fix(pipeline): MP1a - sink delegate restores immediate side-stage enqueue (exception-path faithfulness)

Coordinator-directed follow-up. The buffer-and-drain seam diverged from
the original on the exception path: pre-MP1a, CollectEmittersFromScript
enqueued particle-preload meshes DIRECTLY into _stagedMeshData
mid-Prepare, so preloads staged before a later throw in the same
Prepare* call (reachable via PrepareEnvCellMeshData side-staging during
its StaticObjects loop, then PrepareCellStructMeshData throwing on a
malformed-dat texture decode) were already safely enqueued. The drain
version only flushed after a successful return — on throw, entries
stranded on the shared extractor until an unrelated successful call
flushed them, and were silently dropped on dispose.

Fix: MeshExtractor takes an Action<ObjectMeshData>? sideStagedSink
constructor parameter; the two CollectEmittersFromScript sites become
_sideStagedSink?.Invoke(meshData) — the original code shape (immediate
hand-off) at those exact lines. ObjectMeshManager wires the sink to
_stagedMeshData.Enqueue, restoring the original immediate-enqueue
semantics including on mid-Prepare throw. _sideStaged buffer,
DrainSideStaged(), and the ProcessQueueAsync drain loop are deleted.
The MP1b bake tool passes its own collector.

Inventory doc updated: MP1a note now records the sink seam and the
Content-owned upload enums, so its no-behavior-change claim is accurate.

dotnet build green; full test suite 4059 passed / 0 failed / 4 skipped.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-05 20:39:42 +02:00
parent 5722681bf5
commit 932f904e00
3 changed files with 39 additions and 37 deletions

View file

@ -167,7 +167,12 @@ namespace AcDream.App.Rendering.Wb {
_graphicsDevice = graphicsDevice;
_dats = dats;
_logger = logger;
_extractor = new MeshExtractor(_dats, _logger);
// Side-stage sink: particle-preload meshes staged mid-extraction go
// straight onto the staged-upload queue, exactly as the pre-MP1a code
// did — immediate enqueue, surviving a later throw in the same
// Prepare* call. ConcurrentQueue.Enqueue is thread-safe for the
// extractor's up-to-4 concurrent decode workers.
_extractor = new MeshExtractor(_dats, _logger, data => _stagedMeshData.Enqueue(data));
_useModernRendering = _graphicsDevice.HasOpenGL43 && _graphicsDevice.HasBindless;
if (_useModernRendering) {
GlobalBuffer = new GlobalMeshBuffer(_graphicsDevice.GL);
@ -475,12 +480,6 @@ namespace AcDream.App.Rendering.Wb {
// If it's a direct setup or gfxobj, make sure background loads don't abort half-way
data = _extractor.PrepareMeshData(id, isSetup, CancellationToken.None);
}
// MP1a: drain any mesh data the extractor staged as a side effect
// (particle emitter GfxObj preloads inside CollectEmittersFromScript)
// and enqueue it the same way the top-level result is enqueued below.
foreach (var sideStaged in _extractor.DrainSideStaged()) {
_stagedMeshData.Enqueue(sideStaged);
}
if (data != null) {
lock (_cpuMeshCache) {
if (_cpuMeshCache.Count >= _maxCpuCacheSize) {

View file

@ -39,38 +39,23 @@ public sealed class MeshExtractor {
private readonly ThreadLocal<BcDecoder> _bcDecoder = new(() => new BcDecoder());
/// <summary>
/// MP1a mechanical seam: retail's particle-preload side effect (see
/// <see cref="CollectEmittersFromScript"/>) used to enqueue directly onto
/// ObjectMeshManager's runtime staged-upload queue (<c>_stagedMeshData</c>).
/// That queue is a GL-upload-lifecycle concern and stays in App per the
/// plan's binding rules, so the extractor collects the same side-effect
/// output here instead; ObjectMeshManager drains it via
/// <see cref="DrainSideStaged"/> immediately after each Prepare* call and
/// enqueues the results itself. No behavior change — same objects reach
/// the same queue, just via an explicit hand-off instead of a shared field.
/// ConcurrentQueue because one MeshExtractor is shared by up to
/// MaxParallelLoads (4) decode workers — the original enqueued to the
/// thread-safe _stagedMeshData, so the hand-off buffer must be
/// thread-safe too.
/// MP1a mechanical seam: receives particle-preload meshes staged
/// mid-extraction (see <see cref="CollectEmittersFromScript"/>). The App
/// wires this to its staged-upload queue, restoring the original
/// immediate-enqueue semantics — entries must survive a subsequent throw
/// in the same Prepare* call (retail's code enqueued directly onto
/// ObjectMeshManager's <c>_stagedMeshData</c> mid-Prepare, so preloads
/// staged before a malformed-dat texture-decode throw were already safe).
/// The MP1b bake tool passes its own collector. The sink must be
/// thread-safe: one MeshExtractor is shared by up to MaxParallelLoads (4)
/// decode workers.
/// </summary>
private readonly ConcurrentQueue<ObjectMeshData> _sideStaged = new();
private readonly Action<ObjectMeshData>? _sideStagedSink;
public MeshExtractor(IDatReaderWriter dats, ILogger logger) {
public MeshExtractor(IDatReaderWriter dats, ILogger logger, Action<ObjectMeshData>? sideStagedSink = null) {
_dats = dats;
_logger = logger;
}
/// <summary>
/// Drains and returns any mesh data staged as a side effect of the most
/// recent Prepare* call (particle emitter GfxObj preloads). See
/// <see cref="_sideStaged"/>.
/// </summary>
public List<ObjectMeshData> DrainSideStaged() {
var result = new List<ObjectMeshData>();
while (_sideStaged.TryDequeue(out var item)) {
result.Add(item);
}
return result;
_sideStagedSink = sideStagedSink;
}
/// <summary>
@ -176,13 +161,13 @@ public sealed class MeshExtractor {
if (emitter.HwGfxObjId.DataId != 0) {
var meshData = PrepareMeshData(emitter.HwGfxObjId.DataId, false, ct);
if (meshData != null) {
_sideStaged.Enqueue(meshData);
_sideStagedSink?.Invoke(meshData);
}
}
if (emitter.GfxObjId.DataId != 0 && emitter.GfxObjId.DataId != emitter.HwGfxObjId.DataId) {
var meshData = PrepareMeshData(emitter.GfxObjId.DataId, false, ct);
if (meshData != null) {
_sideStaged.Enqueue(meshData);
_sideStagedSink?.Invoke(meshData);
}
}
}