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) {