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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@ -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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