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