perf(lighting): bound global light selection
Replace over-cap full sorting with a retained exact top-k heap while preserving the accepted tie-order fallback. Differential tests lock randomized and Town Network-scale output, and the measured 463-light path cuts selector CPU by 29 percent without warmed allocations.
This commit is contained in:
parent
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5 changed files with 615 additions and 21 deletions
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@ -101,7 +101,7 @@ with all optional consumers disabled.
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Landed evidence:
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[`../research/2026-07-25-slice-h-a4-frame-scratch.md`](../research/2026-07-25-slice-h-a4-frame-scratch.md).
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## 3. H-b — exact light top-k
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## 3. H-b — exact light top-k — COMPLETE
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Retail anchors:
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@ -126,6 +126,13 @@ Gate: identical selected IDs and submission order for every fixture, identical
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Town Network screenshot, reduced overflow CPU/allocation, and AP-85 retired
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only after the visual evidence passes.
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Landed evidence:
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[`../research/2026-07-25-slice-h-b-light-top-k-report.md`](../research/2026-07-25-slice-h-b-light-top-k-report.md).
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The deterministic differential fixtures preserve exact accepted output; the
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463-light diagnostic microbenchmark reduced selection CPU time by 29.1% with
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zero warmed allocations. AP-85 remains open because its retail dual-pool
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behavior is outside this performance-only unit.
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## 4. H-c — ordered, allocation-conscious network I/O
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Retail/transport invariants:
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150
docs/research/2026-07-25-slice-h-b-light-top-k-pseudocode.md
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150
docs/research/2026-07-25-slice-h-b-light-top-k-pseudocode.md
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@ -0,0 +1,150 @@
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# Slice H-b — retail light insertion and bounded top-k
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## Scope
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This slice changes only the overflow-selection mechanism inside acdream's
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existing approved point-light snapshot. It preserves:
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- the resident `_all` registry;
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- the optional last-rendered-visible-cell candidate filter;
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- dynamic-before-static priority;
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- squared distance from the player;
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- `MaxGlobalLights = 128`;
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- final nearest-first snapshot order and stable shader indices.
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It does **not** claim to port retail's separate 7-dynamic/40-static pools or
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its DBObj-resident cell lifecycle. Those known differences remain AP-85.
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## Retail oracle
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Named source:
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- `CEnvCell::add_dynamic_lights` `0x0052D410`
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- `Render::insert_light` `0x0054D1B0`
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- `Render::add_static_light` `0x0054D3E0`
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- `Render::add_dynamic_light` `0x0054D420`
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- cap globals `0x0081EC94` / `0x0081EC98`
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`CEnvCell::add_dynamic_lights` walks the resident
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`CEnvCell::visible_cell_table` and submits each light in registry traversal
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order. Static and dynamic callers feed separate bounded pools.
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Readable pseudocode for `Render::insert_light`:
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```text
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distanceSq = point-light distance from Render::player_pos
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insertIndex = 0
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while insertIndex < count
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and sorted[insertIndex].distanceSq <= distanceSq:
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insertIndex++
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if count < capacity:
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count++
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else if insertIndex == count:
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return # new light ranks beyond the cap
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reuse the prior farthest storage record
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shift sorted pointers [insertIndex .. count-2] one place right
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sorted[insertIndex] = reused record
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populate the reused record from LIGHTINFO
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```
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Equal-distance ordering was ambiguous in the pseudo-C because Binary Ninja
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left `test ah, 0x5` untranslated. The exact matching retail executable
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(`check_exe_pdb.py` GUID
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`9e847e2f-777c-4bd9-886c-22256bb87f32`) disassembles at
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`0x0054D253` as:
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```text
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fld newDistanceSq
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fcomp existingDistanceSq
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fnstsw ax
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test ah, 5
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jnp break
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```
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For equality, x87 sets C3 while the mask reads C2/C0 as zero; parity is even,
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so `jnp` is not taken and traversal continues. A later equal-distance light
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therefore follows earlier residents. Retail's semantic total rank is:
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```text
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(pool priority, player distance squared, qualifying registration ordinal)
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```
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The ACE server, ACViewer, Holtburger, and extracted WorldBuilder paths do not
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implement this retail client-side bounded render-light selection. They provide
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no competing algorithm; named retail plus the matching executable are the
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oracle.
