close #125: bounded upload retry kills the sticky-drop debt (failed GL uploads were never re-staged)
The GL root cause was fixed infcade06(the gpu_us query-ring stale errors). This closes the remaining design debt: a genuinely-failed UploadMeshData was dropped permanently. Exact mechanism (traced this session): UploadMeshData's catch returns null, the staged item is already consumed, and _renderData stays empty - but the prepared data lingers in _cpuMeshCache, so the #128 EnsureLoaded re-arm hits PrepareMeshDataAsync's CPU-cache short-circuit (ObjectMeshManager.cs:448-453) which returns the cached data WITHOUT re-staging it for upload. The mesh stays invisible until CPU-cache eviction - session-sticky under low cache pressure (the in-tower scenario). Fix: the per-frame Tick drain (WbMeshAdapter) now re-stages a failed upload for the NEXT frame via ObjectMeshManager.UploadOrRequeue, bounded by MaxUploadRetries (3). The attempt counter lives on the ObjectMeshData object so it resets to 0 naturally on re-prepare. Re-stages are collected and re-enqueued AFTER the drain loop, never inside it, so a deterministic failure cannot spin the queue within a single frame; past the cap it gives up with a loud [up-retry] ... giving up line - a genuine GL defect now surfaces instead of the old silent permanent drop or an unbounded retry storm. Retail loads content synchronously and has no such failure mode; this converges the async pipeline toward that guarantee. The uncaught GenerateMipmaps path (open-question c) is INTENTIONALLY left to surface errors - a blanket catch there would mask future real defects (no-workarounds rule), and its trigger (fcade06) is retired. No visual gate (robustness). Build green; App.Tests 264 + WbMeshAdapter tests green. No GL-context test seam exists for the upload path, so the bounded retry is verified by construction + the regression suite. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -4453,8 +4453,9 @@ aperture instead of see-through to the world behind.
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## #125 — GL InvalidOperation during staged texture upload: failed uploads are STICKY (never retried) + uncaught crash in GenerateMipmaps
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**Status:** ROOT CAUSE FIXED 2026-06-11 (`fcade06`, live-verified) —
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remaining: the sticky-drop design debt (below).
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**Status:** CLOSED 2026-06-12 — the GL root cause was fixed `fcade06`
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(2026-06-11, live-verified); the remaining sticky-drop DESIGN DEBT is now
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fixed too (bounded upload retry, below). No visual gate (robustness).
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**RESOLVED (root cause):** the GL errors were the gpu_us QUERY RING's own
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— a glGenQueries name isn't a query object until first glBeginQuery, and
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@ -4469,11 +4470,28 @@ slot; read only begun queries. Live-verified in-tower: 0 [wb-error]
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time under pview, meshMissing=0. **Normal runs (WB_DIAG off) never had
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these errors — this mechanism is RETIRED for #119.**
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**Remaining debt (keep open under this number):** UploadMeshData removes
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the preparation task BEFORE uploading, so any genuinely-failed upload is
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never retried — permanently invisible mesh with one [wb-error] line.
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The trigger is gone but the design flaw isn't; add retry/re-prepare
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semantics in a maintenance pass.
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**Remaining debt — FIXED 2026-06-12 (bounded upload retry):** the exact
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stick was the CPU-cache short-circuit, not just the early `TryRemove`: a
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failed `UploadMeshData` (catch → null) consumed the staged item and left
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`_renderData` empty while the prepared data lingered in `_cpuMeshCache`,
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so `PrepareMeshDataAsync`'s cache-hit path (`ObjectMeshManager.cs:448-453`)
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returned it WITHOUT re-staging → never re-uploaded until CPU-cache
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eviction (effectively session-sticky under low cache pressure). Fix: the
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Tick drain (`WbMeshAdapter.cs`) now re-stages a failed upload for the NEXT
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frame via `ObjectMeshManager.UploadOrRequeue`, bounded by
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`MaxUploadRetries` (3) using a counter on the `ObjectMeshData` object
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(resets to 0 on re-prepare). Re-stages are collected and re-enqueued
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AFTER the drain loop — never inside it — so a deterministic failure can't
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spin the queue in one frame; past the cap it gives up with a loud
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`[up-retry] … giving up` line (surfaces a genuine GL defect instead of
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the old silent permanent drop). Retail loads synchronously and has no
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such failure mode; this converges the async pipeline toward that
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guarantee. Build + App.Tests (264) green; no GL-context test seam exists
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for the upload path so the retry is verified by construction + the
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regression suite. The uncaught `GenerateMipmaps` path (open-question c)
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is INTENTIONALLY left to surface errors — adding a blanket catch there
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would mask future real defects (no-workarounds rule); its trigger
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(`fcade06`) is already retired.
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**Filed:** 2026-06-11 (in-tower WB_DIAG launch, `tower-wbdiag3.log` — preserved in the worktree root)
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**Component:** render — WB staged texture pipeline (ObjectMeshManager / ManagedGLTextureArray)
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