#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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@ -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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