diff --git a/docs/ISSUES.md b/docs/ISSUES.md
index ca2ed2b7..c21f9cf1 100644
--- a/docs/ISSUES.md
+++ b/docs/ISSUES.md
@@ -44,6 +44,76 @@ Copy this block when adding a new issue:
---
+## #218 — Portal silhouette pose, destination reveal, and indoor observer snap
+
+**Status:** IN-PROGRESS — root fixes implemented 2026-07-16; pending connected visual gate
+**Severity:** HIGH
+**Filed:** 2026-07-16
+**Component:** portal VFX / streaming / physics / outbound movement
+
+**Description:** The purple player silhouette in portal space sampled the tail
+of the recall action instead of the finished Ready pose. Some outdoor exits
+briefly revealed grey/unloaded landblocks during the view-plane zoom. A retail
+observer watching acdream enter a dungeon saw movement while commands were
+active, but stopping snapped acdream back to the dungeon entrance.
+
+**Root cause / status:** These were three lifecycle truths hidden by the same
+portal gate. Hidden entities skipped part-pose composition entirely, so
+`HandleEnterWorld` changed the sequence cursor to Ready without publishing that
+pose before the zero-time Hidden PES emitted the silhouette. Portal readiness
+checked collision residency but not actual mesh/texture render readiness; the
+captured destination additionally failed whole landblock builds when dense
+procedural scenery exceeded the obsolete 256-id namespace. Finally,
+`PhysicsBody.CellPosition` advanced only outdoors: indoor resolves updated the
+controller cell but left the canonical outbound frame at the portal entrance.
+
+The implementation now samples Hidden sequence poses without advancing time,
+joins render and collision readiness before world reveal, uses a collision-free
+`0x8XXYYIII` 4,096-entry scenery namespace, and commits every successful indoor
+transition's full cell/frame before movement serialization. Render readiness
+tracks both static GfxObjs and EnvCell shell geometry through completed WB
+uploads and requires the complete priority ring to be Near-tier. Stale worker
+completions carry a hard-recenter generation, so even overlapping old loads and
+unloads cannot overwrite the replacement window. A Near load demoted before
+its first publication is converted to the equivalent terrain-only Far payload
+instead of leaving a hole. Mesh upload no longer manufactures a second logical
+owner; static and synthetic EnvCell geometry pins release symmetrically, while
+zero-owner late uploads stay evictable. EnvCell publication replays its
+schema-aware preparation request after those pins are installed, closing an
+eviction race without routing synthetic ids through generic GfxObj decode. The
+bounded CPU cache retains texture payloads and re-stages evicted meshes exactly
+once instead of returning a never-uploaded or blank cache hit. A self-contained
+promotion that supersedes a queued Far load now publishes directly as a real
+Near landblock, so readiness cannot wait forever for a base the streamer
+intentionally cancelled; later Far completion cannot overwrite that Near tier.
+Near-to-Far now tears down the full Near-only App/Core layer while preserving
+terrain, and repeated current-generation Near completions are ignored before
+they can duplicate statics, scripts, pins, or callbacks. Static collision is
+removed by owner before prefix cleanup, including footprints flooded across a
+landblock seam, while server-live/dynamic registrations remain refloodable.
+Full unload uses the same owner rule; surviving owners seeded across the seam
+track withdrawn prefixes so a later reload restores their missing collision
+rows.
+
+**Files:** `src/AcDream.Core/Physics/AnimationSequencer.cs`;
+`src/AcDream.App/Rendering/GameWindow.cs`;
+`src/AcDream.App/Streaming/StreamingController.cs`;
+`src/AcDream.App/Streaming/GpuWorldState.cs`;
+`src/AcDream.App/Rendering/Wb/LandblockSpawnAdapter.cs`;
+`src/AcDream.App/Rendering/Wb/ObjectMeshManager.cs`;
+`src/AcDream.Core/World/ProceduralSceneryIdAllocator.cs`;
+`src/AcDream.Core/Physics/PhysicsBody.cs`;
+`src/AcDream.App/Input/PlayerMovementController.cs`.
+
+**Research:** `docs/research/2026-07-16-portal-completion-pseudocode.md`.
+
+**Acceptance:** Recall/portal Hidden particles outline the finished standing
+pose; outdoor exits reveal only fully rendered terrain/scenery; and a retail
+observer sees acdream run and stop repeatedly inside a dungeon without any
+snap back to the entrance.
+
+---
+
## #217 — Character windows did not receive live 64-bit experience updates
**Status:** DONE — 2026-07-13, connected gate user-confirmed
diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md
index 60658508..11bbbba7 100644
--- a/docs/architecture/retail-divergence-register.md
+++ b/docs/architecture/retail-divergence-register.md
@@ -66,7 +66,7 @@ accepted-divergence entries (#96, #49, #50).
| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
|---|---|---|---|---|---|
| AD-1 | Lost-cell machinery replaced by recoverable outdoor demote (**#107** safety net) + outdoor-restore `max(terrainZ, z)` under-terrain lift; retail goes `GotoLostCell` | `src/AcDream.Core/Physics/PhysicsEngine.cs:553` (+ :808) | acdream has no lost-cell state machine; outdoor landcell is the recoverable equivalent; the #107 auto-entry hold should make the demote branch unreachable | Gap in the hold → player committed to outdoor terrain inside/under a building (fake-grounded spawn, fall-through); a legit below-heightmap server restore is silently lifted — upward warp vs server | `GotoLostCell` pc:283418; `SetPositionInternal` 0x00515bd0, pc:283892-283945 |
-| AD-2 | Async spawn gates replacing retail's synchronous cell load. **#135 refinement:** an INDOOR spawn/teleport (cell ≥ 0x0100, hydratable) gates ONLY on the EnvCell floor (`IsSpawnCellReady`), NOT the terrain heightmap; an OUTDOOR spawn (or an unhydratable indoor claim that demotes outdoor) gates on the terrain-ready hold (**#106**). A dungeon's negative-offset cells can place the spawn's WORLD position in a neighbour terrain landblock the #135 dungeon collapse doesn't load, so a terrain requirement would hang indoor login/teleport forever (cellReady true, terrain null) — the player lands on the cell floor, terrain is irrelevant indoors. Claims beyond NumCells skip the gate (demoted). **#145 refinement (2026-06-22):** an OUTDOOR teleport additionally requires the destination's OWN landblock terrain to be resident (`PhysicsEngine.IsLandblockTerrainResident(destCell)`, which `StreamingController` priority-applies so it flips in ~hundreds of ms) before placing — and `SampleTerrainZ` is short-circuited behind it. On a teleport OUT of a dungeon the collapsed SOURCE dungeon stays resident at the same streaming-local coords and answers `SampleTerrainZ` (terrain 0), so without the load check the resolve ran against the dungeon's cells and rooted the player at a dungeon-frame cell id (ACE then rejected all movement as "failed transition"). Decision in `TeleportWorldReady`; the hold→materialize→regain-control transit is driven by `TeleportAnimSequencer` (the retail portal/view-plane lifecycle, ticked in `OnUpdate`), which replaced the retired `TeleportArrivalController` | `src/AcDream.App/Rendering/GameWindow.cs` (`isSpawnGroundReady` lambda ~1010 + `TeleportWorldReady` ~5512 + the TAS transit tick in `OnUpdate`) (+ `src/AcDream.App/Input/PlayerModeAutoEntry.cs:69`, `src/AcDream.Core/Physics/PhysicsEngine.cs:468`) | Entering earlier integrates gravity against an empty world (free-fall into void); the gate is the async-streaming equivalent of retail's blocking load; a looser "any struct present" version reproduced the transparent-interior wedge. Indoor-on-cellReady is the faithful equivalent of retail's synchronous cell load + place-on-floor (terrain under a dungeon is meaningless; the pre-#135 terrain hold only passed because the 25×25 window streamed the neighbour terrain) | Gate opens early → raw claim commit → outdoor demote mid-building; predicate never satisfied (streamer stall, dat edge case) → login wedges in pre-player mode; an indoor spawn whose cell never hydrates now holds on cellReady alone (no terrain backstop) — but that path is exactly the #107 hold | retail synchronous cell load before SetPosition (no gate exists) |
+| AD-2 | Async readiness gates replace retail's synchronous destination cell load. Login placement keeps #135's split: a hydratable indoor claim gates on its EnvCell floor (`IsSpawnCellReady`) rather than meaningless dungeon terrain; outdoor placement gates on terrain. **#218 refinement (2026-07-16):** F751 portal-space exit joins BOTH publication domains in `TeleportWorldReady`: indoor requires the center landblock's Near-tier static/EnvCell mesh set uploaded plus the EnvCell in physics, while outdoor requires that Near-tier render readiness plus terrain/collision residency for the priority near ring. Hard-recenter generations and tier-aware completion application prevent stale overlapping loads/unloads or Far/Near jobs from opening or erasing the gate; mesh upload remains separate from balanced landblock ownership. Claims beyond NumCells still take the loud forced-placement path. The hold→materialize→regain-control lifecycle remains owned by `TeleportAnimSequencer`. | `src/AcDream.App/Rendering/GameWindow.cs` (`TeleportWorldReady` + TAS transit tick); `src/AcDream.App/Streaming/StreamingController.cs` (`IsRenderNeighborhoodResident`); `src/AcDream.App/Streaming/GpuWorldState.cs` (`IsRenderReady`); `src/AcDream.App/Rendering/Wb/LandblockSpawnAdapter.cs`; `src/AcDream.Core/Physics/PhysicsEngine.cs` (`IsSpawnCellReady`, `IsNeighborhoodTerrainResident`) | This is the asynchronous equivalent of retail completing its blocking cell load before `EndTeleportAnimation`: neither an empty collision world, a terrain-only Far shell, nor a published-but-not-drawable GPU landblock may be revealed. Indoor does not require a terrain heightmap, only the owning render landblock and the exact EnvCell. | Gate opens early → grey/untextured reveal, free-fall, wrong-cell rooting, or missing scenery; predicate never satisfies (streamer/DAT/upload failure) → portal transit reaches its existing loud timeout/forced-placement diagnostic instead of silently hanging forever. | retail synchronous cell load before SetPosition / `gmSmartBoxUI::EndTeleportAnimation` 0x004D65A0 |
| AD-3 | Outdoor seeds always walk the transit array (retail skips the walk when the seed CLandCell is null/unloaded); per-cell lookups no-op on unhydrated data | `src/AcDream.Core/Physics/CellTransit.cs:503` | Equivalence argument: with nothing hydrated every lookup inside the walk no-ops, so the result matches retail's skipped walk | Near partially-streamed landblocks, building-transit promotion silently can't fire until structs hydrate — membership stays outdoor while the player is inside a building | `CObjCell::find_cell_list` 0052b535-0052b56c (null-CLandCell case) |
| AD-4 | `point_in_cell` against an unhydrated CellBSP returns false (skip) rather than the null-node "inside" default; retail never queries unloaded cells | `src/AcDream.Core/Physics/CellTransit.cs:588` | The null-node default would make an unhydrated cell spuriously claim every point; skipping is the conservative streaming-safe choice | During hydration, a point genuinely inside a not-yet-loaded cell resolves outdoor/stale — transient membership misclassification driving wrong collision set and render root | `CEnvCell::find_visible_child_cell` :311397; cell-BSP vtable[0x84] |
| AD-5 | Outdoor `point_in_cell` is an identity compare against the global XY-column cell from `LandDefs.AdjustToOutside` (no per-cell containment test) | `src/AcDream.Core/Physics/CellTransit.cs:865` | Landcells are disjoint 24 m columns — identity-compare against the column under the sphere centre is exactly equivalent to retail's per-candidate test | If block-origin/lcoord math is wrong at a landblock seam, the compare silently never matches — outdoor membership freezes at boundaries (the pre-#106 symptom) | `find_cell_list` pick pc:308788-308825; `CLandCell::point_in_cell` (get_block_offset pc:308804) |
diff --git a/docs/architecture/worldbuilder-inventory.md b/docs/architecture/worldbuilder-inventory.md
index ccbae299..a3afba1a 100644
--- a/docs/architecture/worldbuilder-inventory.md
+++ b/docs/architecture/worldbuilder-inventory.md
@@ -125,6 +125,27 @@ before installing retail's distant light. The lifecycle, camera, animation,
and draw ordering are acdream-owned ports of `gmSmartBoxUI`; WorldBuilder never
implemented this UI viewport.
+**Portal destination render-readiness seam (2026-07-16).**
+`GpuWorldState.IsRenderReady` does not treat dictionary publication as a draw
+barrier. `LandblockSpawnAdapter` retains the complete required-id set for each
+landblock: atlas-tier GfxObjs plus the synthetic geometry ids prepared by the
+independent EnvCell shell pipeline. `WbMeshAdapter.IsRenderDataReady` opens the
+gate only after `ObjectMeshManager` has real GPU render data. Its bounded CPU
+cache retains texture payloads and stages a missing GPU object through a
+deduplicated upload queue on cache hit, covering eviction and revisit churn.
+GPU upload is deliberately not an ownership acquire: atlas GfxObjs use their
+landblock/entity pins, while synthetic EnvCell geometry uses a no-generic-decode
+pin balanced from each landblock snapshot. A late upload after all owners have
+released enters the evictable LRU instead of resurrecting a reference. After
+publication pins the synthetic ids, the controller replays their immutable
+environment/cell-structure/surface preparation descriptors; if a formerly
+unowned mesh was evicted between worker scheduling and publication, this
+schema-aware replay re-stages it without a generic GfxObj lookup.
+Near-to-Far demotion is a separate App transaction: it releases EnvCell
+rendering and landblock mesh pins while retaining the terrain slot. Core's
+matching physics demotion preserves the terrain surface but removes indoor
+cells, portals, buildings, and static shadow registrations.
+
**Workflow:** Before re-implementing any AC-specific rendering or dat-handling
algorithm, **check this inventory first**. If we already extracted it (🟢
sections), it's in `src/AcDream.App/Rendering/Wb/` — use our copy. If WB has
@@ -194,6 +215,13 @@ Retail `TexMerge::CopyAndTile` (`0x00503580`) and `TexMerge::Merge`
| `SceneryHelpers` | Displace / RotateObj / ScaleObj / ObjAlign / CheckSlope |
| `SceneryInstance` | Per-spawn instance data |
+acdream's streamed projection assigns generated instances local runtime IDs
+through `AcDream.Core.World.ProceduralSceneryIdAllocator`. The namespace is
+`0x8XXYYIII` (full X/Y bytes plus a 12-bit counter); bit 31 remains the stable
+scenery classification seam. This is projection identity, not placement
+behavior. The former 8-bit counter rejected dense retail-DAT landblocks before
+their render transaction could publish (#218).
+
### Static objects (buildings, slabs, props — Setup + GfxObj + ObjDesc)
| Component | What it does |
diff --git a/docs/plans/2026-04-11-roadmap.md b/docs/plans/2026-04-11-roadmap.md
index 9fba3b24..c1517b2c 100644
--- a/docs/plans/2026-04-11-roadmap.md
+++ b/docs/plans/2026-04-11-roadmap.md
@@ -27,7 +27,8 @@ active enchantment, then recall through the DAT-driven portal presentation.
3. **Pending user visual gate:** connected projectile/self-buff casts plus the
complete retained magic UI interaction checklist.
4. **Pending user visual gate:** two-client portal-out/materialization observer
- presentation before M3 closes.
+ presentation before M3 closes, including #218's finished Hidden silhouette,
+ fully rendered destination reveal, and no indoor stop-time position snap.
Opportunistic UI/physics fixes are no longer the work-order driver. They enter
the active slice only when they block this demo or represent a severe regression.
diff --git a/docs/plans/2026-05-12-milestones.md b/docs/plans/2026-05-12-milestones.md
index e9e84748..114d1cb7 100644
--- a/docs/plans/2026-05-12-milestones.md
+++ b/docs/plans/2026-05-12-milestones.md
@@ -332,6 +332,37 @@ the Lifestone recall boundary and a MagicPortal casting timeline. The user
confirmed `/ls` and spell-recall arrivals no longer replay their animation
tails; additional portal visual polish is explicitly deferred.
+**2026-07-16 corrective portal gate (#218).** A side-by-side retail observer
+check found three distinct state-publication defects after the arrival-tail
+fix. Hidden now recomposes the post-`HandleEnterWorld` cyclic pose without
+advancing animation time before its zero-time purple PES hooks run. Portal
+space now waits for both completed static/EnvCell mesh uploads (including the
+texture flush) and collision residency; dense
+outdoor landblocks no longer abort at the obsolete 256-entry procedural
+scenery id boundary (`0x8XXYYIII`, 4,096 entries). Finally, successful indoor
+transitions commit the full resolved EnvCell/frame into the canonical outbound
+Position, preventing stop-time snaps to the dungeon entrance on retail
+observers. GPU-evicted meshes are re-staged from a bounded texture-complete CPU
+cache instead of becoming false-ready or permanently absent. Portal readiness
+also requires Near-tier ownership throughout the ring; stale worker completions
+carry a hard-recenter generation and cannot overwrite a newer tier/window, and
+a first Near completion demoted in flight is published as its equivalent
+terrain-only Far payload rather than dropped. Upload completion is separate
+from logical mesh ownership; landblock/static/EnvCell pins now balance across
+unload and zero-owner late uploads remain evictable. A self-contained promotion
+that supersedes a queued Far load publishes directly as a real Near landblock;
+there is no provisional transaction waiting indefinitely for a base that the
+streamer intentionally cancelled. Near-to-Far now has an explicit cross-layer
+demotion transaction that preserves terrain while retiring EnvCells, indoor
+physics/buildings, static collision, lights, translucency state, entities, and
+render pins. Cross-landblock static shadow footprints are removed by logical
+owner while dynamic registrations remain refloodable; duplicate Near
+completions are publication-idempotent. Full unload shares the static-owner
+teardown, and surviving adjacent owners remember withdrawn prefixes so their
+cross-seam rows return when a landblock is promoted again.
+Automated gates are green; the connected single-/two-client visual gate is
+pending.
+
---
#### (historical M1.5 working notes below)
diff --git a/docs/research/2026-06-11-holistic-map/wf2-sky-weather-scenery.md b/docs/research/2026-06-11-holistic-map/wf2-sky-weather-scenery.md
index 0b711515..cd787889 100644
--- a/docs/research/2026-06-11-holistic-map/wf2-sky-weather-scenery.md
+++ b/docs/research/2026-06-11-holistic-map/wf2-sky-weather-scenery.md
@@ -24,7 +24,7 @@ OUTSIDE SLICE — DrawLandscapeThroughOutsideView (RetailPViewRenderer.cs:214-23
SKYRENDERER — src/AcDream.App/Rendering/Sky/SkyRenderer.cs (WB SkyboxRenderManager port): RenderSky draws the pre-scene partition (Properties bit 0x01 clear), RenderWeather the post-scene partition (bit set) (:106-144, 219-235 — correct retail bit semantics, citing MakeObject 0x00506ee0). GL state: depth test OFF + depth mask OFF + cull off + per-submesh additive/alpha blend (:194-210) — equivalent to retail's DEPTHTEST_ALWAYS/no-write. View translation zeroed = camera-centred sky (:175-178). Weather −120 offset applied as a CAMERA-RELATIVE model translation for bit4 && !bit8 objects (:307-308). Fog-override bit 0x02 skip implemented (:240-241). sky.vert writes gl_ClipDistance from the terrain-clip UBO (src/AcDream.App/Rendering/Shaders/sky.vert:153) so the doorway slices genuinely clip sky and rain.
-SCENERY — SceneryGenerator.Generate (src/AcDream.Core/World/SceneryGenerator.cs:86 via WbSceneryAdapter) → GameWindow.BuildSceneryEntitiesForStreaming (GameWindow.cs:5290-5473): scenery becomes WorldEntity ids 0x80XXYYII with MeshRefs and NO ParentCellId (5463-5472) → lands in the Outdoor partition bucket → drawn once per outside slice with per-entity frustum cull + slice clip planes. Building suppression at generation uses a 9×9 vertex-grid set derived from building origins (5310-5316). There are no per-LandCell object lists outdoors — the bucket is flat.
+SCENERY — SceneryGenerator.Generate (src/AcDream.Core/World/SceneryGenerator.cs:86 via WbSceneryAdapter) → GameWindow.BuildSceneryEntitiesForStreaming (GameWindow.cs:5290-5473): scenery becomes WorldEntity ids 0x8XXYYIII (bit-31 class + X8/Y8/counter12) with MeshRefs and NO ParentCellId (5463-5472) → lands in the Outdoor partition bucket → drawn once per outside slice with per-entity frustum cull + slice clip planes. Building suppression at generation uses a 9×9 vertex-grid set derived from building origins (5310-5316). There are no per-LandCell object lists outdoors — the bucket is flat.
## DIVERGENCES
diff --git a/docs/research/2026-07-16-portal-completion-pseudocode.md b/docs/research/2026-07-16-portal-completion-pseudocode.md
new file mode 100644
index 00000000..cbf0b501
--- /dev/null
+++ b/docs/research/2026-07-16-portal-completion-pseudocode.md
@@ -0,0 +1,228 @@
+# Portal completion: hidden pose, destination residency, and indoor position
+
+This note records the retail mechanisms behind three connected portal defects
+observed on 2026-07-16. The named Sept-2013 retail client is the behavioral
+oracle. The render-residency portion is an acdream adaptation because retail
+loads cells synchronously while acdream publishes streamed landblocks
+asynchronously.
+
+## 1. Hidden transition samples the post-link cyclic pose
+
+Named retail references:
+
+- `CPhysicsObj::set_hidden` at `0x00514C60`
+- `CPartArray::HandleEnterWorld` at `0x00517D70`
+- `MotionTableManager::HandleEnterWorld` at `0x0051BDD0`
+- `CSequence::remove_all_link_animations` at `0x00524CA0`
+- `CPhysicsObj::UpdateObjectInternal` at `0x005156B0`
+- `CPhysicsObj::UpdatePositionInternal` at `0x00512C30`
+- `CPhysicsObj::set_frame` at `0x00514090`
+- `CPartArray::SetFrame` at `0x00519310`
+- `CPartArray::UpdateParts` at `0x005190F0`
+
+Installed retail DAT confirmation:
+
+- Lifestone Recall `0x10000153` resolves to animation `0x030009BF`.
+- Its ACE-duration boundary is `(150 - 0) / 9.96 = 15.06024096 s`.
+- At that exact boundary the non-looping recall node remains at its final
+ authored frame (approximately frame 150); it has not advanced the cyclic
+ Ready node yet.
+- Hidden PES `0x33000331` contains fourteen `CreateParticle` hooks and one
+ translucency hook, all at time zero. The pose published when Hidden starts
+ therefore determines the purple player silhouette.
+
+Retail pseudocode:
+
+```text
+SetState(visible -> Hidden):
+ set_hidden(true)
+ play typed Hidden PES
+ part_array.HandleEnterWorld()
+
+MotionTableManager.HandleEnterWorld(sequence):
+ sequence.remove_all_link_animations()
+
+sequence.remove_all_link_animations():
+ discard link/action nodes
+ if the current node was the final link before the cyclic tail:
+ current = first_cyclic
+ frame = first_cyclic.starting_frame
+
+next hidden CPhysicsObj.UpdateObjectInternal:
+ do not advance PartArray animation time
+ UpdatePositionInternal(...)
+ later set_frame(current physics frame)
+ PartArray.SetFrame(frame)
+ PartArray.UpdateParts(frame)
+ sample sequence.get_curr_animframe()
+ ScriptManager executes the zero-time Hidden PES hooks
+```
+
+Port rule: Hidden suppresses time advance, not pose composition. After
+`HandleEnterWorld` changes the sequence cursor, acdream must sample the current
+sequence without advancing time and republish all part transforms. Forcing a
+Ready motion, recognizing recall by id, or freezing the previously published
+part pose would all diverge from this general retail mechanism.
+
+## 2. Portal exit waits for render publication as well as collision data
+
+Named retail references:
+
+- `gmSmartBoxUI::BeginTeleportAnimation` at `0x004D6300`
+- `gmSmartBoxUI::EndTeleportAnimation` at `0x004D65A0`
+- `gmSmartBoxUI::UseTime` at `0x004D6E30`
+- `SmartBox::teleport_in_progress` at `0x00451C20`
+- `SmartBox::UseTime` at `0x00455410`
+
+Retail performs the destination load behind the portal-space viewport.
+`SmartBox::teleport_in_progress` remains true while the player exists and
+`position_update_complete == 0`; `SmartBox::UseTime` only advances that
+position completion when `blocking_for_cells == 0`. When the SmartBox reports
+that teleport is no longer in progress,
+`EndTeleportAnimation` begins `TAS_TUNNEL_CONTINUE`; the normal world is not
+revealed before the blocking load edge has completed.
+
+acdream's load is split into two independent readiness domains:
+
+```text
+worker parses/builds landblock
+ -> render thread uploads terrain/entities
+ -> GpuWorldState.AddLandblock(canonical id)
+ -> WbMeshAdapter.Tick uploads every required static/EnvCell mesh
+ and flushes its staged texture-array updates // render readiness
+
+worker/register path
+ -> PhysicsEngine registers terrain or EnvCell // collision publication
+```
+
+Required asynchronous equivalent:
+
+```text
+TeleportWorldReady(destination):
+ if destination claim cannot be hydrated:
+ return true so the existing loud forced-placement path diagnoses it
+
+ if destination is indoor:
+ return render center landblock Near-tier and ready
+ AND destination EnvCell collision data ready
+
+ return every landblock in the priority near ring Near-tier and render-ready
+ AND every landblock in that ring collision-resident
+```
+
+Streaming completion is generation- and tier-aware. Every hard recenter,
+dungeon collapse, and dungeon expansion advances a token carried by Load,
+Promote, Unload, and their results. This rejects an old build even when its id
+overlaps the replacement region, and rejects a completed old unload that would
+otherwise tear down new state. Within one generation, a stale Far completion
+cannot overwrite a published or pending Near landblock. If an initial Near load
+finishes only after the region has demoted that still-unpublished landblock to
+Far, its already-built heightmap and mesh are published through a new
+terrain-only `LandblockBuild` (empty entity list, no EnvCell transaction, empty
+physics bundle). This is byte-for-behavior the payload a fresh `LoadFar` would
+build, without a second DAT read or a missing terrain slot.
+
+GPU upload existence is not logical ownership. Landblock registrations pin
+static GfxObjs; EnvCell transactions use a distinct no-decode pin for their
+synthetic shell ids. Upload completion preserves that owner count rather than
+incrementing it. Unload releases the matching per-landblock snapshots, and a
+late upload whose owners already released enters the evictable LRU immediately.
+Because an unowned EnvCell mesh can be evicted between the worker's first
+schedule and landblock publication, publication pins every synthetic id first
+and then replays the immutable environment/cell-structure/surface request.
+The second schema-aware call is a no-op while data remains resident and a
+correct CPU-cache restage or specialized decode when it does not.
+`PromoteToNear` carries a complete build and terrain mesh because the streamer
+allows it to supersede a queued Far load. It therefore publishes directly as a
+real Near landblock when no base exists, installing EnvCells, collision, lights,
+registries, entities, and render pins in one transaction. If a Far load had
+already started, its later completion cannot overwrite the published Near tier.
+Normal demotion and unload then own the same teardown path as any other Near
+landblock. Demotion explicitly retires EnvCell visibility/rendering, indoor
+cell and building physics, static shadow objects, lights, translucency owners,
+static entities, and mesh pins while preserving the terrain render slot and
+terrain physics surface. Static shadow owners are deregistered by their seed
+landblock before cell-prefix removal, so footprints flooded across a landblock
+seam cannot survive as invisible collision; dynamic owners remain refloodable.
+Full unload uses the same owner teardown. For owners seeded in an adjacent
+resident block, the registry remembers which streamed-out prefix withdrew
+their cross-seam rows and includes them when that prefix refloods, restoring
+collision on promotion without resurrecting a removed owner.
+Duplicate same-generation Near completions are ignored
+at the publication owner, so they cannot append statics or replay scripts.
+There is no provisional side state waiting for a base that may never arrive.
+
+`GpuWorldState.IsRenderReady` joins state publication with
+`LandblockSpawnAdapter`'s required-mesh set. That set contains atlas-tier
+GfxObjs and the synthetic geometry ids used by EnvCell shells, and it remains
+false until `WbMeshAdapter.TryGetRenderData` succeeds for every id after a
+render-thread tick and texture flush. A timer or black fade is not a substitute.
+
+GPU eviction retains a bounded re-uploadable CPU mesh payload. A cache hit
+re-stages that payload exactly once, preserving texture bytes, so revisit and
+portal churn cannot strand the readiness gate behind a CPU-only cache entry.
+Failed uploads retain queue ownership only through their bounded loud retry
+sequence; they cannot create duplicate uploads or a false-ready landblock.
+
+The 2026-07-16 trace also found that dense outdoor landblocks failed before
+publication: the procedural scenery id allocator reserved only 256 ids per
+landblock although the retail DAT generator can produce more. The stable local
+id namespace therefore uses the same collision-free field allocation already
+used by interior statics:
+
+```text
+procedural scenery id = 0x8XXYYIII
+ class prefix: 4 bits (0x8)
+ landblock X: 8 bits
+ landblock Y: 8 bits
+ per-landblock counter: 12 bits (0..4095)
+```
+
+All scenery consumers classify on bit 31 and no consumer decodes the old byte
+layout. Overflow must fail before aliasing the next landblock.
+
+WorldBuilder cross-check: its upload queue similarly distinguishes generated
+CPU scenery from render-thread GPU publication (`GameScene.ProcessUploads`),
+which confirms that worker completion alone is not draw readiness.
+
+## 3. Successful indoor transitions commit the canonical outbound Position
+
+Named retail references:
+
+- `CPhysicsObj::SetPositionInternal(CTransition const*)` at `0x00515330`
+- `CPhysicsObj::UpdateObjectInternal` at `0x005156B0`
+- `CommandInterpreter::SendMovementEvent` at `0x006B4680`
+- `CommandInterpreter::SendPositionEvent` at `0x006B4770`
+- `CommandInterpreter::ShouldSendPositionEvent` at `0x006B45E0`
+
+Retail pseudocode:
+
+```text
+after a successful transition:
+ if transition.curr_cell == current cell:
+ m_position.objcell_id = transition.curr_pos.objcell_id
+ else:
+ change_cell(transition.curr_cell)
+ set_frame(transition.curr_pos.frame)
+
+SendMovementEvent:
+ serialize MoveToStatePack(..., player.m_position, ...)
+
+SendPositionEvent:
+ serialize AutonomousPositionPack(player.m_position, ...)
+```
+
+This applies equally to outdoor position cells and indoor EnvCells. The local
+frame origin advances by the resolved world displacement, and a successful
+transition adopts the resolver's exact destination cell id. Outdoor positions
+then use `LandDefs.AdjustToOutside` to canonicalize landblock/cell boundaries;
+indoor positions retain their EnvCell-relative frame and adopt the resolved
+EnvCell id.
+
+The previous acdream behavior changed only the controller's visible `CellId`
+for indoor motion. `PhysicsBody.CellPosition`, which is what outbound movement
+serializes, stayed at the dungeon portal-entry frame. ACE could predict motion
+while commands continued, but the next authoritative idle position returned
+the retail observer to that stale frame. The correct port commits the resolved
+cell and frame into the one canonical `PhysicsBody.CellPosition`; it does not
+add resends, grace periods, or observer-specific correction.
diff --git a/src/AcDream.App/Input/PlayerMovementController.cs b/src/AcDream.App/Input/PlayerMovementController.cs
index b09f2036..4499f5b6 100644
--- a/src/AcDream.App/Input/PlayerMovementController.cs
+++ b/src/AcDream.App/Input/PlayerMovementController.cs
@@ -1133,7 +1133,7 @@ public sealed class PlayerMovementController
body: _body,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
movingEntityId: LocalEntityId);
- _body.Position = resolved.Position;
+ _body.CommitTransitionPosition(resolved.CellId, resolved.Position);
PhysicsObjUpdate.CommitSetPositionTransition(
_body,
resolved.InContact,
@@ -1660,7 +1660,7 @@ public sealed class PlayerMovementController
bool prevContact = _body.InContact;
bool prevOnWalkable = _body.OnWalkable;
- _body.Position = resolveResult.Position;
+ _body.CommitTransitionPosition(resolveResult.CellId, resolveResult.Position);
if (physicsTickRan)
{
_prevPhysicsPos = oldTickEndPos;
diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs
index ffb432bb..76fab1d4 100644
--- a/src/AcDream.App/Rendering/GameWindow.cs
+++ b/src/AcDream.App/Rendering/GameWindow.cs
@@ -2714,8 +2714,8 @@ public sealed class GameWindow : IDisposable
_streamer.Start();
_streamingController = new AcDream.App.Streaming.StreamingController(
- enqueueLoad: (id, kind) => _streamer.EnqueueLoad(id, kind),
- enqueueUnload: _streamer.EnqueueUnload,
+ enqueueLoad: (id, kind, generation) => _streamer.EnqueueLoad(id, kind, generation),
+ enqueueUnload: (id, generation) => _streamer.EnqueueUnload(id, generation),
drainCompletions: _streamer.DrainCompletions,
applyTerrain: ApplyLoadedTerrain,
state: _worldState,
@@ -2743,10 +2743,12 @@ public sealed class GameWindow : IDisposable
_buildingRegistries.Remove(id & 0xFFFF0000u); // Phase A8 (key normalization fix 2026-05-28)
_envCellRenderer?.RemoveLandblock(id); // Phase A8
},
+ demoteNearLayer: DemoteLoadedLandblockToTerrain,
// #138: restore retained server objects when a landblock reloads
// (dungeon-exit expand or Far→Near promote). ACE won't re-send the
// objects it thinks we still know, so we re-project them ourselves.
- onLandblockLoaded: RehydrateServerEntitiesForLandblock);
+ onLandblockLoaded: RehydrateServerEntitiesForLandblock,
+ ensureEnvCellMeshes: EnsureEnvCellMeshesAfterPin);
// A.5 T22.5: apply max-completions from resolved quality.
_streamingController.MaxCompletionsPerFrame = _resolvedQuality.MaxCompletionsPerFrame;
@@ -7058,14 +7060,12 @@ public sealed class GameWindow : IDisposable
}
///
- /// worldReady for the TAS transit: is the player's teleport destination resident so we
- /// can materialize? Indoor (sealed dungeon / building interior) gates on the EnvCell
- /// struct hydrating (#135); outdoor gates on the destination's NEAR RING (the 3×3 around
- /// the player, ) being registered — not just the
- /// single destination landblock — so portal space exits onto a loaded, collidable world
- /// (the player's cell-walk can root into neighbour cells; no walk-through-walls and no
- /// "only one landblock loaded"). The streaming controller priority-applies that same ring,
- /// so it flips fast. An impossible claim (indoor cell id outside the dat's NumCells)
+ /// worldReady for the TAS transit: is the player's teleport destination BOTH rendered
+ /// and collidable so we can materialize? Retail crosses this edge after its blocking cell
+ /// load. acdream's async equivalent must join the render publication barrier
+ /// () with physics
+ /// residency. Indoor destinations require the center render landblock + EnvCell; outdoor
+ /// destinations require both domains for the priority near ring. An impossible claim
/// returns true so the TAS stops holding and the forced placement surfaces the failure
/// loudly rather than holding forever.
///
@@ -7073,9 +7073,14 @@ public sealed class GameWindow : IDisposable
{
if (IsSpawnClaimUnhydratable(destCell)) return true;
bool indoor = (destCell & 0xFFFFu) >= 0x0100u;
+ int renderRadius = indoor ? 0 : TeleportNearRingRadius;
+ bool renderReady = _streamingController?.IsRenderNeighborhoodResident(
+ destCell,
+ renderRadius) == true;
return indoor
- ? _physicsEngine.IsSpawnCellReady(destCell)
- : _physicsEngine.IsNeighborhoodTerrainResident(destCell, TeleportNearRingRadius);
+ ? renderReady && _physicsEngine.IsSpawnCellReady(destCell)
+ : renderReady
+ && _physicsEngine.IsNeighborhoodTerrainResident(destCell, TeleportNearRingRadius);
}
// The deferred snap (the original OnLivePositionUpdated steps 2-5), now run only
@@ -7560,6 +7565,13 @@ public sealed class GameWindow : IDisposable
completedEnvCells);
}
+ private void EnsureEnvCellMeshesAfterPin(
+ AcDream.App.Rendering.Wb.EnvCellLandblockBuild build)
+ {
+ if (_wbMeshAdapter?.MeshManager is { } meshManager)
+ AcDream.App.Rendering.Wb.EnvCellMeshPreparationScheduler.Schedule(build, meshManager);
+ }
+
///
/// Pre-reads (under the worker's _datLock) every dat object
/// consumes, so the apply makes zero
@@ -7682,15 +7694,13 @@ public sealed class GameWindow : IDisposable
(lbY - _liveCenterY) * 192f,
0f);
- // Per-landblock id namespace. Landblock IDs are formatted 0xXXYYFFFF
- // where XX = landblock X coord (bits 24-31), YY = Y coord (bits 16-23).
- // Both must go into our ID so landblocks don't collide.
- // Format: 0x80 | XX | YY | local_index(8 bits) = 0x80XXYY_II.
- // 256 slots per landblock is enough (SceneryGenerator caps ~200).
+ // Per-landblock id namespace. The top nibble identifies procedural
+ // scenery and the full X/Y bytes plus a 12-bit counter prevent dense
+ // DAT-generated landblocks from overflowing into a neighbour's range.
+ // See ProceduralSceneryIdAllocator for the audited 0x8XXYYIII layout.
uint lbXByte = (lb.LandblockId >> 24) & 0xFFu;
uint lbYByte = (lb.LandblockId >> 16) & 0xFFu;
- uint sceneryIdBase = 0x80000000u | (lbXByte << 16) | (lbYByte << 8);
- uint localIndex = 0;
+ uint sceneryCounter = 0;
foreach (var spawn in spawns)
{
@@ -7836,13 +7846,12 @@ public sealed class GameWindow : IDisposable
}
}
- if (localIndex > 0xFFu)
- throw new InvalidDataException(
- $"Landblock 0x{lb.LandblockId:X8} exceeds the 256-entry procedural scenery id namespace.");
-
var hydrated = new AcDream.Core.World.WorldEntity
{
- Id = sceneryIdBase + localIndex++,
+ Id = AcDream.Core.World.ProceduralSceneryIdAllocator.Allocate(
+ lbXByte,
+ lbYByte,
+ ref sceneryCounter),
SourceGfxObjOrSetupId = spawn.ObjectId,
Position = new System.Numerics.Vector3(localX, localY, finalZ) + lbOffset,
Rotation = spawn.Rotation,
@@ -8135,6 +8144,31 @@ public sealed class GameWindow : IDisposable
return result;
}
+ ///
+ /// Retire the Near-only presentation and collision layer while preserving
+ /// the terrain slot/surface used by Far streaming. StreamingController calls
+ /// this before GpuWorldState drops static entities so owner-based resources
+ /// can be released exactly once.
+ ///
+ private void DemoteLoadedLandblockToTerrain(uint landblockId)
+ {
+ if (_worldState.TryGetLandblock(landblockId, out var landblock))
+ {
+ foreach (var entity in landblock!.Entities)
+ {
+ if (entity.ServerGuid != 0)
+ continue;
+ _lightingSink?.UnregisterOwner(entity.Id);
+ _translucencyFades.ClearEntity(entity.Id);
+ }
+ }
+
+ _physicsEngine.DemoteLandblockToTerrain(landblockId);
+ _cellVisibility.RemoveLandblock((landblockId >> 16) & 0xFFFFu);
+ _buildingRegistries.Remove(landblockId & 0xFFFF0000u);
+ _envCellRenderer?.RemoveLandblock(landblockId);
+ }
+
///
/// Phase A.1 / A.5 T12: render-thread callback from StreamingController.Tick
/// whenever a new landblock's terrain + entities are ready for GPU upload.
@@ -8568,7 +8602,7 @@ public sealed class GameWindow : IDisposable
// 0xC0XXYY00+n layout per LandblockLoader.cs:55. Their BSP
// collision covers the whole structure; the mesh-AABB-fallback
// path below is for canopy-only-BSP procedural scenery
- // (0x80XXYY00+n) and produces a redundant 1.5m-clamped
+ // (0x8XXYYIII) and produces a redundant 1.5m-clamped
// invisible disc at the stab's mesh origin — the user-reported
// "thin air" collision inside cottages. Gate the fallback to
// exclude stabs. Spec:
@@ -10746,20 +10780,15 @@ public sealed class GameWindow : IDisposable
&& _liveEntities?.ShouldAdvanceRootRuntime(serverGuid) == false)
continue;
- // Retail UpdatePositionInternal keeps a narrow Hidden path alive:
- // no PartArray animation and no physics integration, but
- // PositionManager::adjust_offset plus the manager tail still run.
- // Scripts and particles tick in their shared passes below.
- if (serverGuid != 0 && _liveEntities?.IsHidden(serverGuid) == true)
- {
- // Hidden suppresses the PartArray/mesh, not the effect owner.
- // Remote PositionManager composition already ran in the
- // unconditional live-entity pass; publish again for the local
- // player and for retained objects without remote motion.
- // Frozen part-local poses remain unchanged until UnHide.
- _effectPoses.UpdateRoot(ae.Entity);
- continue;
- }
+ // Retail Hidden suppresses PartArray TIME ADVANCE, not part-pose
+ // composition. set_hidden -> HandleEnterWorld can move CSequence's
+ // cursor from a finished link/action to the first cyclic node; the
+ // next hidden CPhysicsObj::UpdateObjectInternal (0x005156B0)
+ // performs UpdatePositionInternal and then reaches set_frame ->
+ // CPartArray::UpdateParts, publishing that newly-current pose before
+ // the zero-time Hidden PES creates its silhouette particles.
+ bool hidden = serverGuid != 0
+ && _liveEntities?.IsHidden(serverGuid) == true;
// ── Dead-reckoning: smooth position between UpdatePosition bursts.
// The server broadcasts UpdatePosition at ~5-10Hz for distant
@@ -10774,7 +10803,8 @@ public sealed class GameWindow : IDisposable
// runaway when the sequencer's velocity and the server's reality
// disagree (e.g. server is rubber-banding the entity). Retail
// uses a similar clamp at PhysicsObj::IsInterpolationComplete.
- if (ae.Sequencer is not null
+ if (!hidden
+ && ae.Sequencer is not null
&& serverGuid != 0
&& serverGuid != _playerServerGuid
&& _remoteDeadReckon.TryGetValue(serverGuid, out var rm)
@@ -10839,7 +10869,9 @@ public sealed class GameWindow : IDisposable
rmDiag.LastSeqStateLogTime = nowSec;
}
}
- seqFrames = ae.Sequencer.Advance(dt);
+ seqFrames = hidden
+ ? ae.Sequencer.SampleCurrentPose()
+ : ae.Sequencer.Advance(dt);
// Capture hooks now, but deliver them only after every final
// part transform and equipped-child root has been published.
@@ -10847,21 +10879,25 @@ public sealed class GameWindow : IDisposable
// CPhysicsObj::UpdateChild (0x00512D50): a hand/weapon effect
// reads this frame's pose, never the previous frame's pose.
// AnimationDone/UseTime remain paired with the deferred drain.
- _animationHookFrames?.Capture(ae.Entity.Id, ae.Sequencer);
+ if (!hidden)
+ _animationHookFrames?.Capture(ae.Entity.Id, ae.Sequencer);
}
else
{
// Legacy path (entities without a MotionTable / sequencer).
int span = ae.HighFrame - ae.LowFrame;
- if (span <= 0) continue;
- ae.CurrFrame += dt * ae.Framerate;
- if (ae.CurrFrame > ae.HighFrame)
+ if (span <= 0 && !hidden) continue;
+ if (!hidden)
{
- float over = ae.CurrFrame - ae.LowFrame;
- ae.CurrFrame = ae.LowFrame + (over % (span + 1));
+ ae.CurrFrame += dt * ae.Framerate;
+ if (ae.CurrFrame > ae.HighFrame)
+ {
+ float over = ae.CurrFrame - ae.LowFrame;
+ ae.CurrFrame = ae.LowFrame + (over % (span + 1));
+ }
+ else if (ae.CurrFrame < ae.LowFrame)
+ ae.CurrFrame = ae.LowFrame;
}
- else if (ae.CurrFrame < ae.LowFrame)
- ae.CurrFrame = ae.LowFrame;
}
int partCount = ae.PartTemplate.Count;
@@ -12357,8 +12393,8 @@ public sealed class GameWindow : IDisposable
_streamer.Start();
_streamingController = new AcDream.App.Streaming.StreamingController(
- enqueueLoad: (id, kind) => _streamer.EnqueueLoad(id, kind),
- enqueueUnload: _streamer.EnqueueUnload,
+ enqueueLoad: (id, kind, generation) => _streamer.EnqueueLoad(id, kind, generation),
+ enqueueUnload: (id, generation) => _streamer.EnqueueUnload(id, generation),
drainCompletions: _streamer.DrainCompletions,
applyTerrain: ApplyLoadedTerrain,
state: _worldState,
@@ -12381,7 +12417,9 @@ public sealed class GameWindow : IDisposable
_cellVisibility.RemoveLandblock((id >> 16) & 0xFFFFu);
_buildingRegistries.Remove(id & 0xFFFF0000u); // Phase A8 (key normalization fix 2026-05-28)
_envCellRenderer?.RemoveLandblock(id); // Phase A8
- });
+ },
+ demoteNearLayer: DemoteLoadedLandblockToTerrain,
+ ensureEnvCellMeshes: EnsureEnvCellMeshesAfterPin);
_streamingController.MaxCompletionsPerFrame = newResolved.MaxCompletionsPerFrame;
Console.WriteLine(
diff --git a/src/AcDream.App/Rendering/Wb/EntityClassificationCache.cs b/src/AcDream.App/Rendering/Wb/EntityClassificationCache.cs
index 4023541c..925458a9 100644
--- a/src/AcDream.App/Rendering/Wb/EntityClassificationCache.cs
+++ b/src/AcDream.App/Rendering/Wb/EntityClassificationCache.cs
@@ -11,12 +11,11 @@ namespace AcDream.App.Rendering.Wb;
///
/// Key composition: entries are keyed by the tuple
/// (EntityId, LandblockHint), NOT by EntityId alone. Issue #53
-/// uncovered that entity.Id is NOT globally unique across all
-/// static-entity hydration paths: scenery (0x80XXYY00 + localIndex)
-/// and interior cells (0x40XXYY00 + localCounter, X-byte fixed
-/// 2026-06-11 — it used to be discarded entirely, #119) overflow at >256
-/// items per landblock, wrapping into the lbY byte and producing
-/// cross-LB collisions in dense forest/urban LBs outside Holtburg. Keying
+/// uncovered that older hydration IDs were not globally unique across all
+/// static-entity paths: their former byte-aligned counters overflowed at
+/// more than 256 items per landblock and wrapped into the lbY byte.
+/// The current 0x8XXYYIII scenery and 0x4XXYYIII interior
+/// allocators reserve 12-bit counters and fail before aliasing. Keying
/// by the tuple is correct-by-construction ONLY when the hint identifies the
/// entity's OWNING landblock — callers must derive it via
/// WbDrawDispatcher.ResolveCacheLandblockHint (the entity's
@@ -64,8 +63,8 @@ internal sealed class EntityClassificationCache
///
/// Look up an entity's cached classification. Keyed by both
/// AND to
- /// disambiguate entities whose Ids collide across landblocks (e.g.,
- /// scenery's 0x80LLBB00 + localIndex overflow at >256 items/LB).
+ /// preserve defensive isolation if a future hydration path introduces an
+ /// entity-id collision across landblocks.
/// Returns true with the entry on hit; false with
/// set to null on miss.
///
diff --git a/src/AcDream.App/Rendering/Wb/IWbMeshAdapter.cs b/src/AcDream.App/Rendering/Wb/IWbMeshAdapter.cs
index 3ea4853b..67ed747a 100644
--- a/src/AcDream.App/Rendering/Wb/IWbMeshAdapter.cs
+++ b/src/AcDream.App/Rendering/Wb/IWbMeshAdapter.cs
@@ -9,4 +9,19 @@ public interface IWbMeshAdapter
{
void IncrementRefCount(ulong id);
void DecrementRefCount(ulong id);
+
+ ///
+ /// Pins render data whose CPU preparation is owned by a specialized
+ /// pipeline (for example synthetic EnvCell geometry). Unlike ordinary
+ /// registration, production implementations must not start a generic
+ /// GfxObj decode for this id.
+ ///
+ void PinPreparedRenderData(ulong id) => IncrementRefCount(id);
+
+ ///
+ /// True once the mesh has crossed the render-thread upload barrier and is
+ /// available to draw. The default keeps lifecycle-only test doubles
+ /// source-compatible; production adapters override it.
+ ///
+ bool IsRenderDataReady(ulong id) => true;
}
diff --git a/src/AcDream.App/Rendering/Wb/LandblockSpawnAdapter.cs b/src/AcDream.App/Rendering/Wb/LandblockSpawnAdapter.cs
index 43ddb689..bb89bc21 100644
--- a/src/AcDream.App/Rendering/Wb/LandblockSpawnAdapter.cs
+++ b/src/AcDream.App/Rendering/Wb/LandblockSpawnAdapter.cs
@@ -15,13 +15,14 @@ namespace AcDream.App.Rendering.Wb;
///
/// On load: walks the landblock's atlas-tier entities, collects unique
/// GfxObj ids from their MeshRefs, calls
-/// IncrementRefCount per id. Snapshots the id-set per landblock so
-/// unload can match the load 1:1.
+/// IncrementRefCount per id, and pins each specialized EnvCell geometry
+/// id without starting generic GfxObj decode. Snapshots both id-sets per
+/// landblock so unload can match the load 1:1.
///
///
///
-/// On unload: looks up the snapshot, calls DecrementRefCount per id,
-/// drops the snapshot. Unknown / never-loaded landblocks no-op.
+/// On unload: looks up both snapshots, calls DecrementRefCount per id,
+/// drops the snapshots. Unknown / never-loaded landblocks no-op.
///
///
///
@@ -34,11 +35,9 @@ namespace AcDream.App.Rendering.Wb;
///
///
///
-/// Thread safety: the underlying implementation
-/// uses ConcurrentDictionary, so the streaming worker thread may call
-/// this safely. The internal snapshot dictionary is NOT thread-safe and must
-/// be called from a single streaming thread (the same thread that fires
-/// AddLandblock / RemoveLandblock events).
+/// Thread safety: the internal snapshots are intentionally not synchronized.
+/// invokes every load, unload, and readiness query
+/// on the owning render/update thread.
///
///
public sealed class LandblockSpawnAdapter
@@ -48,6 +47,10 @@ public sealed class LandblockSpawnAdapter
// Maps landblock id → unique GfxObj ids registered for that landblock.
// Written on load, read+cleared on unload. Single-threaded (streaming worker).
private readonly Dictionary> _idsByLandblock = new();
+ // EnvCell shells are prepared through PrepareEnvCellGeomMeshDataAsync rather
+ // than generic GfxObj loading, but still require explicit lifetime pins.
+ // Keep their synthetic ids separate so registration uses the no-decode pin.
+ private readonly Dictionary> _additionalReadinessIdsByLandblock = new();
public LandblockSpawnAdapter(IWbMeshAdapter adapter)
{
@@ -61,7 +64,9 @@ public sealed class LandblockSpawnAdapter
/// unique atlas-tier GfxObj id that has not already been registered for
/// this landblock.
///
- public void OnLandblockLoaded(LoadedLandblock landblock)
+ public void OnLandblockLoaded(
+ LoadedLandblock landblock,
+ IEnumerable? additionalReadinessIds = null)
{
System.ArgumentNullException.ThrowIfNull(landblock);
@@ -80,14 +85,51 @@ public sealed class LandblockSpawnAdapter
{
_idsByLandblock[landblock.LandblockId] = unique;
foreach (var id in unique) _adapter.IncrementRefCount(id);
- return;
+ }
+ else
+ {
+ foreach (var id in unique)
+ {
+ if (registered.Add(id))
+ _adapter.IncrementRefCount(id);
+ }
}
- foreach (var id in unique)
+ if (!_additionalReadinessIdsByLandblock.TryGetValue(
+ landblock.LandblockId,
+ out var additional))
{
- if (registered.Add(id))
- _adapter.IncrementRefCount(id);
+ additional = new HashSet();
+ _additionalReadinessIdsByLandblock[landblock.LandblockId] = additional;
}
+ if (additionalReadinessIds is not null)
+ {
+ foreach (var id in additionalReadinessIds)
+ if (additional.Add(id))
+ _adapter.PinPreparedRenderData(id);
+ }
+ }
+
+ ///
+ /// True only after every render mesh required by this published landblock
+ /// is drawable. This includes both ref-counted static GfxObjs and EnvCell
+ /// shell geometry prepared by the independent indoor pipeline.
+ ///
+ public bool IsLandblockRenderReady(uint landblockId)
+ {
+ if (!_idsByLandblock.TryGetValue(landblockId, out var registered)
+ || !_additionalReadinessIdsByLandblock.TryGetValue(landblockId, out var additional))
+ {
+ return false;
+ }
+
+ foreach (var id in registered)
+ if (!_adapter.IsRenderDataReady(id))
+ return false;
+ foreach (var id in additional)
+ if (!_adapter.IsRenderDataReady(id))
+ return false;
+ return true;
}
///
@@ -99,6 +141,9 @@ public sealed class LandblockSpawnAdapter
{
if (!_idsByLandblock.TryGetValue(landblockId, out var unique)) return;
foreach (var id in unique) _adapter.DecrementRefCount(id);
+ if (_additionalReadinessIdsByLandblock.TryGetValue(landblockId, out var additional))
+ foreach (var id in additional) _adapter.DecrementRefCount(id);
_idsByLandblock.Remove(landblockId);
+ _additionalReadinessIdsByLandblock.Remove(landblockId);
}
}
diff --git a/src/AcDream.App/Rendering/Wb/MeshUploadCaches.cs b/src/AcDream.App/Rendering/Wb/MeshUploadCaches.cs
new file mode 100644
index 00000000..a91b9bfc
--- /dev/null
+++ b/src/AcDream.App/Rendering/Wb/MeshUploadCaches.cs
@@ -0,0 +1,117 @@
+using System.Collections.Concurrent;
+using AcDream.Content;
+
+namespace AcDream.App.Rendering.Wb;
+
+///
+/// Deduplicated CPU-to-GPU staging queue. One object id may be queued or
+/// in-flight at a time; a retry retains ownership until upload succeeds or
+/// exhausts its retry budget.
+///
+internal sealed class MeshUploadStagingQueue
+{
+ private readonly ConcurrentQueue _queue = new();
+ private readonly ConcurrentDictionary _ownedIds = new();
+
+ public bool Stage(ObjectMeshData data)
+ {
+ if (!_ownedIds.TryAdd(data.ObjectId, 0))
+ return false;
+
+ data.UploadAttempts = 0;
+ _queue.Enqueue(data);
+ return true;
+ }
+
+ public bool TryDequeue(out ObjectMeshData? data) => _queue.TryDequeue(out data);
+
+ public void Requeue(ObjectMeshData data) => _queue.Enqueue(data);
+
+ public void Complete(ulong objectId) => _ownedIds.TryRemove(objectId, out _);
+}
+
+///
+/// Logical render-data ownership, deliberately independent from GPU upload
+/// existence. Completing or repeating an upload never manufactures an owner;
+/// only a live entity/landblock pin changes this count.
+///
+internal sealed class MeshOwnershipCounter
+{
+ private readonly ConcurrentDictionary _counts = new();
+
+ public int Acquire(ulong id) => _counts.AddOrUpdate(id, 1, (_, count) => count + 1);
+
+ public int Release(ulong id) => _counts.AddOrUpdate(id, 0, (_, count) => Math.Max(0, count - 1));
+
+ public int Count(ulong id) => _counts.TryGetValue(id, out int count) ? count : 0;
+
+ public bool IsOwned(ulong id) => Count(id) > 0;
+
+ ///
+ /// Reports whether freshly uploaded data has a live owner. This is a query,
+ /// not an acquire: upload existence and logical ownership are independent.
+ ///
+ public bool MarkUploadComplete(ulong id) => IsOwned(id);
+
+ public bool Remove(ulong id) => _counts.TryRemove(id, out _);
+}
+
+///
+/// Bounded prepared-mesh cache. A cache hit is not merely a CPU return value:
+/// when GPU render data is absent it re-stages that mesh for upload.
+///
+internal sealed class CpuMeshUploadCache
+{
+ private readonly Dictionary _data = new();
+ private readonly LinkedList _lru = new();
+ private readonly int _capacity;
+
+ public CpuMeshUploadCache(int capacity)
+ {
+ if (capacity <= 0)
+ throw new ArgumentOutOfRangeException(nameof(capacity));
+ _capacity = capacity;
+ }
+
+ public bool TryGetAndStage(
+ ulong id,
+ MeshUploadStagingQueue staging,
+ out ObjectMeshData? data)
+ {
+ lock (_data)
+ {
+ if (!_data.TryGetValue(id, out data))
+ return false;
+ _lru.Remove(id);
+ _lru.AddLast(id);
+ staging.Stage(data);
+ return true;
+ }
+ }
+
+ public void Store(ObjectMeshData data)
+ {
+ lock (_data)
+ {
+ if (!_data.ContainsKey(data.ObjectId) && _data.Count >= _capacity)
+ {
+ ulong oldest = _lru.First!.Value;
+ _lru.RemoveFirst();
+ _data.Remove(oldest);
+ }
+
+ _data[data.ObjectId] = data;
+ _lru.Remove(data.ObjectId);
+ _lru.AddLast(data.ObjectId);
+ }
+ }
+
+ public void Clear()
+ {
+ lock (_data)
+ {
+ _data.Clear();
+ _lru.Clear();
+ }
+ }
+}
diff --git a/src/AcDream.App/Rendering/Wb/ObjectMeshManager.cs b/src/AcDream.App/Rendering/Wb/ObjectMeshManager.cs
index 748d6f35..856a95ad 100644
--- a/src/AcDream.App/Rendering/Wb/ObjectMeshManager.cs
+++ b/src/AcDream.App/Rendering/Wb/ObjectMeshManager.cs
@@ -105,7 +105,7 @@ namespace AcDream.App.Rendering.Wb {
public bool IsDisposed { get; private set; }
private readonly ConcurrentDictionary _renderData = new();
- private readonly ConcurrentDictionary _usageCount = new();
+ private readonly MeshOwnershipCounter _ownership = new();
private readonly ConcurrentDictionary _boundsCache = new();
private readonly ConcurrentDictionary> _preparationTasks = new();
@@ -119,12 +119,10 @@ namespace AcDream.App.Rendering.Wb {
private readonly Dictionary<(int Width, int Height, TextureFormat Format), List> _globalAtlases = new();
// CPU-side cache for prepared mesh data (to avoid re-reading/decoding from DAT)
- private readonly Dictionary _cpuMeshCache = new();
- private readonly LinkedList _cpuLruList = new();
private readonly int _maxCpuCacheSize = 100;
+ private readonly CpuMeshUploadCache _cpuMeshCache;
- private readonly ConcurrentQueue _stagedMeshData = new();
- public ConcurrentQueue StagedMeshData => _stagedMeshData;
+ private readonly MeshUploadStagingQueue _stagedMeshData = new();
/// #125: how many times a failed GL upload is re-staged before
/// giving up loudly. Small — a transient GL error clears on the next
@@ -141,17 +139,28 @@ namespace AcDream.App.Rendering.Wb {
/// on re-prepare) and gives up loudly past .
///
public bool UploadOrRequeue(ObjectMeshData meshData) {
- if (UploadMeshData(meshData) is not null)
+ if (UploadMeshData(meshData) is not null) {
+ _stagedMeshData.Complete(meshData.ObjectId);
return false; // success (incl. legitimate 0-vertex → empty render data)
- if (HasRenderData(meshData.ObjectId))
+ }
+ if (HasRenderData(meshData.ObjectId)) {
+ _stagedMeshData.Complete(meshData.ObjectId);
return false; // raced to present by another path
+ }
meshData.UploadAttempts++;
if (meshData.UploadAttempts < MaxUploadRetries)
return true; // re-stage for next frame
+ _stagedMeshData.Complete(meshData.ObjectId);
Console.WriteLine($"[up-retry] 0x{meshData.ObjectId:X10} upload failed {meshData.UploadAttempts}x — giving up (was the #125 silent sticky drop; a GL error is being surfaced, not hidden)");
return false;
}
+ internal bool TryDequeueStagedMeshData(out ObjectMeshData? data) =>
+ _stagedMeshData.TryDequeue(out data);
+
+ internal void RequeueStagedMeshData(ObjectMeshData data) =>
+ _stagedMeshData.Requeue(data);
+
public GlobalMeshBuffer? GlobalBuffer { get; }
private readonly bool _useModernRendering;
@@ -167,7 +176,8 @@ namespace AcDream.App.Rendering.Wb {
// did — immediate enqueue, surviving a later throw in the same
// Prepare* call. ConcurrentQueue.Enqueue is thread-safe for the
// extractor's up-to-4 concurrent decode workers.
- _extractor = new MeshExtractor(_dats, _logger, data => _stagedMeshData.Enqueue(data));
+ _cpuMeshCache = new CpuMeshUploadCache(_maxCpuCacheSize);
+ _extractor = new MeshExtractor(_dats, _logger, data => _stagedMeshData.Stage(data));
_useModernRendering = _graphicsDevice.HasOpenGL43 && _graphicsDevice.HasBindless;
if (_useModernRendering) {
GlobalBuffer = new GlobalMeshBuffer(_graphicsDevice.GL);
@@ -180,7 +190,7 @@ namespace AcDream.App.Rendering.Wb {
///
public ObjectRenderData? GetRenderData(ulong id) {
if (_renderData.TryGetValue(id, out var data)) {
- _usageCount.AddOrUpdate(id, 1, (_, count) => count + 1);
+ _ownership.Acquire(id);
if (data.IsSetup) {
foreach (var (partId, _) in data.SetupParts) {
@@ -223,7 +233,7 @@ namespace AcDream.App.Rendering.Wb {
/// Increment reference count for an object (e.g. when a landblock starts using it).
///
public void IncrementRefCount(ulong id) {
- _usageCount.AddOrUpdate(id, 1, (_, count) => count + 1);
+ _ownership.Acquire(id);
lock (_lruList) {
_lruList.Remove(id);
}
@@ -258,7 +268,7 @@ namespace AcDream.App.Rendering.Wb {
/// Decrement reference count and unload GPU resources if no longer needed.
///
public void DecrementRefCount(ulong id) {
- var newCount = _usageCount.AddOrUpdate(id, 0, (_, c) => c - 1);
+ var newCount = _ownership.Release(id);
if (newCount <= 0) {
// Instead of unloading, move to LRU
lock (_lruList) {
@@ -272,8 +282,8 @@ namespace AcDream.App.Rendering.Wb {
/// Decrement reference count and unload if no longer needed.
///
public void ReleaseRenderData(ulong id) {
- if (_usageCount.TryGetValue(id, out var count) && count > 0) {
- var newCount = _usageCount.AddOrUpdate(id, 0, (_, c) => c - 1);
+ if (_ownership.IsOwned(id)) {
+ var newCount = _ownership.Release(id);
if (newCount <= 0) {
// Instead of unloading, move to LRU
lock (_lruList) {
@@ -291,9 +301,9 @@ namespace AcDream.App.Rendering.Wb {
var idToEvict = _lruList.First!.Value;
_lruList.RemoveFirst();
- if (_usageCount.TryGetValue(idToEvict, out var count) && count <= 0) {
+ if (!_ownership.IsOwned(idToEvict)) {
UnloadObject(idToEvict);
- _usageCount.TryRemove(idToEvict, out _);
+ _ownership.Remove(idToEvict);
}
}
}
@@ -309,18 +319,15 @@ namespace AcDream.App.Rendering.Wb {
var idToEvict = _lruList.First!.Value;
_lruList.RemoveFirst();
- if (_usageCount.TryGetValue(idToEvict, out var count) && count <= 0) {
+ if (!_ownership.IsOwned(idToEvict)) {
UnloadObject(idToEvict);
- _usageCount.TryRemove(idToEvict, out _);
+ _ownership.Remove(idToEvict);
}
}
}
// Also clear CPU mesh cache
- lock (_cpuMeshCache) {
- _cpuMeshCache.Clear();
- _cpuLruList.Clear();
- }
+ _cpuMeshCache.Clear();
}
public struct EnvCellGeomRequest {
@@ -338,13 +345,8 @@ namespace AcDream.App.Rendering.Wb {
if (IsDisposed || HasRenderData(geomId)) return Task.FromResult(null);
// Check CPU cache first
- lock (_cpuMeshCache) {
- if (_cpuMeshCache.TryGetValue(geomId, out var cachedData)) {
- _cpuLruList.Remove(geomId);
- _cpuLruList.AddLast(geomId);
- return Task.FromResult(cachedData);
- }
- }
+ if (_cpuMeshCache.TryGetAndStage(geomId, _stagedMeshData, out var cachedData))
+ return Task.FromResult(cachedData);
// Return existing task if already running or queued
if (_preparationTasks.TryGetValue(geomId, out var existing)) {
@@ -381,13 +383,8 @@ namespace AcDream.App.Rendering.Wb {
if (IsDisposed || HasRenderData(id)) return Task.FromResult(null);
// Check CPU cache first
- lock (_cpuMeshCache) {
- if (_cpuMeshCache.TryGetValue(id, out var cachedData)) {
- _cpuLruList.Remove(id);
- _cpuLruList.AddLast(id);
- return Task.FromResult(cachedData);
- }
- }
+ if (_cpuMeshCache.TryGetAndStage(id, _stagedMeshData, out var cachedData))
+ return Task.FromResult(cachedData);
// Return existing task if already running or queued
if (_preparationTasks.TryGetValue(id, out var existing)) {
@@ -476,16 +473,8 @@ namespace AcDream.App.Rendering.Wb {
data = _extractor.PrepareMeshData(id, isSetup, CancellationToken.None);
}
if (data != null) {
- lock (_cpuMeshCache) {
- if (_cpuMeshCache.Count >= _maxCpuCacheSize) {
- var oldest = _cpuLruList.First!.Value;
- _cpuLruList.RemoveFirst();
- _cpuMeshCache.Remove(oldest);
- }
- _cpuMeshCache[id] = data;
- _cpuLruList.AddLast(id);
- }
- _stagedMeshData.Enqueue(data);
+ _cpuMeshCache.Store(data);
+ _stagedMeshData.Stage(data);
}
tcs.TrySetResult(data);
}
@@ -538,26 +527,7 @@ namespace AcDream.App.Rendering.Wb {
try {
if (_renderData.TryGetValue(meshData.ObjectId, out var existing)) {
_preparationTasks.TryRemove(meshData.ObjectId, out _);
- if (existing.IsSetup) {
- foreach (var (partId, _) in existing.SetupParts) {
- IncrementRefCount(partId);
- lock (_lruList) {
- _lruList.Remove(partId);
- }
- }
- }
- else {
- // Increment ref counts for all textures in this GfxObj
- foreach (var batch in existing.Batches) {
- if (batch.Atlas != null) {
- batch.Atlas.AddTexture(batch.Key, Array.Empty());
- }
- }
- }
- IncrementRefCount(meshData.ObjectId);
- lock (_lruList) {
- _lruList.Remove(meshData.ObjectId);
- }
+ UpdateLruAfterUpload(meshData.ObjectId);
return existing;
}
@@ -588,7 +558,6 @@ namespace AcDream.App.Rendering.Wb {
MemorySize = 1024 // Small overhead for the setup itself
};
_renderData.TryAdd(meshData.ObjectId, data);
- IncrementRefCount(meshData.ObjectId);
_currentGpuMemory += data.MemorySize;
// Increment ref counts for all parts
@@ -596,6 +565,8 @@ namespace AcDream.App.Rendering.Wb {
IncrementRefCount(partId);
}
+ UpdateLruAfterUpload(meshData.ObjectId);
+
return data;
}
@@ -619,15 +590,12 @@ namespace AcDream.App.Rendering.Wb {
renderData.DIDDegrade = meshData.DIDDegrade;
renderData.SelectionSphere = meshData.SelectionSphere;
_renderData.TryAdd(meshData.ObjectId, renderData);
- IncrementRefCount(meshData.ObjectId);
_currentGpuMemory += renderData.MemorySize;
+ UpdateLruAfterUpload(meshData.ObjectId);
- // Clear texture data after upload to save RAM
- foreach (var batchList in meshData.TextureBatches.Values) {
- foreach (var batch in batchList) {
- batch.TextureData = Array.Empty();
- }
- }
+ // Keep the bounded CPU cache's texture payload intact. GPU LRU
+ // eviction may need to upload this same prepared mesh again;
+ // clearing these bytes made a cache hit produce blank textures.
return renderData;
}
catch (Exception ex) {
@@ -636,6 +604,14 @@ namespace AcDream.App.Rendering.Wb {
}
}
+ private void UpdateLruAfterUpload(ulong id) {
+ lock (_lruList) {
+ _lruList.Remove(id);
+ if (!_ownership.MarkUploadComplete(id))
+ _lruList.AddLast(id);
+ }
+ }
+
///
/// Gets bounding box for an object (for frustum culling).
///
diff --git a/src/AcDream.App/Rendering/Wb/WbMeshAdapter.cs b/src/AcDream.App/Rendering/Wb/WbMeshAdapter.cs
index 9440ba6c..3eea0a8e 100644
--- a/src/AcDream.App/Rendering/Wb/WbMeshAdapter.cs
+++ b/src/AcDream.App/Rendering/Wb/WbMeshAdapter.cs
@@ -151,6 +151,15 @@ public sealed class WbMeshAdapter : IDisposable, IWbMeshAdapter
return _meshManager.TryGetRenderData(id);
}
+ ///
+ public bool IsRenderDataReady(ulong id)
+ {
+ // An uninitialized adapter owns no render pipeline, so it must not
+ // manufacture a readiness wait that can never complete. The modern
+ // production path is always initialized at startup.
+ return _isUninitialized || _meshManager?.TryGetRenderData(id) is not null;
+ }
+
///
public void IncrementRefCount(ulong id)
{
@@ -199,6 +208,16 @@ public sealed class WbMeshAdapter : IDisposable, IWbMeshAdapter
_meshManager.DecrementRefCount(id);
}
+ ///
+ public void PinPreparedRenderData(ulong id)
+ {
+ if (_isUninitialized || _meshManager is null) return;
+ // EnvCell geometry has its own schema-aware preparation request.
+ // Only establish lifecycle ownership here; IncrementRefCount's normal
+ // generic GfxObj preparation would decode the synthetic id incorrectly.
+ _meshManager.IncrementRefCount(id);
+ }
+
///
/// #128 self-heal (2026-06-11): re-request a mesh load at the POINT OF
/// USE. Registration-time re-arming was insufficient — a preparation
@@ -252,14 +271,16 @@ public sealed class WbMeshAdapter : IDisposable, IWbMeshAdapter
// single frame. UploadOrRequeue bounds the retries (MaxUploadRetries) so
// a genuine defect surfaces loudly instead of the old silent sticky drop.
List? requeue = null;
- while (_meshManager!.StagedMeshData.TryDequeue(out var meshData))
+ while (_meshManager!.TryDequeueStagedMeshData(out var meshData))
{
+ if (meshData is null)
+ continue;
if (_meshManager.UploadOrRequeue(meshData))
(requeue ??= new()).Add(meshData);
}
if (requeue is not null)
foreach (var m in requeue)
- _meshManager.StagedMeshData.Enqueue(m);
+ _meshManager.RequeueStagedMeshData(m);
bool texProbe = AcDream.Core.Rendering.RenderingDiagnostics.ProbeTexFlushEnabled;
var pendingBefore = texProbe
diff --git a/src/AcDream.App/Streaming/GpuWorldState.cs b/src/AcDream.App/Streaming/GpuWorldState.cs
index beb443a2..b9ac7201 100644
--- a/src/AcDream.App/Streaming/GpuWorldState.cs
+++ b/src/AcDream.App/Streaming/GpuWorldState.cs
@@ -67,6 +67,7 @@ public sealed class GpuWorldState
}
private readonly Dictionary _loaded = new();
+ private readonly Dictionary _tierByLandblock = new();
private readonly Dictionary _aabbs = new();
///
@@ -75,6 +76,12 @@ public sealed class GpuWorldState
/// Drained into in .
///
private readonly Dictionary> _pendingByLandblock = new();
+ // Far-to-near promotion can complete before the base far landblock is
+ // published. Preserve its independently-prepared EnvCell geometry ids
+ // alongside the parked entity layer so the later AddLandblock transaction
+ // cannot open the render gate before those shells upload.
+ private readonly Dictionary> _pendingRenderIdsByLandblock = new();
+ private readonly HashSet _pendingNearTierLandblocks = new();
///
/// Entities that must survive landblock unloads (e.g. the player character).
@@ -96,6 +103,14 @@ public sealed class GpuWorldState
public event Action? LiveProjectionVisibilityChanged;
public bool IsLoaded(uint landblockId) => _loaded.ContainsKey(landblockId);
+ public bool IsNearTier(uint landblockId) =>
+ _tierByLandblock.TryGetValue(landblockId, out var tier)
+ && tier == LandblockStreamTier.Near;
+ public bool IsNearTierOrPending(uint landblockId) =>
+ IsNearTier(landblockId) || _pendingNearTierLandblocks.Contains(landblockId);
+ public bool IsRenderReady(uint landblockId) =>
+ _loaded.ContainsKey(landblockId)
+ && (_wbSpawnAdapter?.IsLandblockRenderReady(landblockId) ?? true);
public bool IsLiveEntityVisible(uint serverGuid) =>
serverGuid != 0 && _visibleLiveGuids.Contains(serverGuid);
@@ -204,8 +219,17 @@ public sealed class GpuWorldState
public int PersistentGuidCount => _persistentGuids.Count;
public int PendingVisibilityTransitionCount => _visibilityTransitions.Count;
- public void AddLandblock(LoadedLandblock landblock)
+ public void AddLandblock(
+ LoadedLandblock landblock,
+ IEnumerable? additionalRenderIds = null,
+ LandblockStreamTier tier = LandblockStreamTier.Near)
{
+ // A stale Far completion must never replace a newer Near entity layer.
+ // StreamingController normally filters it before render-side apply;
+ // keep the state boundary independently monotonic as well.
