feat(vfx): port retail effect scheduling and delivery

This commit is contained in:
Erik 2026-07-14 09:25:44 +02:00
parent 363e046112
commit 96ddfdf175
28 changed files with 2473 additions and 691 deletions

View file

@ -133,8 +133,8 @@ public sealed class ParticleHookSink : IAnimationHookSink
_system.StopEmitter(handleToStop, fadeOut: true);
break;
// DefaultScript / CallPES are routed by the entity-effect owner in
// Step 4. ParticleHookSink intentionally owns particles only.
// DefaultScript / CallPES are routed by EntityEffectController.
// ParticleHookSink intentionally owns particles only.
}
}

View file

@ -1,273 +1,400 @@
using System;
using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Physics;
using DatReaderWriter.Types;
// Local (AcDream.Core.Vfx) has its own stub `PhysicsScript` type in
// VfxModel.cs; alias the dat-reader type to avoid name collision.
using DatPhysicsScript = DatReaderWriter.DBObjs.PhysicsScript;
namespace AcDream.Core.Vfx;
/// <summary>
/// Retail-verbatim port of the AC <c>PhysicsScript</c> runtime —
/// a time-ordered list of <see cref="AnimationHook"/>s scheduled by
/// <see cref="PhysicsScriptData.StartTime"/> (seconds from script
/// start). Every visible effect the server triggers via the
/// <c>PlayScript</c> opcode (0xF754) flows through this runner:
/// spell casts, emote gestures, combat flinches, AND — per the
/// 2026-04-23 lightning research — weather lightning flashes.
///
/// <para>
/// Decompile provenance (see
/// <c>docs/research/2026-04-23-physicsscript.md</c> and
/// <c>docs/research/2026-04-23-lightning-real.md</c>):
/// <list type="bullet">
/// <item><description><c>FUN_0051bed0</c> — <c>play_script(scriptId)</c>
/// public API: resolves the dat id, allocates a script node, inserts
/// into the owner <c>PhysicsObj</c>'s linked list at <c>+0x30</c>.
/// </description></item>
/// <item><description><c>FUN_0051be40</c> — <c>ScriptManager::Start</c>:
/// allocates the <c>{startTime, script*, next}</c> 16-byte node.
/// </description></item>
/// <item><description><c>FUN_0051bf20</c> — advances one hook,
/// schedules the next fire time based on the next hook's
/// <c>StartTime</c>.
/// </description></item>
/// <item><description><c>FUN_0051bfb0</c> — per-frame tick: while
/// <c>head.NextHookAbsTime &lt;= globalClock</c>, fire hooks via
/// vtable dispatch on the owner <c>PhysicsObj</c>.
/// </description></item>
/// </list>
/// </para>
///
/// <para>
/// <b>Design choices vs retail:</b>
/// <list type="bullet">
/// <item><description>Flat list, not a linked list — iteration is
/// simpler and N is small (&lt; 100 active scripts in practice).
/// </description></item>
/// <item><description>Scripts are keyed by <c>(scriptId, entityId)</c>
/// — same pair re-played replaces the old instance so we don't
/// stack duplicates when the server retriggers.
/// </description></item>
/// <item><description>The anchor world position is cached at spawn
/// time. For long-running scripts on moving entities, the caller
/// can <see cref="Play"/> again with a fresh position each
/// frame — idempotent.
/// </description></item>
/// </list>
/// </para>
/// Retail PhysicsScript scheduler: one serial FIFO per owning physics object.
/// Duplicate plays append, different owners progress independently, and a
/// catch-up tick drains every due hook in order.
/// </summary>
/// <remarks>
/// Port of <c>ScriptManager::AddScriptInternal</c> (<c>0x0051B310</c>),
/// <c>ScriptManager::NextHook</c> (<c>0x0051B3F0</c>), and
/// <c>ScriptManager::UpdateScripts</c> (<c>0x0051B480</c>).
/// Delayed nested calls follow <c>CPhysicsObj::CallPES</c>
/// (<c>0x00511AF0</c>).
