fix(render): Phase A8 RR7.1 — stamp BuildingId on cells loaded across multiple frames
RR7 visual gate (2026-05-27) revealed the indoor branch NEVER fired even
when the strict gate's PointInCell + non-null CameraCell hit: 17,748
inside=True frames, 0 branch=indoor decisions. Root cause: RR4 wired
BuildingLoader.Build with the per-frame drainedCells dict — cells that
streamed in on earlier frames (the common case, since cells arrive
asynchronously over many frames after the landblock-info completion)
were not in drainedCells, so the BFS short-circuited and the registry's
EnvCellIds set was systematically incomplete. Cells loaded ahead of
lbInfo arrival never got their BuildingId stamped.
Fix has two parts:
1. CellVisibility.AllLoadedCells — new public IReadOnlyDictionary
exposing the existing private _cellLookup. BuildingLoader.Build at
landblock-info-arrival now walks the full cell set, not just this
frame's drain.
2. _pendingCells drain loop — late-stamps BuildingId on each arriving
cell if its landblock's BuildingRegistry already exists. Covers cells
that arrive AFTER the registry-build pass.
Together these handle all four timing cases:
- Cells loaded before lbInfo arrives → stamped in BuildingLoader.Build
- Cells loaded with lbInfo (same frame) → stamped in BuildingLoader.Build
- Cells loaded after lbInfo arrives → stamped in drain loop
- lbInfo never arrives (LB has no info) → registry never built, cells
stay at BuildingId == null
(intended — flow through outdoor
render path)
Probe data from the failed gate launch confirmed cell 0xA9B40150
(cottage idx=6 cellar from the #98 saga) was reached as the camera cell
with visN=16 visible neighbours, but BuildingId stayed null. This fix
gets the indoor branch fired in that scenario.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
3d28d701a2
commit
a1a3e0ee3e
2 changed files with 34 additions and 11 deletions
|
|
@ -176,6 +176,18 @@ public sealed class CellVisibility
|
|||
/// <summary>Full-ID lookup for O(1) neighbour resolution during BFS.</summary>
|
||||
private readonly Dictionary<uint, LoadedCell> _cellLookup = new();
|
||||
|
||||
/// <summary>
|
||||
/// Phase A8 RR7.1 (2026-05-27): read-only view of every loaded cell, keyed
|
||||
/// by full 32-bit cell id. Used by <see cref="Wb.BuildingLoader"/> at
|
||||
/// landblock-info-arrival time so its BFS can reach cells that streamed
|
||||
/// in on earlier frames (not just the per-frame drain). Without this view
|
||||
/// the registry's <c>EnvCellIds</c> set was systematically short, leaving
|
||||
/// <see cref="LoadedCell.BuildingId"/> unset on the cells the camera
|
||||
/// actually enters — which silently routed indoor frames through the
|
||||
/// outdoor branch.
|
||||
/// </summary>
|
||||
public IReadOnlyDictionary<uint, LoadedCell> AllLoadedCells => _cellLookup;
|
||||
|
||||
/// <summary>The cell the camera was in during the last <see cref="ComputeVisibility"/> call.</summary>
|
||||
private LoadedCell? _lastCameraCell;
|
||||
|
||||
|
|
|
|||
|
|
@ -5696,12 +5696,21 @@ public sealed class GameWindow : IDisposable
|
|||
_terrain.AddLandblockWithMesh(lb.LandblockId, meshData, origin);
|
||||
|
||||
// Step 4: drain pending LoadedCells from the worker thread.
|
||||
// Also collect into a local dict for the BuildingLoader stamping pass below.
|
||||
var drainedCells = new System.Collections.Generic.Dictionary<uint, LoadedCell>();
|
||||
// Phase A8 RR7.1 (2026-05-27): also late-stamp BuildingId on each
|
||||
// arriving cell if the landblock's BuildingRegistry already exists
|
||||
// (cells loaded after the registry-build pass at line ~5876). Cells
|
||||
// arriving BEFORE the registry are stamped by BuildingLoader.Build
|
||||
// itself via the AllLoadedCells dict.
|
||||
while (_pendingCells.TryTake(out var cell))
|
||||
{
|
||||
_cellVisibility.AddCell(cell);
|
||||
drainedCells[cell.CellId] = cell;
|
||||
uint cellLbId = cell.CellId & 0xFFFF0000u;
|
||||
if (_buildingRegistries.TryGetValue(cellLbId, out var existingReg))
|
||||
{
|
||||
var bs = existingReg.GetBuildingsContainingCell(cell.CellId);
|
||||
if (bs.Count > 0)
|
||||
cell.BuildingId = bs[0].BuildingId;
|
||||
}
|
||||
}
|
||||
|
||||
// Compute the per-landblock AABB for frustum culling. XY from the
|
||||
|
|
@ -5863,18 +5872,20 @@ public sealed class GameWindow : IDisposable
|
|||
_physicsEngine.AddLandblock(lb.LandblockId, terrainSurface, cellSurfaces,
|
||||
portalPlanes, origin.X, origin.Y);
|
||||
|
||||
// Phase A8 (2026-05-26): build per-landblock BuildingRegistry from
|
||||
// LandBlockInfo.Buildings, stamping LoadedCell.BuildingId for each cell
|
||||
// in a building's cell set. Uses the already-drained drainedCells dict
|
||||
// (LoadedCells registered this frame) so stamping and registry build
|
||||
// happen in the same render-thread pass — no extra dat reads required.
|
||||
// Cells without a building stay at BuildingId == null (outdoor surface
|
||||
// cells; dungeon cells not enumerated in LandBlockInfo.Buildings).
|
||||
// Phase A8 (2026-05-26, fixed 2026-05-27 RR7.1): build per-landblock
|
||||
// BuildingRegistry from LandBlockInfo.Buildings, stamping
|
||||
// LoadedCell.BuildingId for each cell in a building's cell set.
|
||||
// Uses _cellVisibility.AllLoadedCells (every cell loaded so far,
|
||||
// not just the per-frame drain) so the BFS can reach cells that
|
||||
// streamed in on earlier frames. Cells arriving AFTER this build
|
||||
// pass get stamped at drain time (see _pendingCells loop above).
|
||||
// Cells without a building stay at BuildingId == null (outdoor
|
||||
// surface cells; dungeon cells not in LandBlockInfo.Buildings).
|
||||
if (lbInfo is not null)
|
||||
{
|
||||
_buildingRegistries[lb.LandblockId] =
|
||||
AcDream.App.Rendering.Wb.BuildingLoader.Build(
|
||||
lbInfo, lb.LandblockId, drainedCells);
|
||||
lbInfo, lb.LandblockId, _cellVisibility.AllLoadedCells);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue