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>
This commit is contained in:
Erik 2026-05-08 13:53:38 +02:00
parent 4f318bcbba
commit 669768d9da
2 changed files with 252 additions and 0 deletions

View file

@ -0,0 +1,94 @@
using System.Collections.Generic;
using AcDream.Core.World;
namespace AcDream.App.Rendering.Wb;
/// <summary>
/// Bridges landblock streaming events to <see cref="IWbMeshAdapter"/>'s
/// reference-count lifecycle. <b>Tier-aware by design</b>: only atlas-tier
/// entities (procedural / dat-hydrated, identified by
/// <c>ServerGuid == 0</c>) drive ref counts. Server-spawned entities
/// (per-instance tier) are skipped — those go through
/// <c>EntitySpawnAdapter</c> + <c>TextureCache.GetOrUploadWithPaletteOverride</c>
/// (see Phase N.4 spec, Architecture → Two-tier rendering split).
///
/// <para>
/// On load: walks the landblock's atlas-tier entities, collects unique
/// GfxObj ids from their <c>MeshRefs</c>, calls
/// <c>IncrementRefCount</c> per id. Snapshots the id-set per landblock so
/// unload can match the load 1:1.
/// </para>
///
/// <para>
/// On unload: looks up the snapshot, calls <c>DecrementRefCount</c> per id,
/// drops the snapshot. Unknown / never-loaded landblocks no-op.
/// </para>
///
/// <para>
/// Idempotency: a duplicate load for the same landblock is a no-op on
/// ref-counting (the snapshot is already present). Defensive guard against
/// streaming-controller bugs.
/// </para>
///
/// <para>
/// Thread safety: the underlying <see cref="IWbMeshAdapter"/> implementation
/// uses <c>ConcurrentDictionary</c>, so the streaming worker thread may call
/// this safely. The internal snapshot dictionary is NOT thread-safe and must
/// be called from a single streaming thread (the same thread that fires
/// AddLandblock / RemoveLandblock events).
/// </para>
/// </summary>
public sealed class LandblockSpawnAdapter
{
private readonly IWbMeshAdapter _adapter;
// Maps landblock id → unique GfxObj ids registered for that landblock.
// Written on load, read+cleared on unload. Single-threaded (streaming worker).
private readonly Dictionary<uint, HashSet<ulong>> _idsByLandblock = new();
public LandblockSpawnAdapter(IWbMeshAdapter adapter)
{
System.ArgumentNullException.ThrowIfNull(adapter);
_adapter = adapter;
}
/// <summary>
/// Called when a landblock finishes streaming in.
/// Registers a ref-count increment with WB for each unique atlas-tier
/// GfxObj id in the landblock. Duplicate loads for the same landblock id
/// are silently ignored.
/// </summary>
public void OnLandblockLoaded(LoadedLandblock landblock)
{
System.ArgumentNullException.ThrowIfNull(landblock);
// Idempotency: already-loaded landblock is a no-op.
if (_idsByLandblock.ContainsKey(landblock.LandblockId)) return;
var unique = new HashSet<ulong>();
foreach (var entity in landblock.Entities)
{
// Atlas-tier filter: server-spawned entities (ServerGuid != 0)
// belong to the per-instance path and are NOT registered with WB.
if (entity.ServerGuid != 0) continue;
foreach (var meshRef in entity.MeshRefs)
unique.Add((ulong)meshRef.GfxObjId);
}
_idsByLandblock[landblock.LandblockId] = unique;
foreach (var id in unique) _adapter.IncrementRefCount(id);
}
/// <summary>
/// Called when a landblock is unloaded from the streaming window.
/// Releases the ref-count for every GfxObj id that was registered on load.
/// Unknown landblock ids (never loaded, or already unloaded) are no-ops.
/// </summary>
public void OnLandblockUnloaded(uint landblockId)
{
if (!_idsByLandblock.TryGetValue(landblockId, out var unique)) return;
foreach (var id in unique) _adapter.DecrementRefCount(id);
_idsByLandblock.Remove(landblockId);
}
}