/// </remarks>
public sealed class PhysicsScriptRunner
{
public const float ImmediateCallPesThresholdSeconds = 0.0002f;
private readonly Func<uint, DatPhysicsScript?> _resolver;
private readonly IAnimationHookSink _sink;
private readonly Func<double> _clock;
private readonly Func<double> _randomUnit;
private readonly Func<uint, bool> _canAdvanceOwner;
private readonly Dictionary<uint, DatPhysicsScript?> _scriptCache = new();
private readonly Dictionary<uint, OwnerQueue> _owners = new();
private readonly Dictionary<uint, Vector3> _ownerAnchors = new();
private readonly List<DelayedCallPes> _delayedCalls = new();
private double _gameTime;
private long _tickGeneration;
private bool _frameTimePublished;
private bool _processingTimedHooks;
private DispatchContext? _dispatchContext;
// One active node per (scriptId, entityId) pair. Replaying replaces.
private readonly List<ActiveScript> _active = new();
private double _now; // absolute runtime in seconds
/// <summary>
/// When <c>ACDREAM_DUMP_PLAYSCRIPT=1</c> is set in the environment,
/// every <see cref="Play"/> call and every hook fire prints a line
/// prefixed with <c>[pes]</c>. Use this to confirm the server is
/// delivering PlayScript opcodes (lightning, spell casts, emotes)
/// and which script IDs those are. Off by default.
/// </summary>
public bool DiagEnabled { get; set; } =
System.Environment.GetEnvironmentVariable("ACDREAM_DUMP_PLAYSCRIPT") == "1";
/// <summary>
/// Preferred ctor — resolver delegate lets this class stay
/// DAT-reader-free for testing. Production passes the centralized retail
/// compatibility loader so CreateBlockingParticle cannot misalign hooks.
/// </summary>
public PhysicsScriptRunner(Func<uint, DatPhysicsScript?> resolver, IAnimationHookSink sink)
public PhysicsScriptRunner(
Func<uint, DatPhysicsScript?> resolver,
IAnimationHookSink sink,
Func<double>? clock = null,
Func<double>? randomUnit = null,
Func<uint, bool>? canAdvanceOwner = null)
{
_resolver = resolver ?? throw new ArgumentNullException(nameof(resolver));
_sink = sink ?? throw new ArgumentNullException(nameof(sink));
_sink = sink ?? throw new ArgumentNullException(nameof(sink));
_clock = clock ?? (() => _gameTime);
_randomUnit = randomUnit ?? Random.Shared.NextDouble;
_canAdvanceOwner = canAdvanceOwner ?? (_ => true);
}
/// <summary>Number of scripts currently active (for telemetry).</summary>
public int ActiveScriptCount => _active.Count;
/// <summary>Queued PhysicsScripts across every owner, including tails.</summary>
public int ActiveScriptCount => _owners.Values.Sum(owner => owner.Scripts.Count);
/// <summary>
/// Start (or restart) a PhysicsScript on the given entity.
/// Retail-equivalent of <c>PhysicsObj::play_script</c>. Returns
/// <c>true</c> if the script was found and queued, <c>false</c>
/// if the dat lookup failed. Replaying the same
/// <c>(scriptId, entityId)</c> pair replaces the prior instance
/// instead of stacking.
/// </summary>
public bool Play(uint scriptId, uint entityId, Vector3 anchorWorldPos)
public int ActiveOwnerCount => _owners.Count;
public int ScheduledCallPesCount => _delayedCalls.Count;
public bool DiagEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_DUMP_PLAYSCRIPT") == "1";
/// <summary>Always-on structural/load diagnostics; production supplies a logger.</summary>
public Action<string>? DiagnosticSink { get; set; }
/// <summary>Updates the root anchor used when this owner's hooks dispatch.</summary>
public void SetOwnerAnchor(uint ownerLocalId, Vector3 worldPosition)
{
if (scriptId == 0) return false;
if (ownerLocalId != 0)
_ownerAnchors[ownerLocalId] = worldPosition;
}
var script = ResolveScript(scriptId);
/// <summary>Enqueues a direct F754/Setup PhysicsScript DID.</summary>
public bool PlayDirect(uint ownerLocalId, uint scriptDid)
{
if (ownerLocalId == 0 || scriptDid == 0)
return false;
DatPhysicsScript? script = ResolveScript(scriptDid);
if (script is null || script.ScriptData.Count == 0)
{
ReportDiagnostic(
$"PhysicsScript 0x{scriptDid:X8} for owner 0x{ownerLocalId:X8} is missing or empty.");
if (DiagEnabled)
Console.WriteLine($"[pes] Play: script 0x{scriptId:X8} not found / empty");
Console.WriteLine($"[pes] missing/empty script=0x{scriptDid:X8} owner=0x{ownerLocalId:X8}");
return false;
}
if (script.ScriptData.Any(entry => !double.IsFinite(entry.StartTime)))
{
ReportDiagnostic(
$"PhysicsScript 0x{scriptDid:X8} for owner 0x{ownerLocalId:X8} has a non-finite hook time.");
return false;
}
// Dedupe: if this (scriptId, entityId) already has an active
// instance, replace it — retail's ScriptManager doesn't
// double-schedule the same script on the same object in the
// common path.
for (int i = _active.Count - 1; i >= 0; i--)
if (!_owners.TryGetValue(ownerLocalId, out OwnerQueue? owner))
{
if (_active[i].ScriptId == scriptId && _active[i].EntityId == entityId)
_active.RemoveAt(i);
owner = new OwnerQueue();
_owners.Add(ownerLocalId, owner);
}
AddActiveScript(script, scriptId, entityId, anchorWorldPos, delaySeconds: 0);
double start = owner.Scripts.Count == 0
? _clock()
: owner.Scripts[^1].StartTime + owner.Scripts[^1].Duration;
if (!double.IsFinite(start))
{
ReportDiagnostic(
$"PhysicsScript 0x{scriptDid:X8} for owner 0x{ownerLocalId:X8} produced a non-finite start time.");
return false;
}
HashSet<uint>? immediateAncestors = null;
if (_dispatchContext is { } dispatch
&& dispatch.OwnerLocalId == ownerLocalId
&& start <= dispatch.Script.StartTime)
{
immediateAncestors = dispatch.Script.ImmediateAncestors is null
? new HashSet<uint> { dispatch.Script.ScriptDid }
: new HashSet<uint>(dispatch.Script.ImmediateAncestors) { dispatch.Script.ScriptDid };
if (immediateAncestors.Contains(scriptDid))
{
ReportDiagnostic(
$"Rejected zero-time recursive PhysicsScript 0x{scriptDid:X8} for owner " +
$"0x{ownerLocalId:X8}; DAT CallPES chain would never yield.");
return false;
}
}
owner.Scripts.Add(new ScheduledScript(
scriptDid,
script,
start,
immediateAncestors,
EarliestScriptTickGeneration(ownerLocalId)));
if (DiagEnabled)
{
Console.WriteLine(
$"[pes] Play: scriptId=0x{scriptId:X8} entityId=0x{entityId:X8} " +
$"anchor=({anchorWorldPos.X:F2},{anchorWorldPos.Y:F2},{anchorWorldPos.Z:F2}) " +
$"hooks={script.ScriptData.Count}");
}
Console.WriteLine($"[pes] enqueue script=0x{scriptDid:X8} owner=0x{ownerLocalId:X8} start={start:R} depth={owner.Scripts.Count}");
return true;
}
private void AddActiveScript(
DatPhysicsScript script,
uint scriptId,
uint entityId,
Vector3 anchorWorldPos,
float delaySeconds)
/// <summary>
/// Compatibility seam for existing static/sky callers. The scheduler is
/// still keyed by canonical owner ID; the position merely refreshes its
/// hook anchor before enqueue.
/// </summary>
public bool Play(uint scriptId, uint entityId, Vector3 anchorWorldPos)
{
_active.Add(new ActiveScript
{
Script = script,
ScriptId = scriptId,
EntityId = entityId,
AnchorWorld = anchorWorldPos,
StartTimeAbs = _now + Math.Max(0f, delaySeconds),
NextHookIndex = 0,
});
SetOwnerAnchor(entityId, anchorWorldPos);
return PlayDirect(entityId, scriptId);
}
/// <summary>
/// Advance every active script by <paramref name="dtSeconds"/>.
/// Fires each hook whose <see cref="PhysicsScriptData.StartTime"/>
/// (measured from the script's <see cref="Play"/> moment) has been
/// reached. Removes scripts that have finished all their hooks.
/// Implements retail CallPES. Near-zero pauses append immediately; a
/// positive pause samples a deterministic injectable uniform delay in
/// <c>[0, maximumPause]</c> and retains the call until due.
/// </summary>
public void Tick(float dtSeconds)
public bool ScheduleCallPes(uint ownerLocalId, uint scriptDid, float maximumPause)
{
if (dtSeconds < 0) dtSeconds = 0;
_now += dtSeconds;
if (ownerLocalId == 0 || scriptDid == 0 || !float.IsFinite(maximumPause))
return false;
if (maximumPause < ImmediateCallPesThresholdSeconds)
return PlayDirect(ownerLocalId, scriptDid);
// Back-to-front so RemoveAt() is cheap and safe mid-iteration.
for (int i = _active.Count - 1; i >= 0; i--)
double sample = _randomUnit();
if (!double.IsFinite(sample))
return false;
sample = Math.Clamp(sample, 0.0, 1.0);
double due = _clock() + sample * maximumPause;
_delayedCalls.Add(new DelayedCallPes(
ownerLocalId,
scriptDid,
due,
EarliestTickGenerationForNewTimedHook()));
return true;
}
/// <summary>
/// Publishes the current frame clock before animation hooks are delivered,
/// without running retail's timed-hook/script update pass.
/// </summary>
public void PublishTime(double gameTime)
{
ValidateMonotonicTime(gameTime);
_gameTime = gameTime;
_frameTimePublished = true;
}
/// <summary>Advances to an absolute game-clock timestamp.</summary>
public void Tick(double gameTime)
{
ValidateMonotonicTime(gameTime);
_gameTime = gameTime;
_frameTimePublished = false;
_tickGeneration++;
DrainDueCallPes(gameTime);
// Snapshot owner IDs. Hooks may append to their current owner, create a
// different owner, or delete an owner without invalidating iteration.
uint[] ownerIds = _owners.Keys.ToArray();
for (int ownerIndex = 0; ownerIndex < ownerIds.Length; ownerIndex++)
{
var a = _active[i];
double elapsed = _now - a.StartTimeAbs;
uint ownerId = ownerIds[ownerIndex];
if (!_owners.TryGetValue(ownerId, out OwnerQueue? owner))
continue;
if (!_canAdvanceOwner(ownerId))
continue;
DrainOwner(ownerId, owner, gameTime);
}
}
// Fire every hook whose scheduled time has arrived.
while (a.NextHookIndex < a.Script.ScriptData.Count
&& a.Script.ScriptData[a.NextHookIndex].StartTime <= elapsed)
/// <summary>Compatibility delta-time overload used by existing callers.</summary>
public void Tick(float deltaSeconds)
{
if (deltaSeconds < 0f)
deltaSeconds = 0f;
Tick(_gameTime + deltaSeconds);
}
public void StopAllForEntity(uint ownerLocalId)
{
_owners.Remove(ownerLocalId);
_ownerAnchors.Remove(ownerLocalId);
_delayedCalls.RemoveAll(call => call.OwnerLocalId == ownerLocalId);
}
public void Clear()
{
_owners.Clear();
_ownerAnchors.Clear();
_delayedCalls.Clear();
}
public void RegisterScriptForTest(uint id, DatPhysicsScript script)
{
ArgumentNullException.ThrowIfNull(script);
_scriptCache[id] = script;
}
private void DrainDueCallPes(double gameTime)
{
// CPhysicsObj inserts timed object hooks at the head. Traversing in
// reverse insertion order reproduces newest-first observation.
_processingTimedHooks = true;
try
{
for (int i = _delayedCalls.Count - 1; i >= 0; i--)
{
var entry = a.Script.ScriptData[a.NextHookIndex];
DispatchHook(a, entry.Hook);
a.NextHookIndex++;
DelayedCallPes call = _delayedCalls[i];
if (call.DueTime > gameTime
|| call.EarliestTickGeneration > _tickGeneration
|| !_canAdvanceOwner(call.OwnerLocalId))
continue;
_delayedCalls.RemoveAt(i);
PlayDirect(call.OwnerLocalId, call.ScriptDid);
}
}
finally
{
_processingTimedHooks = false;
}
}
private void DrainOwner(uint ownerId, OwnerQueue owner, double gameTime)
{
while (owner.Scripts.Count > 0)
{
ScheduledScript current = owner.Scripts[0];
if (current.EarliestTickGeneration > _tickGeneration)
return;
while (current.NextHookIndex < current.Script.ScriptData.Count)
{
PhysicsScriptData entry = current.Script.ScriptData[current.NextHookIndex];
if (current.StartTime + entry.StartTime > gameTime)
break;
current.NextHookIndex++;
DispatchHook(ownerId, current, entry.Hook);
// A hook callback may delete the owner. Never continue through
// the detached queue object after logical teardown.
if (!_owners.TryGetValue(ownerId, out OwnerQueue? currentOwner)
|| !ReferenceEquals(currentOwner, owner))
return;
}
if (a.NextHookIndex >= a.Script.ScriptData.Count)
_active.RemoveAt(i);
else
_active[i] = a;
if (current.NextHookIndex < current.Script.ScriptData.Count)
return;
owner.Scripts.RemoveAt(0);
}
_owners.Remove(ownerId);
}
/// <summary>
/// Stop an active script instance by
/// <c>(scriptId, entityId)</c>. Used for cleanup when an entity
/// despawns. Not necessary to call on normal script completion —
/// scripts self-remove via <see cref="Tick"/>.
/// </summary>
public void Stop(uint scriptId, uint entityId)
{
for (int i = _active.Count - 1; i >= 0; i--)
{
if (_active[i].ScriptId == scriptId && _active[i].EntityId == entityId)
_active.RemoveAt(i);
}
}
/// <summary>Stop all scripts on an entity (e.g. on despawn).</summary>
public void StopAllForEntity(uint entityId)
{
for (int i = _active.Count - 1; i >= 0; i--)
{
if (_active[i].EntityId == entityId)
_active.RemoveAt(i);
}
}
private void DispatchHook(ActiveScript a, AnimationHook hook)
private void DispatchHook(uint ownerId, ScheduledScript script, AnimationHook hook)
{
if (DiagEnabled)
Console.WriteLine($"[pes] fire script=0x{script.ScriptDid:X8} owner=0x{ownerId:X8} hook={hook.HookType}");
_ownerAnchors.TryGetValue(ownerId, out Vector3 anchor);
DispatchContext? previous = _dispatchContext;
_dispatchContext = new DispatchContext(ownerId, script);
try
{
Console.WriteLine(
$"[pes] fire: scriptId=0x{a.ScriptId:X8} entityId=0x{a.EntityId:X8} " +
$"hook={hook.HookType}");
_sink.OnHook(ownerId, anchor, hook);
}
// Handle the nested-script hook inline — it needs our runner.
// Everything else delegates to the sink (ParticleHookSink
// handles CreateParticle, DestroyParticle, StopParticle,
// CreateBlockingParticle, etc).
if (hook is CallPESHook call)
finally
{
// CallPESHook.PES = sub-script id; Pause = delay before the
// sub-script starts. Retail links it into the active script
// list with StartTime = now + Pause; our flat list preserves
// that timing without replacing the currently running script.
var subScript = ResolveScript(call.PES);
if (subScript is null || subScript.ScriptData.Count == 0)
{
if (DiagEnabled)
Console.WriteLine($"[pes] CallPES: script 0x{call.PES:X8} not found / empty");
return;
}
AddActiveScript(subScript, call.PES, a.EntityId, a.AnchorWorld, call.Pause);
return;
_dispatchContext = previous;
}
_sink.OnHook(a.EntityId, a.AnchorWorld, hook);
}
private DatPhysicsScript? ResolveScript(uint id)
{
if (_scriptCache.TryGetValue(id, out var cached)) return cached;
var script = _resolver(id);
if (_scriptCache.TryGetValue(id, out DatPhysicsScript? cached))
return cached;
DatPhysicsScript? script;
try
{
script = _resolver(id);
}
catch (Exception error)
{
ReportDiagnostic($"Failed to load PhysicsScript 0x{id:X8}: {error.Message}");
if (DiagEnabled)
Console.WriteLine($"[pes] load failed script=0x{id:X8}: {error.Message}");
script = null;
}
_scriptCache[id] = script;
return script;
}
/// <summary>
/// Test-only seam: pre-seed the resolver cache with a hand-built
/// script so unit tests can exercise the scheduler without loading
/// dats. Production code never calls this (name carries the warning).
/// </summary>
public void RegisterScriptForTest(uint id, DatPhysicsScript script)
=> _scriptCache[id] = script;
private struct ActiveScript
private long EarliestTickGenerationForNewTimedHook()
{
public DatPhysicsScript Script;
public uint ScriptId;
public uint EntityId;
public Vector3 AnchorWorld;
public double StartTimeAbs;
public int NextHookIndex;
// A positive-pause CallPES adds a timed object hook. Retail does not
// revisit the active process_hooks traversal for a hook inserted by
// the animation phase, even when its sampled delay is zero. Near-zero
// CallPES bypasses this list and may reach the upcoming script pass.
return _frameTimePublished
? _tickGeneration + 2
: _tickGeneration + 1;
}
private long EarliestScriptTickGeneration(uint ownerLocalId)
{
if (_processingTimedHooks
|| _dispatchContext is { OwnerLocalId: var dispatchOwner }
&& dispatchOwner == ownerLocalId)
return _tickGeneration;
return _tickGeneration + 1;
}
private void ValidateMonotonicTime(double gameTime)
{
if (!double.IsFinite(gameTime))
throw new ArgumentOutOfRangeException(nameof(gameTime));
if (gameTime < _gameTime)
throw new ArgumentOutOfRangeException(nameof(gameTime), "PhysicsScript time must be monotonic.");
}
private void ReportDiagnostic(string message) => DiagnosticSink?.Invoke(message);
private sealed class OwnerQueue
{
public List<ScheduledScript> Scripts { get; } = new();
}
private sealed class ScheduledScript
{
public ScheduledScript(
uint scriptDid,
DatPhysicsScript script,
double startTime,
HashSet<uint>? immediateAncestors,
long earliestTickGeneration)
{
ScriptDid = scriptDid;
Script = script;
StartTime = startTime;
Duration = script.ScriptData[^1].StartTime;
ImmediateAncestors = immediateAncestors;
EarliestTickGeneration = earliestTickGeneration;
}
public uint ScriptDid { get; }
public DatPhysicsScript Script { get; }
public double StartTime { get; }
public double Duration { get; }
public HashSet<uint>? ImmediateAncestors { get; }
public long EarliestTickGeneration { get; }
public int NextHookIndex { get; set; }
}
private readonly record struct DelayedCallPes(
uint OwnerLocalId,
uint ScriptDid,
double DueTime,
long EarliestTickGeneration);
private sealed record DispatchContext(uint OwnerLocalId, ScheduledScript Script);
}

View file

@ -24,11 +24,33 @@ public sealed class PhysicsScriptTableResolver
/// type, an unordered/above-range intensity, or an invalid script DID.
/// </summary>
public uint? Resolve(uint tableDid, uint rawScriptType, float intensity)
=> Resolve(tableDid, rawScriptType, intensity, out _);
/// <summary>
/// Resolves a typed play while preserving a corrupt-DAT exception for the
/// App owner to diagnose with entity context. A load failure remains a
/// retail no-play and never corrupts the caller's script FIFO.
/// </summary>
public uint? Resolve(
uint tableDid,
uint rawScriptType,
float intensity,
out Exception? loadFailure)
{
loadFailure = null;
if (!IsPhysicsScriptTableDid(tableDid))
return null;
PhysicsScriptTable? table = _loadTable(tableDid);
PhysicsScriptTable? table;
try
{
table = _loadTable(tableDid);
}
catch (Exception error)
{
loadFailure = error;
return null;
}
if (table is null
|| table.Id != tableDid
|| !table.ScriptTable.TryGetValue(

View file

@ -37,8 +37,8 @@ public static class InteriorEntityIdAllocator
{
/// <summary>Per-landblock counter budget (12 bits). A landblock hydrating
/// more interior entities than this would alias into the next Y-slot —
/// exactly the #190 bug, just at a higher threshold. Callers should log
/// loudly (never silently wrap) if this is ever exceeded.</summary>
/// exactly the #190 bug, just at a higher threshold. <see cref="Allocate"/>
/// fails before that can happen.</summary>
public const uint MaxCounter = 0xFFFu;
/// <summary>The first id in this landblock's reserved range (counter=0).
@ -46,4 +46,18 @@ public static class InteriorEntityIdAllocator
/// within the landblock.</summary>
public static uint Base(uint landblockX, uint landblockY)
=> 0x40000000u | ((landblockX & 0xFFu) << 20) | ((landblockY & 0xFFu) << 12);
/// <summary>
/// Allocates the next canonical interior-static ID and advances
/// <paramref name="counter"/>. The full 12-bit range, including
/// <see cref="MaxCounter"/>, is valid; the next request fails rather than
/// aliasing the following landblock.
/// </summary>
public static uint Allocate(uint landblockX, uint landblockY, ref uint counter)
{
if (counter > MaxCounter)
throw new InvalidDataException(
$"Landblock ({landblockX & 0xFFu:X2},{landblockY & 0xFFu:X2}) exceeds the 4096-entry interior entity id namespace.");
return Base(landblockX, landblockY) + counter++;
}
}

View file

@ -47,22 +47,29 @@ public static class LandblockLoader
// legacy starting-from-1 monotonic Ids — compatible with their assertions
// which check uniqueness within a single landblock.
//
// Latent: if a landblock has >256 stabs (rare), nextId overflows the
// low byte and bleeds into the lbY byte → cross-LB collision. Same
// pattern + same limitation as scenery/interior. Document but don't
// fix in this commit — out of scope for the Tier 1 cache bug fix.
// The low byte reserves 0 for the namespace base and 1..255 for
// entities. Never wrap into the Y byte: a collision here would corrupt
// every renderer/physics/effect table keyed by WorldEntity.Id.
uint stabIdBase = landblockId == 0
? 0u
: 0xC0000000u | ((landblockId >> 24) & 0xFFu) << 16 | ((landblockId >> 16) & 0xFFu) << 8;
uint nextId = stabIdBase == 0 ? 1u : stabIdBase + 1u;
uint AllocateId()
{
if (stabIdBase != 0 && nextId > stabIdBase + 0xFFu)
throw new InvalidDataException(
$"Landblock 0x{landblockId:X8} exceeds the 255-entry static stab id namespace.");
return nextId++;
}
foreach (var stab in info.Objects)
{
if (!IsSupported(stab.Id))
continue;
var stabEntity = new WorldEntity
{
Id = nextId++,
Id = AllocateId(),
SourceGfxObjOrSetupId = stab.Id,
Position = stab.Frame.Origin,
Rotation = stab.Frame.Orientation,
@ -78,7 +85,7 @@ public static class LandblockLoader
continue;
var buildingEntity = new WorldEntity
{
Id = nextId++,
Id = AllocateId(),
SourceGfxObjOrSetupId = building.ModelId,
Position = building.Frame.Origin,
Rotation = building.Frame.Orientation,