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>
This commit is contained in:
Erik 2026-07-05 20:52:01 +02:00
parent 932f904e00
commit b0758d772b
7 changed files with 27 additions and 24 deletions

View file

@ -48,15 +48,16 @@ public class ObjectMeshData {
public List<MeshBatchData> Batches { get; set; } = new();
/// <summary>
/// #125 (2026-06-12): GL upload-retry counter. A failed
/// <see cref="ObjectMeshManager.UploadMeshData"/> (returns null from its
/// #125 (2026-06-12): GL upload-retry counter. A failed upload through
/// the App-side upload path (it returns null from its
/// catch) used to be dropped permanently — the staged item was consumed,
/// no render data was produced, and the prepared data lingered in the CPU
/// cache where <c>PrepareMeshDataAsync</c>'s cache-hit short-circuit
/// returned it without ever re-staging it for upload (session-sticky
/// invisible mesh, one [wb-error] line). The drain loop now re-stages a
/// failed upload for the NEXT frame up to <see cref="ObjectMeshManager.
/// MaxUploadRetries"/> times. The counter lives on the mesh-data object so
/// failed upload for the NEXT frame up to the App-side upload retry
/// limit (<c>MaxUploadRetries</c>). The counter lives on the mesh-data
/// object so
/// it resets to 0 naturally whenever the id is re-prepared (fresh object),
/// and bounds a deterministic GL failure to a few loud lines instead of a
/// silent permanent drop OR an unbounded per-frame retry storm. Retail