diag(render): tripwires on every silent dat-miss path (white-walls attribution, #105)

The intermittent white-cottage-walls failure has NEVER produced a log line:
every dat-read failure on the walls-relevant paths exits silently, and the
failed result is cached for the session (mesh batches build once). Today it
reproduced on a probe-free launch with a 35-line, zero-error log — so the
prior heavy-probes-starve-the-dat-reader framing is not the whole story.

Tripwires (print ONLY on anomaly; zero cost healthy; keep until #105 closes):
- [dat-miss]  DatDatabaseWrapper.TryGet — a miss for an id whose BTree entry
  EXISTS (re-probed under the same lock); legit not-found fallbacks stay quiet.
- [tex-miss]  TextureCache.DecodeFromDats x3 — render-thread decode fell back
  to magenta (Surface / SurfaceTexture / RenderSurface miss).
- [cell-miss] GameWindow interior hydration x2 — EnvCell or Environment read
  returned null, so a cell''s WALLS are silently never registered while its
  statics still draw (the exact observed geometry signature).

Color discriminates the layer on the next occurrence: magenta = TextureCache;
see-through + [tex-skip]/[dat-miss] = mesh build; see-through + [cell-miss] =
hydration; broken with NO tripwire output = GL-side upload/residency.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-09 21:28:32 +02:00
parent 8fadf770fe
commit 7433b704fb
3 changed files with 39 additions and 1 deletions

View file

@ -385,7 +385,11 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab
{
var surface = _dats.Get<Surface>(surfaceId);
if (surface is null)
{
// TEMP diagnostic (dat-race investigation 2026-06-09, strip with fix)
Console.WriteLine($"[tex-miss] Surface 0x{surfaceId:X8} -> magenta (thread={System.Environment.CurrentManagedThreadId})");
return DecodedTexture.Magenta;
}
// Base1Solid surfaces (and any with OrigTextureId==0) carry a ColorValue
// instead of a texture chain. Overrides are irrelevant here — there's
@ -401,12 +405,20 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab
uint surfaceTextureId = origTextureOverride ?? (uint)surface.OrigTextureId;
var surfaceTexture = _dats.Get<SurfaceTexture>(surfaceTextureId);
if (surfaceTexture is null || surfaceTexture.Textures.Count == 0)
{
// TEMP diagnostic (dat-race investigation 2026-06-09, strip with fix)
Console.WriteLine($"[tex-miss] SurfaceTexture 0x{surfaceTextureId:X8} (surface 0x{surfaceId:X8}) -> magenta (thread={System.Environment.CurrentManagedThreadId})");
return DecodedTexture.Magenta;
}
uint renderSurfaceId = (uint)surfaceTexture.Textures[0];
if (!_dats.Portal.TryGet<RenderSurface>(renderSurfaceId, out var rs)
&& !_dats.HighRes.TryGet<RenderSurface>(renderSurfaceId, out rs))
{
// TEMP diagnostic (dat-race investigation 2026-06-09, strip with fix)
Console.WriteLine($"[tex-miss] RenderSurface 0x{renderSurfaceId:X8} (surface 0x{surfaceId:X8}) -> magenta (thread={System.Environment.CurrentManagedThreadId})");
return DecodedTexture.Magenta;
}
// Start with the texture's default palette, then apply overlays.
// ACViewer's Render/TextureCache.IndexToColor does the same and never