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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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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