+ if (tier == LandblockStreamTier.Far && IsNearTier(landblock.LandblockId))
+ return;
+
// If pending live entities have been waiting for this landblock,
// merge them into the LoadedLandblock record before storing. The
// record's Entities field is IReadOnlyList; we replace the whole
@@ -222,9 +246,29 @@ public sealed class GpuWorldState
_pendingByLandblock.Remove(landblock.LandblockId);
}
+ HashSet? mergedRenderIds = additionalRenderIds is null
+ ? null
+ : new HashSet(additionalRenderIds);
+ if (_pendingRenderIdsByLandblock.Remove(landblock.LandblockId, out var pendingRenderIds))
+ {
+ mergedRenderIds ??= new HashSet();
+ mergedRenderIds.UnionWith(pendingRenderIds);
+ }
+
+ bool pendingNear = _pendingNearTierLandblocks.Remove(landblock.LandblockId);
+ if (pendingNear
+ || (_tierByLandblock.TryGetValue(landblock.LandblockId, out var currentTier)
+ && currentTier == LandblockStreamTier.Near))
+ {
+ tier = LandblockStreamTier.Near;
+ }
+
_loaded[landblock.LandblockId] = landblock;
+ _tierByLandblock[landblock.LandblockId] = tier;
if (_wbSpawnAdapter is not null)
- _wbSpawnAdapter.OnLandblockLoaded(_loaded[landblock.LandblockId]);
+ _wbSpawnAdapter.OnLandblockLoaded(
+ _loaded[landblock.LandblockId],
+ mergedRenderIds);
// C.1.5b: fire DefaultScript for dat-hydrated entities (ServerGuid==0).
// LiveEntityRuntime owns activation for live objects. This static-only
@@ -397,10 +441,13 @@ public sealed class GpuWorldState
}
_pendingByLandblock.Remove(canonical);
+ _pendingRenderIdsByLandblock.Remove(canonical);
+ _pendingNearTierLandblocks.Remove(canonical);
if (retainedLive.Count > 0)
_pendingByLandblock[canonical] = retainedLive;
_aabbs.Remove(canonical);
+ _tierByLandblock.Remove(canonical);
if (_loaded.Remove(canonical))
RebuildFlatView();
}
@@ -612,6 +659,18 @@ public sealed class GpuWorldState
// protects against future callers that mirror live projection placement's
// cell-resolved-id pattern.
uint canonical = (landblockId & 0xFFFF0000u) | 0xFFFFu;
+ // A promotion may have parked its Near layer before the Far base load
+ // exists. Demotion must retire that pending tier just as completely as
+ // an installed tier, while preserving live server projections.
+ _pendingNearTierLandblocks.Remove(canonical);
+ _pendingRenderIdsByLandblock.Remove(canonical);
+ if (_pendingByLandblock.TryGetValue(canonical, out var pending))
+ {
+ pending.RemoveAll(entity => entity.ServerGuid == 0);
+ if (pending.Count == 0)
+ _pendingByLandblock.Remove(canonical);
+ }
+
if (!_loaded.TryGetValue(canonical, out var lb)) return;
if (_wbSpawnAdapter is not null)
_wbSpawnAdapter.OnLandblockUnloaded(canonical);
@@ -642,12 +701,7 @@ public sealed class GpuWorldState
lb.LandblockId,
lb.Heightmap,
retainedLive);
- if (_pendingByLandblock.TryGetValue(canonical, out var pending))
- {
- pending.RemoveAll(entity => entity.ServerGuid == 0);
- if (pending.Count == 0)
- _pendingByLandblock.Remove(canonical);
- }
+ _tierByLandblock[canonical] = LandblockStreamTier.Far;
RebuildFlatView();
}
@@ -664,7 +718,10 @@ public sealed class GpuWorldState
/// callers may pass cell-resolved ids and they will key correctly.
///
///
- public void AddEntitiesToExistingLandblock(uint landblockId, IReadOnlyList entities)
+ public bool AddEntitiesToExistingLandblock(
+ uint landblockId,
+ IReadOnlyList entities,
+ IEnumerable? additionalRenderIds = null)
{
// A.5 T14 follow-up: canonicalize for symmetry with live projection placement.
uint canonical = (landblockId & 0xFFFF0000u) | 0xFFFFu;
@@ -677,14 +734,25 @@ public sealed class GpuWorldState
_pendingByLandblock[canonical] = bucket;
}
bucket.AddRange(entities);
- return;
+ _pendingNearTierLandblocks.Add(canonical);
+ if (additionalRenderIds is not null)
+ {
+ if (!_pendingRenderIdsByLandblock.TryGetValue(canonical, out var renderIds))
+ {
+ renderIds = new HashSet();
+ _pendingRenderIdsByLandblock[canonical] = renderIds;
+ }
+ renderIds.UnionWith(additionalRenderIds);
+ }
+ return false;
}
var merged = new List(lb.Entities.Count + entities.Count);
merged.AddRange(lb.Entities);
merged.AddRange(entities);
_loaded[canonical] = new LoadedLandblock(lb.LandblockId, lb.Heightmap, merged);
+ _tierByLandblock[canonical] = LandblockStreamTier.Near;
if (_wbSpawnAdapter is not null)
- _wbSpawnAdapter.OnLandblockLoaded(_loaded[canonical]);
+ _wbSpawnAdapter.OnLandblockLoaded(_loaded[canonical], additionalRenderIds);
// C.1.5b: fire DefaultScript for each promoted dat-hydrated entity.
// All entities arriving via this path are atlas-tier by construction
@@ -697,6 +765,7 @@ public sealed class GpuWorldState
}
RebuildFlatView();
+ return true;
}
private void RebuildFlatView()
diff --git a/src/AcDream.App/Streaming/LandblockStreamJob.cs b/src/AcDream.App/Streaming/LandblockStreamJob.cs
index ac83cec5..51bcfc9d 100644
--- a/src/AcDream.App/Streaming/LandblockStreamJob.cs
+++ b/src/AcDream.App/Streaming/LandblockStreamJob.cs
@@ -12,8 +12,13 @@ namespace AcDream.App.Streaming;
///
public abstract record LandblockStreamJob(uint LandblockId)
{
- public sealed record Load(uint LandblockId, LandblockStreamJobKind Kind) : LandblockStreamJob(LandblockId);
- public sealed record Unload(uint LandblockId) : LandblockStreamJob(LandblockId);
+ public sealed record Load(
+ uint LandblockId,
+ LandblockStreamJobKind Kind,
+ ulong Generation = 0) : LandblockStreamJob(LandblockId);
+ public sealed record Unload(
+ uint LandblockId,
+ ulong Generation = 0) : LandblockStreamJob(LandblockId);
///
/// Control job: drop every queued (not-yet-started) Load from the worker's
@@ -32,7 +37,7 @@ public abstract record LandblockStreamJob(uint LandblockId)
/// an unload notification (tells the render thread to release GPU state
/// for this landblock id).
///
-public abstract record LandblockStreamResult(uint LandblockId)
+public abstract record LandblockStreamResult(uint LandblockId, ulong Generation)
{
///
/// A landblock load completed. distinguishes Far
@@ -43,15 +48,17 @@ public abstract record LandblockStreamResult(uint LandblockId)
uint LandblockId,
LandblockStreamTier Tier,
LandblockBuild Build,
- LandblockMeshData MeshData
- ) : LandblockStreamResult(LandblockId)
+ LandblockMeshData MeshData,
+ ulong Generation = 0
+ ) : LandblockStreamResult(LandblockId, Generation)
{
public Loaded(
uint landblockId,
LandblockStreamTier tier,
LoadedLandblock landblock,
- LandblockMeshData meshData)
- : this(landblockId, tier, new LandblockBuild(landblock), meshData)
+ LandblockMeshData meshData,
+ ulong generation = 0)
+ : this(landblockId, tier, new LandblockBuild(landblock), meshData, generation)
{
}
@@ -69,14 +76,16 @@ public abstract record LandblockStreamResult(uint LandblockId)
public sealed record Promoted(
uint LandblockId,
LandblockBuild Build,
- LandblockMeshData MeshData
- ) : LandblockStreamResult(LandblockId)
+ LandblockMeshData MeshData,
+ ulong Generation = 0
+ ) : LandblockStreamResult(LandblockId, Generation)
{
public Promoted(
uint landblockId,
LoadedLandblock landblock,
- LandblockMeshData meshData)
- : this(landblockId, new LandblockBuild(landblock), meshData)
+ LandblockMeshData meshData,
+ ulong generation = 0)
+ : this(landblockId, new LandblockBuild(landblock), meshData, generation)
{
}
@@ -84,8 +93,13 @@ public abstract record LandblockStreamResult(uint LandblockId)
public IReadOnlyList Entities => Landblock.Entities;
}
- public sealed record Failed(uint LandblockId, string Error) : LandblockStreamResult(LandblockId);
- public sealed record Unloaded(uint LandblockId) : LandblockStreamResult(LandblockId);
+ public sealed record Failed(
+ uint LandblockId,
+ string Error,
+ ulong Generation = 0) : LandblockStreamResult(LandblockId, Generation);
+ public sealed record Unloaded(
+ uint LandblockId,
+ ulong Generation = 0) : LandblockStreamResult(LandblockId, Generation);
///
/// The worker loop itself crashed with an unhandled exception. Not tied
@@ -94,5 +108,5 @@ public abstract record LandblockStreamResult(uint LandblockId)
/// than retrying a single landblock later. LandblockId is 0 by
/// convention; readers should pattern-match on the type, not the id.
///
- public sealed record WorkerCrashed(string Error) : LandblockStreamResult(0);
+ public sealed record WorkerCrashed(string Error) : LandblockStreamResult(0, 0);
}
diff --git a/src/AcDream.App/Streaming/LandblockStreamer.cs b/src/AcDream.App/Streaming/LandblockStreamer.cs
index b66ce857..d8d7587f 100644
--- a/src/AcDream.App/Streaming/LandblockStreamer.cs
+++ b/src/AcDream.App/Streaming/LandblockStreamer.cs
@@ -143,23 +143,26 @@ public sealed class LandblockStreamer : IDisposable
/// (or
/// ) to the outbox.
///
- public void EnqueueLoad(uint landblockId, LandblockStreamJobKind kind = LandblockStreamJobKind.LoadNear)
+ public void EnqueueLoad(
+ uint landblockId,
+ LandblockStreamJobKind kind = LandblockStreamJobKind.LoadNear,
+ ulong generation = 0)
{
if (System.Threading.Volatile.Read(ref _disposed) != 0)
throw new ObjectDisposedException(nameof(LandblockStreamer));
AcDream.Core.Physics.PhysicsDiagnostics.LogTeleport("ENQ", landblockId, $"kind={kind}");
- _inbox.Writer.TryWrite(new LandblockStreamJob.Load(landblockId, kind));
+ _inbox.Writer.TryWrite(new LandblockStreamJob.Load(landblockId, kind, generation));
}
///
/// Non-blocking enqueue. The worker posts a
/// to the outbox.
///
- public void EnqueueUnload(uint landblockId)
+ public void EnqueueUnload(uint landblockId, ulong generation = 0)
{
if (System.Threading.Volatile.Read(ref _disposed) != 0)
throw new ObjectDisposedException(nameof(LandblockStreamer));
- _inbox.Writer.TryWrite(new LandblockStreamJob.Unload(landblockId));
+ _inbox.Writer.TryWrite(new LandblockStreamJob.Unload(landblockId, generation));
}
///
@@ -335,7 +338,7 @@ public sealed class LandblockStreamer : IDisposable
if (build is null)
{
_outbox.Writer.TryWrite(new LandblockStreamResult.Failed(
- load.LandblockId, "LandblockLoader.Load returned null"));
+ load.LandblockId, "LandblockLoader.Load returned null", load.Generation));
break;
}
var lb = build.Landblock;
@@ -345,18 +348,18 @@ public sealed class LandblockStreamer : IDisposable
if (promotedMesh is null)
{
_outbox.Writer.TryWrite(new LandblockStreamResult.Failed(
- load.LandblockId, "buildMeshOrNull returned null"));
+ load.LandblockId, "buildMeshOrNull returned null", load.Generation));
break;
}
_outbox.Writer.TryWrite(new LandblockStreamResult.Promoted(
- load.LandblockId, build, promotedMesh));
+ load.LandblockId, build, promotedMesh, load.Generation));
break;
}
var mesh = _buildMeshOrNull(load.LandblockId, lb);
if (mesh is null)
{
_outbox.Writer.TryWrite(new LandblockStreamResult.Failed(
- load.LandblockId, "buildMeshOrNull returned null"));
+ load.LandblockId, "buildMeshOrNull returned null", load.Generation));
break;
}
var tier = load.Kind == LandblockStreamJobKind.LoadFar
@@ -375,17 +378,19 @@ public sealed class LandblockStreamer : IDisposable
build = new LandblockBuild(lb);
}
_outbox.Writer.TryWrite(new LandblockStreamResult.Loaded(
- load.LandblockId, tier, build, mesh));
+ load.LandblockId, tier, build, mesh, load.Generation));
}
catch (Exception ex)
{
_outbox.Writer.TryWrite(new LandblockStreamResult.Failed(
- load.LandblockId, ex.ToString()));
+ load.LandblockId, ex.ToString(), load.Generation));
}
break;
case LandblockStreamJob.Unload unload:
- _outbox.Writer.TryWrite(new LandblockStreamResult.Unloaded(unload.LandblockId));
+ _outbox.Writer.TryWrite(new LandblockStreamResult.Unloaded(
+ unload.LandblockId,
+ unload.Generation));
break;
}
}
diff --git a/src/AcDream.App/Streaming/StreamingController.cs b/src/AcDream.App/Streaming/StreamingController.cs
index 969c9a41..1b826a09 100644
--- a/src/AcDream.App/Streaming/StreamingController.cs
+++ b/src/AcDream.App/Streaming/StreamingController.cs
@@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
+using AcDream.App.Rendering.Wb;
using AcDream.Core.Terrain;
using AcDream.Core.World;
@@ -17,11 +18,12 @@ namespace AcDream.App.Streaming;
///
public sealed class StreamingController
{
- private readonly Action _enqueueLoad;
- private readonly Action _enqueueUnload;
+ private readonly Action _enqueueLoad;
+ private readonly Action _enqueueUnload;
private readonly Func> _drainCompletions;
private readonly Action _applyTerrain;
private readonly Action? _removeTerrain;
+ private readonly Action? _demoteNearLayer;
private readonly Action? _clearPendingLoads;
///
@@ -34,8 +36,16 @@ public sealed class StreamingController
/// tests that don't exercise re-hydration.
///
private readonly Action? _onLandblockLoaded;
+ // Invoked only after LandblockSpawnAdapter has pinned every synthetic
+ // EnvCell geometry id. This re-arms the schema-aware preparation path if
+ // an unowned cached mesh was evicted between worker schedule and publish.
+ private readonly Action? _ensureEnvCellMeshes;
private readonly GpuWorldState _state;
private StreamingRegion? _region;
+ // Hard streaming boundaries advance this token. Worker completions carry
+ // the generation captured at enqueue time, so an old overlapping load or
+ // unload cannot mutate the replacement window after a portal recenter.
+ private ulong _generation;
// True while streaming is collapsed to the single dungeon landblock the
// player stands in (the dungeon gate, #133 FPS). AC dungeons have NO
@@ -127,6 +137,43 @@ public sealed class StreamingController
// GPU-upload tail draining at MaxCompletionsPerFrame. Removable probe surface.
public int DeferredApplyBacklog => _deferredApply.Count;
+ ///
+ /// True once every in-bounds landblock in the requested Chebyshev ring has
+ /// crossed the render-thread publication barrier. Worker completion and
+ /// world-state registration are not sufficient: all static GfxObj and
+ /// EnvCell shell meshes must have completed their render-thread upload.
+ /// Portal-space exit uses this alongside physics residency so the world
+ /// cannot be revealed while its render slots are still absent.
+ ///
+ public bool IsRenderNeighborhoodResident(uint cellOrLandblockId, int radius)
+ {
+ if (radius < 0)
+ throw new ArgumentOutOfRangeException(nameof(radius));
+
+ // LandDefs::InboundValidCellId validates both map axes and the low-word
+ // class (outdoor cell, EnvCell, or canonical landblock sentinel).
+ if (!AcDream.Core.Physics.LandDefs.InboundValidCellId(cellOrLandblockId))
+ return false;
+ int cx = (int)((cellOrLandblockId >> 24) & 0xFFu);
+ int cy = (int)((cellOrLandblockId >> 16) & 0xFFu);
+ for (int dx = -radius; dx <= radius; dx++)
+ for (int dy = -radius; dy <= radius; dy++)
+ {
+ int nx = cx + dx;
+ int ny = cy + dy;
+ // Match PhysicsEngine.IsNeighborhoodTerrainResident: the outer
+ // 0xFF coordinate has no loadable neighbour beyond it.
+ if (nx < 0 || nx > 254 || ny < 0 || ny > 254)
+ continue;
+
+ uint canonical = ((uint)nx << 24) | ((uint)ny << 16) | 0xFFFFu;
+ if (!_state.IsNearTier(canonical) || !_state.IsRenderReady(canonical))
+ return false;
+ }
+
+ return true;
+ }
+
// [FRAME-DIAG]: how many times ForceReloadWindow has fired (each one drops +
// re-uploads the WHOLE window) and the landblock count it dropped last time.
public int ForceReloadCount { get; private set; }
@@ -135,8 +182,40 @@ public sealed class StreamingController
// Completions that were drained past a priority item get buffered here
// so they still apply over subsequent frames without loss.
private readonly List _deferredApply = new();
-
public StreamingController(
+ Action enqueueLoad,
+ Action enqueueUnload,
+ Func> drainCompletions,
+ Action applyTerrain,
+ GpuWorldState state,
+ int nearRadius,
+ int farRadius,
+ Action? removeTerrain = null,
+ Action? demoteNearLayer = null,
+ Action? clearPendingLoads = null,
+ Action? onLandblockLoaded = null,
+ Action? ensureEnvCellMeshes = null)
+ {
+ _enqueueLoad = enqueueLoad;
+ _enqueueUnload = enqueueUnload;
+ _drainCompletions = drainCompletions;
+ _applyTerrain = applyTerrain;
+ _removeTerrain = removeTerrain;
+ _demoteNearLayer = demoteNearLayer;
+ _clearPendingLoads = clearPendingLoads;
+ _onLandblockLoaded = onLandblockLoaded;
+ _ensureEnvCellMeshes = ensureEnvCellMeshes;
+ _state = state;
+ NearRadius = nearRadius;
+ FarRadius = farRadius;
+ }
+
+ ///
+ /// Compatibility constructor for deterministic tests and callers that do
+ /// not own an asynchronous worker. Production must use the generation-aware
+ /// overload above so hard-recenter results can be rejected by incarnation.
+ ///
+ internal StreamingController(
Action enqueueLoad,
Action enqueueUnload,
Func> drainCompletions,
@@ -145,19 +224,44 @@ public sealed class StreamingController
int nearRadius,
int farRadius,
Action? removeTerrain = null,
+ Action? demoteNearLayer = null,
Action? clearPendingLoads = null,
- Action? onLandblockLoaded = null)
+ Action? onLandblockLoaded = null,
+ Action? ensureEnvCellMeshes = null)
+ : this(
+ (id, kind, _) => enqueueLoad(id, kind),
+ (id, _) => enqueueUnload(id),
+ drainCompletions,
+ applyTerrain,
+ state,
+ nearRadius,
+ farRadius,
+ removeTerrain,
+ demoteNearLayer,
+ clearPendingLoads,
+ onLandblockLoaded,
+ ensureEnvCellMeshes)
{
- _enqueueLoad = enqueueLoad;
- _enqueueUnload = enqueueUnload;
- _drainCompletions = drainCompletions;
- _applyTerrain = applyTerrain;
- _removeTerrain = removeTerrain;
- _clearPendingLoads = clearPendingLoads;
- _onLandblockLoaded = onLandblockLoaded;
- _state = state;
- NearRadius = nearRadius;
- FarRadius = farRadius;
+ }
+
+ private void EnqueueLoad(uint id, LandblockStreamJobKind kind) =>
+ _enqueueLoad(id, kind, _generation);
+
+ private void EnqueueUnload(uint id) => _enqueueUnload(id, _generation);
+
+ private void DemoteLandblock(uint id)
+ {
+ uint canonical = (id & 0xFFFF0000u) | 0xFFFFu;
+ // App-owned Near resources need the still-present static entity list
+ // for exact light/translucency owner cleanup. Retire them before
+ // GpuWorldState drops the static layer and its render pins.
+ _demoteNearLayer?.Invoke(canonical);
+ _state.RemoveEntitiesFromLandblock(canonical);
+ }
+
+ private void AdvanceGeneration()
+ {
+ _generation = unchecked(_generation + 1);
}
///
@@ -263,18 +367,18 @@ public sealed class StreamingController
{
_region = new StreamingRegion(observerCx, observerCy, NearRadius, FarRadius);
var bootstrap = _region.ComputeFirstTickDiff();
- foreach (var id in bootstrap.ToLoadNear) _enqueueLoad(id, LandblockStreamJobKind.LoadNear);
- foreach (var id in bootstrap.ToLoadFar) _enqueueLoad(id, LandblockStreamJobKind.LoadFar);
+ foreach (var id in bootstrap.ToLoadNear) EnqueueLoad(id, LandblockStreamJobKind.LoadNear);
+ foreach (var id in bootstrap.ToLoadFar) EnqueueLoad(id, LandblockStreamJobKind.LoadFar);
_region.MarkResidentFromBootstrap();
}
else if (_region.CenterX != observerCx || _region.CenterY != observerCy)
{
var diff = _region.RecenterTo(observerCx, observerCy);
- foreach (var id in diff.ToPromote) _enqueueLoad(id, LandblockStreamJobKind.PromoteToNear);
- foreach (var id in diff.ToLoadNear) _enqueueLoad(id, LandblockStreamJobKind.LoadNear);
- foreach (var id in diff.ToLoadFar) _enqueueLoad(id, LandblockStreamJobKind.LoadFar);
- foreach (var id in diff.ToDemote) _state.RemoveEntitiesFromLandblock(id);
- foreach (var id in diff.ToUnload) _enqueueUnload(id);
+ foreach (var id in diff.ToPromote) EnqueueLoad(id, LandblockStreamJobKind.PromoteToNear);
+ foreach (var id in diff.ToLoadNear) EnqueueLoad(id, LandblockStreamJobKind.LoadNear);
+ foreach (var id in diff.ToLoadFar) EnqueueLoad(id, LandblockStreamJobKind.LoadFar);
+ foreach (var id in diff.ToDemote) DemoteLandblock(id);
+ foreach (var id in diff.ToUnload) EnqueueUnload(id);
}
}
@@ -293,10 +397,12 @@ public sealed class StreamingController
Console.WriteLine($"streaming: dungeon collapse -> 0x{centerId:X8}");
_collapsed = true;
_collapsedCenter = centerId;
+ AdvanceGeneration();
_clearPendingLoads?.Invoke();
+ _deferredApply.Clear();
foreach (var id in _state.LoadedLandblockIds)
- if (id != centerId) _enqueueUnload(id);
+ if (id != centerId) EnqueueUnload(id);
// Pin a radius-0 region so RecenterTo never re-expands while inside,
// and so the post-exit rebuild starts from a clean, consistent state.
@@ -306,7 +412,9 @@ public sealed class StreamingController
// The dungeon landblock itself must be (or become) loaded. If a prior
// ClearPendingLoads cancelled its queued load, re-enqueue it.
if (!_state.IsLoaded(centerId))
- _enqueueLoad(centerId, LandblockStreamJobKind.LoadNear);
+ EnqueueLoad(centerId, LandblockStreamJobKind.LoadNear);
+ else if (!_state.IsNearTier(centerId))
+ EnqueueLoad(centerId, LandblockStreamJobKind.PromoteToNear);
}
///
@@ -321,7 +429,7 @@ public sealed class StreamingController
// Always preserve the true dungeon landblock (_collapsedCenter), never the
// per-frame observer landblock — a CurrCell flicker must not unload the dungeon.
foreach (var id in _state.LoadedLandblockIds)
- if (id != _collapsedCenter) _enqueueUnload(id);
+ if (id != _collapsedCenter) EnqueueUnload(id);
}
/// Chebyshev distance in landblock cells between two landblock ids.
@@ -354,16 +462,17 @@ public sealed class StreamingController
$"streaming: dungeon EXIT-expand -> ({observerCx},{observerCy}) " +
$"(was collapsed on 0x{_collapsedCenter:X8})");
_collapsed = false;
+ AdvanceGeneration();
var rebuilt = new StreamingRegion(observerCx, observerCy, NearRadius, FarRadius);
foreach (var id in _state.LoadedLandblockIds)
- if (!rebuilt.Resident.Contains(id)) _enqueueUnload(id);
+ if (!rebuilt.Resident.Contains(id)) EnqueueUnload(id);
var boot = rebuilt.ComputeFirstTickDiff();
foreach (var id in boot.ToLoadNear)
- if (!_state.IsLoaded(id)) _enqueueLoad(id, LandblockStreamJobKind.LoadNear);
+ if (!_state.IsLoaded(id)) EnqueueLoad(id, LandblockStreamJobKind.LoadNear);
foreach (var id in boot.ToLoadFar)
- if (!_state.IsLoaded(id)) _enqueueLoad(id, LandblockStreamJobKind.LoadFar);
+ if (!_state.IsLoaded(id)) EnqueueLoad(id, LandblockStreamJobKind.LoadFar);
rebuilt.MarkResidentFromBootstrap();
_region = rebuilt;
}
@@ -383,6 +492,9 @@ public sealed class StreamingController
public void ForceReloadWindow()
{
_collapsed = false;
+ AdvanceGeneration();
+ _clearPendingLoads?.Invoke();
+ _deferredApply.Clear();
// Snapshot — RemoveLandblock mutates the loaded set we're iterating.
var ids = new List(_state.LoadedLandblockIds);
ForceReloadCount++; // [FRAME-DIAG] churn counter
@@ -424,6 +536,11 @@ public sealed class StreamingController
if (chunk.Count == 0) break;
foreach (var result in chunk)
{
+ // Reject obsolete hard-window work before it can occupy the
+ // metered deferred queue. ApplyResult repeats this invariant
+ // for direct callers and future drain paths.
+ if (IsStaleGeneration(result))
+ continue;
if (result is LandblockStreamResult.Unloaded
|| IsWithinPriorityRing(ResultLandblockId(result)))
ApplyResult(result); // free (unload) or behind-the-fade near ring
@@ -449,19 +566,120 @@ public sealed class StreamingController
///
private void ApplyResult(LandblockStreamResult result)
{
+ if (IsStaleGeneration(result))
+ {
+ // A worker can finish one old load/unload after a hard recenter.
+ // Landblock id membership cannot distinguish overlapping windows;
+ // generation is the logical streaming incarnation boundary.
+ return;
+ }
+
+ if (result is LandblockStreamResult.Unloaded
+ && _region?.TryGetDesiredTier(result.LandblockId, out _) == true)
+ {
+ // Normal recenter does not advance the hard-window generation. A
+ // rapid away->back can therefore re-own an id while its same-
+ // generation unload is already in the worker outbox. Current
+ // region ownership wins; the old unload must not tear it down.
+ return;
+ }
+
+ if (result is LandblockStreamResult.Loaded
+ or LandblockStreamResult.Promoted)
+ {
+ if (_region is null
+ || !_region.TryGetDesiredTier(result.LandblockId, out var desiredTier))
+ {
+ // A hard recenter/collapse can leave one worker job already in
+ // flight. Its completion belongs to the old region and must not
+ // resurrect a landblock the new StreamingRegion never owns.
+ return;
+ }
+
+ bool isNearCompletion = result is LandblockStreamResult.Promoted
+ or LandblockStreamResult.Loaded { Tier: LandblockStreamTier.Near };
+ if (isNearCompletion && _state.IsNearTier(result.LandblockId))
+ {
+ // Normal recenter can enqueue a second high-priority Near job
+ // while an earlier one is already in flight. The streamer
+ // supersedes Far/Unload work but intentionally does not dedupe
+ // high-priority jobs. Publication is idempotent at this owner:
+ // never append statics, replay defaults, or reapply the complete
+ // Near transaction to an already-Near landblock.
+ return;
+ }
+ if (desiredTier == LandblockStreamTier.Far && isNearCompletion)
+ {
+ // Recenter can demote a Near job before its first completion.
+ // StreamingRegion already considers that landblock Far, so it
+ // deliberately emits no second LoadFar job. If no terrain is
+ // resident yet, publish the completed heightmap/mesh as a Far
+ // result while discarding its entity and EnvCell layers. This
+ // is the same payload a fresh LoadFar would have produced and
+ // closes the in-flight Near -> desired Far lifecycle without a
+ // duplicate worker read or a permanent terrain hole.
+ if (!_state.IsLoaded(result.LandblockId))
+ {
+ switch (result)
+ {
+ case LandblockStreamResult.Loaded loaded:
+ ApplyAsFar(loaded.Build, loaded.MeshData);
+ break;
+ case LandblockStreamResult.Promoted promoted:
+ ApplyAsFar(promoted.Build, promoted.MeshData);
+ break;
+ }
+ }
+ return;
+ }
+ }
+
switch (result)
{
case LandblockStreamResult.Loaded loaded:
+ if (loaded.Tier == LandblockStreamTier.Far
+ && _state.IsNearTier(loaded.LandblockId))
+ {
+ // This Far completion was queued before a newer Near load
+ // or promotion. Applying it would erase the entity/cell
+ // layer that now owns the landblock.
+ break;
+ }
_applyTerrain(loaded.Build, loaded.MeshData);
- _state.AddLandblock(loaded.Landblock);
+ _state.AddLandblock(
+ loaded.Landblock,
+ loaded.Build.EnvCells?.Shells.Select(shell => shell.GeometryId),
+ loaded.Tier);
+ EnsureEnvCellMeshesAfterPin(loaded.Build);
// #138: after the landblock is in _loaded (so live projection
// hot-paths), restore any retained server objects ACE won't
// re-send. Fired AFTER AddLandblock, never before.
_onLandblockLoaded?.Invoke(loaded.Landblock.LandblockId);
break;
case LandblockStreamResult.Promoted promoted:
+ // PromoteToNear carries a complete build and mesh because the
+ // streamer deliberately lets it supersede a queued LoadFar. If
+ // that Far job never started, publish this as the real Near
+ // landblock; if the base is already resident, merge only the
+ // Near layer so existing live projections retain identity.
_applyTerrain(promoted.Build, promoted.MeshData);
- _state.AddEntitiesToExistingLandblock(promoted.LandblockId, promoted.Entities);
+ var promotedRenderIds =
+ promoted.Build.EnvCells?.Shells.Select(shell => shell.GeometryId);
+ if (_state.IsLoaded(promoted.LandblockId))
+ {
+ _state.AddEntitiesToExistingLandblock(
+ promoted.LandblockId,
+ promoted.Entities,
+ promotedRenderIds);
+ }
+ else
+ {
+ _state.AddLandblock(
+ promoted.Landblock,
+ promotedRenderIds,
+ LandblockStreamTier.Near);
+ }
+ EnsureEnvCellMeshesAfterPin(promoted.Build);
_onLandblockLoaded?.Invoke(promoted.LandblockId);
break;
case LandblockStreamResult.Unloaded unloaded:
@@ -479,6 +697,31 @@ public sealed class StreamingController
}
}
+ private void ApplyAsFar(LandblockBuild completedBuild, LandblockMeshData meshData)
+ {
+ var completed = completedBuild.Landblock;
+ var farLandblock = new LoadedLandblock(
+ completed.LandblockId,
+ completed.Heightmap,
+ Array.Empty(),
+ PhysicsDatBundle.Empty);
+ var farBuild = new LandblockBuild(farLandblock);
+
+ _applyTerrain(farBuild, meshData);
+ _state.AddLandblock(farLandblock, tier: LandblockStreamTier.Far);
+ _onLandblockLoaded?.Invoke(farLandblock.LandblockId);
+ }
+
+ private void EnsureEnvCellMeshesAfterPin(LandblockBuild build)
+ {
+ if (build.EnvCells is { Shells.Length: > 0 } envCells)
+ _ensureEnvCellMeshes?.Invoke(envCells);
+ }
+
+ private bool IsStaleGeneration(LandblockStreamResult result) =>
+ result is not LandblockStreamResult.WorkerCrashed
+ && result.Generation != _generation;
+
///
/// Returns the landblock id associated with .
/// For this is 0 by
diff --git a/src/AcDream.App/Streaming/StreamingRegion.cs b/src/AcDream.App/Streaming/StreamingRegion.cs
index 01eb85d2..1118489f 100644
--- a/src/AcDream.App/Streaming/StreamingRegion.cs
+++ b/src/AcDream.App/Streaming/StreamingRegion.cs
@@ -171,6 +171,25 @@ public sealed class StreamingRegion
internal static uint EncodeLandblockIdForTest(int lbX, int lbY)
=> EncodeLandblockId(lbX, lbY);
+ ///
+ /// Returns the tier currently owned by this region after bootstrap/recenter
+ /// hysteresis has been applied. Late worker completions use this to avoid
+ /// resurrecting a Near layer after the region has demoted it to Far.
+ ///
+ internal bool TryGetDesiredTier(uint landblockId, out LandblockStreamTier tier)
+ {
+ if (_tierResidence.TryGetValue(landblockId, out var residence))
+ {
+ tier = residence == TierResidence.Near
+ ? LandblockStreamTier.Near
+ : LandblockStreamTier.Far;
+ return true;
+ }
+
+ tier = default;
+ return false;
+ }
+
///
/// Two-tier recenter: computes the 5-list diff per Phase A.5 spec §4.2.
/// Hysteresis: NearRadius+2 for Near→Far demote; FarRadius+2 for Far→null
diff --git a/src/AcDream.Core/Physics/AnimationSequencer.cs b/src/AcDream.Core/Physics/AnimationSequencer.cs
index ab860921..cfe776ff 100644
--- a/src/AcDream.Core/Physics/AnimationSequencer.cs
+++ b/src/AcDream.Core/Physics/AnimationSequencer.cs
@@ -566,9 +566,7 @@ public sealed class AnimationSequencer
if (_core.CurrAnim == null && rootMotionFrame is null)
return BuildIdentityFrame(partCount);
if (dt <= 0f)
- return _core.CurrAnim == null
- ? BuildIdentityFrame(partCount)
- : BuildBlendedFrame();
+ return SampleCurrentPose();
_core.Update(dt, rootMotionFrame);
@@ -577,6 +575,19 @@ public sealed class AnimationSequencer
: BuildBlendedFrame();
}
+ ///
+ /// Samples the current sequence frame without advancing animation time or
+ /// dispatching hooks. This is retail's hidden-object
+ /// CPhysicsObj::set_frame -> CPartArray::SetFrame -> UpdateParts
+ /// path: HandleEnterWorld may move the sequence cursor from a completed
+ /// link to the cyclic tail, and the hidden object must recompose that new pose
+ /// while PartArray time remains frozen.
+ ///
+ public IReadOnlyList SampleCurrentPose()
+ => _core.CurrAnim == null
+ ? BuildIdentityFrame(_setup.Parts.Count)
+ : BuildBlendedFrame();
+
///
/// Retrieve and clear the list of hooks that fired since the last call.
/// Empty when no frame boundary was crossed. Safe to call multiple
diff --git a/src/AcDream.Core/Physics/PhysicsBody.cs b/src/AcDream.Core/Physics/PhysicsBody.cs
index ab4d7c7c..b7cab676 100644
--- a/src/AcDream.Core/Physics/PhysicsBody.cs
+++ b/src/AcDream.Core/Physics/PhysicsBody.cs
@@ -200,19 +200,63 @@ public sealed class PhysicsBody
}
}
+ ///
+ /// Commits the position and full cell returned by a successful transition.
+ /// Retail CPhysicsObj::SetPositionInternal(CTransition const*)
+ /// (0x00515330) always commits both
+ /// sphere_path.curr_pos.objcell_id and its frame, including EnvCells.
+ /// The ordinary setter first carries the accepted world
+ /// displacement into the landblock-relative frame; this method then adopts the
+ /// resolver's exact cell identity. Outdoor frames are canonicalized across 24 m
+ /// cells and 192 m landblock boundaries. Indoor frames retain their carried
+ /// landblock-relative origin and adopt the resolved EnvCell id.
+ ///
+ public void CommitTransitionPosition(uint resolvedCellId, Vector3 worldPosition)
+ {
+ Position = worldPosition;
+
+ if (CellPosition.ObjCellId == 0 || resolvedCellId == 0)
+ return;
+
+ uint cell = resolvedCellId;
+ Vector3 local = CellPosition.Frame.Origin;
+ if ((cell & 0xFFFFu) is >= 1u and <= 0x40u
+ && !LandDefs.AdjustToOutside(ref cell, ref local))
+ {
+ // At the map edge retail's transition does not yield a successful
+ // outside cell. Preserve the carried frame instead of inventing one.
+ return;
+ }
+
+ CellPosition = new Position(
+ cell,
+ new CellFrame(local, CellPosition.Frame.Orientation));
+ }
+
// Mirror a world-position translation into the cell-relative frame. Velocity is
// frame-invariant under translation, so the same delta applies to the local origin.
// AdjustToOutside then recomputes the cell index from the local (intra-landblock 24 m
// cell crossings) AND wraps + bumps the landblock on a 192 m crossing — the outdoor
// membership + canonicalization in one call (get_outside_lcoord + lcoord_to_gid +
- // [0,192) wrap). Idempotent within a cell. Runs only for a SEEDED OUTDOOR cell;
- // unseeded bodies (ObjCellId==0, e.g. remote entities) and indoor cells are skipped.
+ // [0,192) wrap). Idempotent within a cell. A SEEDED indoor body carries the same
+ // landblock-relative delta but keeps its EnvCell identity until the transition result
+ // commits the exact destination via CommitTransitionPosition. Unseeded bodies are skipped.
private void SyncCellPositionDelta(Vector3 delta)
{
uint cell = CellPosition.ObjCellId;
- if ((cell & 0xFFFFu) is not (>= 1u and <= 0x40u))
+ if (cell == 0)
return;
+
Vector3 local = CellPosition.Frame.Origin + delta;
+
+ if ((cell & 0xFFFFu) is not (>= 1u and <= 0x40u))
+ {
+ CellPosition = new Position(
+ cell,
+ new CellFrame(local, CellPosition.Frame.Orientation));
+ return;
+ }
+
uint adjusted = cell;
if (LandDefs.AdjustToOutside(ref adjusted, ref local))
CellPosition = new Position(adjusted, new CellFrame(local, CellPosition.Frame.Orientation));
diff --git a/src/AcDream.Core/Physics/PhysicsEngine.cs b/src/AcDream.Core/Physics/PhysicsEngine.cs
index 088813c2..f7a94e61 100644
--- a/src/AcDream.Core/Physics/PhysicsEngine.cs
+++ b/src/AcDream.Core/Physics/PhysicsEngine.cs
@@ -121,6 +121,7 @@ public sealed class PhysicsEngine
public void RemoveLandblock(uint landblockId)
{
_landblocks.Remove(landblockId);
+ ShadowObjects.DeregisterStaticOwnersForLandblock(landblockId);
ShadowObjects.RemoveLandblock(landblockId);
DataCache?.RemoveCellsForLandblock(landblockId); // D8: rebase cell BSP transforms on next apply
@@ -141,6 +142,41 @@ public sealed class PhysicsEngine
DataCache?.CellGraph.RemoveLandblock(landblockId);
}
+ ///
+ /// Retire a Near landblock's indoor-cell and static-object collision layer
+ /// while preserving its terrain surface and world offset for Far-tier use.
+ /// The corresponding render-side demotion preserves the terrain slot too.
+ ///
+ public void DemoteLandblockToTerrain(uint landblockId)
+ {
+ uint canonical = (landblockId & 0xFFFF0000u) | 0xFFFFu;
+ if (_landblocks.TryGetValue(canonical, out var landblock))
+ {
+ _landblocks[canonical] = landblock with
+ {
+ Cells = Array.Empty(),
+ Portals = Array.Empty(),
+ };
+ }
+
+ // Static footprints can flood into adjacent landblocks. Retire them by
+ // logical owner before removing rows by cell prefix, otherwise a mesh
+ // demoted out of view can remain as invisible collision across a seam.
+ ShadowObjects.DeregisterStaticOwnersForLandblock(canonical);
+ ShadowObjects.RemoveLandblock(canonical);
+ DataCache?.RemoveCellsForLandblock(canonical);
+ DataCache?.RemoveBuildingsForLandblock(canonical);
+ DataCache?.CellGraph.RemoveEnvCellsForLandblock(canonical);
+
+ if (DataCache?.CellGraph is { } graph
+ && graph.CurrCell is { } current
+ && (current.Id & 0xFFFF0000u) == (canonical & 0xFFFF0000u)
+ && (current.Id & 0xFFFFu) >= 0x0100u)
+ {
+ graph.CurrCell = null;
+ }
+ }
+
///
/// Find the landblock that contains the given world-space XY position and
/// return its ID plus world-space origin offsets. Returns false when no
diff --git a/src/AcDream.Core/Physics/ShadowObjectRegistry.cs b/src/AcDream.Core/Physics/ShadowObjectRegistry.cs
index e4be501b..957d5525 100644
--- a/src/AcDream.Core/Physics/ShadowObjectRegistry.cs
+++ b/src/AcDream.Core/Physics/ShadowObjectRegistry.cs
@@ -29,6 +29,10 @@ public sealed class ShadowObjectRegistry
private readonly Dictionary> _cells = new();
private readonly Dictionary> _entityToCells = new(); // for deregistration
private readonly HashSet _suspendedEntities = new();
+ // Rows withdrawn because a touched landblock streamed out. The owner may
+ // be seeded in an adjacent still-resident landblock, so its remaining rows
+ // cannot by themselves tell RefloodLandblock that this prefix needs repair.
+ private readonly Dictionary> _withdrawnPrefixesByOwner = new();
///
/// A6.P4 door fix (2026-05-24): per-entity original shape list, used by
@@ -367,7 +371,7 @@ public sealed class ShadowObjectRegistry
public void RefloodLandblock(uint landblockId)
{
uint lbPrefix = landblockId & 0xFFFF0000u;
- var toReflood = new List();
+ var toReflood = new HashSet();
foreach (var kvp in _entityReg)
{
@@ -390,11 +394,17 @@ public sealed class ShadowObjectRegistry
}
}
}
+ if (_withdrawnPrefixesByOwner.TryGetValue(kvp.Key, out var prefixes)
+ && prefixes.Contains(lbPrefix))
+ {
+ toReflood.Add(kvp.Key);
+ }
}
foreach (uint entityId in toReflood)
{
var reg = _entityReg[entityId];
+ _withdrawnPrefixesByOwner.TryGetValue(entityId, out var withdrawnBeforeReflood);
if (reg.IsMultiPart && _entityShapes.TryGetValue(entityId, out var shapes))
{
RegisterMultiPart(entityId, reg.EntityWorldPos, reg.EntityWorldRot, shapes,
@@ -408,6 +418,22 @@ public sealed class ShadowObjectRegistry
reg.CollisionType, reg.CylHeight, reg.Scale,
reg.State, reg.Flags, reg.SeedCellId, reg.IsStatic);
}
+
+ // Register is also the authoritative movement/replacement API and
+ // therefore clears obsolete markers. Only this streaming reflood
+ // operation preserves the still-missing prefixes across replacement.
+ if (withdrawnBeforeReflood is not null)
+ _withdrawnPrefixesByOwner[entityId] = withdrawnBeforeReflood;
+
+ if (_entityToCells.TryGetValue(entityId, out var refreshedCells)
+ && refreshedCells.Exists(cell =>
+ (cell & 0xFFFF0000u) == lbPrefix)
+ && _withdrawnPrefixesByOwner.TryGetValue(entityId, out var withdrawn))
+ {
+ withdrawn.Remove(lbPrefix);
+ if (withdrawn.Count == 0)
+ _withdrawnPrefixesByOwner.Remove(entityId);
+ }
}
}
@@ -475,6 +501,29 @@ public sealed class ShadowObjectRegistry
_entityShapes.Remove(entityId);
_entityReg.Remove(entityId);
_suspendedEntities.Remove(entityId);
+ _withdrawnPrefixesByOwner.Remove(entityId);
+ }
+
+ ///
+ /// Logically tear down every static object owned by a landblock, including
+ /// shadow rows flooded into adjacent landblocks. Dynamic/server-live owners
+ /// are deliberately retained for spatial reflood after streaming changes.
+ ///
+ public void DeregisterStaticOwnersForLandblock(uint landblockId)
+ {
+ uint prefix = landblockId & 0xFFFF0000u;
+ var owners = new List();
+ foreach (var (entityId, registration) in _entityReg)
+ {
+ if (registration.IsStatic
+ && (registration.SeedCellId & 0xFFFF0000u) == prefix)
+ {
+ owners.Add(entityId);
+ }
+ }
+
+ foreach (uint entityId in owners)
+ Deregister(entityId);
}
///
@@ -491,6 +540,18 @@ public sealed class ShadowObjectRegistry
uint lbPrefix = landblockId & 0xFFFF0000u;
var toRemove = new List();
+ foreach (var (entityId, cells) in _entityToCells)
+ {
+ if (!cells.Exists(cell => (cell & 0xFFFF0000u) == lbPrefix))
+ continue;
+ if (!_withdrawnPrefixesByOwner.TryGetValue(entityId, out var withdrawn))
+ {
+ withdrawn = new HashSet();
+ _withdrawnPrefixesByOwner[entityId] = withdrawn;
+ }
+ withdrawn.Add(lbPrefix);
+ }
+
foreach (var kvp in _cells)
{
if ((kvp.Key & 0xFFFF0000u) == lbPrefix)
@@ -520,6 +581,7 @@ public sealed class ShadowObjectRegistry
_entityShapes.Remove(eid);
_entityReg.Remove(eid);
_suspendedEntities.Remove(eid);
+ _withdrawnPrefixesByOwner.Remove(eid);
}
}
}
@@ -549,6 +611,18 @@ public sealed class ShadowObjectRegistry
///
public int RetainedRegistrationCount => _entityReg.Count;
+ /// Number of owner/prefix repair markers awaiting a future reflood.
+ public int WithdrawnPrefixMarkerCount
+ {
+ get
+ {
+ int count = 0;
+ foreach (var prefixes in _withdrawnPrefixesByOwner.Values)
+ count += prefixes.Count;
+ return count;
+ }
+ }
+
/// Suspended logical registrations awaiting spatial re-entry.
public int SuspendedRegistrationCount => _suspendedEntities.Count;
diff --git a/src/AcDream.Core/World/Cells/CellGraph.cs b/src/AcDream.Core/World/Cells/CellGraph.cs
index 00b19ce9..c4ca420c 100644
--- a/src/AcDream.Core/World/Cells/CellGraph.cs
+++ b/src/AcDream.Core/World/Cells/CellGraph.cs
@@ -63,6 +63,17 @@ public sealed class CellGraph
if ((id & 0xFFFF0000u) == lb) _envCells.TryRemove(id, out _);
}
+ ///
+ /// Remove only a landblock's indoor environment cells while preserving its
+ /// outdoor terrain registration. Used by Near-to-Far streaming demotion.
+ ///
+ public void RemoveEnvCellsForLandblock(uint landblockPrefix)
+ {
+ uint lb = landblockPrefix & 0xFFFF0000u;
+ foreach (var id in new List(_envCells.Keys))
+ if ((id & 0xFFFF0000u) == lb) _envCells.TryRemove(id, out _);
+ }
+
/// The universal id->cell resolver (retail CObjCell::GetVisible).
public ObjCell? GetVisible(uint id)
{
diff --git a/src/AcDream.Core/World/LandblockLoader.cs b/src/AcDream.Core/World/LandblockLoader.cs
index 00400c6c..7aa4893a 100644
--- a/src/AcDream.Core/World/LandblockLoader.cs
+++ b/src/AcDream.Core/World/LandblockLoader.cs
@@ -40,8 +40,8 @@ public static class LandblockLoader
// When landblockId is non-zero, namespace stab Ids globally:
// 0xC0XXYY00 + n, where XX = lbX byte, YY = lbY byte
- // matching the scenery (0x80XXYY00) and interior (0x40XXYY00) patterns
- // in GameWindow.cs. The 0xC0 top byte distinguishes stabs from those.
+ // distinct from the 0x8XXYYIII scenery and 0x4XXYYIII interior
+ // namespaces in GameWindow.cs. The 0xC0 top byte distinguishes stabs.
//
// Pre-Tier-1 callers (existing tests) pass landblockId=0 and get the
// legacy starting-from-1 monotonic Ids — compatible with their assertions
diff --git a/src/AcDream.Core/World/ProceduralSceneryIdAllocator.cs b/src/AcDream.Core/World/ProceduralSceneryIdAllocator.cs
new file mode 100644
index 00000000..885e665d
--- /dev/null
+++ b/src/AcDream.Core/World/ProceduralSceneryIdAllocator.cs
@@ -0,0 +1,39 @@
+namespace AcDream.Core.World;
+
+///
+/// Allocates stable, collision-free ids for procedurally generated scenery.
+///
+///
+/// The top nibble is fixed at 0x8, so bit 31 continues to identify
+/// procedural scenery to every renderer and physics consumer. The remaining
+/// 28 bits are X(8), Y(8), and a 12-bit per-landblock counter:
+/// 0x8XXYYIII. No consumer decodes the former byte-aligned
+/// 0x80XXYYII layout; they classify only on bit 31.
+///
+///
+///
+/// The old 8-bit counter aborted generation after 256 drawable spawns. That
+/// exception rejected the entire streamed landblock before render publication,
+/// exposing the grey clear color as portal space ended. A 12-bit counter gives
+/// 4096 entries while retaining full landblock coordinates. Overflow fails
+/// before it can alias the next landblock.
+///
+///
+public static class ProceduralSceneryIdAllocator
+{
+ public const uint MaxCounter = 0xFFFu;
+
+ public static uint Base(uint landblockX, uint landblockY)
+ => 0x80000000u
+ | ((landblockX & 0xFFu) << 20)
+ | ((landblockY & 0xFFu) << 12);
+
+ public static uint Allocate(uint landblockX, uint landblockY, ref uint counter)
+ {
+ if (counter > MaxCounter)
+ throw new InvalidDataException(
+ $"Landblock ({landblockX & 0xFFu:X2},{landblockY & 0xFFu:X2}) exceeds the 4096-entry procedural scenery id namespace.");
+
+ return Base(landblockX, landblockY) + counter++;
+ }
+}
diff --git a/src/AcDream.Core/World/TeleportAnimSequencer.cs b/src/AcDream.Core/World/TeleportAnimSequencer.cs
index 510c27d5..09514a13 100644
--- a/src/AcDream.Core/World/TeleportAnimSequencer.cs
+++ b/src/AcDream.Core/World/TeleportAnimSequencer.cs
@@ -99,7 +99,8 @@ public sealed class TeleportAnimSequencer
///
/// Advance the machine by seconds.
