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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@ -108,4 +108,77 @@ public sealed class LandblockPhysicsContentBuilderStaticSphereTests
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Assert.Equal(expectedOrdered[i].CylHeight, entries[i].CylHeight);
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}
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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 whose GfxObj has visual geometry but no physics BSP is still a
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/// CPhysicsObj retail floods into its cells (calc_cross_cells_static
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/// 0x00515160 bbox route over the part array + add_shadows_to_cells
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/// 0x00514ae0 AddPartsShadow rows), so the Content publisher registers it
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/// render-only: retail cell array + part entry, zero collision rows, and
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/// it still counts as a no-collision owner.
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/// </summary>
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[Fact]
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public void PublishStaticCollision_NonCollidingGfxObjStatic_RegistersRenderOnly()
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{
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const uint gfxObjId = 0x01000043u;
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var gfx = new GfxObj
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{
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VertexArray = new VertexArray
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{
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Vertices = new Dictionary<ushort, SWVertex>
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{
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[0] = new SWVertex { Origin = new Vector3(-0.5f, -0.5f, 0f) },
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[1] = new SWVertex { Origin = new Vector3(0.5f, -0.5f, 0f) },
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[2] = new SWVertex { Origin = new Vector3(0f, 0.5f, 1.2f) },
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},
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},
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};
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FlatGfxObjCollisionAsset asset = FlatCollisionAssetBuilder.FlattenGfxObj(gfx);
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Assert.True(asset.PhysicsBsp.RootIndex < 0); // the fixture really has no physics
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Assert.NotNull(asset.VisualBounds);
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var entity = new WorldEntity
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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[] { new MeshRef(gfxObjId, Matrix4x4.Identity) },
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};
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var landblock = new LoadedLandblock(
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LandblockId,
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new LandBlock { Terrain = new TerrainInfo[81], Height = new byte[81] },
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new[] { entity });
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var collisions = new LandblockCollisionBuild(
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ImmutableDictionary<uint, FlatGfxObjCollisionAsset>.Empty.Add(gfxObjId, asset),
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ImmutableDictionary<uint, FlatSetupCollision>.Empty,
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ImmutableDictionary<uint, FlatCellStructureCollisionAsset>.Empty,
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ImmutableDictionary<uint, FlatEnvCellTopology>.Empty,
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ImmutableArray.Create(gfxObjId),
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ImmutableArray<uint>.Empty,
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ImmutableArray<uint>.Empty);
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var engine = new PhysicsEngine();
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var cache = new PhysicsDataCache();
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LandblockPhysicsContentBuilder.CachePreparedObjects(cache, collisions);
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LandblockPhysicsContentBuilder.StaticCollisionPublication publication =
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LandblockPhysicsContentBuilder.PublishStaticCollision(
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engine, cache, landblock, collisions, origin: Vector3.Zero);
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Assert.Equal(0, publication.SetupOwnerCount);
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Assert.Equal(0, publication.BspOwnerCount);
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Assert.Equal(1, publication.NoCollisionCount);
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Assert.Empty(engine.ShadowObjects.AllEntriesForDebug());
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Assert.True(engine.ShadowObjects.TryGetRetailCellArray(entity.Id, out var cells));
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Assert.NotEmpty(cells);
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Assert.Equal(
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RetailCellArrayRoute.BoundingBox,
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engine.ShadowObjects.GetRetailCellArrayRoute(entity.Id));
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var parts = engine.ShadowObjects.GetRetailPartEntriesInCell(cells[0])
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.Where(part => part.EntityId == entity.Id)
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.ToArray();
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Assert.Single(parts);
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Assert.Equal(gfxObjId, parts[0].GfxObjId);
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}
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}
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