fix(portal): synchronize destination presentation state
This commit is contained in:
parent
4b1bceefbb
commit
e95f55f25b
42 changed files with 2815 additions and 288 deletions
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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, <see cref="TeleportNearRingRadius"/>) 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
|
||||
/// (<see cref="StreamingController.IsRenderNeighborhoodResident"/>) 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.
|
||||
/// </summary>
|
||||
|
|
@ -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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pre-reads (under the worker's <c>_datLock</c>) every dat object
|
||||
/// <see cref="ApplyLoadedTerrainLocked"/> 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;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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.
|
||||
/// </summary>
|
||||
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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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(
|
||||
|
|
|
|||
|
|
@ -11,12 +11,11 @@ namespace AcDream.App.Rendering.Wb;
|
|||
/// <para>
|
||||
/// <b>Key composition:</b> entries are keyed by the tuple
|
||||
/// <c>(EntityId, LandblockHint)</c>, NOT by <c>EntityId</c> alone. Issue #53
|
||||
/// uncovered that <c>entity.Id</c> is NOT globally unique across all
|
||||
/// static-entity hydration paths: scenery (<c>0x80XXYY00 + localIndex</c>)
|
||||
/// and interior cells (<c>0x40XXYY00 + localCounter</c>, X-byte fixed
|
||||
/// 2026-06-11 — it used to be discarded entirely, #119) overflow at >256
|
||||
/// items per landblock, wrapping into the <c>lbY</c> 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 <c>lbY</c> byte.
|
||||
/// The current <c>0x8XXYYIII</c> scenery and <c>0x4XXYYIII</c> 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
|
||||
/// <c>WbDrawDispatcher.ResolveCacheLandblockHint</c> (the entity's
|
||||
|
|
@ -64,8 +63,8 @@ internal sealed class EntityClassificationCache
|
|||
/// <summary>
|
||||
/// Look up an entity's cached classification. Keyed by both
|
||||
/// <paramref name="entityId"/> AND <paramref name="landblockHint"/> to
|
||||
/// disambiguate entities whose Ids collide across landblocks (e.g.,
|
||||
/// scenery's <c>0x80LLBB00 + localIndex</c> overflow at >256 items/LB).
|
||||
/// preserve defensive isolation if a future hydration path introduces an
|
||||
/// entity-id collision across landblocks.
|
||||
/// Returns <c>true</c> with the entry on hit; <c>false</c> with
|
||||
/// <paramref name="entry"/> set to <c>null</c> on miss.
|
||||
/// </summary>
|
||||
|
|
|
|||
|
|
@ -9,4 +9,19 @@ public interface IWbMeshAdapter
|
|||
{
|
||||
void IncrementRefCount(ulong id);
|
||||
void DecrementRefCount(ulong id);
|
||||
|
||||
/// <summary>
|
||||
/// 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.
|
||||
/// </summary>
|
||||
void PinPreparedRenderData(ulong id) => IncrementRefCount(id);
|
||||
|
||||
/// <summary>
|
||||
/// 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.
|
||||
/// </summary>
|
||||
bool IsRenderDataReady(ulong id) => true;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -15,13 +15,14 @@ namespace AcDream.App.Rendering.Wb;
|
|||
/// <para>
|
||||
/// On load: walks the landblock's atlas-tier entities, collects unique
|
||||
/// GfxObj ids from their <c>MeshRefs</c>, calls
|
||||
/// <c>IncrementRefCount</c> per id. Snapshots the id-set per landblock so
|
||||
/// unload can match the load 1:1.
|
||||
/// <c>IncrementRefCount</c> 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.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// On unload: looks up the snapshot, calls <c>DecrementRefCount</c> per id,
|
||||
/// drops the snapshot. Unknown / never-loaded landblocks no-op.
|
||||
/// On unload: looks up both snapshots, calls <c>DecrementRefCount</c> per id,
|
||||
/// drops the snapshots. Unknown / never-loaded landblocks no-op.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
|
|
@ -34,11 +35,9 @@ namespace AcDream.App.Rendering.Wb;
|
|||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// Thread safety: the underlying <see cref="IWbMeshAdapter"/> implementation
|
||||
/// uses <c>ConcurrentDictionary</c>, 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.
|
||||
/// <see cref="AcDream.App.Streaming.GpuWorldState"/> invokes every load, unload, and readiness query
|
||||
/// on the owning render/update thread.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
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<uint, HashSet<ulong>> _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<uint, HashSet<ulong>> _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.
