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>
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20 changed files with 2141 additions and 1026 deletions
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@ -650,6 +650,8 @@ public static class LandblockPhysicsContentBuilder
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entity.SourceGfxObjOrSetupId);
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if (setup is null)
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{
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RegisterRenderOnlyStatic(
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engine, entity, partArray, landblock, origin);
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noCollision++;
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continue;
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}
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@ -710,6 +712,8 @@ public static class LandblockPhysicsContentBuilder
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// LiveEntityCollisionBuilder's remarks for the retail anchor.
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if (setupShapes.Count == 0)
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{
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RegisterRenderOnlyStatic(
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engine, entity, partArray, landblock, origin);
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noCollision++;
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continue;
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}
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@ -744,6 +748,41 @@ public static class LandblockPhysicsContentBuilder
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noCollision);
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}
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/// <summary>
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/// Campaign OVERHAUL S2 chunk 5 closeout: a DAT static with visual parts
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/// but no collision geometry is still a <c>CPhysicsObj</c> retail floods
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/// into its cells — <c>calc_cross_cells_static</c> (0x00515160) takes the
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/// <c>find_bbox_cell_list</c> route over the part array when there is no
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/// cylsphere, and <c>add_shadows_to_cells</c> (0x00514ae0) publishes
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/// <c>AddPartsShadow</c> rows for every part regardless of collision.
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/// The walk draws only what the registry flooded, so the static registers
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/// render-only (empty collision shapes, whole part array); a static with
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/// no visual part either stays unregistered.
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/// </summary>
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private static void RegisterRenderOnlyStatic(
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PhysicsEngine engine,
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WorldEntity entity,
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IReadOnlyList<ShadowShape> partArray,
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LoadedLandblock landblock,
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Vector3 origin)
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{
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if (partArray.Count == 0)
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return;
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engine.ShadowObjects.RegisterMultiPart(
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entity.Id,
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entity.Position,
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entity.Rotation,
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Array.Empty<ShadowShape>(),
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0u,
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EntityCollisionFlags.None,
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worldOffsetX: origin.X,
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worldOffsetY: origin.Y,
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landblockId: landblock.LandblockId,
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seedCellId: entity.ParentCellId ?? 0u,
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isStatic: true,
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partArray: partArray);
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}
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private static T Require<T>(
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PreparedCollisionReadResult<T> result,
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string kind,
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