fix(world): AP-48 client-side visibility cull (FPS sink across portal-hops)
acdream accumulated every CreateObject from every town visited and never pruned by distance/time (only on server DeleteObject / respawn de-dup), so the entity tables + the O(N^2) TickAnimations scan grew with each hop and sank FPS (confirmed in Release). Faithful port of holtburger liveness.rs (ACE_DESTRUCTION_TIMEOUT_SECS=25, CONSERVATIVE_VISIBILITY_DISTANCE_M=384): a world entity is evicted only after being >384m AND outside the 3x3 landblock neighborhood for 25s continuous (arm-on-leave / clear-on-return). Logic in a pure, unit-tested EntityVisibilityCuller; GameWindow wires a 1Hz tick that snapshots the world entities + player and tears each evicted guid down through the existing pruner. Player + held/equipped/contained items are excluded (player by guid; inventory items never carry a world position so they never enter the culled map). A re-created object starts fresh (deadline cleared on remove). Skipped during a teleport hold (frozen player position). AD-32 registered. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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4 changed files with 268 additions and 1 deletions
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@ -61,7 +61,7 @@ accepted-divergence entries (#96, #49, #50).
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---
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## 2. Adaptation (AD) — 31 rows
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## 2. Adaptation (AD) — 32 rows
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| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
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|---|---|---|---|---|---|
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@ -96,6 +96,7 @@ accepted-divergence entries (#96, #49, #50).
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| AD-29 | `ClientObjectTable` fires global `ObjectAdded`/`ObjectUpdated`/`ObjectRemoved` events; consumers filter by guid on their end. Retail dispatches per-object via `NoticeRegistrar` observer dispatch — each UI cell observes only its specific object guid | `src/AcDream.Core/Items/ClientObjectTable.cs:48` (events); `src/AcDream.App/UI/Layout/ToolbarController.cs:115` (guid filter) | `NoticeRegistrar` is inside keystone.dll with no PDB/decomp; global broadcast + consumer-side filter is functionally equivalent for the current panel count and object volumes seen in practice | At high object counts (>1 000 objects), every `ObjectUpdated` wakes every subscribed consumer — O(n·m) notification cost instead of retail's O(1) per-observer dispatch; a consumer that forgets the guid filter processes all objects (a latent correctness bug) | `NoticeRegistrar` (keystone.dll, no PDB); retail per-object observer registration in `CObjectMaint` |
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| AD-30 | Cell-march preserves seed landblock id when `TryGetTerrainOrigin` returns false for an outdoor seed (#145 D, 2026-06-22): `BuildCellSetAndPickContaining` returns `currentCellId` verbatim rather than marching via `blockOrigin=(0,0,0)`; retail never encounters this state (cells stored block-local, no streaming-gap concept) | `src/AcDream.Core/Physics/CellTransit.cs:765` | Equivalence argument: "preserve-verbatim when unregistered" is the same contract as `PhysicsEngine.Resolve`'s NO-LANDBLOCK branch; the player's cell stays the last known-correct cell until the landblock's terrain registers — no march, no lbX=0 wire | A body whose seed landblock is genuinely absent for >1 physics tick holds its last-known cell rather than discovering the true containing cell; transient only — corrects the instant terrain registers; an indoor seed is explicitly excluded from the guard (outdoor low < 0x100 gate) | `CObjCell::find_cell_list` + block-local storage (retail has no streaming gap); `TryGetTerrainOrigin` pc path |
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| AD-31 | Teleport transit covered by a full-screen black FADE (`FadeOverlay` + `TeleportAnimSequencer`) instead of retail's 3D portal-tunnel swirl (2026-06-22, spec C). Opaque black holds through the tunnel states; the world ramps back in on `WorldFadeIn`. | `src/AcDream.App/Rendering/FadeOverlay.cs` + `GameWindow.cs` (TAS transit tick; `_teleportFadeAlpha = ShowTunnel ? 1 : FadeAlpha`) | The fade is a functional cover that hides the (now-fast) destination load + the post-materialization object flood; the TAS state machine + golden timing constants are retail-verbatim — only the tunnel *graphic* is approximated. Sibling to AP-49 (fade-curve). | Visual-only: the transit shows a black cover, not the animated swirl. Retire by porting the `gmSmartBoxUI` 3D tunnel render. | `gmSmartBoxUI::UseTime` 0x004d6e30 (tunnel render, unported); `TELEPORT_ANIM_*` golden constants (spec §2.1) |
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| AD-32 | Client-side visibility cull (AP-48 fix, 2026-06-22): world entities >384m AND outside the 3×3 landblock neighborhood for 25s continuous are evicted (arm-on-leave/clear-on-return), so the entity tables don't accumulate every town's objects across portal-hops. Adaptations vs holtburger: the nearby test uses each entity's `ParentCellId`-derived landblock (vs holtburger's `scene` landblock_map), the cull runs at **1 Hz** client-side (vs per-world-tick), and the time base is wall-clock (`DateTime.UtcNow`) not server time. | `src/AcDream.App/World/EntityVisibilityCuller.cs` + `GameWindow.TickEntityCull` (wiring) + `RemoveLiveEntityByServerGuid` (Forget on remove) | Faithful port of holtburger's `liveness.rs` (`ACE_DESTRUCTION_TIMEOUT_SECS=25`, `CONSERVATIVE_VISIBILITY_DISTANCE_M=384`); the player + held/equipped/contained items are excluded (player by guid; inventory items never carry a world position so they never enter the culled map); a re-created object is rescued (deadline cleared on remove + on the next visible tick) | An object the server still tracks but that goes silent >25s while >384m away is evicted locally and re-materializes only on the next server CreateObject (matches holtburger); a coordinate-frame edge where a genuinely-near object reads >384m is covered by the landblock-neighborhood OR-term | holtburger `crates/holtburger-world/src/state/liveness.rs:11-12,145-189,294-308`; ACE `ObjectMaint`/`Player_Tracking` never clears KnownObjects on teleport |
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---
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@ -840,6 +840,13 @@ public sealed class GameWindow : IDisposable
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/// keys the render list; this parallel dictionary keys by server guid.
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/// </summary>
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private readonly Dictionary<uint, AcDream.Core.World.WorldEntity> _entitiesByServerGuid = new();
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// AP-48: client-side visibility cull (holtburger liveness.rs port) — prunes world
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// entities the player left far behind so the tables don't accumulate every town's
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// objects across portal-hops (which sank FPS). 1 Hz; the player + held/equipped items
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// are excluded (see TickEntityCull).
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private readonly AcDream.App.World.EntityVisibilityCuller _entityCuller = new();
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private double _cullAccum;
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/// <summary>
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/// Latest <see cref="AcDream.Core.Net.WorldSession.EntitySpawn"/> for each
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/// guid. Captured at the end of <see cref="OnLiveEntitySpawnedLocked"/> so
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@ -3828,8 +3835,61 @@ public sealed class GameWindow : IDisposable
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}
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}
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// AP-48 cull wiring (logic lives in EntityVisibilityCuller). Snapshots the world
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// entities + player, asks the culler who has been >384m AND outside the 3×3 landblock
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// neighborhood for 25s, and tears each down through the existing pruner. Throttled to
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// 1 Hz (holtburger runs it per world tick; per-frame is wasteful). Skipped during a
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// teleport hold (the player WorldEntity.Position is frozen). Held/equipped/contained
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// items never enter _entitiesByServerGuid (OnLiveEntitySpawnedLocked early-returns on a
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// null world position), so the cull is structurally incapable of touching them; the
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// ClientObjectTable weenie row is dropped only for genuinely world-placed objects.
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private void TickEntityCull(double dt)
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{
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_cullAccum += dt;
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if (_cullAccum < 1.0) return;
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_cullAccum = 0.0;
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if (_playerController is { State: AcDream.App.Input.PlayerState.PortalSpace }) return;
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if (!_entitiesByServerGuid.TryGetValue(_playerServerGuid, out var pe)) return;
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uint plb = pe.ParentCellId ?? 0u;
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var player = new AcDream.App.World.EntityCullInfo(
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_playerServerGuid, pe.Position,
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(int)((plb >> 24) & 0xFFu), (int)((plb >> 16) & 0xFFu), plb != 0u);
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// Snapshot first (the eviction below mutates _entitiesByServerGuid).
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var snapshot = new System.Collections.Generic.List<AcDream.App.World.EntityCullInfo>(
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_entitiesByServerGuid.Count);
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foreach (var kv in _entitiesByServerGuid)
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{
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uint elb = kv.Value.ParentCellId ?? 0u;
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snapshot.Add(new AcDream.App.World.EntityCullInfo(
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kv.Key, kv.Value.Position,
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(int)((elb >> 24) & 0xFFu), (int)((elb >> 16) & 0xFFu), elb != 0u));
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}
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double now = (System.DateTime.UtcNow - System.DateTime.UnixEpoch).TotalSeconds;
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var evicted = _entityCuller.Tick(snapshot, player, now);
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foreach (var guid in evicted)
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{
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var row = Objects.Get(guid);
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RemoveLiveEntityByServerGuid(guid);
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// has_nonworld_retention parity: keep the weenie row if it's held/equipped (a far
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// ground item open in a container view); drop it only for world-placed objects.
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if (row is null || (row.ContainerId == 0u && row.WielderId == 0u))
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Objects.Remove(guid);
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}
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}
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private bool RemoveLiveEntityByServerGuid(uint serverGuid)
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{
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// AP-48: clear any armed cull deadline for this guid BEFORE the early-return, so a
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// guid that was culled (and is no longer in _entitiesByServerGuid) but is then
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// re-created by the server starts fresh — never inherits a stale, already-expired
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// deadline that would evict it on the next cull tick. Mirrors holtburger's
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// clear-on-upsert/delete.
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_entityCuller.Forget(serverGuid);
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if (!_entitiesByServerGuid.TryGetValue(serverGuid, out var existingEntity))
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return false;
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// Step 2: routed through the controller; functionally identical.
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_liveSessionController?.Tick();
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// AP-48: 1 Hz visibility cull. Runs after the live-session drain so the player's
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// WorldEntity.Position/ParentCellId reflect this frame's UpdatePosition.
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TickEntityCull(dt);
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// Retail teleport transit. Runs AFTER streaming (which priority-applies the
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// destination landblock this frame) and the live-session drain, so a destination
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// that became resident this frame materializes the same frame. The TAS holds at
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94
src/AcDream.App/World/EntityVisibilityCuller.cs
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94
src/AcDream.App/World/EntityVisibilityCuller.cs
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@ -0,0 +1,94 @@
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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namespace AcDream.App.World;
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/// <summary>Per-entity world-position + landblock snapshot fed to the culler.</summary>
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public readonly record struct EntityCullInfo(uint Guid, Vector3 Pos, int LbX, int LbY, bool HasLb);
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/// <summary>
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/// AP-48 fix: a client-side visibility cull that prunes world entities the player has left
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/// far behind, so the entity tables don't accumulate every object from every town visited
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/// (which sank FPS the more the player portal-hopped). Faithful port of holtburger's
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/// <c>liveness.rs</c> (<c>crates/holtburger-world/src/state/liveness.rs</c>): an entity is
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/// "conservatively visible" if it's in the 3×3 landblock neighborhood OR within 384 m of the
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/// player; it is evicted only after being continuously OUT of visibility for 25 s
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/// (arm-on-leave / clear-on-return). The 25 s is time-since-it-left-visibility, NOT
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/// time-since-last-update.
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///
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/// <para>This class is pure: it owns only the per-guid prune deadlines and decides WHO to
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/// evict; the caller (GameWindow) supplies the entity snapshots and performs the actual
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/// teardown through its existing pruner. The local player and any held/equipped/contained
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/// item are excluded by the caller (the player by guid; inventory items never have a world
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/// position so they never appear in the snapshot).</para>
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/// </summary>
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public sealed class EntityVisibilityCuller
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{
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/// <summary>holtburger <c>CONSERVATIVE_VISIBILITY_DISTANCE_M</c> (liveness.rs:12).</summary>
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public const double VisibilityDistanceM = 384.0;
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/// <summary>holtburger <c>ACE_DESTRUCTION_TIMEOUT_SECS</c> (liveness.rs:11).</summary>
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public const double DestructionTimeoutSec = 25.0;
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private readonly Dictionary<uint, double> _deadline = new();
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/// <summary>Number of entities currently armed for eviction (diagnostic).</summary>
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public int ArmedCount => _deadline.Count;
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/// <summary>
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/// "Conservatively visible": in the 3×3 landblock neighborhood (own + adjacent landblocks)
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/// OR within <see cref="VisibilityDistanceM"/> of the player. The landblock test uses the
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/// absolute landblock id (frame-independent), so a streaming recenter on teleport doesn't
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/// false-positive a near entity whose offset position is momentarily stale.
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/// </summary>
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public static bool IsVisible(
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Vector3 entityPos, int eLbX, int eLbY, bool entityHasLb,
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Vector3 playerPos, int pLbX, int pLbY)
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{
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bool nearLb = entityHasLb && Math.Abs(eLbX - pLbX) <= 1 && Math.Abs(eLbY - pLbY) <= 1;
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return nearLb
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|| Vector3.DistanceSquared(entityPos, playerPos)
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<= VisibilityDistanceM * VisibilityDistanceM;
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}
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/// <summary>
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/// Pure per-entity state transition. Given current visibility, the entity's current
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/// prune deadline (null = none armed) and the current time, returns the new deadline
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/// (null = cleared) and whether to evict now. Visible → clear + keep; not-visible +
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/// unarmed → arm at now+25s; not-visible + armed-and-expired → evict; not-visible +
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/// armed-not-expired → keep.
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/// </summary>
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public static (double? newDeadline, bool evict) Step(bool visible, double? deadline, double now)
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{
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if (visible) return (null, false);
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if (deadline is null) return (now + DestructionTimeoutSec, false);
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if (deadline.Value <= now) return (null, true);
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return (deadline, false);
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}
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/// <summary>
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/// Advance the cull over the current world entities and return the guids to evict. The
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/// caller must skip the local player BEFORE calling (or rely on the per-guid
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/// <paramref name="playerGuid"/> filter here) and perform the teardown for each returned
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/// guid. Mutates only the internal deadline map; does not touch the entities.
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/// </summary>
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public IReadOnlyList<uint> Tick(IEnumerable<EntityCullInfo> entities, EntityCullInfo player, double now)
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{
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List<uint>? evict = null;
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foreach (var e in entities)
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{
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if (e.Guid == player.Guid) continue; // never cull the local player
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bool visible = IsVisible(e.Pos, e.LbX, e.LbY, e.HasLb, player.Pos, player.LbX, player.LbY);
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double? current = _deadline.TryGetValue(e.Guid, out var d) ? d : null;
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var (newDeadline, doEvict) = Step(visible, current, now);
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if (newDeadline is { } nd) _deadline[e.Guid] = nd; else _deadline.Remove(e.Guid);
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if (doEvict) (evict ??= new List<uint>()).Add(e.Guid);
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}
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return (IReadOnlyList<uint>?)evict ?? Array.Empty<uint>();
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}
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/// <summary>Drop any armed deadline for a guid (e.g. when it's explicitly deleted or
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/// re-created by the server, matching holtburger's clear-on-upsert).</summary>
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public void Forget(uint guid) => _deadline.Remove(guid);
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}
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108
tests/AcDream.App.Tests/World/EntityVisibilityCullerTests.cs
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108
tests/AcDream.App.Tests/World/EntityVisibilityCullerTests.cs
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@ -0,0 +1,108 @@
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using System.Numerics;
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using AcDream.App.World;
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using Xunit;
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namespace AcDream.App.Tests.World;
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/// <summary>
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/// AP-48 cull (holtburger liveness.rs port): visible = 3×3 landblock neighborhood OR ≤384 m;
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/// evict only after 25 s continuously out-of-visibility (arm-on-leave / clear-on-return).
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/// </summary>
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public sealed class EntityVisibilityCullerTests
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{
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private static readonly EntityCullInfo Player =
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new(0x50000001u, new Vector3(0, 0, 0), 169, 180, true);
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// ---- IsVisible ----
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[Fact]
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public void Within384m_isVisible_byDistance_evenInAFarLandblock()
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=> Assert.True(EntityVisibilityCuller.IsVisible(
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new Vector3(50, 0, 0), 100, 100, true, new Vector3(0, 0, 0), 169, 180));
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[Fact]
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public void AdjacentLandblock_isVisible_evenWhenFarByPosition()
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=> Assert.True(EntityVisibilityCuller.IsVisible(
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new Vector3(5000, 0, 0), 169, 181, true, new Vector3(0, 0, 0), 169, 180));
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[Fact]
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public void FarAndNotAdjacent_isNotVisible()
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=> Assert.False(EntityVisibilityCuller.IsVisible(
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new Vector3(5000, 0, 0), 100, 100, true, new Vector3(0, 0, 0), 169, 180));
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// ---- Step lifecycle ----
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[Fact]
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public void Step_visible_clearsDeadlineAndKeeps()
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{
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var (dl, evict) = EntityVisibilityCuller.Step(visible: true, deadline: 123.0, now: 200.0);
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Assert.Null(dl);
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Assert.False(evict);
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}
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[Fact]
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public void Step_notVisible_unarmed_arms()
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{
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var (dl, evict) = EntityVisibilityCuller.Step(visible: false, deadline: null, now: 100.0);
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Assert.Equal(100.0 + EntityVisibilityCuller.DestructionTimeoutSec, dl);
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Assert.False(evict);
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}
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[Fact]
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public void Step_notVisible_armedNotExpired_keeps()
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{
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var (dl, evict) = EntityVisibilityCuller.Step(visible: false, deadline: 125.0, now: 110.0);
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Assert.Equal(125.0, dl);
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Assert.False(evict);
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}
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[Fact]
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public void Step_notVisible_armedExpired_evicts()
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{
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var (dl, evict) = EntityVisibilityCuller.Step(visible: false, deadline: 125.0, now: 125.0);
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Assert.Null(dl);
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Assert.True(evict);
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}
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// ---- Tick integration ----
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[Fact]
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public void Tick_neverEvictsTheLocalPlayer()
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{
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var c = new EntityVisibilityCuller();
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var ents = new[] { Player };
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c.Tick(ents, Player, now: 0);
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c.Tick(ents, Player, now: 1000);
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Assert.Empty(c.Tick(ents, Player, now: 1_000_000));
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Assert.Equal(0, c.ArmedCount);
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}
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[Fact]
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public void Tick_armsThenEvicts_aFarStaleEntity_afterTimeout()
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{
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var c = new EntityVisibilityCuller();
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var far = new EntityCullInfo(0xABCDu, new Vector3(5000, 0, 0), 10, 10, true);
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var ents = new[] { far };
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Assert.Empty(c.Tick(ents, Player, now: 0)); // arm at 0 + 25
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Assert.Equal(1, c.ArmedCount);
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Assert.Empty(c.Tick(ents, Player, now: 24)); // not expired
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var evicted = c.Tick(ents, Player, now: 25); // expired → evict
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Assert.Equal(new[] { 0xABCDu }, evicted);
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Assert.Equal(0, c.ArmedCount); // deadline cleared on evict
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}
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[Fact]
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public void Tick_clearsDeadline_whenEntityReturnsToVisibility_beforeTimeout()
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{
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var c = new EntityVisibilityCuller();
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var far = new EntityCullInfo(0xABCDu, new Vector3(5000, 0, 0), 10, 10, true);
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var near = far with { Pos = new Vector3(50, 0, 0) }; // within 384 m → visible
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Assert.Empty(c.Tick(new[] { far }, Player, now: 0)); // arm
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Assert.Equal(1, c.ArmedCount);
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Assert.Empty(c.Tick(new[] { near }, Player, now: 10)); // returned → clear
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Assert.Equal(0, c.ArmedCount);
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Assert.Empty(c.Tick(new[] { near }, Player, now: 100)); // never evicted
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}
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}
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