|
||||
/// </summary>
|
||||
public void OnLandblockLoaded(LoadedLandblock landblock)
|
||||
public void OnLandblockLoaded(
|
||||
LoadedLandblock landblock,
|
||||
IEnumerable<ulong>? 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<ulong>();
|
||||
_additionalReadinessIdsByLandblock[landblock.LandblockId] = additional;
|
||||
}
|
||||
if (additionalReadinessIds is not null)
|
||||
{
|
||||
foreach (var id in additionalReadinessIds)
|
||||
if (additional.Add(id))
|
||||
_adapter.PinPreparedRenderData(id);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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.
|
||||
/// </summary>
|
||||
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;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
117
src/AcDream.App/Rendering/Wb/MeshUploadCaches.cs
Normal file
117
src/AcDream.App/Rendering/Wb/MeshUploadCaches.cs
Normal file
|
|
@ -0,0 +1,117 @@
|
|||
using System.Collections.Concurrent;
|
||||
using AcDream.Content;
|
||||
|
||||
namespace AcDream.App.Rendering.Wb;
|
||||
|
||||
/// <summary>
|
||||
/// 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.
|
||||
/// </summary>
|
||||
internal sealed class MeshUploadStagingQueue
|
||||
{
|
||||
private readonly ConcurrentQueue<ObjectMeshData> _queue = new();
|
||||
private readonly ConcurrentDictionary<ulong, byte> _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 _);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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.
|
||||
/// </summary>
|
||||
internal sealed class MeshOwnershipCounter
|
||||
{
|
||||
private readonly ConcurrentDictionary<ulong, int> _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;
|
||||
|
||||
/// <summary>
|
||||
/// Reports whether freshly uploaded data has a live owner. This is a query,
|
||||
/// not an acquire: upload existence and logical ownership are independent.
|
||||
/// </summary>
|
||||
public bool MarkUploadComplete(ulong id) => IsOwned(id);
|
||||
|
||||
public bool Remove(ulong id) => _counts.TryRemove(id, out _);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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.
|
||||
/// </summary>
|
||||
internal sealed class CpuMeshUploadCache
|
||||
{
|
||||
private readonly Dictionary<ulong, ObjectMeshData> _data = new();
|
||||
private readonly LinkedList<ulong> _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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -105,7 +105,7 @@ namespace AcDream.App.Rendering.Wb {
|
|||
|
||||
public bool IsDisposed { get; private set; }
|
||||
private readonly ConcurrentDictionary<ulong, ObjectRenderData> _renderData = new();
|
||||
private readonly ConcurrentDictionary<ulong, int> _usageCount = new();
|
||||
private readonly MeshOwnershipCounter _ownership = new();
|
||||
private readonly ConcurrentDictionary<ulong, (Vector3 Min, Vector3 Max)?> _boundsCache = new();
|
||||
private readonly ConcurrentDictionary<ulong, Task<ObjectMeshData?>> _preparationTasks = new();
|
||||
|
||||
|
|
@ -119,12 +119,10 @@ namespace AcDream.App.Rendering.Wb {
|
|||
private readonly Dictionary<(int Width, int Height, TextureFormat Format), List<TextureAtlasManager>> _globalAtlases = new();
|
||||
|
||||
// CPU-side cache for prepared mesh data (to avoid re-reading/decoding from DAT)
|
||||
private readonly Dictionary<ulong, ObjectMeshData> _cpuMeshCache = new();
|
||||
private readonly LinkedList<ulong> _cpuLruList = new();
|
||||
private readonly int _maxCpuCacheSize = 100;
|
||||
private readonly CpuMeshUploadCache _cpuMeshCache;
|
||||
|
||||
private readonly ConcurrentQueue<ObjectMeshData> _stagedMeshData = new();
|
||||
public ConcurrentQueue<ObjectMeshData> StagedMeshData => _stagedMeshData;
|
||||
private readonly MeshUploadStagingQueue _stagedMeshData = new();
|
||||
|
||||
/// <summary>#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 <see cref="MaxUploadRetries"/>.
|
||||
/// </summary>
|
||||
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 {
|
|||
/// </summary>
|
||||
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).
|
||||
/// </summary>
|
||||
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.
|
||||
/// </summary>
|
||||
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.
