#128 STRUCTURAL: missing meshes re-request their load at the POINT OF USE - permanent invisibility becomes impossible

The registration-time re-arm was insufficient and the user proved it
(ran back from the lifestone -> broken stairs + exposed barrel again):
a preparation cancelled by landblock churn AFTER the last registration
event has no later event to re-fire it - crossing blocks loads/unloads
them repeatedly behind the player, so the cancel-after-last-register
window is routinely hit on any cross-country run.

The structural fix: the draw dispatcher touches every
missing-but-referenced mesh every frame (the meshMissing slow path) -
THAT is the one site a retry can never be missed from. Both miss paths
(per-MeshRef and per-Setup-part) now call WbMeshAdapter.EnsureLoaded
(idempotent passthrough to PrepareMeshDataAsync, which early-outs on
existing data and dedups pending tasks), deduped per Draw pass.
Retail-equivalence: retail loads synchronously - geometry is never
permanently absent; this converges the async pipeline to the same
guarantee regardless of cancellation/eviction timing.

Also fixes the #53-one-level-deeper hole found en route: a missing
SETUP PART did not mark the entity incomplete, so a partial batch set
could cache permanently for Setup-shaped render data.

New apparatus: [mesh-miss] once-per-id line under ACDREAM_WB_DIAG=1 -
any future missing mesh names itself instead of needing a live repro.

Suites: App 242+1skip, Core 1422+2skip, UI 420, Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-11 20:30:56 +02:00
parent 120aeff720
commit 7bbb169c6c
2 changed files with 58 additions and 1 deletions

View file

@ -244,6 +244,13 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
private int _instancesIssued;
private long _lastLogTick;
// #128 self-heal: per-Draw dedup of point-of-use load re-requests
// (PrepareMeshDataAsync is idempotent while pending — the dedup just
// avoids redundant dictionary probes within one pass) + the once-per-id
// [mesh-miss] diagnostic set (never cleared; diag-gated emission).
private readonly HashSet<ulong> _missRequested = new();
private readonly HashSet<ulong> _missLogged = new();
// CPU + GPU timing for [WB-DIAG] under ACDREAM_WB_DIAG=1.
private readonly System.Diagnostics.Stopwatch _cpuStopwatch = new();
private readonly long[] _cpuSamples = new long[256]; // microseconds
@ -728,6 +735,9 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
var vp = camera.View * camera.Projection;
_shader.SetMatrix4("uViewProjection", vp);
// #128 self-heal: fresh re-request dedup per Draw pass.
_missRequested.Clear();
bool diag = string.Equals(Environment.GetEnvironmentVariable("ACDREAM_WB_DIAG"), "1", StringComparison.Ordinal);
if (diag && !_gpuQueriesInitialized)
@ -1054,6 +1064,17 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
// the populate fires with the complete batch set.
currentEntityIncomplete = true;
if (diag) _meshesMissing++;
// #128 self-heal: a missing-but-referenced mesh re-requests
// its load HERE — the one site that touches it every frame —
// so a preparation lost to landblock churn (cancelled after
// the last registration event) can never stay lost. Deduped
// per Draw; PrepareMeshDataAsync is idempotent while pending.
if (_missRequested.Add(gfxObjId))
{
_meshAdapter.EnsureLoaded(gfxObjId);
if (diag && _missLogged.Add(gfxObjId))
Console.WriteLine($"[mesh-miss] 0x{gfxObjId:X10} re-requested at point of use");
}
continue;
}
if (anyVao == 0) anyVao = renderData.VAO;
@ -1070,7 +1091,23 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
foreach (var (partGfxObjId, partTransform) in renderData.SetupParts)
{
var partData = _meshAdapter.TryGetRenderData(partGfxObjId);
if (partData is null) continue;
if (partData is null)
{
// #128 self-heal + #53: a missing Setup PART must mark
// the entity incomplete (else a partial batch set
// caches permanently — the same bug class one level
// deeper) and re-request its load like the MeshRef
// path above.
currentEntityIncomplete = true;
if (diag) _meshesMissing++;
if (_missRequested.Add(partGfxObjId))
{
_meshAdapter.EnsureLoaded(partGfxObjId);
if (diag && _missLogged.Add(partGfxObjId))
Console.WriteLine($"[mesh-miss] 0x{partGfxObjId:X10} (setup part) re-requested at point of use");
}
continue;
}
var model = ComposePartWorldMatrix(
entityWorld, meshRef.PartTransform, partTransform);

View file

@ -198,6 +198,26 @@ public sealed class WbMeshAdapter : IDisposable, IWbMeshAdapter
_meshManager.DecrementRefCount(id);
}
/// <summary>
/// #128 self-heal (2026-06-11): re-request a mesh load at the POINT OF
/// USE. Registration-time re-arming was insufficient — a preparation
/// cancelled by landblock churn AFTER the last registration event
/// (running across blocks loads/unloads them repeatedly) left the mesh
/// permanently unloadable with no later event to re-fire it. The draw
/// dispatcher touches every missing-but-referenced mesh every frame (the
/// meshMissing slow path) — that is the one place a retry can never be
/// missed. Cheap and idempotent: PrepareMeshDataAsync early-outs on
/// existing render data and returns the in-flight task when pending.
/// Retail-equivalence: retail loads content synchronously — geometry is
/// never permanently absent; this converges our async pipeline to the
/// same guarantee.
/// </summary>
public void EnsureLoaded(ulong id)
{
if (_isUninitialized || _meshManager is null) return;
_meshManager.PrepareMeshDataAsync(id, isSetup: false);
}
/// <summary>
/// Per-frame drain of the WB pipeline's main-thread work queues. MUST be
/// called once per frame from the render thread. Without this, the staged