phase(N.4) Tasks 22+23 fixup: trigger WB mesh loads + correct SurfaceId source
Task 26 visual verification surfaced three bugs in the dispatcher. Two are fixed here; the third is documented as a remaining issue. 1. WB's IncrementRefCount only bumps a usage counter — it does NOT trigger mesh loading. Fixed in WbMeshAdapter.IncrementRefCount: call PrepareMeshDataAsync(id, isSetup: false) on first registration. Result auto-enqueues to _stagedMeshData (line 510 of WB's ObjectMeshManager) which Tick() drains onto the GPU. 2. EntitySpawnAdapter never registered per-instance entity meshes with WB. LandblockSpawnAdapter only registers atlas-tier (ServerGuid == 0); per-instance entities fell through. Fixed by adding optional IWbMeshAdapter constructor param + tracking unique GfxObj ids per server-guid for IncrementRefCount on OnCreate / DecrementRefCount on OnRemove. 3. WbDrawDispatcher.ResolveTexture used batch.SurfaceId which WB never populates (line 1746 of ObjectMeshManager only sets batch.Key — the TextureKey struct that has SurfaceId). Switched to batch.Key.SurfaceId. Plus diagnostic counters (ACDREAM_WB_DIAG=1) for entity-seen / drawn / mesh-missing / draws-issued counts. Status: with these fixes the dispatcher now issues real draw calls (~16K/frame, validated via diagnostic). However visual verification shows characters appear "exploded" (parts spaced too far apart) and scenery (trees/rocks/fences/buildings) does not appear. Root cause analysis pending — Adjustment 7 in the plan documents the deferred work. Flag stays default-off; legacy renderer remains the production path. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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fc80c252d6
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4 changed files with 96 additions and 6 deletions
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@ -1487,7 +1487,7 @@ public sealed class GameWindow : IDisposable
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new NullAnimLoader());
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}
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wbEntitySpawnAdapter = new AcDream.App.Rendering.Wb.EntitySpawnAdapter(
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_textureCache, SequencerFactory);
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_textureCache, SequencerFactory, _wbMeshAdapter);
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_wbEntitySpawnAdapter = wbEntitySpawnAdapter;
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}
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_worldState = new AcDream.App.Streaming.GpuWorldState(wbSpawnAdapter, wbEntitySpawnAdapter);
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@ -49,11 +49,18 @@ public sealed class EntitySpawnAdapter
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{
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private readonly ITextureCachePerInstance _textureCache;
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private readonly Func<WorldEntity, AnimationSequencer> _sequencerFactory;
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private readonly IWbMeshAdapter? _meshAdapter;
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// Per-server-guid state. Written on OnCreate, released on OnRemove.
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// Single-threaded: called only from the render thread (same as GpuWorldState).
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private readonly Dictionary<uint, AnimatedEntityState> _stateByGuid = new();
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// Per-server-guid set of GfxObj ids registered with the mesh adapter,
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// so OnRemove can decrement each. Per-instance entities don't go through
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// LandblockSpawnAdapter, so without this their meshes would never load
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// (WB doesn't know they exist).
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private readonly Dictionary<uint, HashSet<ulong>> _meshIdsByGuid = new();
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/// <param name="textureCache">
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/// Per-instance texture decode path. In production this is the
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/// <see cref="TextureCache"/> instance (which implements
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@ -66,14 +73,23 @@ public sealed class EntitySpawnAdapter
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/// and server-supplied motion table override. Tests pass a lambda that
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/// returns a stub sequencer.
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/// </param>
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/// <param name="meshAdapter">
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/// Optional WB mesh adapter. When non-null, <see cref="OnCreate"/>
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/// registers each unique <c>MeshRef.GfxObjId</c> with the adapter so WB
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/// background-loads the mesh data; <see cref="OnRemove"/> decrements the
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/// matching ref counts. When null, the adapter only tracks per-instance
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/// state without driving WB lifecycle (test mode + flag-off mode).
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/// </param>
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public EntitySpawnAdapter(
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ITextureCachePerInstance textureCache,
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Func<WorldEntity, AnimationSequencer> sequencerFactory)
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Func<WorldEntity, AnimationSequencer> sequencerFactory,
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IWbMeshAdapter? meshAdapter = null)
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{
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ArgumentNullException.ThrowIfNull(textureCache);
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ArgumentNullException.ThrowIfNull(sequencerFactory);
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_textureCache = textureCache;
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_sequencerFactory = sequencerFactory;
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_meshAdapter = meshAdapter;
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}
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/// <summary>
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@ -126,6 +142,23 @@ public sealed class EntitySpawnAdapter
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state.SetPartOverride(po.PartIndex, po.GfxObjId);
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_stateByGuid[entity.ServerGuid] = state;
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// Register each unique GfxObj id with WB so the meshes background-load.
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// Includes both the entity's natural MeshRefs AND any server-sent
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// PartOverride GfxObjs (weapons, clothing, helmets) — those replace the
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// Setup default and need their own mesh data uploaded.
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if (_meshAdapter is not null)
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{
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var unique = new HashSet<ulong>();
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foreach (var meshRef in entity.MeshRefs)
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unique.Add((ulong)meshRef.GfxObjId);
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foreach (var po in entity.PartOverrides)
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unique.Add((ulong)po.GfxObjId);
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_meshIdsByGuid[entity.ServerGuid] = unique;
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foreach (var id in unique) _meshAdapter.IncrementRefCount(id);
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}
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return state;
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}
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@ -134,7 +167,16 @@ public sealed class EntitySpawnAdapter
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/// on <c>RemoveObject</c>. Unknown guids (never spawned, or already
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/// removed) are silently ignored.