|
||||
/// </summary>
|
||||
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<ObjectMeshData?>(null);
|
||||
|
||||
// Check CPU cache first
|
||||
lock (_cpuMeshCache) {
|
||||
if (_cpuMeshCache.TryGetValue(geomId, out var cachedData)) {
|
||||
_cpuLruList.Remove(geomId);
|
||||
_cpuLruList.AddLast(geomId);
|
||||
return Task.FromResult<ObjectMeshData?>(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<ObjectMeshData?>(null);
|
||||
|
||||
// Check CPU cache first
|
||||
lock (_cpuMeshCache) {
|
||||
if (_cpuMeshCache.TryGetValue(id, out var cachedData)) {
|
||||
_cpuLruList.Remove(id);
|
||||
_cpuLruList.AddLast(id);
|
||||
return Task.FromResult<ObjectMeshData?>(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<byte>());
|
||||
}
|
||||
}
|
||||
}
|
||||
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<byte>();
|
||||
}
|
||||
}
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets bounding box for an object (for frustum culling).
|
||||
/// </summary>
|
||||
|
|
|
|||
|
|
@ -151,6 +151,15 @@ public sealed class WbMeshAdapter : IDisposable, IWbMeshAdapter
|
|||
return _meshManager.TryGetRenderData(id);
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
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;
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public void IncrementRefCount(ulong id)
|
||||
{
|
||||
|
|
@ -199,6 +208,16 @@ public sealed class WbMeshAdapter : IDisposable, IWbMeshAdapter
|
|||
_meshManager.DecrementRefCount(id);
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// #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<ObjectMeshData>? 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
|
||||
|
|
|
|||
|
|
@ -67,6 +67,7 @@ public sealed class GpuWorldState
|
|||
}
|
||||
|
||||
private readonly Dictionary<uint, LoadedLandblock> _loaded = new();
|
||||
private readonly Dictionary<uint, LandblockStreamTier> _tierByLandblock = new();
|
||||
private readonly Dictionary<uint, (Vector3 Min, Vector3 Max)> _aabbs = new();
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -75,6 +76,12 @@ public sealed class GpuWorldState
|
|||
/// Drained into <see cref="_loaded"/> in <see cref="AddLandblock"/>.
|
||||
/// </summary>
|
||||
private readonly Dictionary<uint, List<WorldEntity>> _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<uint, HashSet<ulong>> _pendingRenderIdsByLandblock = new();
|
||||
private readonly HashSet<uint> _pendingNearTierLandblocks = new();
|
||||
|
||||
/// <summary>
|
||||
/// Entities that must survive landblock unloads (e.g. the player character).
|
||||
|
|
@ -96,6 +103,14 @@ public sealed class GpuWorldState
|
|||
public event Action<uint, bool>? 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<ulong>? 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<ulong>? mergedRenderIds = additionalRenderIds is null
|
||||
? null
|
||||
: new HashSet<ulong>(additionalRenderIds);
|
||||
if (_pendingRenderIdsByLandblock.Remove(landblock.LandblockId, out var pendingRenderIds))
|
||||
{
|
||||
mergedRenderIds ??= new HashSet<ulong>();
|
||||
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.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public void AddEntitiesToExistingLandblock(uint landblockId, IReadOnlyList<WorldEntity> entities)
|
||||
public bool AddEntitiesToExistingLandblock(
|
||||
uint landblockId,
|
||||
IReadOnlyList<WorldEntity> entities,
|
||||
IEnumerable<ulong>? 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<ulong>();
|
||||
_pendingRenderIdsByLandblock[canonical] = renderIds;
|
||||
}
|
||||
renderIds.UnionWith(additionalRenderIds);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
var merged = new List<WorldEntity>(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()
|
||||
|
|
|
|||
|
|
@ -12,8 +12,13 @@ namespace AcDream.App.Streaming;
|
|||
/// </summary>
|
||||
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);
|
||||
|
||||
/// <summary>
|
||||
/// 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).
|
||||
/// </summary>
|
||||
public abstract record LandblockStreamResult(uint LandblockId)
|
||||
public abstract record LandblockStreamResult(uint LandblockId, ulong Generation)
|
||||
{
|
||||
/// <summary>
|
||||
/// A landblock load completed. <see cref="Tier"/> 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<WorldEntity> 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);
|
||||
|
||||
/// <summary>
|
||||
/// 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.
|
||||
/// </summary>
|
||||
public sealed record WorkerCrashed(string Error) : LandblockStreamResult(0);
|
||||
public sealed record WorkerCrashed(string Error) : LandblockStreamResult(0, 0);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -143,23 +143,26 @@ public sealed class LandblockStreamer : IDisposable
|
|||
/// <see cref="LandblockStreamResult.Loaded"/> (or
|
||||
/// <see cref="LandblockStreamResult.Failed"/>) to the outbox.
|
||||
/// </summary>
|
||||
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));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Non-blocking enqueue. The worker posts a
|
||||
/// <see cref="LandblockStreamResult.Unloaded"/> to the outbox.
|
||||
/// </summary>
|
||||
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));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
|||
/// </summary>
|
||||
public sealed class StreamingController
|
||||
{
|
||||
private readonly Action<uint, LandblockStreamJobKind> _enqueueLoad;
|
||||
private readonly Action<uint> _enqueueUnload;
|
||||
private readonly Action<uint, LandblockStreamJobKind, ulong> _enqueueLoad;
|
||||
private readonly Action<uint, ulong> _enqueueUnload;
|
||||
private readonly Func<int, IReadOnlyList<LandblockStreamResult>> _drainCompletions;
|
||||
private readonly Action<LandblockBuild, LandblockMeshData> _applyTerrain;
|
||||
private readonly Action<uint>? _removeTerrain;
|
||||
private readonly Action<uint>? _demoteNearLayer;
|
||||
private readonly Action? _clearPendingLoads;
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -34,8 +36,16 @@ public sealed class StreamingController
|
|||
/// tests that don't exercise re-hydration.
|
||||
/// </summary>
|
||||
private readonly Action<uint>? _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<EnvCellLandblockBuild>? _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;
|
||||
|
||||
/// <summary>
|
||||
/// 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.
|
||||
/// </summary>
|
||||
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<LandblockStreamResult> _deferredApply = new();
|
||||
|
||||
public StreamingController(
|
||||
Action<uint, LandblockStreamJobKind, ulong> enqueueLoad,
|
||||
Action<uint, ulong> enqueueUnload,
|
||||
Func<int, IReadOnlyList<LandblockStreamResult>> drainCompletions,
|
||||
Action<LandblockBuild, LandblockMeshData> applyTerrain,
|
||||
GpuWorldState state,
|
||||
int nearRadius,
|
||||
int farRadius,
|
||||
Action<uint>? removeTerrain = null,
|
||||
Action<uint>? demoteNearLayer = null,
|
||||
Action? clearPendingLoads = null,
|
||||
Action<uint>? onLandblockLoaded = null,
|
||||
Action<EnvCellLandblockBuild>? 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;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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.
|
||||
/// </summary>
|
||||
internal StreamingController(
|
||||
Action<uint, LandblockStreamJobKind> enqueueLoad,
|
||||
Action<uint> enqueueUnload,
|
||||
Func<int, IReadOnlyList<LandblockStreamResult>> drainCompletions,
|
||||
|
|
@ -145,19 +224,44 @@ public sealed class StreamingController
|
|||
int nearRadius,
|
||||
int farRadius,
|
||||
Action<uint>? removeTerrain = null,
|
||||
Action<uint>? demoteNearLayer = null,
|
||||
Action? clearPendingLoads = null,
|
||||
Action<uint>? onLandblockLoaded = null)
|
||||
Action<uint>? onLandblockLoaded = null,
|
||||
Action<EnvCellLandblockBuild>? 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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -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);
|
||||
}
|
||||
|
||||
/// <summary>Chebyshev distance in landblock cells between two landblock ids.</summary>
|
||||
|
|
@ -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<uint>(_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
|
|||
/// </summary>
|
||||
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<WorldEntity>(),
|
||||
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;
|
||||
|
||||
/// <summary>
|
||||
/// Returns the landblock id associated with <paramref name="result"/>.
|
||||
/// For <see cref="LandblockStreamResult.WorkerCrashed"/> this is 0 by
|
||||
|
|
|
|||
|
|
@ -171,6 +171,25 @@ public sealed class StreamingRegion
|
|||
internal static uint EncodeLandblockIdForTest(int lbX, int lbY)
|
||||
=> EncodeLandblockId(lbX, lbY);
|
||||
|
||||
/// <summary>
|
||||
/// 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.
|
||||
/// </summary>
|
||||
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;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue