fix(content): S1 review round - retail default sides shape, mask hoist, upload order
Campaign OVERHAUL S1 review fixes (two Opus lens reviews, findings verified by the lead against the decomp): - a raw sides_type outside 0/1/2 constructs retail's default single-side shape (ConstructMesh @0x0059DFA0 loop bounds default to 1) instead of dropping the polygon; still counted as a data anomaly (corpus has none); - the positive-surface stippling mask OR runs once per polygon before the degenerate-fan guard, as retail's count loop does (pseudo-C 426859-426866); - untextured slots keep their mask accounting but bake no texture and no vertices (contract §9 item 3); the dev pak shrinks by 114 KB; - failed surface-override / Surface / texture-dependency lookups are attempted and logged once per slot, not once per candidate; - cell-shell batches upload in ascending source surface index, retail's built-EnvCell subset draw order (ConstructMesh attribute-range scan, DrawMesh @0x0059D4A0); ordinary GfxObj meshes keep storage order; - CellMesh.HasDrawableGeometry documented as the admission rule without texture-dependency resolution (a conservative superset of emission); - the stippling/surface equivalence sweep's cell half is pinned at zero again; InAscendingSurfaceOrder is marked bake/upload/test-only; - plan §5: reviewer findings are verified by the lead, one skeptic at most for a blocking finding, never more than five agents per step. Three new Content tests pin the mask hoist, the vertex-free untextured slot, and the single-side fallback. Content 213/213, Core Meshing and Conformance green, App hermetic 6,757/6,757, Release build 0/0. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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10 changed files with 265 additions and 73 deletions
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@ -2041,6 +2041,34 @@ namespace AcDream.App.Rendering.Wb
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#region Private: GPU Upload
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/// <summary>
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/// Upload-time batch order for one prepared mesh. Ordinary GfxObj
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/// meshes keep the (Width,Height,Format) storage grouping. A cell-shell
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/// mesh (any batch with <see cref="TextureBatchData.IsCellShell"/>) is
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/// ordered by ascending <see cref="TextureBatchData.SourceSurfaceIndex"/>,
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/// retail's built-EnvCell subset draw order (contract §3.6:
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/// <c>D3DPolyRender::ConstructMesh</c> @0x0059DFA0 emits one attribute
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/// range per nonempty surface index ascending, and
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/// <c>DrawMesh</c> @0x0059D4A0 draws them in that order). Runs once per
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/// mesh upload; the allocation is not per-frame.
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/// </summary>
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private static IEnumerable<((int Width, int Height, TextureFormat Format) Format, TextureBatchData Batch)> OrderedUploadBatches(ObjectMeshData meshData)
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{
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var pairs = new List<((int Width, int Height, TextureFormat Format), TextureBatchData)>();
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bool cellShell = false;
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foreach (var (format, batches) in meshData.TextureBatches)
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{
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foreach (var batch in batches)
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{
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pairs.Add((format, batch));
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cellShell |= batch.IsCellShell;
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}
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}
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if (cellShell)
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return pairs.OrderBy(p => p.Item2.SourceSurfaceIndex); // stable: OrderBy preserves storage order on ties
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return pairs;
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}
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private ObjectRenderData? UploadGfxObjMeshData(ObjectMeshData meshData)
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{
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if (meshData.Vertices.Length == 0) return null;
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@ -2111,20 +2139,18 @@ namespace AcDream.App.Rendering.Wb
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}
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// OH2/S1 (docs/research/2026-09-01-overhaul/oh2-cellstruct-surface-contract.md
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// §3.6 point 5): for a cell-shell mesh (batch.IsCellShell true),
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// this dictionary walk groups by (Width,Height,Format) for
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// atlas/storage packing only — it is NOT retail's ascending
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// source-surface-index subset draw order. The resulting
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// `renderBatches` list order is what EnvCellRenderer later
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// replays as draw order. Recovering the exact retail order
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// requires walking AcDream.Content.CellSurfaceSubsets.
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// InAscendingSurfaceOrder(meshData) instead; no consumer does
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// that yet (OH7's ordered draw stream is the intended owner) so
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// this upload path still does not preserve retail's subset
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// order for cell shells.
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foreach (var (format, batches) in meshData.TextureBatches)
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// §3.6): TextureBatches groups by (Width,Height,Format) for
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// atlas/storage packing only. For a cell-shell mesh the
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// `renderBatches` list order is what EnvCellRenderer replays
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// as subset draw order, and retail draws built-EnvCell
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// subsets in ascending source surface-array index
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// (ConstructMesh @0x0059DFA0 attribute-range scan, DrawMesh
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// @0x0059D4A0 ascending subset loop). So cell-shell batches
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// are uploaded in that order; ordinary GfxObj meshes keep the
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// storage order. This runs once per mesh at upload time, not
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// per frame.
