fix(render #53): skip cache populate when classification is incomplete
User reported: the drudge statue on top of the Foundry (a multi-part live-spawned entity with AnimPartChange + texChanges) renders only PARTIALLY — some parts visible, some missing. Root cause: the dispatcher's slow path skips a MeshRef when _meshAdapter.TryGetRenderData returns null (mesh still async-decoding via ObjectMeshManager.PrepareMeshDataAsync). The classified-batches collector accumulates only the MeshRefs that DID resolve. At entity boundary, the cache populates with the PARTIAL set. Frame-2 cache hits serve that partial entry forever — even after the missing mesh loads, the cache continues to skip those parts because classification never reruns for cached entities. Fix: track currentEntityIncomplete during the foreach. Set it true on any null renderData. At entity boundary (and at end-of-loop), if the flag is set, DROP the accumulated populate scratch instead of writing it to the cache. The slow path retries on the next frame; once all meshes have loaded, the populate fires correctly with the complete classification. Adds a regression test pinning the contract — incomplete entities produce zero cache entries. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@ -409,6 +409,20 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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// entity; subsequent tuples skip via this tracker.
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uint? lastHitEntityId = null;
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// Tier 1 cache (#53) — incomplete-entity guard. When any MeshRef of
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// the current entity has _meshAdapter.TryGetRenderData return null
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// (mesh still async-decoding via ObjectMeshManager.PrepareMeshDataAsync),
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// we mark the entity incomplete and DROP the accumulated populate
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// scratch at entity boundary instead of writing it to the cache.
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// Otherwise the cache would hold a partial classification (some parts
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// missing), and frame-2 cache hits would persist that partial render
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// even after the missing mesh loads — every subsequent frame sees the
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// cache hit and skips re-classification, so the missing parts never
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// recover. User-visible symptom: the drudge statue on top of the
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// Foundry (multi-part Setup entity with AnimPartChange) renders with
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// some parts missing permanently. Reset on entity change.
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bool currentEntityIncomplete = false;
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foreach (var (entity, partIdx, landblockId) in _walkScratch)
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{
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if (diag) _entitiesSeen++;
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@ -433,6 +447,20 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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lastHitEntityId = null;
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}
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// Tier 1 cache (#53) — drop the previous entity's accumulated
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// populate scratch BEFORE MaybeFlushOnEntityChange runs. If the
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// previous entity ended incomplete (≥1 null renderData), we MUST
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// NOT cache its partial classification: clear scratch and null
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// the tracker so MaybeFlushOnEntityChange sees the cleaned state
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// and no-ops for this entity. Reset the incomplete flag for the
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// new entity so each one gets a fresh measurement.
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if (populateEntityId.HasValue && populateEntityId.Value != entity.Id && currentEntityIncomplete)
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{
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_populateScratch.Clear();
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populateEntityId = null;
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}
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currentEntityIncomplete = false;
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// Flush-on-entity-change: if the previous entity accumulated any
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// batches AND this iteration is for a different entity, populate
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// its cache entry now and reset the scratch buffer.
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@ -518,6 +546,14 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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var renderData = _meshAdapter.TryGetRenderData(gfxObjId);
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if (renderData is null)
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{
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// Tier 1 cache (#53): mesh data is still async-decoding via
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// WB's ObjectMeshManager.PrepareMeshDataAsync. Flag the entity
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// as incomplete so the entity-boundary check (or end-of-loop
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// check) drops the accumulated populate scratch instead of
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// caching a partial classification. The slow path retries on
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// the next frame; once all this entity's meshes have loaded,
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// the populate fires with the complete batch set.
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currentEntityIncomplete = true;
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if (diag) _meshesMissing++;
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continue;
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}
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@ -564,6 +600,17 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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if (diag && drewAny) _entitiesDrawn++;
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}
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// Tier 1 cache (#53) — drop the accumulated populate scratch if the
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// LAST entity in the loop ended incomplete (had ≥1 null renderData).
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// Same reason as the entity-boundary handling above: avoid caching a
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// partial classification. The slow path will retry on the next frame
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// and populate correctly once all meshes have loaded.
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if (currentEntityIncomplete)
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{
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_populateScratch.Clear();
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populateEntityId = null;
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}
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// Final flush: the last entity in _walkScratch has no "next iteration"
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// to trigger the entity-change flush, so commit its accumulated batches
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// here. No-op when the last entity was animated (populateEntityId stays
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@ -603,6 +603,66 @@ public sealed class WbDrawDispatcherBucketingTests
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Assert.Empty(scratch);
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}
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[Fact]
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public void Cache_Populate_SkipsEntityWithIncompleteClassification()
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{
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// Regression test for the bug where an entity with >=1 MeshRef whose
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// mesh data was still async-decoding at populate time would have a
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// PARTIAL set of batches written to the cache. Subsequent frame
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// cache-hits served the partial entry indefinitely, leaving parts of
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// multi-part entities (drudge statue, etc.) permanently missing.
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//
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// The fix: track currentEntityIncomplete during the foreach. If any
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// tuple's TryGetRenderData returned null, drop the accumulated
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// populate scratch at entity boundary instead of caching it. The
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// slow path retries on the next frame; once all meshes have loaded,
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// the populate fires correctly with the complete classification.
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//
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// This test simulates Draw's inner-loop logic: 3 MeshRef tuples for
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// one entity where tuple 0 produces null renderData (flag the entity
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// incomplete + continue, no batches), and tuples 1 and 2 produce
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// valid renderData (classify + accumulate). End-of-loop check drops
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// scratch + nulls populateEntityId BEFORE FinalFlushPopulate, so the
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// cache stays empty for this entity.
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var cache = new EntityClassificationCache();
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const uint EntityId = 100;
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const uint LandblockId = 0xA9B40000u;
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// Simulate Draw's per-entity inner-loop logic.
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var scratch = new List<CachedBatch>();
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bool currentEntityIncomplete = false;
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uint? populateEntityId = null;
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uint populateLandblockId = 0u;
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// Tuple 0 (MeshRef[0]): renderData null -> flag incomplete, skip classify.
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currentEntityIncomplete = true;
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// Tuple 1 (MeshRef[1]): renderData valid -> classify, accumulate.
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scratch.Add(MakeCachedBatch(ibo: 1, firstIndex: 0, indexCount: 6, texHandle: 0xAAul));
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populateEntityId = EntityId;
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populateLandblockId = LandblockId;
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// Tuple 2 (MeshRef[2]): renderData valid -> classify, accumulate.
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scratch.Add(MakeCachedBatch(ibo: 2, firstIndex: 0, indexCount: 6, texHandle: 0xBBul));
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populateEntityId = EntityId;
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populateLandblockId = LandblockId;
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// End of loop: check incomplete flag, drop scratch + null tracker
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// BEFORE FinalFlushPopulate so the helper sees the cleaned state.
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if (currentEntityIncomplete)
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{
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scratch.Clear();
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populateEntityId = null;
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}
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WbDrawDispatcher.FinalFlushPopulate(populateEntityId, populateLandblockId, cache, scratch);
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// Cache should NOT have an entry for this entity — partial population
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// would be worse than no cache (cache hit would persist the partial
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// render forever; cache miss retries and gets it right next frame).
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Assert.Equal(0, cache.Count);
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Assert.False(cache.TryGet(EntityId, LandblockId, out _));
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}
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[Fact]
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public void ApplyCacheHit_PerTupleAmplification_DoesNotOccur()
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{
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