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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3 changed files with 81 additions and 8 deletions
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@ -244,10 +244,21 @@ public sealed class WbMeshAdapter : IDisposable, IWbMeshAdapter
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if (_disposed) return;
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_graphicsDevice!.ProcessGLQueue();
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// #125: drain staged uploads; a FAILED upload (UploadMeshData returned
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// null from its catch) is re-staged for a LATER frame, not dropped. The
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// re-stages are collected and re-enqueued AFTER the loop — re-enqueuing
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// inside the while would let a deterministic failure spin the queue in a
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// single frame. UploadOrRequeue bounds the retries (MaxUploadRetries) so
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// a genuine defect surfaces loudly instead of the old silent sticky drop.
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List<ObjectMeshData>? requeue = null;
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while (_meshManager!.StagedMeshData.TryDequeue(out var meshData))
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{
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_meshManager.UploadMeshData(meshData);
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if (_meshManager.UploadOrRequeue(meshData))
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(requeue ??= new()).Add(meshData);
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}
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if (requeue is not null)
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foreach (var m in requeue)
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_meshManager.StagedMeshData.Enqueue(m);
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bool texProbe = AcDream.Core.Rendering.RenderingDiagnostics.ProbeTexFlushEnabled;
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var pendingBefore = texProbe
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