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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@ -1333,6 +1333,73 @@ public sealed class LandblockPhysicsPublisherTests
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Resolved = new Dictionary<ushort, ResolvedPolygon>(),
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};
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/// <summary>
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/// Campaign OVERHAUL S2 chunk 5 closeout (G2 self-gate finding): a DAT
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/// static with visual parts but no collision geometry is still flooded
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/// into its cells by retail (calc_cross_cells_static 0x00515160 bbox route
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/// + add_shadows_to_cells 0x00514ae0 AddPartsShadow rows), so the static
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/// publisher registers it render-only — retail cell array + part entries,
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/// zero collision rows. Before this pin the publisher skipped it outright
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/// and, with the walk's parent-cell fallback deleted, the Facility Hub's
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/// decorative wall panels vanished.
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/// </summary>
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[Fact]
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public void CompletePublication_NonCollidingStaticRegistersRenderOnly()
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{
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const uint gfxObjId = 0x01000079u;
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var fixture = Fixture();
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fixture.Cache.RegisterGfxObjForTest(gfxObjId, RenderOnlyGfx(radius: 0.8f));
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WorldEntity entity = new()
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{
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Id = 0x80A9B402u,
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SourceGfxObjOrSetupId = gfxObjId,
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Position = new Vector3(12f, 12f, 0f),
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Rotation = Quaternion.Identity,
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MeshRefs = [new MeshRef(gfxObjId, Matrix4x4.Identity)],
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};
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Publish(fixture.Publisher, Build(FirstLandblock, [entity]));
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ShadowObjectRegistry shadows = fixture.Engine.ShadowObjects;
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// No collision row anywhere (Contract B: nothing to contribute).
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Assert.Empty(shadows.AllEntriesForDebug());
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// But the retail render product exists: cell array + one part entry.
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Assert.True(shadows.TryGetRetailCellArray(entity.Id, out var cells));
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Assert.NotEmpty(cells);
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Assert.Equal(RetailCellArrayRoute.BoundingBox, shadows.GetRetailCellArrayRoute(entity.Id));
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int matching = 0;
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foreach (RetailPartEntry part in shadows.GetRetailPartEntriesInCell(cells[0]))
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{
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if (part.EntityId != entity.Id)
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continue;
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matching++;
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Assert.Equal(gfxObjId, part.GfxObjId);
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}
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Assert.Equal(1, matching);
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Assert.Equal(0, fixture.Publisher.Diagnostics.StaticBspOwnerCount);
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Assert.Equal(0, fixture.Publisher.Diagnostics.StaticCylinderOwnerCount);
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}
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/// <summary>A GfxObj with visual bounds and NO physics BSP — a purely
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/// decorative static part.</summary>
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private static GfxObjPhysics RenderOnlyGfx(float radius) => new()
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{
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BoundingSphere = new Sphere
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{
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Origin = Vector3.Zero,
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Radius = radius,
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},
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PhysicsPolygons = new Dictionary<ushort, Polygon>(),
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Vertices = new VertexArray(),
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Resolved = new Dictionary<ushort, ResolvedPolygon>(),
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VisualBounds = new FlatGfxObjVisualBounds(
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new Vector3(-radius),
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new Vector3(radius),
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Vector3.Zero,
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radius,
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new Vector3(radius)),
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};
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private static GfxObj PhysicsGfx() => new()
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{
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Flags = DatReaderWriter.Enums.GfxObjFlags.HasPhysics,
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