#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>
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2 changed files with 58 additions and 1 deletions
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@ -244,6 +244,13 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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private int _instancesIssued;
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private long _lastLogTick;
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// #128 self-heal: per-Draw dedup of point-of-use load re-requests
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// (PrepareMeshDataAsync is idempotent while pending — the dedup just
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// avoids redundant dictionary probes within one pass) + the once-per-id
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// [mesh-miss] diagnostic set (never cleared; diag-gated emission).
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private readonly HashSet<ulong> _missRequested = new();
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private readonly HashSet<ulong> _missLogged = new();
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// CPU + GPU timing for [WB-DIAG] under ACDREAM_WB_DIAG=1.
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private readonly System.Diagnostics.Stopwatch _cpuStopwatch = new();
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private readonly long[] _cpuSamples = new long[256]; // microseconds
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@ -728,6 +735,9 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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var vp = camera.View * camera.Projection;
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_shader.SetMatrix4("uViewProjection", vp);
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// #128 self-heal: fresh re-request dedup per Draw pass.
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_missRequested.Clear();
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bool diag = string.Equals(Environment.GetEnvironmentVariable("ACDREAM_WB_DIAG"), "1", StringComparison.Ordinal);
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if (diag && !_gpuQueriesInitialized)
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@ -1054,6 +1064,17 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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// the populate fires with the complete batch set.
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currentEntityIncomplete = true;
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if (diag) _meshesMissing++;
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// #128 self-heal: a missing-but-referenced mesh re-requests
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// its load HERE — the one site that touches it every frame —
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// so a preparation lost to landblock churn (cancelled after
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// the last registration event) can never stay lost. Deduped
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// per Draw; PrepareMeshDataAsync is idempotent while pending.
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if (_missRequested.Add(gfxObjId))
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{
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_meshAdapter.EnsureLoaded(gfxObjId);
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if (diag && _missLogged.Add(gfxObjId))
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Console.WriteLine($"[mesh-miss] 0x{gfxObjId:X10} re-requested at point of use");
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}
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continue;
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}
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if (anyVao == 0) anyVao = renderData.VAO;
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@ -1070,7 +1091,23 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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foreach (var (partGfxObjId, partTransform) in renderData.SetupParts)
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{
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var partData = _meshAdapter.TryGetRenderData(partGfxObjId);
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if (partData is null) continue;
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if (partData is null)
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{
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// #128 self-heal + #53: a missing Setup PART must mark
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// the entity incomplete (else a partial batch set
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// caches permanently — the same bug class one level
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// deeper) and re-request its load like the MeshRef
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// path above.
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currentEntityIncomplete = true;
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if (diag) _meshesMissing++;
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if (_missRequested.Add(partGfxObjId))
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{
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_meshAdapter.EnsureLoaded(partGfxObjId);
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if (diag && _missLogged.Add(partGfxObjId))
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Console.WriteLine($"[mesh-miss] 0x{partGfxObjId:X10} (setup part) re-requested at point of use");
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}
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continue;
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}
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var model = ComposePartWorldMatrix(
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entityWorld, meshRef.PartTransform, partTransform);
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@ -198,6 +198,26 @@ public sealed class WbMeshAdapter : IDisposable, IWbMeshAdapter
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_meshManager.DecrementRefCount(id);
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}
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/// <summary>
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/// #128 self-heal (2026-06-11): re-request a mesh load at the POINT OF
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/// USE. Registration-time re-arming was insufficient — a preparation
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/// cancelled by landblock churn AFTER the last registration event
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/// (running across blocks loads/unloads them repeatedly) left the mesh
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/// permanently unloadable with no later event to re-fire it. The draw
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/// dispatcher touches every missing-but-referenced mesh every frame (the
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/// meshMissing slow path) — that is the one place a retry can never be
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/// missed. Cheap and idempotent: PrepareMeshDataAsync early-outs on
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/// existing render data and returns the in-flight task when pending.
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/// Retail-equivalence: retail loads content synchronously — geometry is
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/// never permanently absent; this converges our async pipeline to the
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/// same guarantee.
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/// </summary>
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public void EnsureLoaded(ulong id)
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{
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if (_isUninitialized || _meshManager is null) return;
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_meshManager.PrepareMeshDataAsync(id, isSetup: false);
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}
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/// <summary>
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/// Per-frame drain of the WB pipeline's main-thread work queues. MUST be
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/// called once per frame from the render thread. Without this, the staged
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