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/// </summary>
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public void OnRemove(uint serverGuid) => _stateByGuid.Remove(serverGuid);
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public void OnRemove(uint serverGuid)
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{
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_stateByGuid.Remove(serverGuid);
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if (_meshAdapter is not null && _meshIdsByGuid.TryGetValue(serverGuid, out var ids))
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{
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foreach (var id in ids) _meshAdapter.DecrementRefCount(id);
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_meshIdsByGuid.Remove(serverGuid);
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}
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}
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/// <summary>
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/// Look up the <see cref="AnimatedEntityState"/> for a server guid.
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@ -55,6 +55,13 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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private bool _disposed;
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// Diagnostic counters logged once per ~5s under ACDREAM_WB_DIAG=1.
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private int _entitiesSeen;
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private int _entitiesDrawn;
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private int _meshesMissing;
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private int _drawsIssued;
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private long _lastLogTick;
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public WbDrawDispatcher(
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GL gl,
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Shader shader,
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@ -98,6 +105,7 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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_shader.SetMatrix4("uViewProjection", vp);
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var metaTable = _meshAdapter.MetadataTable;
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bool diag = string.Equals(Environment.GetEnvironmentVariable("ACDREAM_WB_DIAG"), "1", StringComparison.Ordinal);
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// Collect visible entities into opaque and translucent lists for two-pass rendering.
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// We walk entities once and classify each (entity, meshRef, batch) triple.
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@ -124,6 +132,8 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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&& !visibleCellIds.Contains(entity.ParentCellId.Value))
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continue;
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if (diag) _entitiesSeen++;
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var entityWorld =
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Matrix4x4.CreateFromQuaternion(entity.Rotation) *
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Matrix4x4.CreateTranslation(entity.Position);
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@ -133,6 +143,7 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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? _entitySpawnAdapter.GetState(entity.ServerGuid)
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: null;
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bool drewAny = false;
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for (int partIdx = 0; partIdx < entity.MeshRefs.Count; partIdx++)
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{
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if (animState is not null && animState.IsPartHidden(partIdx))
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@ -145,7 +156,12 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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gfxObjId = animState.ResolvePartGfxObj(partIdx, gfxObjId);
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var renderData = _meshAdapter.TryGetRenderData(gfxObjId);
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if (renderData is null) continue;
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if (renderData is null)
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{
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if (diag) _meshesMissing++;
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continue;
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}
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drewAny = true;
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// For Setup objects, WB stores sub-parts in SetupParts. For
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// single GfxObjs, SetupParts is empty and the render data
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@ -172,6 +188,8 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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entity, meshRef, metaTable, opaqueDraws, translucentDraws);
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}
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}
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if (diag && drewAny) _entitiesDrawn++;
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}
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}
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@ -223,6 +241,19 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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_gl.Disable(EnableCap.Blend);
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_gl.Disable(EnableCap.CullFace);
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_gl.BindVertexArray(0);
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if (diag)
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{
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_drawsIssued += opaqueDraws.Count + translucentDraws.Count;
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long now = Environment.TickCount64;
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if (now - _lastLogTick > 5000)
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{
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Console.WriteLine(
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$"[WB-DIAG] entSeen={_entitiesSeen} entDrawn={_entitiesDrawn} meshMissing={_meshesMissing} drawsIssued={_drawsIssued}");
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_entitiesSeen = _entitiesDrawn = _meshesMissing = _drawsIssued = 0;
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_lastLogTick = now;
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}
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}
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}
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private void ClassifyBatches(
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@ -274,8 +305,10 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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private uint ResolveTexture(WorldEntity entity, MeshRef meshRef, ObjectRenderBatch batch)
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{
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uint surfaceId = batch.SurfaceId;
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if (surfaceId == 0) return 0;
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// WB stores the surface id on batch.Key.SurfaceId (TextureKey struct);
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// batch.SurfaceId is unset (zero) for batches built by ObjectMeshManager.
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uint surfaceId = batch.Key.SurfaceId;
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if (surfaceId == 0 || surfaceId == 0xFFFFFFFF) return 0;
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uint overrideOrigTex = 0;
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bool hasOrigTexOverride = meshRef.SurfaceOverrides is not null
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@ -119,7 +119,22 @@ public sealed class WbMeshAdapter : IDisposable, IWbMeshAdapter
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_meshManager.IncrementRefCount(id);
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if (_metadataPopulated.Add(id))
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{
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PopulateMetadata(id);
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// WB's IncrementRefCount alone only bumps a usage counter; it does
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// NOT trigger mesh loading. We must explicitly call PrepareMeshDataAsync
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// so the background workers actually decode the GfxObj. The result
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// auto-enqueues into _stagedMeshData (ObjectMeshManager line 510),
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// which Tick() drains onto the GPU. Until that completes,
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// TryGetRenderData(id) returns null and the dispatcher silently
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// skips the entity — standard streaming flicker.
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//
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// isSetup: false — acdream's MeshRefs already carry expanded
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// per-part GfxObj ids (0x01XXXXXX). WB's Setup-expansion path is
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// unused.
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_ = _meshManager.PrepareMeshDataAsync(id, isSetup: false);
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}
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}
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/// <inheritdoc/>
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