Revert "fix(world): AP-48 client-side visibility cull (FPS sink across portal-hops)"

This reverts commit e5b2d15b63.
This commit is contained in:
Erik 2026-06-22 18:58:15 +02:00
parent e5b2d15b63
commit 8fbde99441
4 changed files with 1 additions and 268 deletions

View file

@ -61,7 +61,7 @@ accepted-divergence entries (#96, #49, #50).
---
## 2. Adaptation (AD) — 32 rows
## 2. Adaptation (AD) — 31 rows
| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
|---|---|---|---|---|---|
@ -96,7 +96,6 @@ accepted-divergence entries (#96, #49, #50).
| AD-29 | `ClientObjectTable` fires global `ObjectAdded`/`ObjectUpdated`/`ObjectRemoved` events; consumers filter by guid on their end. Retail dispatches per-object via `NoticeRegistrar` observer dispatch — each UI cell observes only its specific object guid | `src/AcDream.Core/Items/ClientObjectTable.cs:48` (events); `src/AcDream.App/UI/Layout/ToolbarController.cs:115` (guid filter) | `NoticeRegistrar` is inside keystone.dll with no PDB/decomp; global broadcast + consumer-side filter is functionally equivalent for the current panel count and object volumes seen in practice | At high object counts (>1 000 objects), every `ObjectUpdated` wakes every subscribed consumer — O(n·m) notification cost instead of retail's O(1) per-observer dispatch; a consumer that forgets the guid filter processes all objects (a latent correctness bug) | `NoticeRegistrar` (keystone.dll, no PDB); retail per-object observer registration in `CObjectMaint` |
| AD-30 | Cell-march preserves seed landblock id when `TryGetTerrainOrigin` returns false for an outdoor seed (#145 D, 2026-06-22): `BuildCellSetAndPickContaining` returns `currentCellId` verbatim rather than marching via `blockOrigin=(0,0,0)`; retail never encounters this state (cells stored block-local, no streaming-gap concept) | `src/AcDream.Core/Physics/CellTransit.cs:765` | Equivalence argument: "preserve-verbatim when unregistered" is the same contract as `PhysicsEngine.Resolve`'s NO-LANDBLOCK branch; the player's cell stays the last known-correct cell until the landblock's terrain registers — no march, no lbX=0 wire | A body whose seed landblock is genuinely absent for >1 physics tick holds its last-known cell rather than discovering the true containing cell; transient only — corrects the instant terrain registers; an indoor seed is explicitly excluded from the guard (outdoor low < 0x100 gate) | `CObjCell::find_cell_list` + block-local storage (retail has no streaming gap); `TryGetTerrainOrigin` pc path |
| AD-31 | Teleport transit covered by a full-screen black FADE (`FadeOverlay` + `TeleportAnimSequencer`) instead of retail's 3D portal-tunnel swirl (2026-06-22, spec C). Opaque black holds through the tunnel states; the world ramps back in on `WorldFadeIn`. | `src/AcDream.App/Rendering/FadeOverlay.cs` + `GameWindow.cs` (TAS transit tick; `_teleportFadeAlpha = ShowTunnel ? 1 : FadeAlpha`) | The fade is a functional cover that hides the (now-fast) destination load + the post-materialization object flood; the TAS state machine + golden timing constants are retail-verbatim — only the tunnel *graphic* is approximated. Sibling to AP-49 (fade-curve). | Visual-only: the transit shows a black cover, not the animated swirl. Retire by porting the `gmSmartBoxUI` 3D tunnel render. | `gmSmartBoxUI::UseTime` 0x004d6e30 (tunnel render, unported); `TELEPORT_ANIM_*` golden constants (spec §2.1) |
| AD-32 | Client-side visibility cull (AP-48 fix, 2026-06-22): world entities >384m AND outside the 3×3 landblock neighborhood for 25s continuous are evicted (arm-on-leave/clear-on-return), so the entity tables don't accumulate every town's objects across portal-hops. Adaptations vs holtburger: the nearby test uses each entity's `ParentCellId`-derived landblock (vs holtburger's `scene` landblock_map), the cull runs at **1 Hz** client-side (vs per-world-tick), and the time base is wall-clock (`DateTime.UtcNow`) not server time. | `src/AcDream.App/World/EntityVisibilityCuller.cs` + `GameWindow.TickEntityCull` (wiring) + `RemoveLiveEntityByServerGuid` (Forget on remove) | Faithful port of holtburger's `liveness.rs` (`ACE_DESTRUCTION_TIMEOUT_SECS=25`, `CONSERVATIVE_VISIBILITY_DISTANCE_M=384`); the player + held/equipped/contained items are excluded (player by guid; inventory items never carry a world position so they never enter the culled map); a re-created object is rescued (deadline cleared on remove + on the next visible tick) | An object the server still tracks but that goes silent >25s while >384m away is evicted locally and re-materializes only on the next server CreateObject (matches holtburger); a coordinate-frame edge where a genuinely-near object reads >384m is covered by the landblock-neighborhood OR-term | holtburger `crates/holtburger-world/src/state/liveness.rs:11-12,145-189,294-308`; ACE `ObjectMaint`/`Player_Tracking` never clears KnownObjects on teleport |
---

View file

@ -840,13 +840,6 @@ public sealed class GameWindow : IDisposable
/// keys the render list; this parallel dictionary keys by server guid.
/// </summary>
private readonly Dictionary<uint, AcDream.Core.World.WorldEntity> _entitiesByServerGuid = new();
// AP-48: client-side visibility cull (holtburger liveness.rs port) — prunes world
// entities the player left far behind so the tables don't accumulate every town's
// objects across portal-hops (which sank FPS). 1 Hz; the player + held/equipped items
// are excluded (see TickEntityCull).
private readonly AcDream.App.World.EntityVisibilityCuller _entityCuller = new();
private double _cullAccum;
/// <summary>
/// Latest <see cref="AcDream.Core.Net.WorldSession.EntitySpawn"/> for each
/// guid. Captured at the end of <see cref="OnLiveEntitySpawnedLocked"/> so
@ -3835,61 +3828,8 @@ public sealed class GameWindow : IDisposable
}
}
// AP-48 cull wiring (logic lives in EntityVisibilityCuller). Snapshots the world
// entities + player, asks the culler who has been >384m AND outside the 3×3 landblock
// neighborhood for 25s, and tears each down through the existing pruner. Throttled to
// 1 Hz (holtburger runs it per world tick; per-frame is wasteful). Skipped during a
// teleport hold (the player WorldEntity.Position is frozen). Held/equipped/contained
// items never enter _entitiesByServerGuid (OnLiveEntitySpawnedLocked early-returns on a
// null world position), so the cull is structurally incapable of touching them; the
// ClientObjectTable weenie row is dropped only for genuinely world-placed objects.
private void TickEntityCull(double dt)
{
_cullAccum += dt;
if (_cullAccum < 1.0) return;
_cullAccum = 0.0;
if (_playerController is { State: AcDream.App.Input.PlayerState.PortalSpace }) return;
if (!_entitiesByServerGuid.TryGetValue(_playerServerGuid, out var pe)) return;
uint plb = pe.ParentCellId ?? 0u;
var player = new AcDream.App.World.EntityCullInfo(
_playerServerGuid, pe.Position,
(int)((plb >> 24) & 0xFFu), (int)((plb >> 16) & 0xFFu), plb != 0u);
// Snapshot first (the eviction below mutates _entitiesByServerGuid).
var snapshot = new System.Collections.Generic.List<AcDream.App.World.EntityCullInfo>(
_entitiesByServerGuid.Count);
foreach (var kv in _entitiesByServerGuid)
{
uint elb = kv.Value.ParentCellId ?? 0u;
snapshot.Add(new AcDream.App.World.EntityCullInfo(
kv.Key, kv.Value.Position,
(int)((elb >> 24) & 0xFFu), (int)((elb >> 16) & 0xFFu), elb != 0u));
}
double now = (System.DateTime.UtcNow - System.DateTime.UnixEpoch).TotalSeconds;
var evicted = _entityCuller.Tick(snapshot, player, now);
foreach (var guid in evicted)
{
var row = Objects.Get(guid);
RemoveLiveEntityByServerGuid(guid);
// has_nonworld_retention parity: keep the weenie row if it's held/equipped (a far
// ground item open in a container view); drop it only for world-placed objects.
if (row is null || (row.ContainerId == 0u && row.WielderId == 0u))
Objects.Remove(guid);
}
}
private bool RemoveLiveEntityByServerGuid(uint serverGuid)
{
// AP-48: clear any armed cull deadline for this guid BEFORE the early-return, so a
// guid that was culled (and is no longer in _entitiesByServerGuid) but is then
// re-created by the server starts fresh — never inherits a stale, already-expired
// deadline that would evict it on the next cull tick. Mirrors holtburger's
// clear-on-upsert/delete.
_entityCuller.Forget(serverGuid);
if (!_entitiesByServerGuid.TryGetValue(serverGuid, out var existingEntity))
return false;
@ -7644,10 +7584,6 @@ public sealed class GameWindow : IDisposable
// Step 2: routed through the controller; functionally identical.
_liveSessionController?.Tick();
// AP-48: 1 Hz visibility cull. Runs after the live-session drain so the player's
// WorldEntity.Position/ParentCellId reflect this frame's UpdatePosition.
TickEntityCull(dt);
// Retail teleport transit. Runs AFTER streaming (which priority-applies the
// destination landblock this frame) and the live-session drain, so a destination
// that became resident this frame materializes the same frame. The TAS holds at

View file

@ -1,94 +0,0 @@
using System;
using System.Collections.Generic;
using System.Numerics;
namespace AcDream.App.World;
/// <summary>Per-entity world-position + landblock snapshot fed to the culler.</summary>
public readonly record struct EntityCullInfo(uint Guid, Vector3 Pos, int LbX, int LbY, bool HasLb);
/// <summary>
/// AP-48 fix: a client-side visibility cull that prunes world entities the player has left
/// far behind, so the entity tables don't accumulate every object from every town visited
/// (which sank FPS the more the player portal-hopped). Faithful port of holtburger's
/// <c>liveness.rs</c> (<c>crates/holtburger-world/src/state/liveness.rs</c>): an entity is
/// "conservatively visible" if it's in the 3×3 landblock neighborhood OR within 384 m of the
/// player; it is evicted only after being continuously OUT of visibility for 25 s
/// (arm-on-leave / clear-on-return). The 25 s is time-since-it-left-visibility, NOT
/// time-since-last-update.
///
/// <para>This class is pure: it owns only the per-guid prune deadlines and decides WHO to
/// evict; the caller (GameWindow) supplies the entity snapshots and performs the actual
/// teardown through its existing pruner. The local player and any held/equipped/contained
/// item are excluded by the caller (the player by guid; inventory items never have a world
/// position so they never appear in the snapshot).</para>
/// </summary>
public sealed class EntityVisibilityCuller
{
/// <summary>holtburger <c>CONSERVATIVE_VISIBILITY_DISTANCE_M</c> (liveness.rs:12).</summary>
public const double VisibilityDistanceM = 384.0;
/// <summary>holtburger <c>ACE_DESTRUCTION_TIMEOUT_SECS</c> (liveness.rs:11).</summary>
public const double DestructionTimeoutSec = 25.0;
private readonly Dictionary<uint, double> _deadline = new();
/// <summary>Number of entities currently armed for eviction (diagnostic).</summary>
public int ArmedCount => _deadline.Count;
/// <summary>
/// "Conservatively visible": in the 3×3 landblock neighborhood (own + adjacent landblocks)
/// OR within <see cref="VisibilityDistanceM"/> of the player. The landblock test uses the
/// absolute landblock id (frame-independent), so a streaming recenter on teleport doesn't
/// false-positive a near entity whose offset position is momentarily stale.
/// </summary>
public static bool IsVisible(
Vector3 entityPos, int eLbX, int eLbY, bool entityHasLb,
Vector3 playerPos, int pLbX, int pLbY)
{
bool nearLb = entityHasLb && Math.Abs(eLbX - pLbX) <= 1 && Math.Abs(eLbY - pLbY) <= 1;
return nearLb
|| Vector3.DistanceSquared(entityPos, playerPos)
<= VisibilityDistanceM * VisibilityDistanceM;
}
/// <summary>
/// Pure per-entity state transition. Given current visibility, the entity's current
/// prune deadline (null = none armed) and the current time, returns the new deadline
/// (null = cleared) and whether to evict now. Visible → clear + keep; not-visible +
/// unarmed → arm at now+25s; not-visible + armed-and-expired → evict; not-visible +
/// armed-not-expired → keep.
/// </summary>
public static (double? newDeadline, bool evict) Step(bool visible, double? deadline, double now)
{
if (visible) return (null, false);
if (deadline is null) return (now + DestructionTimeoutSec, false);
if (deadline.Value <= now) return (null, true);
return (deadline, false);
}
/// <summary>
/// Advance the cull over the current world entities and return the guids to evict. The
/// caller must skip the local player BEFORE calling (or rely on the per-guid
/// <paramref name="playerGuid"/> filter here) and perform the teardown for each returned
/// guid. Mutates only the internal deadline map; does not touch the entities.
/// </summary>
public IReadOnlyList<uint> Tick(IEnumerable<EntityCullInfo> entities, EntityCullInfo player, double now)
{
List<uint>? evict = null;
foreach (var e in entities)
{
if (e.Guid == player.Guid) continue; // never cull the local player
bool visible = IsVisible(e.Pos, e.LbX, e.LbY, e.HasLb, player.Pos, player.LbX, player.LbY);
double? current = _deadline.TryGetValue(e.Guid, out var d) ? d : null;
var (newDeadline, doEvict) = Step(visible, current, now);
if (newDeadline is { } nd) _deadline[e.Guid] = nd; else _deadline.Remove(e.Guid);
if (doEvict) (evict ??= new List<uint>()).Add(e.Guid);
}
return (IReadOnlyList<uint>?)evict ?? Array.Empty<uint>();
}
/// <summary>Drop any armed deadline for a guid (e.g. when it's explicitly deleted or
/// re-created by the server, matching holtburger's clear-on-upsert).</summary>
public void Forget(uint guid) => _deadline.Remove(guid);
}

View file

@ -1,108 +0,0 @@
using System.Numerics;
using AcDream.App.World;
using Xunit;
namespace AcDream.App.Tests.World;
/// <summary>
/// AP-48 cull (holtburger liveness.rs port): visible = 3×3 landblock neighborhood OR ≤384 m;
/// evict only after 25 s continuously out-of-visibility (arm-on-leave / clear-on-return).
/// </summary>
public sealed class EntityVisibilityCullerTests
{
private static readonly EntityCullInfo Player =
new(0x50000001u, new Vector3(0, 0, 0), 169, 180, true);
// ---- IsVisible ----
[Fact]
public void Within384m_isVisible_byDistance_evenInAFarLandblock()
=> Assert.True(EntityVisibilityCuller.IsVisible(
new Vector3(50, 0, 0), 100, 100, true, new Vector3(0, 0, 0), 169, 180));
[Fact]
public void AdjacentLandblock_isVisible_evenWhenFarByPosition()
=> Assert.True(EntityVisibilityCuller.IsVisible(
new Vector3(5000, 0, 0), 169, 181, true, new Vector3(0, 0, 0), 169, 180));
[Fact]
public void FarAndNotAdjacent_isNotVisible()
=> Assert.False(EntityVisibilityCuller.IsVisible(
new Vector3(5000, 0, 0), 100, 100, true, new Vector3(0, 0, 0), 169, 180));
// ---- Step lifecycle ----
[Fact]
public void Step_visible_clearsDeadlineAndKeeps()
{
var (dl, evict) = EntityVisibilityCuller.Step(visible: true, deadline: 123.0, now: 200.0);
Assert.Null(dl);
Assert.False(evict);
}
[Fact]
public void Step_notVisible_unarmed_arms()
{
var (dl, evict) = EntityVisibilityCuller.Step(visible: false, deadline: null, now: 100.0);
Assert.Equal(100.0 + EntityVisibilityCuller.DestructionTimeoutSec, dl);
Assert.False(evict);
}
[Fact]
public void Step_notVisible_armedNotExpired_keeps()
{
var (dl, evict) = EntityVisibilityCuller.Step(visible: false, deadline: 125.0, now: 110.0);
Assert.Equal(125.0, dl);
Assert.False(evict);
}
[Fact]
public void Step_notVisible_armedExpired_evicts()
{
var (dl, evict) = EntityVisibilityCuller.Step(visible: false, deadline: 125.0, now: 125.0);
Assert.Null(dl);
Assert.True(evict);
}
// ---- Tick integration ----
[Fact]
public void Tick_neverEvictsTheLocalPlayer()
{
var c = new EntityVisibilityCuller();
var ents = new[] { Player };
c.Tick(ents, Player, now: 0);
c.Tick(ents, Player, now: 1000);
Assert.Empty(c.Tick(ents, Player, now: 1_000_000));
Assert.Equal(0, c.ArmedCount);
}
[Fact]
public void Tick_armsThenEvicts_aFarStaleEntity_afterTimeout()
{
var c = new EntityVisibilityCuller();
var far = new EntityCullInfo(0xABCDu, new Vector3(5000, 0, 0), 10, 10, true);
var ents = new[] { far };
Assert.Empty(c.Tick(ents, Player, now: 0)); // arm at 0 + 25
Assert.Equal(1, c.ArmedCount);
Assert.Empty(c.Tick(ents, Player, now: 24)); // not expired
var evicted = c.Tick(ents, Player, now: 25); // expired → evict
Assert.Equal(new[] { 0xABCDu }, evicted);
Assert.Equal(0, c.ArmedCount); // deadline cleared on evict
}
[Fact]
public void Tick_clearsDeadline_whenEntityReturnsToVisibility_beforeTimeout()
{
var c = new EntityVisibilityCuller();
var far = new EntityCullInfo(0xABCDu, new Vector3(5000, 0, 0), 10, 10, true);
var near = far with { Pos = new Vector3(50, 0, 0) }; // within 384 m → visible
Assert.Empty(c.Tick(new[] { far }, Player, now: 0)); // arm
Assert.Equal(1, c.ArmedCount);
Assert.Empty(c.Tick(new[] { near }, Player, now: 10)); // returned → clear
Assert.Equal(0, c.ArmedCount);
Assert.Empty(c.Tick(new[] { near }, Player, now: 100)); // never evicted
}
}