perf(pipeline): MP-Alloc Task 3 - pool InteriorEntityPartition.Result
InteriorEntityPartition.Partition allocated a fresh Result (a Dictionary plus 2 Lists) and a new List<WorldEntity> per newly-seen visible cell, every frame — the sole call site is RetailPViewRenderer.DrawInside, once per frame, single-threaded. Fix: add a Partition(Result, visibleCells, landblockEntries) overload that clears an existing Result in place (Result.ClearForReuse) and refills it, reusing each cell's List<WorldEntity> across frames when the cell key survives (the visible-cell set is normally stable frame to frame). RetailPViewRenderer now owns one _partitionResult instance (matching its existing _shellBatch/_buildingGroups/_lookInPrepareScratch reuse pattern) instead of allocating one per DrawInside call. The original allocating Partition(visibleCells, landblockEntries) overload is kept unchanged for tests and one-shot callers (it now delegates to the reuse overload against a fresh Result). Bit-identical output required pruning: without removing cell buckets that end a frame with zero entries, a cell that leaves visibility would leave a stale empty List sitting in ByCell, changing ByCell.Count and .Keys enumeration versus the old always-fresh-Dictionary behavior (two GameWindow diagnostics - sigSceneParticles and FormatPartitionCounts - read those directly, not just via TryGetValue). Result.PruneEmptyCellBuckets removes any zero-count bucket after each Partition call, keeping ByCell's key set exactly what a fresh dictionary would have held. Verified safe: the sole production consumer (RetailPViewRenderer. DrawInside) and every downstream reader (WbDrawDispatcher walks, GameWindow diagnostics) consume partition.ByCell/OutdoorStatic/Dynamics synchronously within the same frame that built them - no cached reference survives into the next frame's Partition() call (the one GameWindow field that stores the reference, _interiorPartition, is write-only, never read). dotnet build clean, dotnet test 4120 passed / 4 skipped (unchanged). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
parent
a4b42a7417
commit
76b8b4e9fc
2 changed files with 81 additions and 2 deletions
|
|
@ -42,6 +42,14 @@ public sealed class RetailPViewRenderer
|
|||
// (statics + outside-stage dynamics passing the slice cone).
|
||||
private readonly List<WorldEntity> _lateParticleOwnerScratch = new();
|
||||
|
||||
// MP-Alloc (2026-07-05): the frame's entity partition (ByCell/OutdoorStatic/
|
||||
// Dynamics), reused across frames instead of `new`ing a Result (a Dictionary
|
||||
// + 2 Lists, plus one List<WorldEntity> per visible cell) every DrawInside
|
||||
// call. See InteriorEntityPartition.Partition(Result, ...) — clears in
|
||||
// place and reuses each cell's list across frames when the cell stays
|
||||
// visible.
|
||||
private readonly InteriorEntityPartition.Result _partitionResult = new();
|
||||
|
||||
// T2 (BR-4): retail has NO distance constant on the flood-admission chain
|
||||
// (DrawBuilding → portal walk → ConstructView: viewconeCheck + side test +
|
||||
// GetClip + GetVisible only). The old 48 m seed cap is replaced by the
|
||||
|
|
@ -137,7 +145,8 @@ public sealed class RetailPViewRenderer
|
|||
centerLbY: ctx.RenderCenterLbY,
|
||||
renderRadius: ctx.RenderRadius);
|
||||
|
||||
var partition = InteriorEntityPartition.Partition(prepareCells, ctx.LandblockEntries);
|
||||
InteriorEntityPartition.Partition(_partitionResult, prepareCells, ctx.LandblockEntries);
|
||||
var partition = _partitionResult;
|
||||
var result = new RetailPViewFrameResult
|
||||
{
|
||||
PortalFrame = pvFrame,
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue