fix(portal): synchronize destination presentation state
This commit is contained in:
parent
4b1bceefbb
commit
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42 changed files with 2815 additions and 288 deletions
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@ -11,12 +11,11 @@ namespace AcDream.App.Rendering.Wb;
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/// <para>
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/// <b>Key composition:</b> entries are keyed by the tuple
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/// <c>(EntityId, LandblockHint)</c>, NOT by <c>EntityId</c> alone. Issue #53
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/// uncovered that <c>entity.Id</c> is NOT globally unique across all
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/// static-entity hydration paths: scenery (<c>0x80XXYY00 + localIndex</c>)
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/// and interior cells (<c>0x40XXYY00 + localCounter</c>, X-byte fixed
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/// 2026-06-11 — it used to be discarded entirely, #119) overflow at >256
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/// items per landblock, wrapping into the <c>lbY</c> byte and producing
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/// cross-LB collisions in dense forest/urban LBs outside Holtburg. Keying
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/// uncovered that older hydration IDs were not globally unique across all
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/// static-entity paths: their former byte-aligned counters overflowed at
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/// more than 256 items per landblock and wrapped into the <c>lbY</c> byte.
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/// The current <c>0x8XXYYIII</c> scenery and <c>0x4XXYYIII</c> interior
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/// allocators reserve 12-bit counters and fail before aliasing. Keying
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/// by the tuple is correct-by-construction ONLY when the hint identifies the
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/// entity's OWNING landblock — callers must derive it via
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/// <c>WbDrawDispatcher.ResolveCacheLandblockHint</c> (the entity's
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@ -64,8 +63,8 @@ internal sealed class EntityClassificationCache
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/// <summary>
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/// Look up an entity's cached classification. Keyed by both
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/// <paramref name="entityId"/> AND <paramref name="landblockHint"/> to
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/// disambiguate entities whose Ids collide across landblocks (e.g.,
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/// scenery's <c>0x80LLBB00 + localIndex</c> overflow at >256 items/LB).
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/// preserve defensive isolation if a future hydration path introduces an
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/// entity-id collision across landblocks.
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/// Returns <c>true</c> with the entry on hit; <c>false</c> with
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/// <paramref name="entry"/> set to <c>null</c> on miss.
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/// </summary>
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@ -9,4 +9,19 @@ public interface IWbMeshAdapter
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{
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void IncrementRefCount(ulong id);
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void DecrementRefCount(ulong id);
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/// <summary>
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/// Pins render data whose CPU preparation is owned by a specialized
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/// pipeline (for example synthetic EnvCell geometry). Unlike ordinary
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/// registration, production implementations must not start a generic
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/// GfxObj decode for this id.
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/// </summary>
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void PinPreparedRenderData(ulong id) => IncrementRefCount(id);
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/// <summary>
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/// True once the mesh has crossed the render-thread upload barrier and is
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/// available to draw. The default keeps lifecycle-only test doubles
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/// source-compatible; production adapters override it.
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/// </summary>
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bool IsRenderDataReady(ulong id) => true;
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}
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@ -15,13 +15,14 @@ namespace AcDream.App.Rendering.Wb;
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/// <para>
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/// On load: walks the landblock's atlas-tier entities, collects unique
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/// GfxObj ids from their <c>MeshRefs</c>, calls
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/// <c>IncrementRefCount</c> per id. Snapshots the id-set per landblock so
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/// unload can match the load 1:1.
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/// <c>IncrementRefCount</c> per id, and pins each specialized EnvCell geometry
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/// id without starting generic GfxObj decode. Snapshots both id-sets per
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/// landblock so unload can match the load 1:1.
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/// </para>
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///
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/// <para>
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/// On unload: looks up the snapshot, calls <c>DecrementRefCount</c> per id,
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/// drops the snapshot. Unknown / never-loaded landblocks no-op.
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/// On unload: looks up both snapshots, calls <c>DecrementRefCount</c> per id,
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/// drops the snapshots. Unknown / never-loaded landblocks no-op.
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/// </para>
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///
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/// <para>
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@ -34,11 +35,9 @@ namespace AcDream.App.Rendering.Wb;
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/// </para>
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///
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/// <para>
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/// Thread safety: the underlying <see cref="IWbMeshAdapter"/> implementation
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/// uses <c>ConcurrentDictionary</c>, so the streaming worker thread may call
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/// this safely. The internal snapshot dictionary is NOT thread-safe and must
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/// be called from a single streaming thread (the same thread that fires
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/// AddLandblock / RemoveLandblock events).
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/// Thread safety: the internal snapshots are intentionally not synchronized.
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/// <see cref="AcDream.App.Streaming.GpuWorldState"/> invokes every load, unload, and readiness query
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/// on the owning render/update thread.
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/// </para>
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/// </summary>
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public sealed class LandblockSpawnAdapter
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@ -48,6 +47,10 @@ public sealed class LandblockSpawnAdapter
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// Maps landblock id → unique GfxObj ids registered for that landblock.
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// Written on load, read+cleared on unload. Single-threaded (streaming worker).
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private readonly Dictionary<uint, HashSet<ulong>> _idsByLandblock = new();
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// EnvCell shells are prepared through PrepareEnvCellGeomMeshDataAsync rather
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// than generic GfxObj loading, but still require explicit lifetime pins.
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// Keep their synthetic ids separate so registration uses the no-decode pin.
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private readonly Dictionary<uint, HashSet<ulong>> _additionalReadinessIdsByLandblock = new();
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public LandblockSpawnAdapter(IWbMeshAdapter adapter)
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{
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@ -61,7 +64,9 @@ public sealed class LandblockSpawnAdapter
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/// unique atlas-tier GfxObj id that has not already been registered for
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/// this landblock.
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/// </summary>
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public void OnLandblockLoaded(LoadedLandblock landblock)
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public void OnLandblockLoaded(
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LoadedLandblock landblock,
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IEnumerable<ulong>? additionalReadinessIds = null)
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{
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System.ArgumentNullException.ThrowIfNull(landblock);
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@ -80,14 +85,51 @@ public sealed class LandblockSpawnAdapter
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{
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_idsByLandblock[landblock.LandblockId] = unique;
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foreach (var id in unique) _adapter.IncrementRefCount(id);
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return;
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}
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else
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{
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foreach (var id in unique)
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{
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if (registered.Add(id))
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_adapter.IncrementRefCount(id);
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}
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}
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foreach (var id in unique)
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if (!_additionalReadinessIdsByLandblock.TryGetValue(
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landblock.LandblockId,
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out var additional))
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{
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if (registered.Add(id))
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_adapter.IncrementRefCount(id);
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additional = new HashSet<ulong>();
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_additionalReadinessIdsByLandblock[landblock.LandblockId] = additional;
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}
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if (additionalReadinessIds is not null)
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{
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foreach (var id in additionalReadinessIds)
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if (additional.Add(id))
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_adapter.PinPreparedRenderData(id);
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}
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}
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/// <summary>
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/// True only after every render mesh required by this published landblock
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/// is drawable. This includes both ref-counted static GfxObjs and EnvCell
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/// shell geometry prepared by the independent indoor pipeline.
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/// </summary>
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public bool IsLandblockRenderReady(uint landblockId)
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{
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if (!_idsByLandblock.TryGetValue(landblockId, out var registered)
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|| !_additionalReadinessIdsByLandblock.TryGetValue(landblockId, out var additional))
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{
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return false;
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}
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foreach (var id in registered)
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if (!_adapter.IsRenderDataReady(id))
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return false;
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foreach (var id in additional)
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if (!_adapter.IsRenderDataReady(id))
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return false;
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return true;
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}
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/// <summary>
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@ -99,6 +141,9 @@ public sealed class LandblockSpawnAdapter
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{
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if (!_idsByLandblock.TryGetValue(landblockId, out var unique)) return;
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foreach (var id in unique) _adapter.DecrementRefCount(id);
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if (_additionalReadinessIdsByLandblock.TryGetValue(landblockId, out var additional))
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foreach (var id in additional) _adapter.DecrementRefCount(id);
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_idsByLandblock.Remove(landblockId);
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_additionalReadinessIdsByLandblock.Remove(landblockId);
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}
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}
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117
src/AcDream.App/Rendering/Wb/MeshUploadCaches.cs
Normal file
117
src/AcDream.App/Rendering/Wb/MeshUploadCaches.cs
Normal file
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@ -0,0 +1,117 @@
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using System.Collections.Concurrent;
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using AcDream.Content;
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namespace AcDream.App.Rendering.Wb;
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/// <summary>
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/// Deduplicated CPU-to-GPU staging queue. One object id may be queued or
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/// in-flight at a time; a retry retains ownership until upload succeeds or
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/// exhausts its retry budget.
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/// </summary>
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internal sealed class MeshUploadStagingQueue
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{
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private readonly ConcurrentQueue<ObjectMeshData> _queue = new();
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private readonly ConcurrentDictionary<ulong, byte> _ownedIds = new();
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public bool Stage(ObjectMeshData data)
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{
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if (!_ownedIds.TryAdd(data.ObjectId, 0))
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return false;
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data.UploadAttempts = 0;
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_queue.Enqueue(data);
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return true;
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}
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public bool TryDequeue(out ObjectMeshData? data) => _queue.TryDequeue(out data);
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public void Requeue(ObjectMeshData data) => _queue.Enqueue(data);
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public void Complete(ulong objectId) => _ownedIds.TryRemove(objectId, out _);
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}
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/// <summary>
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/// Logical render-data ownership, deliberately independent from GPU upload
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/// existence. Completing or repeating an upload never manufactures an owner;
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/// only a live entity/landblock pin changes this count.