- /// = destination collision landblock is resident.
+ /// = the complete destination-load barrier is
+ /// satisfied (Near-tier render meshes/textures plus collision residency).
/// Returns the current snapshot + edge-triggered events fired THIS tick.
///
public (TeleportAnimSnapshot snapshot, IReadOnlyList events)
diff --git a/tests/AcDream.App.Tests/Rendering/Wb/LandblockSpawnAdapterReadinessTests.cs b/tests/AcDream.App.Tests/Rendering/Wb/LandblockSpawnAdapterReadinessTests.cs
new file mode 100644
index 00000000..9a9717c1
--- /dev/null
+++ b/tests/AcDream.App.Tests/Rendering/Wb/LandblockSpawnAdapterReadinessTests.cs
@@ -0,0 +1,104 @@
+using System.Numerics;
+using AcDream.App.Rendering.Wb;
+using AcDream.Core.World;
+using DatReaderWriter.DBObjs;
+
+namespace AcDream.App.Tests.Rendering.Wb;
+
+public sealed class LandblockSpawnAdapterReadinessTests
+{
+ [Fact]
+ public void RenderReady_WaitsForStaticAndEnvCellMeshes()
+ {
+ var meshes = new ReadinessMeshAdapter();
+ var adapter = new LandblockSpawnAdapter(meshes);
+ var entity = new WorldEntity
+ {
+ Id = 1,
+ ServerGuid = 0,
+ SourceGfxObjOrSetupId = 0x01000010u,
+ Position = Vector3.Zero,
+ Rotation = Quaternion.Identity,
+ MeshRefs = [new MeshRef(0x01000010u, Matrix4x4.Identity)],
+ };
+ var landblock = new LoadedLandblock(
+ 0x1234FFFFu,
+ new LandBlock(),
+ new[] { entity });
+ const ulong envCellGeometryId = 0x2_0000_1234ul;
+
+ adapter.OnLandblockLoaded(landblock, new[] { envCellGeometryId });
+
+ Assert.False(adapter.IsLandblockRenderReady(landblock.LandblockId));
+ meshes.ReadyIds.Add(0x01000010ul);
+ Assert.False(adapter.IsLandblockRenderReady(landblock.LandblockId));
+ meshes.ReadyIds.Add(envCellGeometryId);
+ Assert.True(adapter.IsLandblockRenderReady(landblock.LandblockId));
+ }
+
+ [Fact]
+ public void RenderReady_EmptyPublishedLandblockIsReadyUntilUnload()
+ {
+ var meshes = new ReadinessMeshAdapter();
+ var adapter = new LandblockSpawnAdapter(meshes);
+ var landblock = new LoadedLandblock(
+ 0x1234FFFFu,
+ new LandBlock(),
+ Array.Empty());
+
+ adapter.OnLandblockLoaded(landblock);
+
+ Assert.True(adapter.IsLandblockRenderReady(landblock.LandblockId));
+ adapter.OnLandblockUnloaded(landblock.LandblockId);
+ Assert.False(adapter.IsLandblockRenderReady(landblock.LandblockId));
+ }
+
+ [Fact]
+ public void SharedEnvCellGeometry_IsPinnedPerLandblockAndReleasedSymmetrically()
+ {
+ const ulong sharedGeometryId = 0x2_0000_1234ul;
+ var meshes = new ReadinessMeshAdapter();
+ var adapter = new LandblockSpawnAdapter(meshes);
+ var first = new LoadedLandblock(
+ 0x1234FFFFu,
+ new LandBlock(),
+ Array.Empty());
+ var second = new LoadedLandblock(
+ 0x1235FFFFu,
+ new LandBlock(),
+ Array.Empty());
+
+ adapter.OnLandblockLoaded(first, new[] { sharedGeometryId, sharedGeometryId });
+ adapter.OnLandblockLoaded(second, new[] { sharedGeometryId });
+
+ Assert.Equal(2, meshes.ReferenceCounts[sharedGeometryId]);
+ Assert.Equal(2, meshes.PreparedPinCalls.Count);
+
+ adapter.OnLandblockUnloaded(first.LandblockId);
+ Assert.Equal(1, meshes.ReferenceCounts[sharedGeometryId]);
+
+ adapter.OnLandblockUnloaded(second.LandblockId);
+ Assert.DoesNotContain(sharedGeometryId, meshes.ReferenceCounts);
+ }
+
+ private sealed class ReadinessMeshAdapter : IWbMeshAdapter
+ {
+ public HashSet ReadyIds { get; } = new();
+ public Dictionary ReferenceCounts { get; } = new();
+ public List PreparedPinCalls { get; } = new();
+ public void IncrementRefCount(ulong id) =>
+ ReferenceCounts[id] = ReferenceCounts.GetValueOrDefault(id) + 1;
+ public void PinPreparedRenderData(ulong id)
+ {
+ PreparedPinCalls.Add(id);
+ IncrementRefCount(id);
+ }
+ public void DecrementRefCount(ulong id)
+ {
+ int count = ReferenceCounts[id] - 1;
+ if (count == 0) ReferenceCounts.Remove(id);
+ else ReferenceCounts[id] = count;
+ }
+ public bool IsRenderDataReady(ulong id) => ReadyIds.Contains(id);
+ }
+}
diff --git a/tests/AcDream.App.Tests/Rendering/Wb/MeshUploadCachesTests.cs b/tests/AcDream.App.Tests/Rendering/Wb/MeshUploadCachesTests.cs
new file mode 100644
index 00000000..b64d60d5
--- /dev/null
+++ b/tests/AcDream.App.Tests/Rendering/Wb/MeshUploadCachesTests.cs
@@ -0,0 +1,69 @@
+using AcDream.App.Rendering.Wb;
+using AcDream.Content;
+using Chorizite.Core.Render.Enums;
+
+namespace AcDream.App.Tests.Rendering.Wb;
+
+public sealed class MeshUploadCachesTests
+{
+ [Fact]
+ public void CpuCacheHit_AfterCompletedUpload_ReStagesExactlyOnceWithTexturePayload()
+ {
+ var staging = new MeshUploadStagingQueue();
+ var cache = new CpuMeshUploadCache(capacity: 2);
+ byte[] textureBytes = [1, 2, 3, 4];
+ var data = new ObjectMeshData { ObjectId = 0x01000010ul, UploadAttempts = 2 };
+ data.TextureBatches[(1, 1, TextureFormat.RGBA8)] =
+ [
+ new TextureBatchData { TextureData = textureBytes },
+ ];
+ cache.Store(data);
+
+ Assert.True(staging.Stage(data));
+ Assert.True(staging.TryDequeue(out var initial));
+ Assert.Same(data, initial);
+ staging.Complete(data.ObjectId); // GPU upload completed, then was later evicted.
+
+ data.UploadAttempts = 3;
+ Assert.True(cache.TryGetAndStage(data.ObjectId, staging, out var cached));
+ Assert.Same(data, cached);
+ Assert.Equal(0, data.UploadAttempts);
+ Assert.Equal(textureBytes, cached!.TextureBatches.Values.Single().Single().TextureData);
+ Assert.True(cache.TryGetAndStage(data.ObjectId, staging, out _));
+ Assert.True(staging.TryDequeue(out var restaged));
+ Assert.Same(data, restaged);
+ Assert.False(staging.TryDequeue(out _));
+ }
+
+ [Fact]
+ public void Retry_RetainsQueueOwnershipUntilCompletion()
+ {
+ var staging = new MeshUploadStagingQueue();
+ var data = new ObjectMeshData { ObjectId = 0x01000010ul };
+
+ Assert.True(staging.Stage(data));
+ Assert.True(staging.TryDequeue(out var attempt));
+ staging.Requeue(attempt!);
+ Assert.False(staging.Stage(data));
+ Assert.True(staging.TryDequeue(out var retry));
+ Assert.Same(data, retry);
+
+ staging.Complete(data.ObjectId);
+ Assert.True(staging.Stage(data));
+ }
+
+ [Fact]
+ public void UploadCompletion_NeverManufacturesLogicalOwnership()
+ {
+ const ulong id = 0x01000010ul;
+ var ownership = new MeshOwnershipCounter();
+
+ Assert.Equal(1, ownership.Acquire(id));
+ Assert.True(ownership.MarkUploadComplete(id));
+ Assert.Equal(1, ownership.Count(id));
+
+ Assert.Equal(0, ownership.Release(id));
+ Assert.False(ownership.MarkUploadComplete(id)); // late upload after unload
+ Assert.Equal(0, ownership.Count(id));
+ }
+}
diff --git a/tests/AcDream.App.Tests/Streaming/StreamingControllerReadinessTests.cs b/tests/AcDream.App.Tests/Streaming/StreamingControllerReadinessTests.cs
new file mode 100644
index 00000000..302d2291
--- /dev/null
+++ b/tests/AcDream.App.Tests/Streaming/StreamingControllerReadinessTests.cs
@@ -0,0 +1,437 @@
+using AcDream.App.Streaming;
+using AcDream.App.Rendering;
+using AcDream.App.Rendering.Wb;
+using AcDream.Core.World;
+using DatReaderWriter.DBObjs;
+using System.Collections.Immutable;
+
+namespace AcDream.App.Tests.Streaming;
+
+public sealed class StreamingControllerReadinessTests
+{
+ [Fact]
+ public void RenderNeighborhoodResident_RequiresEveryPublishedLandblockInRing()
+ {
+ var state = new GpuWorldState();
+ StreamingController controller = CreateController(state);
+
+ for (int dx = -1; dx <= 1; dx++)
+ for (int dy = -1; dy <= 1; dy++)
+ {
+ if (dx == 1 && dy == 1)
+ continue;
+ AddPublished(state, 0x12 + dx, 0x36 + dy);
+ }
+
+ Assert.False(controller.IsRenderNeighborhoodResident(0x12360022u, 1));
+
+ AddPublished(state, 0x13, 0x37);
+
+ Assert.True(controller.IsRenderNeighborhoodResident(0x12360022u, 1));
+ }
+
+ [Fact]
+ public void RenderNeighborhoodResident_RadiusZeroAcceptsEnvCellId()
+ {
+ var state = new GpuWorldState();
+ StreamingController controller = CreateController(state);
+ AddPublished(state, 0x8C, 0x04);
+
+ Assert.True(controller.IsRenderNeighborhoodResident(0x8C0401ADu, 0));
+ Assert.False(controller.IsRenderNeighborhoodResident(0x8D0401ADu, 0));
+ }
+
+ [Fact]
+ public void RenderNeighborhoodResident_SkipsOffMapNeighborsLikePhysicsGate()
+ {
+ var state = new GpuWorldState();
+ StreamingController controller = CreateController(state);
+ AddPublished(state, 0, 0);
+ AddPublished(state, 0, 1);
+ AddPublished(state, 1, 0);
+ AddPublished(state, 1, 1);
+
+ Assert.True(controller.IsRenderNeighborhoodResident(0x00000001u, 1));
+ }
+
+ [Fact]
+ public void RenderNeighborhoodResident_RejectsNegativeRadius()
+ {
+ StreamingController controller = CreateController(new GpuWorldState());
+
+ Assert.Throws(
+ () => controller.IsRenderNeighborhoodResident(0x1236FFFFu, -1));
+ }
+
+ [Theory]
+ [InlineData(0xFF0401ADu)]
+ [InlineData(0x04FF01ADu)]
+ [InlineData(0x12360000u)]
+ [InlineData(0x12360041u)]
+ [InlineData(0x1236FFFEu)]
+ public void RenderNeighborhoodResident_RejectsInvalidMapEdgeDestination(uint cellId)
+ {
+ StreamingController controller = CreateController(new GpuWorldState());
+
+ Assert.False(controller.IsRenderNeighborhoodResident(cellId, 0));
+ }
+
+ [Fact]
+ public void RenderNeighborhoodResident_WaitsForActualMeshUpload()
+ {
+ var meshes = new ReadinessMeshAdapter();
+ var state = new GpuWorldState(new LandblockSpawnAdapter(meshes));
+ StreamingController controller = CreateController(state);
+ uint id = 0x1236FFFFu;
+ const ulong envCellGeometryId = 0x2_0000_1234ul;
+ var entity = new WorldEntity
+ {
+ Id = 1,
+ ServerGuid = 0,
+ SourceGfxObjOrSetupId = 0x01000010u,
+ Position = System.Numerics.Vector3.Zero,
+ Rotation = System.Numerics.Quaternion.Identity,
+ MeshRefs = new[] { new MeshRef(0x01000010u, System.Numerics.Matrix4x4.Identity) },
+ };
+ state.AddLandblock(
+ new LoadedLandblock(id, new LandBlock(), new[] { entity }),
+ new[] { envCellGeometryId });
+
+ Assert.False(controller.IsRenderNeighborhoodResident(id, 0));
+ meshes.ReadyIds.Add(0x01000010ul);
+ Assert.False(controller.IsRenderNeighborhoodResident(id, 0));
+ meshes.ReadyIds.Add(envCellGeometryId);
+ Assert.True(controller.IsRenderNeighborhoodResident(id, 0));
+ }
+
+ [Fact]
+ public void RenderNeighborhoodResident_PreservesShellGateWhenPromotionPrecedesBaseLoad()
+ {
+ var meshes = new ReadinessMeshAdapter();
+ var state = new GpuWorldState(new LandblockSpawnAdapter(meshes));
+ StreamingController controller = CreateController(state);
+ uint id = 0x1236FFFFu;
+ const ulong envCellGeometryId = 0x2_0000_1234ul;
+
+ state.AddEntitiesToExistingLandblock(
+ id,
+ Array.Empty(),
+ new[] { envCellGeometryId });
+ state.AddLandblock(new LoadedLandblock(id, new LandBlock(), Array.Empty()));
+
+ Assert.True(state.IsNearTier(id));
+ Assert.False(controller.IsRenderNeighborhoodResident(id, 0));
+ meshes.ReadyIds.Add(envCellGeometryId);
+ Assert.True(controller.IsRenderNeighborhoodResident(id, 0));
+ }
+
+ [Fact]
+ public void RenderNeighborhoodResident_FarTerrainDoesNotSatisfyPortalGate()
+ {
+ var meshes = new ReadinessMeshAdapter();
+ var state = new GpuWorldState(new LandblockSpawnAdapter(meshes));
+ StreamingController controller = CreateController(state);
+ uint id = 0x1236FFFFu;
+ const ulong envCellGeometryId = 0x2_0000_1234ul;
+ state.AddLandblock(
+ new LoadedLandblock(id, new LandBlock(), Array.Empty()),
+ tier: LandblockStreamTier.Far);
+
+ Assert.False(controller.IsRenderNeighborhoodResident(id, 0));
+
+ state.AddEntitiesToExistingLandblock(
+ id,
+ Array.Empty(),
+ new[] { envCellGeometryId });
+ Assert.False(controller.IsRenderNeighborhoodResident(id, 0));
+ meshes.ReadyIds.Add(envCellGeometryId);
+ Assert.True(controller.IsRenderNeighborhoodResident(id, 0));
+ }
+
+ [Fact]
+ public void StaleFarPublication_DoesNotReplaceNearEntitiesOrReadiness()
+ {
+ var meshes = new ReadinessMeshAdapter();
+ var state = new GpuWorldState(new LandblockSpawnAdapter(meshes));
+ StreamingController controller = CreateController(state);
+ uint id = 0x1236FFFFu;
+ const ulong envCellGeometryId = 0x2_0000_1234ul;
+ var entity = new WorldEntity
+ {
+ Id = 1,
+ ServerGuid = 0,
+ SourceGfxObjOrSetupId = 0x01000010u,
+ Position = System.Numerics.Vector3.Zero,
+ Rotation = System.Numerics.Quaternion.Identity,
+ MeshRefs = [new MeshRef(0x01000010u, System.Numerics.Matrix4x4.Identity)],
+ };
+ meshes.ReadyIds.UnionWith([0x01000010ul, envCellGeometryId]);
+ state.AddLandblock(
+ new LoadedLandblock(id, new LandBlock(), new[] { entity }),
+ new[] { envCellGeometryId },
+ LandblockStreamTier.Near);
+ Assert.True(controller.IsRenderNeighborhoodResident(id, 0));
+
+ state.AddLandblock(
+ new LoadedLandblock(id, new LandBlock(), Array.Empty()),
+ tier: LandblockStreamTier.Far);
+
+ Assert.True(state.IsNearTier(id));
+ Assert.Contains(entity, state.Entities);
+ Assert.True(controller.IsRenderNeighborhoodResident(id, 0));
+ }
+
+ [Fact]
+ public void EnvCellPublication_RearmsSpecializedPreparationAfterPin()
+ {
+ uint id = 0x1236FFFFu;
+ const ulong geometryId = 0x2_0000_1234ul;
+ var meshes = new ReadinessMeshAdapter();
+ var state = new GpuWorldState(new LandblockSpawnAdapter(meshes));
+ var outbox = new Queue();
+ int ensureCalls = 0;
+ var shell = new EnvCellShellPlacement(
+ 0x12360001u,
+ geometryId,
+ 0x0D000001u,
+ 2,
+ ImmutableArray.Create(3, 4),
+ System.Numerics.Vector3.Zero,
+ System.Numerics.Quaternion.Identity,
+ System.Numerics.Matrix4x4.Identity,
+ new WbBoundingBox(System.Numerics.Vector3.Zero, System.Numerics.Vector3.One),
+ new WbBoundingBox(System.Numerics.Vector3.Zero, System.Numerics.Vector3.One));
+ var envCells = new EnvCellLandblockBuild(
+ id,
+ Array.Empty(),
+ new[] { shell });
+ var build = new LandblockBuild(
+ new LoadedLandblock(id, new LandBlock(), Array.Empty()),
+ envCells);
+ outbox.Enqueue(new LandblockStreamResult.Loaded(
+ id,
+ LandblockStreamTier.Near,
+ build,
+ new AcDream.Core.Terrain.LandblockMeshData(
+ Array.Empty(),
+ Array.Empty())));
+ var controller = new StreamingController(
+ enqueueLoad: (_, _) => { },
+ enqueueUnload: _ => { },
+ drainCompletions: max =>
+ {
+ var batch = new List();
+ while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
+ return batch;
+ },
+ applyTerrain: (_, _) => { },
+ state: state,
+ nearRadius: 0,
+ farRadius: 0,
+ ensureEnvCellMeshes: completed =>
+ {
+ // The specialized request is replayed only after the synthetic
+ // id is pinned, closing existing-at-schedule -> evicted-before-
+ // publication without falling through generic GfxObj decode.
+ Assert.Equal(1, meshes.ReferenceCounts[geometryId]);
+ Assert.Equal(shell, Assert.Single(completed.Shells));
+ ensureCalls++;
+ });
+
+ controller.Tick(0x12, 0x36);
+
+ Assert.Equal(1, ensureCalls);
+ }
+
+ [Fact]
+ public void PromotionWithoutBase_PublishesSelfContainedNearAndPinsBeforeReplay()
+ {
+ uint id = 0x1236FFFFu;
+ const ulong geometryId = 0x2_0000_5678ul;
+ var meshes = new ReadinessMeshAdapter();
+ var state = new GpuWorldState(new LandblockSpawnAdapter(meshes));
+ var outbox = new Queue();
+ int ensureCalls = 0;
+ var shell = new EnvCellShellPlacement(
+ 0x12360001u,
+ geometryId,
+ 0x0D000001u,
+ 2,
+ ImmutableArray.Create(3, 4),
+ System.Numerics.Vector3.Zero,
+ System.Numerics.Quaternion.Identity,
+ System.Numerics.Matrix4x4.Identity,
+ new WbBoundingBox(System.Numerics.Vector3.Zero, System.Numerics.Vector3.One),
+ new WbBoundingBox(System.Numerics.Vector3.Zero, System.Numerics.Vector3.One));
+ var envCells = new EnvCellLandblockBuild(
+ id,
+ Array.Empty(),
+ new[] { shell });
+ var nearBuild = new LandblockBuild(
+ new LoadedLandblock(id, new LandBlock(), Array.Empty()),
+ envCells);
+ var mesh = new AcDream.Core.Terrain.LandblockMeshData(
+ Array.Empty(),
+ Array.Empty());
+ outbox.Enqueue(new LandblockStreamResult.Promoted(id, nearBuild, mesh));
+ var controller = new StreamingController(
+ enqueueLoad: (_, _) => { },
+ enqueueUnload: _ => { },
+ drainCompletions: max =>
+ {
+ var batch = new List();
+ while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
+ return batch;
+ },
+ applyTerrain: (_, _) => { },
+ state: state,
+ nearRadius: 0,
+ farRadius: 0,
+ ensureEnvCellMeshes: completed =>
+ {
+ Assert.Equal(1, meshes.ReferenceCounts[geometryId]);
+ Assert.Equal(shell, Assert.Single(completed.Shells));
+ ensureCalls++;
+ });
+
+ controller.Tick(0x12, 0x36);
+
+ Assert.Equal(1, ensureCalls);
+ Assert.Equal(1, meshes.ReferenceCounts[geometryId]);
+ Assert.True(state.IsNearTier(id));
+
+ // A Far job that had already started may still finish after the
+ // self-contained promotion. It must not replace or replay the Near tier.
+ var farBase = new LandblockBuild(
+ new LoadedLandblock(id, new LandBlock(), Array.Empty()));
+ outbox.Enqueue(new LandblockStreamResult.Loaded(
+ id,
+ LandblockStreamTier.Far,
+ farBase,
+ mesh));
+
+ controller.Tick(0x12, 0x36);
+
+ Assert.Equal(1, ensureCalls);
+ Assert.Equal(1, meshes.ReferenceCounts[geometryId]);
+ Assert.True(state.IsNearTier(id));
+ }
+
+ [Fact]
+ public void PromotionBeforeBase_DemotedBeforeBase_DropsPendingNearPresentation()
+ {
+ uint id = 0x1236FFFFu;
+ const ulong geometryId = 0x2_0000_9ABCul;
+ var meshes = new ReadinessMeshAdapter();
+ var state = new GpuWorldState(new LandblockSpawnAdapter(meshes));
+ var outbox = new Queue();
+ int ensureCalls = 0;
+ var appliedBuilds = new List();
+ var demotedWhileStaticPresent = new List();
+ var shell = new EnvCellShellPlacement(
+ 0x12360001u,
+ geometryId,
+ 0x0D000001u,
+ 2,
+ ImmutableArray.Create(3, 4),
+ System.Numerics.Vector3.Zero,
+ System.Numerics.Quaternion.Identity,
+ System.Numerics.Matrix4x4.Identity,
+ new WbBoundingBox(System.Numerics.Vector3.Zero, System.Numerics.Vector3.One),
+ new WbBoundingBox(System.Numerics.Vector3.Zero, System.Numerics.Vector3.One));
+ var envCells = new EnvCellLandblockBuild(
+ id,
+ Array.Empty(),
+ new[] { shell });
+ var staticEntity = new WorldEntity
+ {
+ Id = 1,
+ ServerGuid = 0,
+ SourceGfxObjOrSetupId = 0x01000010u,
+ Position = System.Numerics.Vector3.Zero,
+ Rotation = System.Numerics.Quaternion.Identity,
+ MeshRefs = [new MeshRef(0x01000010u, System.Numerics.Matrix4x4.Identity)],
+ };
+ var nearBuild = new LandblockBuild(
+ new LoadedLandblock(id, new LandBlock(), new[] { staticEntity }),
+ envCells);
+ var mesh = new AcDream.Core.Terrain.LandblockMeshData(
+ Array.Empty(),
+ Array.Empty());
+ outbox.Enqueue(new LandblockStreamResult.Promoted(id, nearBuild, mesh));
+ var controller = new StreamingController(
+ enqueueLoad: (_, _) => { },
+ enqueueUnload: _ => { },
+ drainCompletions: max =>
+ {
+ var batch = new List();
+ while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
+ return batch;
+ },
+ applyTerrain: (build, _) => appliedBuilds.Add(build),
+ state: state,
+ nearRadius: 0,
+ farRadius: 3,
+ demoteNearLayer: demotedId =>
+ {
+ Assert.Contains(staticEntity, state.Entities);
+ demotedWhileStaticPresent.Add(demotedId);
+ },
+ ensureEnvCellMeshes: _ => ensureCalls++);
+
+ controller.Tick(0x12, 0x36); // self-contained promotion publishes Near.
+ Assert.Single(appliedBuilds);
+ Assert.NotNull(appliedBuilds[0].EnvCells);
+ controller.Tick(0x12, 0x39); // normal Near->Far demotion retires presentation.
+
+ var farBase = new LandblockBuild(
+ new LoadedLandblock(id, new LandBlock(), Array.Empty()));
+ outbox.Enqueue(new LandblockStreamResult.Loaded(
+ id,
+ LandblockStreamTier.Far,
+ farBase,
+ mesh));
+ controller.Tick(0x12, 0x39);
+
+ Assert.Equal(1, ensureCalls);
+ Assert.DoesNotContain(geometryId, meshes.ReferenceCounts);
+ Assert.DoesNotContain(staticEntity, state.Entities);
+ Assert.Equal(new[] { id }, demotedWhileStaticPresent);
+ Assert.True(state.IsLoaded(id));
+ Assert.False(state.IsNearTier(id));
+ Assert.Equal(2, appliedBuilds.Count);
+ Assert.Null(appliedBuilds[1].EnvCells);
+ Assert.Empty(appliedBuilds[1].Landblock.Entities);
+ }
+
+ private static StreamingController CreateController(GpuWorldState state)
+ => new(
+ (_, _) => { },
+ _ => { },
+ _ => Array.Empty(),
+ (_, _) => { },
+ state,
+ nearRadius: 1,
+ farRadius: 2);
+
+ private static void AddPublished(GpuWorldState state, int x, int y)
+ {
+ uint id = ((uint)x << 24) | ((uint)y << 16) | 0xFFFFu;
+ state.AddLandblock(new LoadedLandblock(id, new LandBlock(), Array.Empty()));
+ }
+
+ private sealed class ReadinessMeshAdapter : IWbMeshAdapter
+ {
+ public HashSet ReadyIds { get; } = new();
+ public Dictionary ReferenceCounts { get; } = new();
+ public void IncrementRefCount(ulong id) =>
+ ReferenceCounts[id] = ReferenceCounts.GetValueOrDefault(id) + 1;
+ public void DecrementRefCount(ulong id)
+ {
+ int next = ReferenceCounts.GetValueOrDefault(id) - 1;
+ if (next <= 0) ReferenceCounts.Remove(id);
+ else ReferenceCounts[id] = next;
+ }
+ public bool IsRenderDataReady(ulong id) => ReadyIds.Contains(id);
+ }
+}
diff --git a/tests/AcDream.App.Tests/World/RecallTeleportAnimationTests.cs b/tests/AcDream.App.Tests/World/RecallTeleportAnimationTests.cs
index 2340d529..7942d1ac 100644
--- a/tests/AcDream.App.Tests/World/RecallTeleportAnimationTests.cs
+++ b/tests/AcDream.App.Tests/World/RecallTeleportAnimationTests.cs
@@ -1,3 +1,4 @@
+using System.Numerics;
using AcDream.App.Rendering;
using AcDream.App.World;
using AcDream.Content.Vfx;
@@ -57,7 +58,7 @@ public sealed class RecallTeleportAnimationTests
}
[Fact]
- public void InstalledRecall_RetiresBeforeTeleportHiddenStateIsDispatched()
+ public void InstalledRecall_HiddenEnterWorldPublishesFinishedCyclicPoseWithoutAdvancingTime()
{
string datDir = @"C:\Turbine\Asheron's Call";
if (!File.Exists(Path.Combine(datDir, "client_portal.dat")))
@@ -81,38 +82,29 @@ public sealed class RecallTeleportAnimationTests
aceDuration += (high - anim.LowFrame) / Math.Abs(anim.Framerate);
}
- const float updateStep = 1f / 60f;
- double elapsed = 0.0;
- bool hidden = false;
- bool hiddenPacketReady = false;
- var frame = new RetailLiveFrameCoordinator(
- dt =>
- {
- if (!hidden)
- sequencer.Advance(dt);
- },
- () =>
- {
- if (hiddenPacketReady)
- hidden = true;
- },
- () => { },
- () => { });
-
- // The recall motion is dispatched after an object's UseTime phase.
- // On the first later frame whose timestamp reaches ACE's scheduled
- // teleport boundary, retail advances the PartArray and only then
- // consumes the Hidden SetState from the inbound queue.
- while (elapsed < aceDuration)
- {
- hiddenPacketReady = elapsed + updateStep >= aceDuration;
- frame.Tick(updateStep);
- elapsed += updateStep;
- }
-
- Assert.True(hidden);
- Assert.True(
+ // Advance returns a reusable scratch buffer; snapshot the authored tail
+ // before HandleEnterWorld/SampleCurrentPose overwrites that buffer.
+ PartTransform[] recallTail = sequencer.Advance((float)aceDuration).ToArray();
+ Assert.False(
sequencer.CurrentNodeDiag.IsLooping,
- "Recall must reach the Ready cyclic tail before Hidden freezes PartArray playback.");
+ "At ACE's exact teleport boundary the authored recall link is still the current node.");
+
+ // set_hidden -> CPartArray::HandleEnterWorld ->
+ // MotionTableManager::HandleEnterWorld removes link animations and
+ // selects the first cyclic (Ready) node. Hidden then suppresses time
+ // advance, but set_frame/UpdateParts still samples this new pose.
+ sequencer.Manager.HandleEnterWorld();
+ IReadOnlyList finishedPose = sequencer.SampleCurrentPose();
+
+ Assert.True(sequencer.CurrentNodeDiag.IsLooping);
+ Assert.Equal(recallTail.Length, finishedPose.Count);
+ Assert.Contains(
+ Enumerable.Range(0, finishedPose.Count),
+ index => Vector3.DistanceSquared(
+ recallTail[index].Origin,
+ finishedPose[index].Origin) > 1e-6f
+ || MathF.Abs(Quaternion.Dot(
+ Quaternion.Normalize(recallTail[index].Orientation),
+ Quaternion.Normalize(finishedPose[index].Orientation))) < 0.999999f);
}
}
diff --git a/tests/AcDream.Core.Tests/Physics/PhysicsBodyCellSyncTests.cs b/tests/AcDream.Core.Tests/Physics/PhysicsBodyCellSyncTests.cs
index fed0ca92..de410194 100644
--- a/tests/AcDream.Core.Tests/Physics/PhysicsBodyCellSyncTests.cs
+++ b/tests/AcDream.Core.Tests/Physics/PhysicsBodyCellSyncTests.cs
@@ -66,15 +66,56 @@ public class PhysicsBodyCellSyncTests
Assert.Equal(0u, body.CellPosition.ObjCellId);
}
+ [Fact]
+ public void PositionDelta_InsideEnvCell_AdvancesCanonicalLocalFrame()
+ {
+ var body = new PhysicsBody();
+ body.SnapToCell(
+ 0x8C0401ADu,
+ worldPos: new Vector3(12f, -30f, 4f),
+ cellLocal: new Vector3(80f, 40f, 4f));
+
+ body.Position += new Vector3(3f, -2f, 0.5f);
+
+ Assert.Equal(0x8C0401ADu, body.CellPosition.ObjCellId);
+ Assert.Equal(new Vector3(83f, 38f, 4.5f), body.CellPosition.Frame.Origin);
+ }
+
+ [Fact]
+ public void CommitTransitionPosition_InsideDungeon_AdoptsResolvedEnvCellAndFrame()
+ {
+ var body = new PhysicsBody();
+ body.SnapToCell(
+ 0x8C0401ADu,
+ worldPos: new Vector3(12f, -30f, 4f),
+ cellLocal: new Vector3(80f, 40f, 4f));
+
+ body.CommitTransitionPosition(
+ 0x8C0401AEu,
+ new Vector3(17f, -27f, 4f));
+
+ Assert.Equal(0x8C0401AEu, body.CellPosition.ObjCellId);
+ Assert.Equal(new Vector3(85f, 43f, 4f), body.CellPosition.Frame.Origin);
+ Assert.Equal(new Vector3(17f, -27f, 4f), body.Position);
+ }
+
+ [Fact]
+ public void CommitTransitionPosition_WithoutSeed_DoesNotInventCanonicalCell()
+ {
+ var body = new PhysicsBody();
+
+ body.CommitTransitionPosition(0x8C0401ADu, new Vector3(1f, 2f, 3f));
+
+ Assert.Equal(0u, body.CellPosition.ObjCellId);
+ Assert.Equal(new Vector3(1f, 2f, 3f), body.Position);
+ }
+
[Fact]
public void ContinuousTracking_LongWalkAcrossCellsAndBlock_NeverGoesStale()
{
- // Refutes the "CellPosition goes stale" concern (incl. the indoor-transit case):
- // because the Position setter re-derives the cell via AdjustToOutside on EVERY
- // write, CellPosition continuously tracks the outdoor cell under the body's WORLD
- // position. The body is always world-space, so the world delta is frame-invariant —
- // there is no separate "interior" frame to desync. On any exit it is the correct
- // cell, never stale.
+ // Refutes outdoor CellPosition drift: the Position setter re-derives the
+ // cell via AdjustToOutside on every write, so the carried (cell, local)
+ // pair continuously tracks the body across cells and landblocks.
var body = new PhysicsBody();
body.SnapToCell(0xC95B0001u, new Vector3(1000f, 2000f, 12f), new Vector3(10f, 10f, 12f));
diff --git a/tests/AcDream.Core.Tests/Physics/PhysicsEngineResidencyTests.cs b/tests/AcDream.Core.Tests/Physics/PhysicsEngineResidencyTests.cs
index 3cb17aad..6032062f 100644
--- a/tests/AcDream.Core.Tests/Physics/PhysicsEngineResidencyTests.cs
+++ b/tests/AcDream.Core.Tests/Physics/PhysicsEngineResidencyTests.cs
@@ -1,6 +1,7 @@
using System;
using System.Numerics;
using AcDream.Core.Physics;
+using AcDream.Core.World.Cells;
using Xunit;
namespace AcDream.Core.Tests.Physics;
@@ -31,4 +32,123 @@ public class PhysicsEngineResidencyTests
Assert.True(eng.IsLandblockTerrainResident(0xA9B40019u)); // cell-resolved id, same LB
Assert.False(eng.IsLandblockTerrainResident(0xC6A90019u)); // different LB
}
+
+ [Fact]
+ public void DemoteLandblockToTerrain_RemovesEnvCellsButPreservesTerrainResidency()
+ {
+ const uint landblockId = 0xA9B4FFFFu;
+ var cache = new PhysicsDataCache();
+ var engine = new PhysicsEngine { DataCache = cache };
+ engine.AddLandblock(
+ landblockId,
+ new TerrainSurface(new byte[81], new float[256]),
+ Array.Empty(),
+ Array.Empty(),
+ 0f,
+ 0f);
+ cache.CellGraph.Add(new EnvCell(
+ 0xA9B40174u,
+ Matrix4x4.Identity,
+ Matrix4x4.Identity,
+ Vector3.Zero,
+ Vector3.One,
+ Array.Empty(),
+ Array.Empty(),
+ false,
+ null));
+
+ engine.DemoteLandblockToTerrain(landblockId);
+
+ Assert.True(engine.IsLandblockTerrainResident(landblockId));
+ Assert.Null(cache.CellGraph.GetVisible(0xA9B40174u));
+ Assert.IsType(cache.CellGraph.GetVisible(0xA9B40001u));
+ }
+
+ [Fact]
+ public void DemoteLandblockToTerrain_DeregistersCrossBoundaryStaticButRetainsDynamic()
+ {
+ const uint landblockId = 0xA9B4FFFFu;
+ const uint adjacentCell = 0xAAB40001u;
+ const uint staticId = 100u;
+ const uint dynamicId = 200u;
+ var engine = new PhysicsEngine();
+ engine.AddLandblock(
+ landblockId,
+ new TerrainSurface(new byte[81], new float[256]),
+ Array.Empty(),
+ Array.Empty(),
+ 0f,
+ 0f);
+ var seamPosition = new Vector3(191.5f, 12f, 1f);
+ engine.ShadowObjects.Register(
+ staticId,
+ 0x01000001u,
+ seamPosition,
+ Quaternion.Identity,
+ 2f,
+ 0f,
+ 0f,
+ landblockId,
+ isStatic: true);
+ engine.ShadowObjects.Register(
+ dynamicId,
+ 0x01000002u,
+ seamPosition,
+ Quaternion.Identity,
+ 2f,
+ 0f,
+ 0f,
+ landblockId,
+ isStatic: false);
+ Assert.Contains(
+ engine.ShadowObjects.GetObjectsInCell(adjacentCell),
+ entry => entry.EntityId == staticId);
+ Assert.Contains(
+ engine.ShadowObjects.GetObjectsInCell(adjacentCell),
+ entry => entry.EntityId == dynamicId);
+
+ engine.DemoteLandblockToTerrain(landblockId);
+
+ Assert.DoesNotContain(
+ engine.ShadowObjects.AllEntriesForDebug(),
+ entry => entry.EntityId == staticId);
+ Assert.Contains(
+ engine.ShadowObjects.GetObjectsInCell(adjacentCell),
+ entry => entry.EntityId == dynamicId);
+ Assert.Equal(1, engine.ShadowObjects.RetainedRegistrationCount);
+ }
+
+ [Fact]
+ public void RemoveLandblock_DeregistersCrossBoundaryStaticButRetainsDynamic()
+ {
+ const uint landblockId = 0xA9B4FFFFu;
+ const uint adjacentCell = 0xAAB40001u;
+ const uint staticId = 300u;
+ const uint dynamicId = 400u;
+ var engine = new PhysicsEngine();
+ engine.AddLandblock(
+ landblockId,
+ new TerrainSurface(new byte[81], new float[256]),
+ Array.Empty(),
+ Array.Empty(),
+ 0f,
+ 0f);
+ var seamPosition = new Vector3(191.5f, 12f, 1f);
+ engine.ShadowObjects.Register(
+ staticId, 0x01000003u, seamPosition, Quaternion.Identity, 2f,
+ 0f, 0f, landblockId, isStatic: true);
+ engine.ShadowObjects.Register(
+ dynamicId, 0x01000004u, seamPosition, Quaternion.Identity, 2f,
+ 0f, 0f, landblockId, isStatic: false);
+
+ engine.RemoveLandblock(landblockId);
+
+ Assert.DoesNotContain(
+ engine.ShadowObjects.AllEntriesForDebug(),
+ entry => entry.EntityId == staticId);
+ Assert.Contains(
+ engine.ShadowObjects.GetObjectsInCell(adjacentCell),
+ entry => entry.EntityId == dynamicId);
+ Assert.Equal(1, engine.ShadowObjects.RetainedRegistrationCount);
+ }
}
diff --git a/tests/AcDream.Core.Tests/Physics/ShadowObjectRegistryTests.cs b/tests/AcDream.Core.Tests/Physics/ShadowObjectRegistryTests.cs
index 1f4556a2..4673fb83 100644
--- a/tests/AcDream.Core.Tests/Physics/ShadowObjectRegistryTests.cs
+++ b/tests/AcDream.Core.Tests/Physics/ShadowObjectRegistryTests.cs
@@ -207,6 +207,132 @@ public class ShadowObjectRegistryTests
entry => entry.EntityId == entityId);
}
+ [Fact]
+ public void RefloodLandblock_RestoresAdjacentOwnedFootprintWithdrawnByUnload()
+ {
+ const uint adjacentOwnerLb = 0xAAB40000u;
+ const uint ownerCell = adjacentOwnerLb | 1u;
+ const uint touchedCell = LbId | 57u; // west block cell (7,0)
+ const uint entityId = 32u;
+ var reg = new ShadowObjectRegistry();
+ var cache = new PhysicsDataCache();
+ cache.CellGraph.RegisterTerrain(
+ adjacentOwnerLb,
+ new TerrainSurface(new byte[81], new float[256]),
+ new Vector3(192f, 0f, 0f));
+ reg.DataCache = cache;
+ reg.Register(
+ entityId,
+ 0x01000006u,
+ new Vector3(192.5f, 12f, 50f),
+ Quaternion.Identity,
+ 2f,
+ 192f,
+ 0f,
+ adjacentOwnerLb,
+ seedCellId: ownerCell,
+ isStatic: false);
+ Assert.Contains(reg.GetObjectsInCell(touchedCell), e => e.EntityId == entityId);
+ Assert.Contains(reg.GetObjectsInCell(ownerCell), e => e.EntityId == entityId);
+
+ reg.RemoveLandblock(LbId);
+ Assert.DoesNotContain(reg.GetObjectsInCell(touchedCell), e => e.EntityId == entityId);
+ Assert.Contains(reg.GetObjectsInCell(ownerCell), e => e.EntityId == entityId);
+ Assert.Equal(1, reg.WithdrawnPrefixMarkerCount);
+
+ reg.RefloodLandblock(LbId);
+
+ Assert.Contains(reg.GetObjectsInCell(touchedCell), e => e.EntityId == entityId);
+ Assert.Contains(reg.GetObjectsInCell(ownerCell), e => e.EntityId == entityId);
+ Assert.Equal(0, reg.WithdrawnPrefixMarkerCount);
+ }
+
+ [Fact]
+ public void AuthoritativeMove_ClearsObsoleteWithdrawnPrefix()
+ {
+ const uint adjacentOwnerLb = 0xAAB40000u;
+ const uint ownerCell = adjacentOwnerLb | 1u;
+ const uint touchedCell = LbId | 57u;
+ const uint entityId = 33u;
+ var cache = new PhysicsDataCache();
+ cache.CellGraph.RegisterTerrain(
+ adjacentOwnerLb,
+ new TerrainSurface(new byte[81], new float[256]),
+ new Vector3(192f, 0f, 0f));
+ var reg = new ShadowObjectRegistry { DataCache = cache };
+ reg.Register(
+ entityId, 0x01000007u, new Vector3(192.5f, 12f, 50f),
+ Quaternion.Identity, 2f, 192f, 0f, adjacentOwnerLb,
+ seedCellId: ownerCell, isStatic: false);
+ reg.RemoveLandblock(LbId);
+ Assert.Equal(1, reg.WithdrawnPrefixMarkerCount);
+
+ reg.UpdatePosition(
+ entityId,
+ new Vector3(204f, 12f, 50f),
+ Quaternion.Identity,
+ 192f,
+ 0f,
+ adjacentOwnerLb,
+ seedCellId: ownerCell);
+
+ Assert.Equal(0, reg.WithdrawnPrefixMarkerCount);
+ reg.RefloodLandblock(LbId);
+ Assert.DoesNotContain(reg.GetObjectsInCell(touchedCell), e => e.EntityId == entityId);
+ }
+
+ [Fact]
+ public void RefloodLandblock_RetiresOnlyCurrentMarker_WhenTwoPrefixesWereWithdrawn()
+ {
+ const uint ownerLb = 0xAAB50000u;
+ const uint ownerCell = ownerLb | 1u;
+ const uint westLb = 0xA9B50000u;
+ const uint southLb = 0xAAB40000u;
+ const uint westCell = westLb | 57u;
+ const uint southCell = southLb | 8u;
+ const uint entityId = 35u;
+ var cache = new PhysicsDataCache();
+ cache.CellGraph.RegisterTerrain(
+ ownerLb,
+ new TerrainSurface(new byte[81], new float[256]),
+ new Vector3(192f, 192f, 0f));
+ var reg = new ShadowObjectRegistry { DataCache = cache };
+ reg.Register(
+ entityId, 0x01000009u, new Vector3(192.5f, 192.5f, 50f),
+ Quaternion.Identity, 2f, 192f, 192f, ownerLb,
+ seedCellId: ownerCell, isStatic: false);
+ Assert.Contains(reg.GetObjectsInCell(westCell), e => e.EntityId == entityId);
+ Assert.Contains(reg.GetObjectsInCell(southCell), e => e.EntityId == entityId);
+
+ reg.RemoveLandblock(westLb);
+ reg.RemoveLandblock(southLb);
+ Assert.Equal(2, reg.WithdrawnPrefixMarkerCount);
+
+ reg.RefloodLandblock(westLb);
+ Assert.Equal(1, reg.WithdrawnPrefixMarkerCount);
+
+ reg.RefloodLandblock(southLb);
+ Assert.Equal(0, reg.WithdrawnPrefixMarkerCount);
+ Assert.Contains(reg.GetObjectsInCell(westCell), e => e.EntityId == entityId);
+ Assert.Contains(reg.GetObjectsInCell(southCell), e => e.EntityId == entityId);
+ }
+
+ [Fact]
+ public void RemoveLandblock_DirectStaticRetirement_ClearsWithdrawnMarker()
+ {
+ const uint entityId = 34u;
+ var reg = new ShadowObjectRegistry();
+ reg.Register(
+ entityId, 0x01000008u, new Vector3(12f, 12f, 50f),
+ Quaternion.Identity, 1f, OffX, OffY, LbId,
+ isStatic: true);
+
+ reg.RemoveLandblock(LbId);
+
+ Assert.Equal(0, reg.RetainedRegistrationCount);
+ Assert.Equal(0, reg.WithdrawnPrefixMarkerCount);
+ }
+
// -----------------------------------------------------------------------
// Per-cell query surface (BR-7 / A6.P4 2026-06-11): GetObjectsInCell IS
// the query — retail CObjCell::find_obj_collisions iterates only the
diff --git a/tests/AcDream.Core.Tests/Streaming/LandblockStreamerTests.cs b/tests/AcDream.Core.Tests/Streaming/LandblockStreamerTests.cs
index da29611b..666b7507 100644
--- a/tests/AcDream.Core.Tests/Streaming/LandblockStreamerTests.cs
+++ b/tests/AcDream.Core.Tests/Streaming/LandblockStreamerTests.cs
@@ -29,7 +29,7 @@ public class LandblockStreamerTests
buildMeshOrNull: (_, _) => stubMesh);
streamer.Start();
- streamer.EnqueueLoad(0xA9B4FFFEu);
+ streamer.EnqueueLoad(0xA9B4FFFEu, generation: 42);
// Spin until the worker produces a completion, with a 2s timeout.
LandblockStreamResult? result = null;
@@ -43,6 +43,7 @@ public class LandblockStreamerTests
Assert.NotNull(result);
var loaded = Assert.IsType(result);
Assert.Equal(0xA9B4FFFEu, loaded.LandblockId);
+ Assert.Equal(42ul, loaded.Generation);
Assert.Same(stubLandblock, loaded.Landblock);
}
@@ -247,7 +248,7 @@ public class LandblockStreamerTests
using var streamer = new LandblockStreamer(loadLandblock: _ => null);
streamer.Start();
- streamer.EnqueueUnload(0xABCD0000u);
+ streamer.EnqueueUnload(0xABCD0000u, generation: 43);
LandblockStreamResult? result = null;
for (int i = 0; i < SpinMaxIterations && result is null; i++)
@@ -259,6 +260,7 @@ public class LandblockStreamerTests
var unloaded = Assert.IsType(result);
Assert.Equal(0xABCD0000u, unloaded.LandblockId);
+ Assert.Equal(43ul, unloaded.Generation);
}
[Fact]
diff --git a/tests/AcDream.Core.Tests/Streaming/StreamingControllerDungeonGateTests.cs b/tests/AcDream.Core.Tests/Streaming/StreamingControllerDungeonGateTests.cs
index bfc76bcf..c65e331c 100644
--- a/tests/AcDream.Core.Tests/Streaming/StreamingControllerDungeonGateTests.cs
+++ b/tests/AcDream.Core.Tests/Streaming/StreamingControllerDungeonGateTests.cs
@@ -163,6 +163,22 @@ public class StreamingControllerDungeonGateTests
Assert.DoesNotContain(h.Loads, l => l.Kind == LandblockStreamJobKind.LoadFar);
}
+ [Fact]
+ public void PreCollapse_CenterResidentOnlyAsFarTier_EnqueuesPromotion()
+ {
+ var h = Make();
+ uint center = Encode(0, 7);
+ h.State.AddLandblock(MakeLb(0, 7), tier: LandblockStreamTier.Far);
+
+ h.Ctrl.PreCollapseToDungeon(0, 7);
+
+ Assert.False(h.State.IsNearTier(center));
+ Assert.Contains(h.Loads, load =>
+ load.Id == center && load.Kind == LandblockStreamJobKind.PromoteToNear);
+ Assert.DoesNotContain(h.Loads, load =>
+ load.Id == center && load.Kind == LandblockStreamJobKind.LoadNear);
+ }
+
[Fact]
public void InitializeKnownLoginCenter_DungeonPerformsOneCollapseWithoutReloadChurn()
{
diff --git a/tests/AcDream.Core.Tests/Streaming/StreamingControllerPriorityApplyTests.cs b/tests/AcDream.Core.Tests/Streaming/StreamingControllerPriorityApplyTests.cs
index 4668b867..da4ed6d3 100644
--- a/tests/AcDream.Core.Tests/Streaming/StreamingControllerPriorityApplyTests.cs
+++ b/tests/AcDream.Core.Tests/Streaming/StreamingControllerPriorityApplyTests.cs
@@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
+using System.Linq;
using AcDream.App.Streaming;
using AcDream.Core.Terrain;
using AcDream.Core.World;
@@ -10,10 +11,11 @@ namespace AcDream.Core.Tests.Streaming;
public class StreamingControllerPriorityApplyTests
{
- private static LandblockStreamResult.Loaded LoadedOf(uint canonicalId)
+ private static LandblockStreamResult.Loaded LoadedOf(uint canonicalId, ulong generation = 0)
=> new(canonicalId, LandblockStreamTier.Near,
new LoadedLandblock(canonicalId, new LandBlock(), Array.Empty()),
- new LandblockMeshData(Array.Empty(), Array.Empty()));
+ new LandblockMeshData(Array.Empty(), Array.Empty()),
+ generation);
[Fact]
public void PriorityLandblock_isApplied_evenWhenBeyondPerFrameCap()
@@ -21,10 +23,10 @@ public class StreamingControllerPriorityApplyTests
uint priority = StreamingRegion.EncodeLandblockIdForTest(169, 180);
var outbox = new Queue(new LandblockStreamResult[]
{
- LoadedOf(StreamingRegion.EncodeLandblockIdForTest(0, 0)),
- LoadedOf(StreamingRegion.EncodeLandblockIdForTest(0, 1)),
- LoadedOf(StreamingRegion.EncodeLandblockIdForTest(0, 2)),
- LoadedOf(StreamingRegion.EncodeLandblockIdForTest(0, 3)),
+ LoadedOf(StreamingRegion.EncodeLandblockIdForTest(169, 181)),
+ LoadedOf(StreamingRegion.EncodeLandblockIdForTest(169, 182)),
+ LoadedOf(StreamingRegion.EncodeLandblockIdForTest(169, 183)),
+ LoadedOf(StreamingRegion.EncodeLandblockIdForTest(169, 184)),
LoadedOf(priority),
});
@@ -58,11 +60,11 @@ public class StreamingControllerPriorityApplyTests
uint priority = StreamingRegion.EncodeLandblockIdForTest(169, 180);
var outbox = new Queue(new LandblockStreamResult[]
{
- LoadedOf(StreamingRegion.EncodeLandblockIdForTest(0, 0)),
- LoadedOf(StreamingRegion.EncodeLandblockIdForTest(0, 1)),
- LoadedOf(StreamingRegion.EncodeLandblockIdForTest(0, 2)),
- LoadedOf(StreamingRegion.EncodeLandblockIdForTest(0, 3)),
- LoadedOf(StreamingRegion.EncodeLandblockIdForTest(0, 4)),
+ LoadedOf(StreamingRegion.EncodeLandblockIdForTest(169, 181)),
+ LoadedOf(StreamingRegion.EncodeLandblockIdForTest(169, 182)),
+ LoadedOf(StreamingRegion.EncodeLandblockIdForTest(169, 183)),
+ LoadedOf(StreamingRegion.EncodeLandblockIdForTest(169, 184)),
+ LoadedOf(StreamingRegion.EncodeLandblockIdForTest(169, 185)),
LoadedOf(priority),
});
var applied = new List();
@@ -101,9 +103,9 @@ public class StreamingControllerPriorityApplyTests
// as the normal throttle, just relocated — until the caller clears
// PriorityLandblockId (the TAS MaxContinue safety net does this on timeout).
uint priority = StreamingRegion.EncodeLandblockIdForTest(169, 180);
- uint otherId0 = StreamingRegion.EncodeLandblockIdForTest(1, 0);
- uint otherId1 = StreamingRegion.EncodeLandblockIdForTest(1, 1);
- uint otherId2 = StreamingRegion.EncodeLandblockIdForTest(1, 2);
+ uint otherId0 = StreamingRegion.EncodeLandblockIdForTest(169, 181);
+ uint otherId1 = StreamingRegion.EncodeLandblockIdForTest(169, 182);
+ uint otherId2 = StreamingRegion.EncodeLandblockIdForTest(169, 183);
var outbox = new Queue(new LandblockStreamResult[]
{
@@ -146,4 +148,417 @@ public class StreamingControllerPriorityApplyTests
// (c) no double-apply: applied count matches completions enqueued
Assert.Equal(3, applied.Count);
}
+
+ [Fact]
+ public void ForceReloadWindow_DiscardsBufferedCompletionsFromOldWindow()
+ {
+ uint priority = StreamingRegion.EncodeLandblockIdForTest(169, 180);
+ var outbox = new Queue(
+ Enumerable.Range(0, 6)
+ .Select(i => (LandblockStreamResult)LoadedOf(
+ StreamingRegion.EncodeLandblockIdForTest(169, 181 + i))));
+ var applied = new List();
+ var state = new GpuWorldState();
+ var ctrl = new StreamingController(
+ enqueueLoad: (_, _) => { },
+ enqueueUnload: _ => { },
+ drainCompletions: max =>
+ {
+ var batch = new List();
+ while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
+ return batch;
+ },
+ applyTerrain: (build, _) => applied.Add(build.LandblockId),
+ state: state,
+ nearRadius: 4,
+ farRadius: 12)
+ { MaxCompletionsPerFrame = 4, PriorityLandblockId = priority };
+
+ ctrl.Tick(169, 180);
+ Assert.Equal(4, applied.Count);
+ applied.Clear();
+
+ ctrl.ForceReloadWindow();
+ ctrl.Tick(169, 180);
+
+ Assert.Empty(applied);
+ }
+
+ [Fact]
+ public void ForceReloadWindow_RejectsLateInFlightCompletionFromOldRegion()
+ {
+ uint oldId = StreamingRegion.EncodeLandblockIdForTest(10, 10);
+ var outbox = new Queue();
+ var applied = new List();
+ var state = new GpuWorldState();
+ var ctrl = new StreamingController(
+ enqueueLoad: (_, _) => { },
+ enqueueUnload: _ => { },
+ drainCompletions: max =>
+ {
+ var batch = new List();
+ while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
+ return batch;
+ },
+ applyTerrain: (build, _) => applied.Add(build.LandblockId),
+ state: state,
+ nearRadius: 1,
+ farRadius: 2);
+
+ ctrl.Tick(10, 10);
+ ctrl.ForceReloadWindow();
+ outbox.Enqueue(LoadedOf(oldId));
+
+ ctrl.Tick(100, 100);
+
+ Assert.Empty(applied);
+ Assert.False(state.IsLoaded(oldId));
+ }
+
+ [Fact]
+ public void DungeonCollapseBeforePromotionBase_RetiresProvisionalTerrainAndPendingStatics()
+ {
+ uint outdoorId = StreamingRegion.EncodeLandblockIdForTest(10, 10);
+ uint dungeonId = StreamingRegion.EncodeLandblockIdForTest(20, 20);
+ var staticEntity = new WorldEntity
+ {
+ Id = 77,
+ ServerGuid = 0,
+ SourceGfxObjOrSetupId = 0x01000077u,
+ Position = System.Numerics.Vector3.Zero,
+ Rotation = System.Numerics.Quaternion.Identity,
+ MeshRefs = [new MeshRef(0x01000077u, System.Numerics.Matrix4x4.Identity)],
+ };
+ var mesh = new LandblockMeshData(Array.Empty(), Array.Empty());
+ var promotedBuild = new LandblockBuild(
+ new LoadedLandblock(outdoorId, new LandBlock(), new[] { staticEntity }));
+ var outbox = new Queue();
+ outbox.Enqueue(new LandblockStreamResult.Promoted(
+ outdoorId,
+ promotedBuild,
+ mesh,
+ Generation: 0));
+ var terrainApplied = new List();
+ var terrainRemoved = new List();
+ var state = new GpuWorldState();
+ var unloads = new List<(uint Id, ulong Generation)>();
+ var ctrl = new StreamingController(
+ enqueueLoad: (_, _, _) => { },
+ enqueueUnload: (id, generation) => unloads.Add((id, generation)),
+ drainCompletions: max =>
+ {
+ var batch = new List();
+ while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
+ return batch;
+ },
+ applyTerrain: (build, _) => terrainApplied.Add(build.LandblockId),
+ state: state,
+ nearRadius: 0,
+ farRadius: 2,
+ removeTerrain: id => terrainRemoved.Add(id));
+
+ ctrl.Tick(10, 10); // generation 0 promotion supersedes its queued Far base.
+ Assert.Equal(new[] { outdoorId }, terrainApplied);
+ Assert.True(state.IsLoaded(outdoorId));
+ Assert.True(state.IsNearTier(outdoorId));
+
+ ctrl.Tick(20, 20, insideDungeon: true); // hard generation 1 boundary.
+ var outdoorUnload = Assert.Single(unloads, unload => unload.Id == outdoorId);
+ outbox.Enqueue(new LandblockStreamResult.Unloaded(
+ outdoorId,
+ outdoorUnload.Generation));
+ ctrl.Tick(20, 20, insideDungeon: true);
+
+ Assert.Equal(new[] { outdoorId }, terrainRemoved);
+
+ // Return to the old location in generation 2 and publish a clean base.
+ // No static presentation from the abandoned generation may merge into it.
+ ctrl.Tick(10, 10, insideDungeon: false);
+ outbox.Enqueue(new LandblockStreamResult.Loaded(
+ outdoorId,
+ LandblockStreamTier.Near,
+ new LoadedLandblock(outdoorId, new LandBlock(), Array.Empty()),
+ mesh,
+ generation: 2));
+ ctrl.Tick(10, 10);
+
+ Assert.True(state.IsLoaded(outdoorId));
+ Assert.DoesNotContain(staticEntity, state.Entities);
+ Assert.Equal(2, terrainApplied.Count(id => id == outdoorId));
+ }
+
+ [Fact]
+ public void LatePromotion_IsRejectedAfterRegionDemotesTargetToFar()
+ {
+ uint target = StreamingRegion.EncodeLandblockIdForTest(10, 13);
+ var outbox = new Queue();
+ var loads = new List<(uint Id, LandblockStreamJobKind Kind)>();
+ var applied = new List();
+ var state = new GpuWorldState();
+ state.AddLandblock(
+ new LoadedLandblock(target, new LandBlock(), Array.Empty()),
+ tier: LandblockStreamTier.Far);
+ var ctrl = new StreamingController(
+ enqueueLoad: (id, kind) => loads.Add((id, kind)),
+ enqueueUnload: _ => { },
+ drainCompletions: max =>
+ {
+ var batch = new List();
+ while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
+ return batch;
+ },
+ applyTerrain: (build, _) => applied.Add(build.LandblockId),
+ state: state,
+ nearRadius: 0,
+ farRadius: 3);
+
+ ctrl.Tick(10, 10); // target starts Far.
+ ctrl.Tick(10, 13); // target becomes Near; promotion is now in flight.
+ Assert.Contains(loads, load =>
+ load.Id == target && load.Kind == LandblockStreamJobKind.PromoteToNear);
+ ctrl.Tick(10, 10); // target is demoted back to Far before completion.
+
+ var promotedEntity = new WorldEntity
+ {
+ Id = 1,
+ ServerGuid = 0,
+ SourceGfxObjOrSetupId = 0x01000010u,
+ Position = System.Numerics.Vector3.Zero,
+ Rotation = System.Numerics.Quaternion.Identity,
+ MeshRefs = [new MeshRef(0x01000010u, System.Numerics.Matrix4x4.Identity)],
+ };
+ var promotedLandblock = new LoadedLandblock(
+ target,
+ new LandBlock(),
+ new[] { promotedEntity });
+ outbox.Enqueue(new LandblockStreamResult.Promoted(
+ target,
+ promotedLandblock,
+ new LandblockMeshData(Array.Empty(), Array.Empty())));
+
+ ctrl.Tick(10, 10);
+
+ Assert.True(state.IsLoaded(target));
+ Assert.False(state.IsNearTier(target));
+ Assert.DoesNotContain(promotedEntity, state.Entities);
+ Assert.Empty(applied);
+ }
+
+ [Fact]
+ public void DuplicateNearCompletions_PublishExactlyOnce()
+ {
+ uint id = StreamingRegion.EncodeLandblockIdForTest(10, 10);
+ var entity = new WorldEntity
+ {
+ Id = 91,
+ ServerGuid = 0,
+ SourceGfxObjOrSetupId = 0x01000091u,
+ Position = System.Numerics.Vector3.Zero,
+ Rotation = System.Numerics.Quaternion.Identity,
+ MeshRefs = [new MeshRef(0x01000091u, System.Numerics.Matrix4x4.Identity)],
+ };
+ var build = new LandblockBuild(
+ new LoadedLandblock(id, new LandBlock(), new[] { entity }));
+ var mesh = new LandblockMeshData(Array.Empty(), Array.Empty());
+ var outbox = new Queue(new LandblockStreamResult[]
+ {
+ new LandblockStreamResult.Promoted(id, build, mesh),
+ new LandblockStreamResult.Promoted(id, build, mesh),
+ });
+ var applied = new List();
+ var loadedCallbacks = new List();
+ var state = new GpuWorldState();
+ var ctrl = new StreamingController(
+ enqueueLoad: (_, _) => { },
+ enqueueUnload: _ => { },
+ drainCompletions: max =>
+ {
+ var batch = new List();
+ while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
+ return batch;
+ },
+ applyTerrain: (completed, _) => applied.Add(completed.LandblockId),
+ state: state,
+ nearRadius: 0,
+ farRadius: 0,
+ onLandblockLoaded: loadedCallbacks.Add);
+
+ ctrl.Tick(10, 10);
+
+ Assert.Equal(new[] { id }, applied);
+ Assert.Equal(new[] { id }, loadedCallbacks);
+ Assert.Single(state.Entities, existing => ReferenceEquals(existing, entity));
+ }
+
+ [Fact]
+ public void InFlightNearLoad_DemotedBeforeFirstCompletion_PublishesTerrainAsFar()
+ {
+ uint target = StreamingRegion.EncodeLandblockIdForTest(10, 10);
+ var outbox = new Queue();
+ var applied = new List();
+ var state = new GpuWorldState();
+ var ctrl = new StreamingController(
+ enqueueLoad: (_, _) => { },
+ enqueueUnload: _ => { },
+ drainCompletions: max =>
+ {
+ var batch = new List();
+ while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
+ return batch;
+ },
+ applyTerrain: (build, _) => applied.Add(build),
+ state: state,
+ nearRadius: 0,
+ farRadius: 3);
+
+ ctrl.Tick(10, 10); // target's initial LoadNear is now in flight.
+ ctrl.Tick(10, 13); // target becomes desired Far before it completes.
+
+ var nearEntity = new WorldEntity
+ {
+ Id = 1,
+ ServerGuid = 0,
+ SourceGfxObjOrSetupId = 0x01000010u,
+ Position = System.Numerics.Vector3.Zero,
+ Rotation = System.Numerics.Quaternion.Identity,
+ MeshRefs = [new MeshRef(0x01000010u, System.Numerics.Matrix4x4.Identity)],
+ };
+ var nearLandblock = new LoadedLandblock(
+ target,
+ new LandBlock(),
+ new[] { nearEntity });
+ outbox.Enqueue(new LandblockStreamResult.Loaded(
+ target,
+ LandblockStreamTier.Near,
+ nearLandblock,
+ new LandblockMeshData(Array.Empty(), Array.Empty())));
+
+ ctrl.Tick(10, 13);
+
+ Assert.Single(applied);
+ Assert.Equal(target, applied[0].LandblockId);
+ Assert.Empty(applied[0].Landblock.Entities);
+ Assert.Null(applied[0].EnvCells);
+ Assert.True(state.IsLoaded(target));
+ Assert.False(state.IsNearTier(target));
+ Assert.True(state.TryGetLandblock(target, out var resident));
+ Assert.Empty(resident!.Entities);
+ }
+
+ [Fact]
+ public void HardRecenter_RejectsOldOverlappingLoadAndUnloadGenerations()
+ {
+ uint overlap = StreamingRegion.EncodeLandblockIdForTest(10, 10);
+ var outbox = new Queue();
+ var loads = new List<(uint Id, LandblockStreamJobKind Kind, ulong Generation)>();
+ var applied = new List();
+ var state = new GpuWorldState();
+ var ctrl = new StreamingController(
+ enqueueLoad: (id, kind, generation) => loads.Add((id, kind, generation)),
+ enqueueUnload: (_, _) => { },
+ drainCompletions: max =>
+ {
+ var batch = new List();
+ while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
+ return batch;
+ },
+ applyTerrain: (build, _) => applied.Add(build.LandblockId),
+ state: state,
+ nearRadius: 1,
+ farRadius: 2);
+
+ ctrl.Tick(10, 10);
+ ulong oldGeneration = loads.Single(load => load.Id == overlap).Generation;
+
+ ctrl.ForceReloadWindow();
+ loads.Clear();
+ ctrl.Tick(11, 10); // overlap remains desired in the replacement window.
+ ulong newGeneration = loads.Single(load => load.Id == overlap).Generation;
+ Assert.NotEqual(oldGeneration, newGeneration);
+
+ outbox.Enqueue(LoadedOf(overlap, oldGeneration));
+ outbox.Enqueue(LoadedOf(overlap, newGeneration));
+ outbox.Enqueue(new LandblockStreamResult.Unloaded(overlap, oldGeneration));
+
+ ctrl.Tick(11, 10);
+
+ Assert.Equal(new[] { overlap }, applied);
+ Assert.True(state.IsLoaded(overlap));
+ Assert.True(state.IsNearTier(overlap));
+ }
+
+ [Fact]
+ public void HardRecenter_DropsStaleOutboxBeforeDeferredApplyBudget()
+ {
+ uint current = StreamingRegion.EncodeLandblockIdForTest(11, 10);
+ var outbox = new Queue();
+ var loads = new List<(uint Id, LandblockStreamJobKind Kind, ulong Generation)>();
+ var applied = new List();
+ var ctrl = new StreamingController(
+ enqueueLoad: (id, kind, generation) => loads.Add((id, kind, generation)),
+ enqueueUnload: (_, _) => { },
+ drainCompletions: max =>
+ {
+ var batch = new List();
+ while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
+ return batch;
+ },
+ applyTerrain: (build, _) => applied.Add(build.LandblockId),
+ state: new GpuWorldState(),
+ nearRadius: 1,
+ farRadius: 2)
+ { MaxCompletionsPerFrame = 1 };
+
+ ctrl.Tick(10, 10);
+ ulong oldGeneration = loads[0].Generation;
+ ctrl.ForceReloadWindow();
+ loads.Clear();
+ ctrl.Tick(11, 10);
+ ulong newGeneration = loads.Single(load => load.Id == current).Generation;
+
+ for (int i = 0; i < 12; i++)
+ outbox.Enqueue(LoadedOf(
+ StreamingRegion.EncodeLandblockIdForTest(10, 10 + i),
+ oldGeneration));
+ outbox.Enqueue(LoadedOf(current, newGeneration));
+
+ ctrl.Tick(11, 10);
+
+ Assert.Equal(new[] { current }, applied);
+ Assert.Equal(0, ctrl.DeferredApplyBacklog);
+ }
+
+ [Fact]
+ public void NormalRecenter_AwayThenBack_DiscardsCompletedUnloadForReownedId()
+ {
+ uint target = StreamingRegion.EncodeLandblockIdForTest(10, 10);
+ var outbox = new Queue();
+ var state = new GpuWorldState();
+ var ctrl = new StreamingController(
+ enqueueLoad: (_, _) => { },
+ enqueueUnload: _ => { },
+ drainCompletions: max =>
+ {
+ var batch = new List();
+ while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
+ return batch;
+ },
+ applyTerrain: (_, _) => { },
+ state: state,
+ nearRadius: 0,
+ farRadius: 0);
+
+ ctrl.Tick(10, 10);
+ state.AddLandblock(
+ new LoadedLandblock(target, new LandBlock(), Array.Empty()),
+ tier: LandblockStreamTier.Near);
+
+ ctrl.Tick(10, 13); // outside hysteresis: unload is now in flight.
+ ctrl.Tick(10, 10); // target is re-owned before unload completion drains.
+ outbox.Enqueue(new LandblockStreamResult.Unloaded(target));
+
+ ctrl.Tick(10, 10);
+
+ Assert.True(state.IsLoaded(target));
+ }
}
diff --git a/tests/AcDream.Core.Tests/Streaming/StreamingControllerTests.cs b/tests/AcDream.Core.Tests/Streaming/StreamingControllerTests.cs
index b7914ccc..f871ee0e 100644
--- a/tests/AcDream.Core.Tests/Streaming/StreamingControllerTests.cs
+++ b/tests/AcDream.Core.Tests/Streaming/StreamingControllerTests.cs
@@ -95,7 +95,7 @@ public class StreamingControllerTests
}
[Fact]
- public void DrainingUnloadedResult_RemovesFromState()
+ public void DrainingUnloadedResult_RemovesUnownedLandblockFromState()
{
var state = new GpuWorldState();
var fake = new FakeStreamer();
@@ -103,7 +103,10 @@ public class StreamingControllerTests
fake.EnqueueLoad, fake.EnqueueUnload, fake.DrainCompletions,
(_, _) => { }, state, nearRadius: 2, farRadius: 2);
- const uint landblockId = 0x3232FFFFu;
+ // The current region is centered on 0x3232. A completed unload for a
+ // landblock it no longer owns must remove state; an unload for 0x3232
+ // itself is now correctly rejected by the away->back lifecycle gate.
+ const uint landblockId = 0x2020FFFFu;
var lb = new LoadedLandblock(landblockId, new LandBlock(), System.Array.Empty());
state.AddLandblock(lb);
fake.Pending.Enqueue(new LandblockStreamResult.Unloaded(landblockId));
diff --git a/tests/AcDream.Core.Tests/Streaming/StreamingControllerTwoTierTests.cs b/tests/AcDream.Core.Tests/Streaming/StreamingControllerTwoTierTests.cs
index 0acab3bd..4afb623c 100644
--- a/tests/AcDream.Core.Tests/Streaming/StreamingControllerTwoTierTests.cs
+++ b/tests/AcDream.Core.Tests/Streaming/StreamingControllerTwoTierTests.cs
@@ -96,7 +96,7 @@ public class StreamingControllerTwoTierTests
// AddEntitiesToExistingLandblock canonicalizes incoming ids.
uint lbId = 0x3232FFFFu;
var lb = new LoadedLandblock(lbId, Heightmap: null!, Entities: System.Array.Empty());
- state.AddLandblock(lb);
+ state.AddLandblock(lb, tier: LandblockStreamTier.Far);
Assert.Empty(state.Entities);
// Streamer pushes a Promoted result carrying the full near landblock.
diff --git a/tests/AcDream.Core.Tests/World/Cells/CellGraphTests.cs b/tests/AcDream.Core.Tests/World/Cells/CellGraphTests.cs
index ce987e12..e7944c8f 100644
--- a/tests/AcDream.Core.Tests/World/Cells/CellGraphTests.cs
+++ b/tests/AcDream.Core.Tests/World/Cells/CellGraphTests.cs
@@ -56,6 +56,19 @@ public class CellGraphTests
Assert.Null(g.GetVisible(0xA9B40014u));
}
+ [Fact]
+ public void RemoveEnvCellsForLandblock_PreservesTerrain()
+ {
+ var g = new CellGraph();
+ g.Add(Env(0xA9B40174u));
+ g.RegisterTerrain(0xA9B40000u, FlatTerrain(), Vector3.Zero);
+
+ g.RemoveEnvCellsForLandblock(0xA9B4FFFFu);
+
+ Assert.Null(g.GetVisible(0xA9B40174u));
+ Assert.IsType(g.GetVisible(0xA9B40014u));
+ }
+
[Fact]
public void Neighbor_ResolvesPortalOtherCellId()
{
diff --git a/tests/AcDream.Core.Tests/World/ProceduralSceneryIdAllocatorTests.cs b/tests/AcDream.Core.Tests/World/ProceduralSceneryIdAllocatorTests.cs
new file mode 100644
index 00000000..2ea01a47
--- /dev/null
+++ b/tests/AcDream.Core.Tests/World/ProceduralSceneryIdAllocatorTests.cs
@@ -0,0 +1,54 @@
+using AcDream.Core.World;
+
+namespace AcDream.Core.Tests.World;
+
+public sealed class ProceduralSceneryIdAllocatorTests
+{
+ [Fact]
+ public void Base_AlwaysSetsSceneryBitAndAvoidsStabPrefix()
+ {
+ for (uint y = 0; y <= 255; y += 51)
+ for (uint x = 0; x <= 255; x += 51)
+ {
+ uint value = ProceduralSceneryIdAllocator.Base(x, y);
+ Assert.NotEqual(0u, value & 0x80000000u);
+ Assert.NotEqual(0xC0000000u, value & 0xC0000000u);
+ }
+ }
+
+ [Fact]
+ public void MoreThan256SceneryEntriesRemainInOwningLandblockRange()
+ {
+ uint id = ProceduralSceneryIdAllocator.Base(0x12u, 0x36u) + 300u;
+
+ Assert.True(id < ProceduralSceneryIdAllocator.Base(0x12u, 0x37u));
+ Assert.NotEqual(0u, id & 0x80000000u);
+ }
+
+ [Fact]
+ public void MaximumCounterDoesNotAliasAdjacentLandblock()
+ {
+ for (uint y = 0; y < 255; y++)
+ {
+ uint current = ProceduralSceneryIdAllocator.Base(0, y);
+ uint next = ProceduralSceneryIdAllocator.Base(0, y + 1);
+ Assert.True(current + ProceduralSceneryIdAllocator.MaxCounter < next);
+ }
+ }
+
+ [Fact]
+ public void Allocate_AcceptsLastCounterThenFailsBeforeNamespaceWrap()
+ {
+ uint counter = ProceduralSceneryIdAllocator.MaxCounter;
+
+ uint last = ProceduralSceneryIdAllocator.Allocate(0x12u, 0x36u, ref counter);
+
+ Assert.Equal(
+ ProceduralSceneryIdAllocator.Base(0x12u, 0x36u)
+ + ProceduralSceneryIdAllocator.MaxCounter,
+ last);
+ InvalidDataException error = Assert.Throws(
+ () => ProceduralSceneryIdAllocator.Allocate(0x12u, 0x36u, ref counter));
+ Assert.Contains("4096-entry", error.Message, StringComparison.Ordinal);
+ }
+}