fix(portal): synchronize destination presentation state

This commit is contained in:
Erik 2026-07-16 21:17:13 +02:00
parent 4b1bceefbb
commit e95f55f25b
42 changed files with 2815 additions and 288 deletions

View file

@ -0,0 +1,39 @@
namespace AcDream.Core.World;
/// <summary>
/// Allocates stable, collision-free ids for procedurally generated scenery.
///
/// <para>
/// The top nibble is fixed at <c>0x8</c>, so bit 31 continues to identify
/// procedural scenery to every renderer and physics consumer. The remaining
/// 28 bits are X(8), Y(8), and a 12-bit per-landblock counter:
/// <c>0x8XXYYIII</c>. No consumer decodes the former byte-aligned
/// <c>0x80XXYYII</c> layout; they classify only on bit 31.
/// </para>
///
/// <para>
/// The old 8-bit counter aborted generation after 256 drawable spawns. That
/// exception rejected the entire streamed landblock before render publication,
/// exposing the grey clear color as portal space ended. A 12-bit counter gives
/// 4096 entries while retaining full landblock coordinates. Overflow fails
/// before it can alias the next landblock.
/// </para>
/// </summary>
public static class ProceduralSceneryIdAllocator
{
public const uint MaxCounter = 0xFFFu;
public static uint Base(uint landblockX, uint landblockY)
=> 0x80000000u
| ((landblockX & 0xFFu) << 20)
| ((landblockY & 0xFFu) << 12);
public static uint Allocate(uint landblockX, uint landblockY, ref uint counter)
{
if (counter > MaxCounter)
throw new InvalidDataException(
$"Landblock ({landblockX & 0xFFu:X2},{landblockY & 0xFFu:X2}) exceeds the 4096-entry procedural scenery id namespace.");
return Base(landblockX, landblockY) + counter++;
}
}