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/// </summary>
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internal sealed class MeshOwnershipCounter
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{
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private readonly ConcurrentDictionary<ulong, int> _counts = new();
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public int Acquire(ulong id) => _counts.AddOrUpdate(id, 1, (_, count) => count + 1);
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public int Release(ulong id) => _counts.AddOrUpdate(id, 0, (_, count) => Math.Max(0, count - 1));
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public int Count(ulong id) => _counts.TryGetValue(id, out int count) ? count : 0;
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public bool IsOwned(ulong id) => Count(id) > 0;
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/// <summary>
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/// Reports whether freshly uploaded data has a live owner. This is a query,
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/// not an acquire: upload existence and logical ownership are independent.
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/// </summary>
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public bool MarkUploadComplete(ulong id) => IsOwned(id);
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public bool Remove(ulong id) => _counts.TryRemove(id, out _);
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}
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/// <summary>
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/// Bounded prepared-mesh cache. A cache hit is not merely a CPU return value:
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/// when GPU render data is absent it re-stages that mesh for upload.
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/// </summary>
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internal sealed class CpuMeshUploadCache
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{
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private readonly Dictionary<ulong, ObjectMeshData> _data = new();
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private readonly LinkedList<ulong> _lru = new();
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private readonly int _capacity;
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public CpuMeshUploadCache(int capacity)
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{
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if (capacity <= 0)
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throw new ArgumentOutOfRangeException(nameof(capacity));
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_capacity = capacity;
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}
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public bool TryGetAndStage(
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ulong id,
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MeshUploadStagingQueue staging,
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out ObjectMeshData? data)
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{
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lock (_data)
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{
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if (!_data.TryGetValue(id, out data))
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return false;
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_lru.Remove(id);
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_lru.AddLast(id);
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staging.Stage(data);
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return true;
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}
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}
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public void Store(ObjectMeshData data)
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{
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lock (_data)
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{
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if (!_data.ContainsKey(data.ObjectId) && _data.Count >= _capacity)
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{
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ulong oldest = _lru.First!.Value;
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_lru.RemoveFirst();
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_data.Remove(oldest);
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}
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_data[data.ObjectId] = data;
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_lru.Remove(data.ObjectId);
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_lru.AddLast(data.ObjectId);
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}
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}
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public void Clear()
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{
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lock (_data)
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{
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_data.Clear();
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_lru.Clear();
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}
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}
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}
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@ -105,7 +105,7 @@ namespace AcDream.App.Rendering.Wb {
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public bool IsDisposed { get; private set; }
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private readonly ConcurrentDictionary<ulong, ObjectRenderData> _renderData = new();
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private readonly ConcurrentDictionary<ulong, int> _usageCount = new();
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private readonly MeshOwnershipCounter _ownership = new();
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private readonly ConcurrentDictionary<ulong, (Vector3 Min, Vector3 Max)?> _boundsCache = new();
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private readonly ConcurrentDictionary<ulong, Task<ObjectMeshData?>> _preparationTasks = new();
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@ -119,12 +119,10 @@ namespace AcDream.App.Rendering.Wb {
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private readonly Dictionary<(int Width, int Height, TextureFormat Format), List<TextureAtlasManager>> _globalAtlases = new();
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// CPU-side cache for prepared mesh data (to avoid re-reading/decoding from DAT)
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private readonly Dictionary<ulong, ObjectMeshData> _cpuMeshCache = new();
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private readonly LinkedList<ulong> _cpuLruList = new();
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private readonly int _maxCpuCacheSize = 100;
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private readonly CpuMeshUploadCache _cpuMeshCache;
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private readonly ConcurrentQueue<ObjectMeshData> _stagedMeshData = new();
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public ConcurrentQueue<ObjectMeshData> StagedMeshData => _stagedMeshData;
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private readonly MeshUploadStagingQueue _stagedMeshData = new();
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/// <summary>#125: how many times a failed GL upload is re-staged before
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/// giving up loudly. Small — a transient GL error clears on the next
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@ -141,17 +139,28 @@ namespace AcDream.App.Rendering.Wb {
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/// on re-prepare) and gives up loudly past <see cref="MaxUploadRetries"/>.
