refactor(pipeline): MP1a cleanup - narrow public surface, csproj parity, move residue
Coordinator-directed final cleanup before the user gate; none behavioral: 1. MeshExtractor public surface narrowed to the cross-assembly entry points App actually calls (PrepareMeshData, PrepareCellStructMeshData, CollectParts, ComputeBounds); PrepareSetupMeshData, CollectEmittersFromScript, PrepareGfxObjMeshData, PrepareEnvCellMeshData, PrepareCellStructEdgeLineData back to private (internal dispatch, only reached via PrepareMeshData). 2. sideStagedSink constructor parameter is now REQUIRED (no default; type stays nullable for a conscious null): a bake tool that forgot the sink would silently lose particle-preload meshes. 3. AcDream.Content.csproj gains TreatWarningsAsErrors + LangVersion latest (parity with AcDream.Core.csproj). Surfaced zero warnings. 4. Dead usings removed from ObjectMeshManager.cs (BCnEncoder.*, SixLabors.*) — the inline decode moved out in Task 4. 5. Doc fixes: ObjectMeshData.cs cross-assembly <see cref> -> plain text (Content can't resolve App types); IDatReaderWriter.cs stale Phase O-T7 'both in this namespace' sentence rewritten. 6. Stale test doc comments updated to MeshExtractor.PrepareGfxObjMeshData (StipplingSurfaceEquivalenceTests, Issue119UpNullGfxObjDumpTests) — comments only, no code/assertion changes. dotnet build green (0 warnings in Content under warnings-as-errors); full test suite 4059 passed / 0 failed / 4 skipped. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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7 changed files with 27 additions and 24 deletions
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@ -19,11 +19,6 @@ using AcDream.Content;
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using AcDream.Core.Rendering.Wb;
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using PixelFormat = Silk.NET.OpenGL.PixelFormat;
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using BoundingBox = Chorizite.Core.Lib.BoundingBox;
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using BCnEncoder.Decoder;
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using BCnEncoder.Shared;
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using BCnEncoder.ImageSharp;
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using SixLabors.ImageSharp;
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using SixLabors.ImageSharp.PixelFormats;
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namespace AcDream.App.Rendering.Wb {
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/// <summary>
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@ -4,6 +4,8 @@
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<TargetFramework>net10.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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<LangVersion>latest</LangVersion>
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<TreatWarningsAsErrors>true</TreatWarningsAsErrors>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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</PropertyGroup>
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@ -5,15 +5,14 @@ using System.Collections.ObjectModel;
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using System.Diagnostics.CodeAnalysis;
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// Phase O-T7: verbatim copy of WorldBuilder.Shared.Services.IDatReaderWriter +
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// IDatDatabase into the AcDream.App.Rendering.Wb namespace so the
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// WorldBuilder.Shared project reference can be dropped.
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// The only consumer of IDatReaderWriter in acdream is DatCollectionAdapter +
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// ObjectMeshManager, both already in this namespace.
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// IDatDatabase, taken into our tree so the WorldBuilder.Shared project
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// reference could be dropped.
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//
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// MP1a (2026-07-05, Task 4): moved to AcDream.Content, namespace only —
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// MeshExtractor's constructor takes IDatReaderWriter and must be GL-free.
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// Consumers: MeshExtractor (this assembly) reads through it;
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// DatCollectionAdapter (the concrete DatCollection-backed implementation)
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// stays in AcDream.App; it now implements this Content-namespaced interface.
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// and ObjectMeshManager live in AcDream.App and implement/hold it from there.
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namespace AcDream.Content;
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@ -49,10 +49,14 @@ public sealed class MeshExtractor {
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/// The MP1b bake tool passes its own collector. The sink must be
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/// thread-safe: one MeshExtractor is shared by up to MaxParallelLoads (4)
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/// decode workers.
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/// The constructor argument is REQUIRED (no default): a bake tool that
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/// forgot the sink would silently lose particle-preload meshes; requiring
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/// the argument forces the decision. The type stays nullable so a caller
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/// can consciously pass null when preloads are irrelevant.
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/// </summary>
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private readonly Action<ObjectMeshData>? _sideStagedSink;
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public MeshExtractor(IDatReaderWriter dats, ILogger logger, Action<ObjectMeshData>? sideStagedSink = null) {
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public MeshExtractor(IDatReaderWriter dats, ILogger logger, Action<ObjectMeshData>? sideStagedSink) {
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_dats = dats;
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_logger = logger;
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_sideStagedSink = sideStagedSink;
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@ -120,7 +124,7 @@ public sealed class MeshExtractor {
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}
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}
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public ObjectMeshData? PrepareSetupMeshData(ulong id, Setup setup, CancellationToken ct) {
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private ObjectMeshData? PrepareSetupMeshData(ulong id, Setup setup, CancellationToken ct) {
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var parts = new List<(ulong GfxObjId, Matrix4x4 Transform)>();
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var min = new Vector3(float.MaxValue);
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var max = new Vector3(float.MinValue);
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@ -146,7 +150,7 @@ public sealed class MeshExtractor {
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};
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}
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public void CollectEmittersFromScript(uint scriptId, List<StagedEmitter> emitters, CancellationToken ct) {
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private void CollectEmittersFromScript(uint scriptId, List<StagedEmitter> emitters, CancellationToken ct) {
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if (_dats.Portal.TryGet<PhysicsScript>(scriptId, out var script)) {
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foreach (var hook in script.ScriptData) {
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if (hook.Hook.HookType == AnimationHookType.CreateParticle && hook.Hook is CreateParticleHook particleHook) {
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@ -295,7 +299,7 @@ public sealed class MeshExtractor {
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}
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}
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public ObjectMeshData? PrepareGfxObjMeshData(ulong id, GfxObj gfxObj, Vector3 scale, CancellationToken ct) {
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private ObjectMeshData? PrepareGfxObjMeshData(ulong id, GfxObj gfxObj, Vector3 scale, CancellationToken ct) {
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var vertices = new List<VertexPositionNormalTexture>();
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var UVLookup = new Dictionary<(ushort vertId, ushort uvIdx, bool isNeg), ushort>();
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var batchesByFormat = new Dictionary<(int Width, int Height, TextureFormat Format), List<TextureBatchData>>();
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@ -562,7 +566,7 @@ public sealed class MeshExtractor {
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};
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}
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public ObjectMeshData? PrepareEnvCellMeshData(ulong id, EnvCell envCell, CancellationToken ct) {
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private ObjectMeshData? PrepareEnvCellMeshData(ulong id, EnvCell envCell, CancellationToken ct) {
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var parts = new List<(ulong GfxObjId, Matrix4x4 Transform)>();
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var min = new Vector3(float.MaxValue);
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var max = new Vector3(float.MinValue);
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@ -1069,7 +1073,7 @@ public sealed class MeshExtractor {
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return (min, max);
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}
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public ObjectMeshData? PrepareCellStructEdgeLineData(ulong id, Dictionary<uint, CellStruct> cellStructs, Matrix4x4 transform, CancellationToken ct) {
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private ObjectMeshData? PrepareCellStructEdgeLineData(ulong id, Dictionary<uint, CellStruct> cellStructs, Matrix4x4 transform, CancellationToken ct) {
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var cellStructList = cellStructs.ToList();
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if (cellStructList.Count == 0) {
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return null;
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@ -48,15 +48,16 @@ public class ObjectMeshData {
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public List<MeshBatchData> Batches { get; set; } = new();
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/// <summary>
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/// #125 (2026-06-12): GL upload-retry counter. A failed
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/// <see cref="ObjectMeshManager.UploadMeshData"/> (returns null from its
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/// #125 (2026-06-12): GL upload-retry counter. A failed upload through
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/// the App-side upload path (it returns null from its
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/// catch) used to be dropped permanently — the staged item was consumed,
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/// no render data was produced, and the prepared data lingered in the CPU
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/// cache where <c>PrepareMeshDataAsync</c>'s cache-hit short-circuit
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/// returned it without ever re-staging it for upload (session-sticky
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/// invisible mesh, one [wb-error] line). The drain loop now re-stages a
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/// failed upload for the NEXT frame up to <see cref="ObjectMeshManager.
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/// MaxUploadRetries"/> times. The counter lives on the mesh-data object so
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/// failed upload for the NEXT frame up to the App-side upload retry
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/// limit (<c>MaxUploadRetries</c>). The counter lives on the mesh-data
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/// object so
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/// it resets to 0 naturally whenever the id is re-prepared (fresh object),
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/// and bounds a deterministic GL failure to a few loud lines instead of a
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/// silent permanent drop OR an unbounded per-frame retry storm. Retail
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