fix(#79/#93): mesh-empty hydration gate was dropping light-only fixtures

Root-caused via dat-truth inspection, not inference: the A7.L1 visible-
cell scoping fix (previous commit) had zero visual effect because the
Town Network fountain room (cell 0x00070144) registers ZERO lights of
its own — confirmed directly against the dat, not assumed. The room's
one dat-authored fixture, Setup 0x02000365 (a ceiling light 5m above the
fountain, warm color, intensity 100), has a single visual part that is a
#136-class runtime-hidden marker. Flattened mesh ref count: 0. GameWindow
's per-stab hydration loop treated meshRefs.Count==0 as "doesn't exist"
and dropped the whole entity before the Setup's Lights were ever read —
so a mesh-less "light attach point" fixture, a normal AC dat authoring
pattern, could never register. Retail's light registration (add_light,
CEnvCell::UnPack) is architecturally independent of a fixture's own mesh
visibility.

Fix: track the stab's Setup.Lights.Count alongside meshRefs during
hydration; keep the entity (with empty MeshRefs — nothing to draw, still
something to light) whenever either is nonzero. Extracted the decision
into EntityHydrationRules.ShouldKeepEntity (pure, unit-tested) since
GameWindow's hydration loop isn't independently testable. Confirmed no
downstream consumer assumes MeshRefs.Count >= 1 (WbDrawDispatcher already
guards on it before any indexing).

Core 2666+2skip / App 741+2skip / UI 425 / Net 385 green. Apparatus:
Issue93TownNetworkFountainRoomLightInspectionTests (dat-truth dump,
reusable for other rooms in this class).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-09 11:11:16 +02:00
parent d275ed554e
commit 9ebb206086
4 changed files with 221 additions and 2 deletions

View file

@ -0,0 +1,33 @@
namespace AcDream.Core.Meshing;
/// <summary>
/// Should a hydrated stab/entity survive when its visual mesh flattens to
/// zero drawable parts?
///
/// <para>
/// <b>Why this exists (#79/#93, 2026-07-09).</b> A dat-authored "light attach
/// point" is a Setup whose sole purpose is to carry a <c>Setup.Lights</c>
/// entry — its own visual part is commonly a #136-class runtime-hidden
/// marker (degrades to nothing at any real distance, matching retail's
/// editor-only placement markers). Retail's light registration
/// (<c>CObjCell::add_light</c>, populated at <c>CEnvCell::UnPack</c>) is
/// entirely independent of a fixture's own mesh visibility — a mesh-less
/// carrier still lights the room. The Town Network fountain room's only
/// light (Setup 0x02000365, a ceiling fixture 5 m above the fountain) never
/// registered because the mesh-empty gate treated "nothing to draw" as
/// "nothing exists," dropping the entity — and its Lights — before the
/// light-registration pass ever saw it.
/// </para>
/// </summary>
public static class EntityHydrationRules
{
/// <summary>
/// True when the entity should still be added to the landblock's entity
/// set even with zero mesh refs, because it has dat-authored lights to
/// register. An entity with any mesh is always kept (unchanged from the
/// pre-existing gate); the entity is dropped only when it has neither
/// geometry to draw nor lights to register.
/// </summary>
public static bool ShouldKeepEntity(int meshRefCount, int setupLightCount)
=> meshRefCount > 0 || setupLightCount > 0;
}