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

@ -155,6 +155,78 @@ public sealed class LiveEntityCollisionBuilderTests
Assert.Equal(part, shape.GfxObjId);
}
/// <summary>
/// Campaign OVERHAUL S2 chunk 5 (item B): a short-lived spell/visual
/// effect object's Setup can carry a visual part with no physics BSP and
/// no CylSpheres/Spheres — retail's <c>FindObjCollisions</c> synthesizes
/// no COLLISION shape for such a part (this file's own
/// <see cref="ShapelessSetupWithRadius_ProducesNoRegistration"/> remark),
/// but the part is still a real visual part
/// <c>CPartArray::AddPartsShadow</c> must register for render (Contract
/// B). <see cref="LiveEntityCollisionBuilder.Build"/> must not collapse
/// this case to "no registration at all" just because the COLLISION
/// dispatch came up empty — it must still return a registration whose
/// <c>RenderParts</c> carries the part, and
/// <see cref="LiveEntityCollisionBuilder.Register"/> (the exact call
/// <c>DatLiveEntityProjectionMaterializer</c> makes) must register it
/// render-only: a real retail CELLARRAY with per-cell
/// <c>RetailPartEntry</c> rows, but NO collision row anywhere.
/// </summary>
[Fact]
public void Build_PartWithNoCollisionButResolvableVisualBounds_RegistersRenderOnly()
{
const uint part = 0x0100BEEFu;
var setup = new Setup();
setup.Parts.Add(part);
WorldSession.EntitySpawn spawn = Spawn(scale: 1f);
var record = LiveEntityTestFixture.CreateExactProjectionRecord(spawn);
WorldEntity entity = Entity();
record.WorldEntity = entity;
var builder = new LiveEntityCollisionBuilder(
physicsBspBounds: _ => null,
PoseResolver(),
getGfxObj: _ => null,
getVisualBounds: id => id == part
? new GfxObjVisualBounds
{
Min = new Vector3(-1f, -1f, -1f),
Max = new Vector3(1f, 1f, 1f),
Center = Vector3.Zero,
Radius = 1.5f,
HalfExtents = new Vector3(1f, 1f, 1f),
}
: null);
LiveEntityCollisionRegistration registration = Assert.IsType<LiveEntityCollisionRegistration>(
builder.Build(
entity,
setup,
[part],
spawn,
record.ServerGuid,
record.Generation,
record.WorldEntity!,
record.FinalPhysicsState,
Vector3.Zero));
Assert.Empty(registration.Shapes);
ShadowShape renderPart = Assert.Single(registration.RenderParts);
Assert.Equal(part, renderPart.GfxObjId);
var registry = new ShadowObjectRegistry();
LiveEntityCollisionBuilder.Register(registry, registration);
Assert.True(
registry.TryGetRetailCellArray(entity.Id, out IReadOnlyList<uint> cells));
Assert.NotEmpty(cells);
Assert.Empty(registry.GetOwnerCells(entity.Id));
var entries = registry.GetRetailPartEntriesInCell(cells[0])
.Where(e => e.EntityId == entity.Id)
.ToList();
Assert.Single(entries);
Assert.Equal(part, entries[0].GfxObjId);
}
/// <summary>
/// AP-152. Every other fixture in this file is primitive-only or BSP-only,
/// so nothing at the App layer used to exercise the CylSphere+BSP