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/// </summary>
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public bool UploadOrRequeue(ObjectMeshData meshData) {
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if (UploadMeshData(meshData) is not null)
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if (UploadMeshData(meshData) is not null) {
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_stagedMeshData.Complete(meshData.ObjectId);
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return false; // success (incl. legitimate 0-vertex → empty render data)
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if (HasRenderData(meshData.ObjectId))
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}
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if (HasRenderData(meshData.ObjectId)) {
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_stagedMeshData.Complete(meshData.ObjectId);
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return false; // raced to present by another path
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}
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meshData.UploadAttempts++;
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if (meshData.UploadAttempts < MaxUploadRetries)
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return true; // re-stage for next frame
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_stagedMeshData.Complete(meshData.ObjectId);
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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)");
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return false;
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}
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internal bool TryDequeueStagedMeshData(out ObjectMeshData? data) =>
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_stagedMeshData.TryDequeue(out data);
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internal void RequeueStagedMeshData(ObjectMeshData data) =>
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_stagedMeshData.Requeue(data);
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public GlobalMeshBuffer? GlobalBuffer { get; }
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private readonly bool _useModernRendering;
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@ -167,7 +176,8 @@ namespace AcDream.App.Rendering.Wb {
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// did — immediate enqueue, surviving a later throw in the same
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// Prepare* call. ConcurrentQueue.Enqueue is thread-safe for the
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// extractor's up-to-4 concurrent decode workers.
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_extractor = new MeshExtractor(_dats, _logger, data => _stagedMeshData.Enqueue(data));
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_cpuMeshCache = new CpuMeshUploadCache(_maxCpuCacheSize);
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_extractor = new MeshExtractor(_dats, _logger, data => _stagedMeshData.Stage(data));
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_useModernRendering = _graphicsDevice.HasOpenGL43 && _graphicsDevice.HasBindless;
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if (_useModernRendering) {
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GlobalBuffer = new GlobalMeshBuffer(_graphicsDevice.GL);
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@ -180,7 +190,7 @@ namespace AcDream.App.Rendering.Wb {
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/// </summary>
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public ObjectRenderData? GetRenderData(ulong id) {
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if (_renderData.TryGetValue(id, out var data)) {
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_usageCount.AddOrUpdate(id, 1, (_, count) => count + 1);
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_ownership.Acquire(id);
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if (data.IsSetup) {
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foreach (var (partId, _) in data.SetupParts) {
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@ -223,7 +233,7 @@ namespace AcDream.App.Rendering.Wb {
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/// Increment reference count for an object (e.g. when a landblock starts using it).
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/// </summary>
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public void IncrementRefCount(ulong id) {
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_usageCount.AddOrUpdate(id, 1, (_, count) => count + 1);
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_ownership.Acquire(id);
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lock (_lruList) {
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_lruList.Remove(id);
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}
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@ -258,7 +268,7 @@ namespace AcDream.App.Rendering.Wb {
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/// Decrement reference count and unload GPU resources if no longer needed.
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/// </summary>
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public void DecrementRefCount(ulong id) {
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var newCount = _usageCount.AddOrUpdate(id, 0, (_, c) => c - 1);
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var newCount = _ownership.Release(id);
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if (newCount <= 0) {
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// Instead of unloading, move to LRU
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lock (_lruList) {
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@ -272,8 +282,8 @@ namespace AcDream.App.Rendering.Wb {
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/// Decrement reference count and unload if no longer needed.
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/// </summary>
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public void ReleaseRenderData(ulong id) {
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if (_usageCount.TryGetValue(id, out var count) && count > 0) {
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var newCount = _usageCount.AddOrUpdate(id, 0, (_, c) => c - 1);
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if (_ownership.IsOwned(id)) {
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var newCount = _ownership.Release(id);
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if (newCount <= 0) {
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// Instead of unloading, move to LRU
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lock (_lruList) {
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@ -291,9 +301,9 @@ namespace AcDream.App.Rendering.Wb {
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var idToEvict = _lruList.First!.Value;
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_lruList.RemoveFirst();
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if (_usageCount.TryGetValue(idToEvict, out var count) && count <= 0) {
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if (!_ownership.IsOwned(idToEvict)) {
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UnloadObject(idToEvict);
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_usageCount.TryRemove(idToEvict, out _);
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_ownership.Remove(idToEvict);
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}
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}
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}
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@ -309,18 +319,15 @@ namespace AcDream.App.Rendering.Wb {
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var idToEvict = _lruList.First!.Value;
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_lruList.RemoveFirst();
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if (_usageCount.TryGetValue(idToEvict, out var count) && count <= 0) {
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if (!_ownership.IsOwned(idToEvict)) {
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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
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue