feat(render): Campaign OVERHAUL S2 chunk 5 + closeout — registry is the only render membership owner

Chunk 5 (consumer cutover): WalkProductionWorldData's per-cell views are
borrowed from ShadowObjectRegistry.GetRetailPartEntriesInCell and resolved
through RenderSceneQuery.TryGetByLocalEntityId; every render-side sweep,
bucket, parent-cell and root-position fallback is deleted (AD-116 for the
one-frame registry→scene window, counted in UnregisteredRenderMembershipCount).
A live entity with visual parts but no collision geometry registers
render-only (LiveEntityCollisionBuilder computes the part array before the
empty-shapes gate).

Closeout fixes found while landing it:
- RefloodOwnerForLandblock forwards the retained part array — a reflood is
  retail's recalc_cross_cells over the SAME CPartArray; without it every owner
  touched by a landblock replacement commit lost its render membership.
- Non-colliding DAT statics register render-only from BOTH publishers
  (LandblockPhysicsPublisher.PublishStaticEntity,
  LandblockPhysicsContentBuilder.RegisterRenderOnlyStatic). The G2 self-gate
  pixel diff caught them vanishing (Facility Hub wall panels): retail floods
  every object regardless of collision (CEnvCell::init_static_objects
  0x0052c350, add_shadows_to_cells 0x00514ae0).
- S2 dual review fix batch (arch + retail lens, lead-verified):
  Suspend clears the retail product (remove_shadows_from_cells 0x00511230 is
  one transaction); AttachChild/DetachChild advance the mutation revision so
  a prepared SetPosition cannot clobber a child's rows; an attached child
  never floods on its own re-registration; RemoveLandblock and the non-rooted
  RetireOwnerFromLandblock prune retail rows (render-only statics end with
  their landblock); a render-only owner's no-cell-array commit republishes at
  its destination cell (AD-117); an empty non-null part array is treated as
  null; per-move closures/LINQ replaced by index loops; EnvCell shells stay
  out of the scene's LocalEntityId index (payload-less records); the index
  predicate compares the id; the dead per-cell scene indices are deleted.

Register: AD-116 (chunk 5), AD-117 (four residual Contract A/B readings).
Evidence: s2-membership-ownership-map.md §8 (chunk 5) and §9 (closeout).

Gates (Release): Core 4,984/4,984; Content 214/214; Runtime 1,884/1,884;
App hermetic lane 6,760/6,760; App InstalledDat lane 217 pass / 1 skip /
2 pre-existing #383 layout-fixture failures; App Windows lane 1/1.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-09-03 01:01:47 +02:00
parent f30039d3d9
commit c94a1a407e
20 changed files with 2141 additions and 1026 deletions

View file

@ -1103,11 +1103,25 @@ retail's synthetic outdoor cell; the player's current cell separately owns
sunlight and indoor lighting. A null root exists only for login/debug/streaming-
gap fallback frames. `RetailPViewRenderer` and `RetailPViewPassExecutor` are
composition/pass facades, and `PortalVisibilityBuilder` has no production
caller. This does **not** yet mean the complete world graph has one owner:
`WalkProductionWorldData` still reconstructs frame buckets from scene records,
AABBs, and aggregate shadow-owner cells. Campaign OVERHAUL OH3 replaces that
boundary with one canonical published cell graph and typed render/physics
membership transaction.
caller. **Campaign OVERHAUL S2 (chunks 1-5, closed 2026-09-03) gave render
and physics cross-cell membership one canonical owner:**
`ShadowObjectRegistry` computes retail's exact CELLARRAY
(`calc_cross_cells_static`/`add_shadows_to_cells`, Contract A/B) once per
registration/move transaction and retains it both as collision rows
(`GetOwnerCells`) and per-cell `RetailPartEntry` render rows
(`GetRetailPartEntriesInCell`) — one flood drives both, never two
independent ones. `WalkProductionWorldData` no longer reconstructs
membership from scene records, prepared visual AABBs, or per-record
aggregate shadow-owner cells: `GetCellStatics`/`GetCellDynamics`/
`GetOutdoorStatics`/`GetOutdoorDynamics` are a borrowed, on-demand view over
the registry's per-cell entries, resolved to a projected record through
`RenderSceneQuery.TryGetByLocalEntityId`. Portal topology, building
ownership, and drawable-cell identity remain a separate concern S2
deliberately left alone (S3's `WalkPView` state consolidates that
triplication, not this membership graph) — S2 scoped to render/physics
cross-cell membership only. Full detail:
`docs/architecture/worldbuilder-inventory.md`'s "Retail static render-shadow
cell membership" / "Consumer cutover to a borrowed per-cell view" entries.
**Current draw discipline and known non-retail order.** The walk records an
ordered event stream for landscape cells, building portals, EnvCell shells,