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

@ -108,4 +108,77 @@ public sealed class LandblockPhysicsContentBuilderStaticSphereTests
Assert.Equal(expectedOrdered[i].CylHeight, entries[i].CylHeight);
}
}
/// <summary>
/// Campaign OVERHAUL S2 chunk 5 closeout (G2 self-gate finding): a DAT
/// static whose GfxObj has visual geometry but no physics BSP is still a
/// CPhysicsObj retail floods into its cells (calc_cross_cells_static
/// 0x00515160 bbox route over the part array + add_shadows_to_cells
/// 0x00514ae0 AddPartsShadow rows), so the Content publisher registers it
/// render-only: retail cell array + part entry, zero collision rows, and
/// it still counts as a no-collision owner.
/// </summary>
[Fact]
public void PublishStaticCollision_NonCollidingGfxObjStatic_RegistersRenderOnly()
{
const uint gfxObjId = 0x01000043u;
var gfx = new GfxObj
{
VertexArray = new VertexArray
{
Vertices = new Dictionary<ushort, SWVertex>
{
[0] = new SWVertex { Origin = new Vector3(-0.5f, -0.5f, 0f) },
[1] = new SWVertex { Origin = new Vector3(0.5f, -0.5f, 0f) },
[2] = new SWVertex { Origin = new Vector3(0f, 0.5f, 1.2f) },
},
},
};
FlatGfxObjCollisionAsset asset = FlatCollisionAssetBuilder.FlattenGfxObj(gfx);
Assert.True(asset.PhysicsBsp.RootIndex < 0); // the fixture really has no physics
Assert.NotNull(asset.VisualBounds);
var entity = new WorldEntity
{
Id = 0x80A9B402u,
SourceGfxObjOrSetupId = gfxObjId,
Position = new Vector3(12f, 12f, 0f),
Rotation = Quaternion.Identity,
MeshRefs = new[] { new MeshRef(gfxObjId, Matrix4x4.Identity) },
};
var landblock = new LoadedLandblock(
LandblockId,
new LandBlock { Terrain = new TerrainInfo[81], Height = new byte[81] },
new[] { entity });
var collisions = new LandblockCollisionBuild(
ImmutableDictionary<uint, FlatGfxObjCollisionAsset>.Empty.Add(gfxObjId, asset),
ImmutableDictionary<uint, FlatSetupCollision>.Empty,
ImmutableDictionary<uint, FlatCellStructureCollisionAsset>.Empty,
ImmutableDictionary<uint, FlatEnvCellTopology>.Empty,
ImmutableArray.Create(gfxObjId),
ImmutableArray<uint>.Empty,
ImmutableArray<uint>.Empty);
var engine = new PhysicsEngine();
var cache = new PhysicsDataCache();
LandblockPhysicsContentBuilder.CachePreparedObjects(cache, collisions);
LandblockPhysicsContentBuilder.StaticCollisionPublication publication =
LandblockPhysicsContentBuilder.PublishStaticCollision(
engine, cache, landblock, collisions, origin: Vector3.Zero);
Assert.Equal(0, publication.SetupOwnerCount);
Assert.Equal(0, publication.BspOwnerCount);
Assert.Equal(1, publication.NoCollisionCount);
Assert.Empty(engine.ShadowObjects.AllEntriesForDebug());
Assert.True(engine.ShadowObjects.TryGetRetailCellArray(entity.Id, out var cells));
Assert.NotEmpty(cells);
Assert.Equal(
RetailCellArrayRoute.BoundingBox,
engine.ShadowObjects.GetRetailCellArrayRoute(entity.Id));
var parts = engine.ShadowObjects.GetRetailPartEntriesInCell(cells[0])
.Where(part => part.EntityId == entity.Id)
.ToArray();
Assert.Single(parts);
Assert.Equal(gfxObjId, parts[0].GfxObjId);
}
}