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

@ -650,6 +650,8 @@ public static class LandblockPhysicsContentBuilder
entity.SourceGfxObjOrSetupId);
if (setup is null)
{
RegisterRenderOnlyStatic(
engine, entity, partArray, landblock, origin);
noCollision++;
continue;
}
@ -710,6 +712,8 @@ public static class LandblockPhysicsContentBuilder
// LiveEntityCollisionBuilder's remarks for the retail anchor.
if (setupShapes.Count == 0)
{
RegisterRenderOnlyStatic(
engine, entity, partArray, landblock, origin);
noCollision++;
continue;
}
@ -744,6 +748,41 @@ public static class LandblockPhysicsContentBuilder
noCollision);
}
/// <summary>
/// Campaign OVERHAUL S2 chunk 5 closeout: a DAT static with visual parts
/// but no collision geometry is still a <c>CPhysicsObj</c> retail floods
/// into its cells — <c>calc_cross_cells_static</c> (0x00515160) takes the
/// <c>find_bbox_cell_list</c> route over the part array when there is no
/// cylsphere, and <c>add_shadows_to_cells</c> (0x00514ae0) publishes
/// <c>AddPartsShadow</c> rows for every part regardless of collision.
/// The walk draws only what the registry flooded, so the static registers
/// render-only (empty collision shapes, whole part array); a static with
/// no visual part either stays unregistered.
/// </summary>
private static void RegisterRenderOnlyStatic(
PhysicsEngine engine,
WorldEntity entity,
IReadOnlyList<ShadowShape> partArray,
LoadedLandblock landblock,
Vector3 origin)
{
if (partArray.Count == 0)
return;
engine.ShadowObjects.RegisterMultiPart(
entity.Id,
entity.Position,
entity.Rotation,
Array.Empty<ShadowShape>(),
0u,
EntityCollisionFlags.None,
worldOffsetX: origin.X,
worldOffsetY: origin.Y,
landblockId: landblock.LandblockId,
seedCellId: entity.ParentCellId ?? 0u,
isStatic: true,
partArray: partArray);
}
private static T Require<T>(
PreparedCollisionReadResult<T> result,
string kind,