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The accepted acdream implementation used .NET `List.Sort` with a comparator
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that returned zero for equal pool/distance ranks. `List.Sort` is unstable, so
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its tie permutation differs from retail registration order and is observable
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through snapshot/shader indices. Slice H-b is explicitly performance-only: a
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tied overflow frame therefore retains that exact full-sort oracle. AP-85's
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eventual dual-pool visual gate is the correct place to change tie behavior to
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retail.
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## Modern bounded implementation
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Retail's capacities are tiny enough for insertion. Acdream's adaptation keeps
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128 lights, so repeated insertion would do more movement than a bounded
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max-heap.
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```text
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snapshot = empty
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heap = empty
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snapshot temporarily retains all candidates, as before
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ordinal = 0
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overflow = false
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for each registered light:
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if unlit or directional or outside optional cell filter:
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continue
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rank = (dynamic first, squared player distance, ordinal++)
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snapshot.add(light)
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if snapshot.count <= cap:
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continue
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if first overflow:
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convert the first cap snapshot items to ranked heap entries
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heapify with WORST rank at root
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overflow = true
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if rank is better than heap.root:
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heap.root = rank
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sift root down
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if overflow:
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sort only the cap heap entries by the total rank
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comparatorTie =
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any equal (pool, distance) ranks within the selected heap
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OR more than one complete candidate has the cutoff rank
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if overflow and comparatorTie:
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run the prior complete List.Sort comparator over snapshot
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keep its first cap entries exactly
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else if overflow:
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replace snapshot contents with their lights
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```
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Complexity changes from `O(N log N)` to `O(N log K + K log K)`, where
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`K = 128`, for the ordinary no-tie path. Tie detection is post-selection:
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equal ranks that are entirely below the cutoff cannot affect the submitted
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snapshot and therefore do not force a fallback. Equal ranks within the
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selected set or straddling its cutoff intentionally fall back to
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`O(N log N)` so this optimization cannot alter accepted presentation.
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Retained lists and cached comparison delegates make both warmed paths
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allocation-free.
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## Mandatory equivalence
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- randomized differential comparison against the accepted complete-sort
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comparator;
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- all-static, all-dynamic, mixed, filtered, equal-distance, and cap-boundary
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cases;
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- a deterministic 463-light Town Network scale fixture;
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- identical final object references and order, not only an equal set;
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- zero stable allocations after retained scratch reaches capacity.
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61
docs/research/2026-07-25-slice-h-b-light-top-k-report.md
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61
docs/research/2026-07-25-slice-h-b-light-top-k-report.md
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@ -0,0 +1,61 @@
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# Slice H-b — exact bounded point-light selection
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## Result
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`LightManager.BuildPointLightSnapshot` no longer sorts every qualifying light
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when more than 128 lights are eligible. It keeps the best 128 in a retained
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worst-first heap, sorts only those 128 for submission, and performs no
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allocation after warm-up.
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The optimization preserves the accepted pre-slice output exactly:
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- dynamic lights still precede static lights;
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- each pool is still ordered by squared player distance;
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- the visible-cell, lit-state, and directional-light filters are unchanged;
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- in-budget snapshots remain in registration order;
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- equal-rank overflow frames which could expose .NET's unstable sort retain
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the previous complete-sort path and exact object-reference order.
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The retail oracle and readable pseudocode are in
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`2026-07-25-slice-h-b-light-top-k-pseudocode.md`. Retail's own selector is a
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bounded ordered insertion into separate static and dynamic pools. This slice
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ports the bounded-work principle without claiming to close AP-85's larger
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pool/cap/lifecycle divergence.
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## Evidence
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Focused conformance covers:
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- exact randomized differential comparison against the previous full-sort
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oracle;
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- equal-distance overflow and cap-boundary behavior;
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- lit, directional, dynamic, static, and visible-cell filtering;
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- a deterministic 463-light Town Network-scale candidate set;
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- zero warmed allocations on both bounded and equal-rank fallback routes.
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A Release diagnostic microbenchmark ran 100,000 snapshot builds with 463
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eligible uniquely ranked lights:
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| Route | Elapsed | Managed allocation |
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|---|---:|---:|
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| previous complete sort | 1,377.578 ms | 0 bytes |
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| retained bounded selector | 976.993 ms | 0 bytes |
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That sample is a 1.410x throughput improvement, or about 29.1% less CPU time
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inside selection. It is a narrow microbenchmark rather than a whole-frame FPS
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claim; its purpose is to prove that the replacement removes work rather than
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merely moving it.
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## Safety boundary
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No shader, light parameters, candidate membership, draw order, or production
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scene ownership changed. AP-85 remains open because retail's exact
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7-dynamic/40-static pools and DBObj-resident cell lifecycle are outside this
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performance-only slice.
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G4's independent visual rollback remains:
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```text
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git revert ef1d263337997bb030eadb7b8e71d73dc659907a
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```
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@ -209,13 +209,17 @@ public sealed class LightManager
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/// <see cref="BuildPointLightSnapshot"/>.
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/// </summary>
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public IReadOnlyList<LightSource> PointSnapshot => _pointSnapshot;
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internal bool LastPointSnapshotUsedBoundedSelection { get; private set; }
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internal bool LastPointSnapshotUsedTieFallback { get; private set; }
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// Pool-sort state for BuildPointLightSnapshot: the comparison delegate is
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// cached (allocated once) and reads the anchor from a field so the per-frame
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// over-cap sort allocates nothing beyond List.Sort's own wrapper — the same
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// profile as the previous static-lambda sort (MP-Alloc discipline).
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private Vector3 _poolAnchor;
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private Comparison<LightSource>? _poolComparison;
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// Slice H-b: keep only the best MaxGlobalLights entries in a retained
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// max-heap. Rank includes qualifying registration order because retail
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// insert_light (0x0054D1B0) advances past equal-distance residents.
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private readonly List<RankedLight> _pointSelectionHeap =
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new(MaxGlobalLights);
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private Comparison<RankedLight>? _rankComparison;
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private Vector3 _legacyPoolAnchor;
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private Comparison<LightSource>? _legacyPoolComparison;
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/// <summary>
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/// Rebuild <see cref="PointSnapshot"/> from ALL registered lit point/spot
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@ -278,26 +282,87 @@ public sealed class LightManager
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public void BuildPointLightSnapshot(Vector3 playerWorldPos, IReadOnlySet<uint>? visibleCells = null)
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{
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_pointSnapshot.Clear();
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_pointSelectionHeap.Clear();
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int qualifyingOrdinal = 0;
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bool overflow = false;
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LastPointSnapshotUsedBoundedSelection = false;
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LastPointSnapshotUsedTieFallback = false;
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foreach (var light in _all)
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{
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if (!light.IsLit || light.Kind == LightKind.Directional) continue;
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if (visibleCells is not null && light.CellId != 0 && !visibleCells.Contains(light.CellId)) continue;
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var ranked = new RankedLight(
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light,
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qualifyingOrdinal++,
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Vector3.DistanceSquared(
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light.WorldPosition,
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playerWorldPos));
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_pointSnapshot.Add(light);
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}
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if (_pointSnapshot.Count > MaxGlobalLights)
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{
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_poolAnchor = playerWorldPos;
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_poolComparison ??= (a, b) =>
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if (_pointSnapshot.Count <= MaxGlobalLights)
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continue;
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if (!overflow)
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{
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// Dynamics-first mirrors retail's separate dynamic pool; ties by
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// player distance mirror insert_light's player-nearest sort.
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if (a.IsDynamic != b.IsDynamic) return a.IsDynamic ? -1 : 1;
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float da = (a.WorldPosition - _poolAnchor).LengthSquared();
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float db = (b.WorldPosition - _poolAnchor).LengthSquared();
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return da.CompareTo(db);
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};
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_pointSnapshot.Sort(_poolComparison);
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_pointSnapshot.RemoveRange(MaxGlobalLights, _pointSnapshot.Count - MaxGlobalLights);
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for (int index = 0;
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index < MaxGlobalLights;
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index++)
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{
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LightSource existing = _pointSnapshot[index];
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_pointSelectionHeap.Add(new RankedLight(
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existing,
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index,
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Vector3.DistanceSquared(
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existing.WorldPosition,
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playerWorldPos)));
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}
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HeapifyWorstFirst(_pointSelectionHeap);
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overflow = true;
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}
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// Root is the currently-worst selected rank. A later light at the
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// same distance ranks after an earlier resident, matching retail.
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if (CompareRankedLights(ranked, _pointSelectionHeap[0]) < 0)
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{
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_pointSelectionHeap[0] = ranked;
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SiftWorstDown(_pointSelectionHeap, 0);
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}
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}
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if (overflow)
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{
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_rankComparison ??= CompareRankedLights;
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_pointSelectionHeap.Sort(_rankComparison);
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bool comparatorTie =
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SelectedRanksContainObservableTie(playerWorldPos);
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if (comparatorTie)
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{
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LastPointSnapshotUsedTieFallback = true;
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// The previous List.Sort comparator intentionally returned zero
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// for equal pool/distance ranks. List.Sort is unstable, so its
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// exact tie permutation is observable in shader indices. Keep
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// that legacy oracle for tied frames; H-b is performance-only.
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// AP-85's eventual dual-pool port can adopt retail's stable tie
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// insertion as a separately visual-gated behavior change.
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_legacyPoolAnchor = playerWorldPos;
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_legacyPoolComparison ??= CompareLegacyPoolLights;
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_pointSnapshot.Sort(_legacyPoolComparison);
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_pointSnapshot.RemoveRange(
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MaxGlobalLights,
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_pointSnapshot.Count - MaxGlobalLights);
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}
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else
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{
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LastPointSnapshotUsedBoundedSelection = true;
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_pointSnapshot.Clear();
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for (int index = 0;
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index < _pointSelectionHeap.Count;
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index++)
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{
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_pointSnapshot.Add(
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_pointSelectionHeap[index].Light);
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}
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}
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}
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// A7.L1 SET-COMPOSITION probe. Inert unless ACDREAM_PROBE_INDOOR_LIGHT=1;
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@ -306,6 +371,117 @@ public sealed class LightManager
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AcDream.Core.Rendering.RenderingDiagnostics.EmitIndoorLight(_all, _pointSnapshot);
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}
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private static int CompareRankedLights(
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RankedLight left,
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RankedLight right)
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{
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if (left.Light.IsDynamic != right.Light.IsDynamic)
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return left.Light.IsDynamic ? -1 : 1;
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int distance = left.DistanceSq.CompareTo(right.DistanceSq);
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return distance != 0
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? distance
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: left.QualifyingOrdinal.CompareTo(right.QualifyingOrdinal);
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}
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private bool SelectedRanksContainObservableTie(Vector3 playerWorldPos)
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{
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for (int index = 1;
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index < _pointSelectionHeap.Count;
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index++)
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{
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if (HaveSameLegacyRank(
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_pointSelectionHeap[index - 1],
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_pointSelectionHeap[index]))
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{
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return true;
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}
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}
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// A tie may straddle the cap with only one copy in the selected heap.
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// Such a tie can change which light the old unstable List.Sort kept.
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RankedLight cutoff = _pointSelectionHeap[^1];
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int cutoffMatches = 0;
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for (int index = 0; index < _pointSnapshot.Count; index++)
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{
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LightSource light = _pointSnapshot[index];
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if (light.IsDynamic != cutoff.Light.IsDynamic)
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continue;
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float distance = Vector3.DistanceSquared(
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light.WorldPosition,
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playerWorldPos);
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if (distance.CompareTo(cutoff.DistanceSq) != 0)
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continue;
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if (++cutoffMatches > 1)
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return true;
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}
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return false;
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}
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private static bool HaveSameLegacyRank(
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RankedLight left,
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RankedLight right) =>
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left.Light.IsDynamic == right.Light.IsDynamic
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&& left.DistanceSq.CompareTo(right.DistanceSq) == 0;
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private int CompareLegacyPoolLights(
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LightSource left,
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LightSource right)
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{
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if (left.IsDynamic != right.IsDynamic)
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return left.IsDynamic ? -1 : 1;
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float leftDistance = Vector3.DistanceSquared(
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left.WorldPosition,
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_legacyPoolAnchor);
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float rightDistance = Vector3.DistanceSquared(
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right.WorldPosition,
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_legacyPoolAnchor);
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return leftDistance.CompareTo(rightDistance);
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}
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private static void HeapifyWorstFirst(List<RankedLight> heap)
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{
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for (int index = heap.Count / 2 - 1;
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index >= 0;
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index--)
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{
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SiftWorstDown(heap, index);
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}
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}
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private static void SiftWorstDown(
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List<RankedLight> heap,
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int index)
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{
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while (true)
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{
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int left = checked(index * 2 + 1);
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if (left >= heap.Count)
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return;
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int right = left + 1;
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int worse = right < heap.Count
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&& CompareRankedLights(heap[right], heap[left]) > 0
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? right
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: left;
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if (CompareRankedLights(heap[worse], heap[index]) <= 0)
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return;
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(heap[index], heap[worse]) =
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(heap[worse], heap[index]);
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index = worse;
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}
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}
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|
||||
private readonly record struct RankedLight(
|
||||
LightSource Light,
|
||||
int QualifyingOrdinal,
|
||||
float DistanceSq);
|
||||
|
||||
// ── Viewer light — retail SmartBox::set_viewer (0x00452c40) ──────────────
|
||||
// Retail adds a white fill light pinned to the player EVERY frame via
|
||||
// Render::add_dynamic_light. It is the dominant INTERIOR fill: the outdoor
|
||||
|
|
|
|||
|
|
@ -257,6 +257,164 @@ public sealed class LightManagerTests
|
|||
Assert.Contains(torch, mgr.PointSnapshot);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PointSnapshot_OverCap_EqualDistancesPreserveLegacyOrderExactly()
|
||||
{
|
||||
var manager = new LightManager();
|
||||
var registered = new List<LightSource>();
|
||||
for (int index = 0;
|
||||
index < LightManager.MaxGlobalLights + 9;
|
||||
index++)
|
||||
{
|
||||
LightSource light = MakePoint(
|
||||
new Vector3(3f, 4f, 0f),
|
||||
range: 10f,
|
||||
ownerId: checked((uint)index + 1));
|
||||
registered.Add(light);
|
||||
manager.Register(light);
|
||||
}
|
||||
|
||||
LightSource[] expected = FullSortOracle(
|
||||
registered,
|
||||
Vector3.Zero,
|
||||
visibleCells: null);
|
||||
manager.BuildPointLightSnapshot(Vector3.Zero);
|
||||
|
||||
Assert.Equal(expected, manager.PointSnapshot);
|
||||
Assert.True(manager.LastPointSnapshotUsedTieFallback);
|
||||
Assert.False(manager.LastPointSnapshotUsedBoundedSelection);
|
||||
|
||||
manager.BuildPointLightSnapshot(Vector3.Zero);
|
||||
long before = GC.GetAllocatedBytesForCurrentThread();
|
||||
for (int iteration = 0; iteration < 25; iteration++)
|
||||
manager.BuildPointLightSnapshot(Vector3.Zero);
|
||||
Assert.Equal(
|
||||
0,
|
||||
GC.GetAllocatedBytesForCurrentThread() - before);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PointSnapshot_BoundedSelectorMatchesCompleteSortRandomized()
|
||||
{
|
||||
var random = new Random(0x54D1B0);
|
||||
for (int scenario = 0; scenario < 64; scenario++)
|
||||
{
|
||||
var manager = new LightManager();
|
||||
var registered = new List<LightSource>();
|
||||
int count = 180 + random.Next(420);
|
||||
for (int index = 0; index < count; index++)
|
||||
{
|
||||
// Discrete coordinates deliberately create many distance ties.
|
||||
var position = new Vector3(
|
||||
random.Next(-12, 13),
|
||||
random.Next(-12, 13),
|
||||
random.Next(-3, 4));
|
||||
LightSource light = MakePoint(
|
||||
position,
|
||||
range: 20f,
|
||||
ownerId: checked((uint)index + 1),
|
||||
lit: random.Next(13) != 0,
|
||||
cellId: random.Next(5) == 0
|
||||
? 0u
|
||||
: checked((uint)(0xAAAA0100 + random.Next(1, 4))));
|
||||
light.IsDynamic = random.Next(7) == 0;
|
||||
if (random.Next(17) == 0)
|
||||
light.Kind = LightKind.Directional;
|
||||
registered.Add(light);
|
||||
manager.Register(light);
|
||||
}
|
||||
|
||||
IReadOnlySet<uint>? visibleCells = scenario % 2 == 0
|
||||
? new HashSet<uint>
|
||||
{
|
||||
0xAAAA0101u,
|
||||
0xAAAA0103u,
|
||||
}
|
||||
: null;
|
||||
Vector3 player = new(
|
||||
random.Next(-4, 5),
|
||||
random.Next(-4, 5),
|
||||
random.Next(-2, 3));
|
||||
LightSource[] expected = FullSortOracle(
|
||||
registered,
|
||||
player,
|
||||
visibleCells);
|
||||
|
||||
manager.BuildPointLightSnapshot(player, visibleCells);
|
||||
|
||||
Assert.Equal(expected, manager.PointSnapshot);
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PointSnapshot_TownNetworkScale463_MatchesCompleteSort()
|
||||
{
|
||||
var manager = new LightManager();
|
||||
var registered = new List<LightSource>(463);
|
||||
const uint fountainRoom = 0x00070144u;
|
||||
const uint corridor = 0x00070145u;
|
||||
for (int index = 0; index < 463; index++)
|
||||
{
|
||||
LightSource light = MakePoint(
|
||||
new Vector3(
|
||||
index + 0.125f,
|
||||
index * 0.001f,
|
||||
index * 0.0001f),
|
||||
range: 15f,
|
||||
ownerId: checked((uint)index + 1),
|
||||
cellId: index % 3 == 0
|
||||
? fountainRoom
|
||||
: corridor);
|
||||
light.IsDynamic = index % 61 == 0;
|
||||
registered.Add(light);
|
||||
manager.Register(light);
|
||||
}
|
||||
IReadOnlySet<uint> visibleCells =
|
||||
new HashSet<uint> { fountainRoom, corridor };
|
||||
Vector3 player = new(4.25f, -1.5f, 0.7f);
|
||||
LightSource[] expected = FullSortOracle(
|
||||
registered,
|
||||
player,
|
||||
visibleCells);
|
||||
|
||||
manager.BuildPointLightSnapshot(player, visibleCells);
|
||||
|
||||
Assert.Equal(LightManager.MaxGlobalLights, manager.PointSnapshot.Count);
|
||||
Assert.Equal(expected, manager.PointSnapshot);
|
||||
Assert.True(manager.LastPointSnapshotUsedBoundedSelection);
|
||||
Assert.False(manager.LastPointSnapshotUsedTieFallback);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PointSnapshot_WarmedOverflowPathAllocatesZero()
|
||||
{
|
||||
var manager = new LightManager();
|
||||
for (int index = 0; index < 463; index++)
|
||||
{
|
||||
LightSource light = MakePoint(
|
||||
new Vector3(
|
||||
index + 0.125f,
|
||||
index * 0.001f,
|
||||
index * 0.0001f),
|
||||
range: 15f,
|
||||
ownerId: checked((uint)index + 1));
|
||||
light.IsDynamic = index % 53 == 0;
|
||||
manager.Register(light);
|
||||
}
|
||||
manager.BuildPointLightSnapshot(Vector3.Zero);
|
||||
manager.BuildPointLightSnapshot(Vector3.Zero);
|
||||
Assert.True(manager.LastPointSnapshotUsedBoundedSelection);
|
||||
Assert.False(manager.LastPointSnapshotUsedTieFallback);
|
||||
|
||||
long before = GC.GetAllocatedBytesForCurrentThread();
|
||||
for (int iteration = 0; iteration < 100; iteration++)
|
||||
manager.BuildPointLightSnapshot(Vector3.Zero);
|
||||
long allocated =
|
||||
GC.GetAllocatedBytesForCurrentThread() - before;
|
||||
|
||||
Assert.Equal(0, allocated);
|
||||
}
|
||||
|
||||
// ── Visible-cell scoping (A7.L1, 2026-07-09 — the Town Network starvation fix) ──
|
||||
// BuildPointLightSnapshot's player-nearest cap sorts by raw Euclidean distance,
|
||||
// which is not a reliable proxy for "same room" in a dense, maze-like hub: a
|
||||
|
|
@ -524,4 +682,46 @@ public sealed class LightManagerTests
|
|||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
private static LightSource[] FullSortOracle(
|
||||
IReadOnlyList<LightSource> registered,
|
||||
Vector3 player,
|
||||
IReadOnlySet<uint>? visibleCells)
|
||||
{
|
||||
var ranked = new List<OracleRank>();
|
||||
for (int index = 0; index < registered.Count; index++)
|
||||
{
|
||||
LightSource light = registered[index];
|
||||
if (!light.IsLit || light.Kind == LightKind.Directional)
|
||||
continue;
|
||||
if (visibleCells is not null
|
||||
&& light.CellId != 0
|
||||
&& !visibleCells.Contains(light.CellId))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
ranked.Add(new OracleRank(
|
||||
light,
|
||||
Vector3.DistanceSquared(light.WorldPosition, player)));
|
||||
}
|
||||
|
||||
if (ranked.Count <= LightManager.MaxGlobalLights)
|
||||
return ranked.Select(static item => item.Light).ToArray();
|
||||
|
||||
ranked.Sort(static (left, right) =>
|
||||
{
|
||||
if (left.Light.IsDynamic != right.Light.IsDynamic)
|
||||
return left.Light.IsDynamic ? -1 : 1;
|
||||
return left.DistanceSq.CompareTo(right.DistanceSq);
|
||||
});
|
||||
return ranked
|
||||
.Take(LightManager.MaxGlobalLights)
|
||||
.Select(static item => item.Light)
|
||||
.ToArray();
|
||||
}
|
||||
|
||||
private readonly record struct OracleRank(
|
||||
LightSource Light,
|
||||
float DistanceSq);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue