}
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/// <summary>
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/// Called when a landblock is unloaded from the streaming window.
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/// Releases the ref-count for every GfxObj id that was registered on load.
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/// Unknown landblock ids (never loaded, or already unloaded) are no-ops.
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/// </summary>
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public void OnLandblockUnloaded(uint landblockId)
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{
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if (!_idsByLandblock.TryGetValue(landblockId, out var unique)) return;
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foreach (var id in unique) _adapter.DecrementRefCount(id);
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_idsByLandblock.Remove(landblockId);
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}
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}
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