perf(vfx): port retail particle visibility degradation
Resolve DAT-authored particle ranges from the hardware GfxObj, apply retail distance and completed-cell visibility gates, and preserve the exact finite/infinite off-view update semantics. This removes dense-world simulation work without shortening terrain, entity, fog, or streaming distance. Publish doorway-clipped outdoor cells through a focused frame controller, retain effect cell identity for outdoor statics, reject hidden emitters before particle-slot scans, and offer an explicit opt-in Extended particle range. Release build succeeds and all 5,857 tests pass with five intentional skips. Retail-conformance, architecture, and adversarial review cycles are clean; connected Aerlinthe visual/performance gate pending. Co-authored-by: OpenAI Codex <codex@openai.com>
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29 changed files with 1810 additions and 125 deletions
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using System.Numerics;
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using AcDream.Core.Vfx;
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namespace AcDream.App.Rendering.Vfx;
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/// <summary>
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/// Bridges the retained retail PView result into the next physics update's
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/// <c>CObjCell::IsInView</c> particle gate. The controller owns only immutable
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/// frame meaning: one completed viewer position plus the AC cells admitted by
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/// that completed view. It neither creates emitters nor performs rendering.
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/// </summary>
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public sealed class ParticleVisibilityController
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{
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public const float ExtendedRangeMultiplier = 2f;
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private readonly HashSet<uint> _buildingCellIds = new();
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private readonly HashSet<uint> _completedCellIds = new();
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private Vector3 _buildingViewerPosition;
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private Vector3 _completedViewerPosition;
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private bool _frameOpen;
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private bool _frameUsesWorldView;
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private bool _hasCompletedWorldView;
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public void BeginFrame(Vector3 viewerPosition)
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{
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_buildingCellIds.Clear();
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_buildingViewerPosition = viewerPosition;
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_frameUsesWorldView = false;
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_frameOpen = true;
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}
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/// <summary>
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/// Declares that this frame has an authoritative world-visibility product.
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/// That product can come from the unified retail PView or from the outdoor
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/// landscape fallback. Login and portal-space frames deliberately omit it;
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/// dedicated pass and examination emitters carry explicit bypass policies.
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/// </summary>
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public void UseWorldView()
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{
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if (_frameOpen)
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_frameUsesWorldView = true;
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}
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public void MarkVisibleCells(HashSet<uint> cellIds)
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{
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ArgumentNullException.ThrowIfNull(cellIds);
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if (!_frameOpen || !_frameUsesWorldView)
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return;
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_buildingCellIds.UnionWith(cellIds);
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}
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public void CompleteFrame()
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{
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if (!_frameOpen)
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return;
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_frameOpen = false;
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if (!_frameUsesWorldView)
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{
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_completedCellIds.Clear();
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_completedViewerPosition = _buildingViewerPosition;
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_hasCompletedWorldView = false;
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return;
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}
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_completedCellIds.Clear();
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_completedCellIds.UnionWith(_buildingCellIds);
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_completedViewerPosition = _buildingViewerPosition;
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_hasCompletedWorldView = true;
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}
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public void Apply(ParticleSystem particles, float rangeMultiplier)
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{
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ArgumentNullException.ThrowIfNull(particles);
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particles.ApplyRetailView(
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_completedViewerPosition,
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_completedCellIds,
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_hasCompletedWorldView,
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rangeMultiplier);
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}
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public void Reset()
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{
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_buildingCellIds.Clear();
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_completedCellIds.Clear();
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_frameOpen = false;
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_frameUsesWorldView = false;
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_hasCompletedWorldView = false;
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_buildingViewerPosition = default;
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_completedViewerPosition = default;
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}
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}
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