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foreach (var (format, batch) in OrderedUploadBatches(meshData))
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{
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foreach (var batch in batches)
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{
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if (batch.Indices.Count == 0) continue;
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@ -753,6 +753,25 @@ public sealed class MeshExtractor {
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public Surface Surface { get; }
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public uint SurfaceId { get; }
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/// <summary>
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/// Retail's built-EnvCell admission decided at slot creation
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/// (<c>RenderDeviceD3D::DrawEnvCell</c> @0x0059F170 →
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/// <c>D3DPolyRender::DrawMesh(..., arg4=1)</c> @0x0059D4A0 skips a
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/// subset unless <c>(Surface.Type & 6) != 0</c>, contract §4).
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/// An untextured slot still receives its mask accounting but no
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/// texture decode and no vertices: retail constructs geometry it
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/// never draws, and the contract (§9 item 3) allows production not
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/// to serialize vertices that can never draw.
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/// </summary>
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public bool IsUntextured => RetailUntexturedSurfacePolicy.IsUntextured(Surface.Type);
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/// <summary>
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/// Set the first time <c>ResolveSlotBatch</c> runs for this slot, so a
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/// failed texture-dependency lookup is attempted and logged exactly
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/// once per slot rather than once per candidate (S1 review finding).
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/// </summary>
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public bool BatchResolutionAttempted;
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/// <summary>
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/// Retail's <c>isStippledOrAlphaedMask</c> byte for this slot:
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/// <see cref="CellStructSideCandidates.InitialSurfaceMask"/> once,
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@ -807,7 +826,23 @@ public sealed class MeshExtractor {
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// "negativeLane") is a sufficient, exact lane key.
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var vertexLookup = new Dictionary<(ushort vertId, ushort uvIdx, bool negativeLane), ushort>();
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var batchesByFormat = new Dictionary<(int Width, int Height, TextureFormat Format), List<TextureBatchData>>();
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var slots = new Dictionary<int, CellSurfaceSlot>();
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// null value = the slot's surface override or Surface record failed
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// to resolve; cached so the lookup and its diagnostic happen once
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// per slot, not once per candidate (S1 review finding).
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var slots = new Dictionary<int, CellSurfaceSlot?>();
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CellSurfaceSlot? GetOrCreateSlot(int slot) {
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if (slots.TryGetValue(slot, out var existing))
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return existing;
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CellSurfaceSlot? created = null;
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if (TryResolveSlot(slot, out var surface, out var surfaceId)) {
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created = new CellSurfaceSlot(surface, surfaceId) {
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Mask = CellStructSideCandidates.InitialSurfaceMask(surface.Type),
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};
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}
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slots[slot] = created;
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return created;
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}
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var min = new Vector3(float.MaxValue);
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var max = new Vector3(float.MinValue);
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@ -848,6 +883,7 @@ public sealed class MeshExtractor {
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// re-implementing the retail SIDE/SUBSET algorithm twice; the DAT
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// texture-decode plumbing itself is unrelated to that rule).
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void ResolveSlotBatch(CellSurfaceSlot state) {
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state.BatchResolutionAttempted = true;
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Surface surface = state.Surface;
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uint surfaceId = state.SurfaceId;
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@ -1044,6 +1080,18 @@ public sealed class MeshExtractor {
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foreach (var poly in cellStruct.Polygons.Values) {
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ct.ThrowIfCancellationRequested();
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// Contract §3.2 (ConstructMesh count loop, pseudo-C 426859-426866,
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// 0x0059E1B3-0x0059E1CD): the positive-surface stippling OR runs
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// ONCE PER POLYGON, before and independent of the num_pts and
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// sides_type branches. It therefore runs here even for a
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// degenerate fan or an anomalous sides value (S1 review finding).
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if (poly.PosSurface >= 0
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&& GetOrCreateSlot(poly.PosSurface) is { } positiveSlot) {
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positiveSlot.Mask = CellStructSideCandidates.ApplyStipplingMaskBit(
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positiveSlot.Mask, CellStructPolygonSurfaceSide.Positive, poly.Stippling);
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}
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if (poly.VertexIds.Count < 3) continue;
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// OH2/S1 chunk-1: side candidates come ONLY from sides_type
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@ -1052,43 +1100,34 @@ public sealed class MeshExtractor {
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// sides_type integer (0/1/2), not a GPU cull enum — see
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// CellStructSideCandidates' own remarks. NoPos/NoNeg (below,
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// IsUvAbsent) govern UV-array absence only (§3.5) and no
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// longer suppress a candidate.
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ReadOnlySpan<CellStructSideCandidate> candidates =
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CellStructSideCandidates.GetCandidates((int)poly.SidesType);
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if (candidates.Length == 0) {
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// Contract §3.4 closing paragraph: only 0/1/2 are
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// retail-defined. Quarantine/report, don't invent a shape.
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// longer suppress a candidate. A raw value outside 0/1/2 takes
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// retail's default single-side shape (the loop bounds default to
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// 1) and is only counted as a data anomaly.
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int rawSidesType = (int)poly.SidesType;
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if (!CellStructSideCandidates.IsRetailDefinedSidesType(rawSidesType))
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unknownSidesTypePolygons++;
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continue;
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}
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ReadOnlySpan<CellStructSideCandidate> candidates =
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CellStructSideCandidates.GetCandidates(rawSidesType);
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foreach (var candidate in candidates) {
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short surfaceIdxRaw = candidate.SurfaceSlot == CellStructPolygonSurfaceSide.Positive
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? poly.PosSurface
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: poly.NegSurface;
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if (surfaceIdxRaw < 0) continue;
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int slot = surfaceIdxRaw;
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if (!slots.TryGetValue(slot, out var slotState)) {
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if (!TryResolveSlot(slot, out var surface, out var surfaceId)) continue;
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slotState = new CellSurfaceSlot(surface, surfaceId) {
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Mask = CellStructSideCandidates.InitialSurfaceMask(surface.Type),
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};
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slots[slot] = slotState;
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}
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var slotState = GetOrCreateSlot(surfaceIdxRaw);
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if (slotState is null) continue; // override/Surface lookup failed; logged once per slot.
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// Contract §3.2: the per-polygon mask OR always targets the
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// POSITIVE surface slot regardless of which specific
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// stippling bits are set — ApplyStipplingMaskBit already
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// encodes that via candidate.SurfaceSlot (a no-op when this
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// candidate's SurfaceSlot is Negative).
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slotState.Mask = CellStructSideCandidates.ApplyStipplingMaskBit(
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slotState.Mask, candidate.SurfaceSlot, poly.Stippling);
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// Contract §4 admission is a per-slot fact known here: an
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// untextured slot keeps its mask accounting (above) but gets
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// no texture decode and no vertices, since retail never
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// draws it and the prepared package need not carry it.
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if (slotState.IsUntextured) continue;
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if (slotState.Batch is null) {
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if (!slotState.BatchResolutionAttempted) {
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ResolveSlotBatch(slotState);
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}
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if (slotState.Batch is null) continue; // texture resolution failed a dependency lookup; already logged.
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if (slotState.Batch is null) continue; // texture resolution failed a dependency lookup; logged once per slot.
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bool useNegUv = candidate.UvSlot == CellStructPolygonSurfaceSide.Negative;
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bool invertNormal = candidate.NormalSign < 0;
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int skippedUntexturedSlots = 0;
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foreach (var slot in slots.Keys.OrderBy(s => s)) {
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var state = slots[slot];
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if (state is null) continue;
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// Contract §4: built-EnvCell DrawMesh(arg4=1) admits a subset
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// iff (Surface.Type & (BASE1_IMAGE|BASE1_CLIPMAP)) != 0. The
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// slot's mask/ownership facts exist; nothing else was built.
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if (state.IsUntextured) {
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skippedUntexturedSlots++;
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continue;
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}
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if (state.Batch is null) continue;
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var batch = state.Batch;
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// sides_type is NOT stored here any more.
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batch.CullMode = CullMode.Clockwise;
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// Contract §4: built-EnvCell DrawMesh(arg4=1) admits a subset
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// iff (Surface.Type & (BASE1_IMAGE|BASE1_CLIPMAP)) != 0. An
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// untextured slot is fully constructed above (its mask/
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// triangle-ownership facts exist) but is not emitted into the
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// prepared output.
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if (RetailUntexturedSurfacePolicy.IsUntextured(state.Surface.Type)) {
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skippedUntexturedSlots++;
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continue;
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}
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if (!batchesByFormat.TryGetValue(state.Format, out var list)) {
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list = new List<TextureBatchData>();
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batchesByFormat[state.Format] = list;
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@ -1149,7 +1187,7 @@ public sealed class MeshExtractor {
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if (unknownSidesTypePolygons > 0) {
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_logger.LogWarning(
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"CellStruct id=0x{Id:X16}: {Count} polygon(s) had an unrecognized raw sides_type (only 0/1/2 are retail-defined per OH2 contract §3.4); zero geometry candidates were constructed for them.",
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"CellStruct id=0x{Id:X16}: {Count} polygon(s) had a raw sides_type outside 0/1/2 (OH2 contract §3.4); they were constructed as retail's default single-side shape.",
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id, unknownSidesTypePolygons);
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}
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if (skippedUntexturedSlots > 0) {
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@ -236,6 +236,11 @@ public static class CellSurfaceSubsets {
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/// was never emitted into <see cref="ObjectMeshData.TextureBatches"/>
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/// in the first place, so it is absent here too — this enumerates
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/// DRAWABLE subsets, not every constructed slot.
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/// This LINQ form allocates and is for bake, upload, and test time only
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/// (App uploads consume it once per mesh in
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/// <c>ObjectMeshManager.OrderedUploadBatches</c>). A per-frame consumer
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/// must read a precomputed order (the uploaded batch list already is one),
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/// never call this per frame.
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/// </summary>
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public static IEnumerable<TextureBatchData> InAscendingSurfaceOrder(ObjectMeshData mesh) =>
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mesh.TextureBatches.Values
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@ -30,12 +30,18 @@ public static class CellMesh
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/// ported from <c>D3DPolyRender::ConstructMesh</c> @0x0059DFA0, contract
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/// §3.4) targets a surface slot whose resolved <c>Surface.Type</c> is
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/// TEXTURED (<see cref="RetailUntexturedSurfacePolicy.IsUntextured"/>
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/// is false) — exactly the condition under which
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/// <c>MeshExtractor.PrepareCellStructMeshData</c> would emit at least
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/// one subset into the prepared package: retail's built-EnvCell draw
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/// admission is <c>(Surface.Type & (BASE1_IMAGE|BASE1_CLIPMAP)) != 0</c>
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/// is false) — retail's built-EnvCell draw admission
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/// <c>(Surface.Type & (BASE1_IMAGE|BASE1_CLIPMAP)) != 0</c>
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/// (<c>RenderDeviceD3D::DrawEnvCell</c> @0x0059F170 →
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/// <c>D3DPolyRender::DrawMesh(..., arg4=1)</c> @0x0059D4A0, contract §4).
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/// <c>D3DPolyRender::DrawMesh(..., arg4=1)</c> @0x0059D4A0, contract §4),
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/// evaluated without resolving the surface's texture dependency chain.
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/// It is therefore a conservative superset of what
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/// <c>MeshExtractor.PrepareCellStructMeshData</c> actually emits: the
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/// extractor additionally drops a textured slot whose SurfaceTexture,
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/// RenderSurface, palette, or pixel format cannot be resolved (an
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/// extractor-side quarantine outcome, logged there), which this predicate
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/// still reports as drawable. Missing texture data is a DAT defect, not a
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/// retail admission decision, so the predicate follows the admission rule.
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/// </summary>
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/// <remarks>
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/// Side candidates come only from <c>CPolygon::sides_type</c>
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/// branch returns a span over a static readonly array.
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/// </summary>
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/// <remarks>
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/// Unknown/out-of-range values (anything other than 0, 1, or 2) yield
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/// zero candidates. The installed DAT corpus and the retail header
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/// define only 0/1/2 (contract §3.4 closing paragraph); retail's own
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/// branching would fall through to the single-side shape for other
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/// values, but the port deliberately does not invent that fourth public
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/// semantic — an unrecognized raw value stays data for the caller to
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/// quarantine/report, not a silently-guessed geometry shape.
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/// Any value other than 1 or 2 takes the single-side shape. That is
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/// retail's literal branching, not a guess: <c>ConstructMesh</c>
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/// initializes both loop bounds to 1 and widens the side bound only on
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/// <c>sides_type == 2</c> and the copy bound only on
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/// <c>sides_type == 1</c> (pseudo-C 426837-426842 and 427058-427066;
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/// Ghidra <c>iStack_44 = 1; local_5c = 1; if (*piVar6 == 2) ...;
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/// if (*piVar6 == 1) ...</c>). The installed corpus contains only 0/1/2
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/// (pinned by the S1 installed-DAT scan); callers should still count a
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/// raw value outside that set as a data anomaly for diagnostics, but the
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/// geometry it produces is retail's, so no divergence row is needed.
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/// </remarks>
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public static ReadOnlySpan<CellStructSideCandidate> GetCandidates(int rawSidesType) => rawSidesType switch
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{
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0 => SingleCandidates,
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1 => DoubleCandidates,
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2 => BothCandidates,
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_ => ReadOnlySpan<CellStructSideCandidate>.Empty,
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_ => SingleCandidates,
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};
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/// <summary>
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/// True for the three retail-defined <c>SidesType</c> values
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/// (<c>ST_SINGLE</c>=0, <c>ST_DOUBLE</c>=1, <c>ST_BOTH</c>=2,
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/// acclient.h:7372). Anything else is authored-data corruption that
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/// <see cref="GetCandidates"/> still renders as retail would (single
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/// side); callers use this only to report the anomaly.
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/// </summary>
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public static bool IsRetailDefinedSidesType(int rawSidesType) => rawSidesType is 0 or 1 or 2;
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/// <summary>
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/// Retail's exact triangle-fan vertex index order for one triangle
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/// within a fan, per contract §3.4's "Fan index order" column: forward
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