feat(render): Phase A8 RR4 — wire BuildingRegistry into landblock load
LoadedCell.BuildingId (init + internal setter) — set exactly once at
landblock load time by BuildingLoader; null when the cell isn't
part of any building (outdoor surface cells; dungeon cells not
enumerated in LandBlockInfo.Buildings).
GameWindow landblock-load path: builds BuildingRegistry from
LandBlockInfo.Buildings; stamps each cell's BuildingId; stores the
registry on _buildingRegistries[landblockId] (GameWindow-level dict)
for render-frame lookups. Note: LoadedLandblock is AcDream.Core.World
(a sealed record) — adding an App-type field there would violate
Code Structure Rule #2, so the registry is stored in a new
GameWindow-level dictionary instead. Cleanup wired in both
removeTerrain lambdas (OnLoad + OnResize paths).
drainedCells dict: the existing _pendingCells drain loop is extended
to also build a local CellId→LoadedCell dict; BuildingLoader.Build
uses this dict for the stamping pass so no second iteration is needed.
New BuildingLoaderTest verifies the stamping path. 5 BuildingLoader
tests total (4 from RR3 + 1 new).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
f125fdb220
commit
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4 changed files with 93 additions and 4 deletions
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@ -70,6 +70,19 @@ public sealed class LoadedCell
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/// </para>
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/// </summary>
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public List<Vector3[]> PortalPolygons = new();
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/// <summary>
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/// Phase A8 (2026-05-26): the building this cell belongs to, if any.
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/// Set exactly once by <see cref="Wb.BuildingLoader"/> immediately after
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/// LandblockLoader produces the cells. Null when the cell isn't part of
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/// any building (outdoor surface cells; dungeon cells not enumerated in
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/// LandBlockInfo.Buildings).
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///
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/// <para>Used by the render frame to derive the camera-buildings set
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/// via <see cref="Wb.BuildingRegistry.GetBuildingsContainingCell"/>
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/// and route IndoorPass cell scoping.</para>
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/// </summary>
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public uint? BuildingId { get; internal set; }
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}
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/// <summary>
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@ -150,6 +150,14 @@ public sealed class GameWindow : IDisposable
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// to _cellVisibility on the render thread in ApplyLoadedTerrain.
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private readonly System.Collections.Concurrent.ConcurrentBag<LoadedCell> _pendingCells = new();
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// Phase A8 (2026-05-26): per-landblock BuildingRegistry keyed by full landblock
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// id (e.g. 0xA9B40000). Built from LandBlockInfo.Buildings at ApplyLoadedTerrain
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// time; each entry's BuildingRegistry.GetBuildingsContainingCell drives render-frame
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// indoor-cell scoping. Entries are removed in the removeTerrain callbacks.
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// Only touched on the render thread — no lock required.
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private readonly System.Collections.Generic.Dictionary<uint, AcDream.App.Rendering.Wb.BuildingRegistry>
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_buildingRegistries = new();
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/// <summary>
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/// Phase 6.4: per-entity animation playback state for entities whose
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/// MotionTable resolved to a real cycle. The render loop ticks each
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@ -1833,6 +1841,7 @@ public sealed class GameWindow : IDisposable
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_terrain?.RemoveLandblock(id);
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_physicsEngine.RemoveLandblock(id);
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_cellVisibility.RemoveLandblock((id >> 16) & 0xFFFFu);
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_buildingRegistries.Remove(id); // Phase A8
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});
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// A.5 T22.5: apply max-completions from resolved quality.
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_streamingController.MaxCompletionsPerFrame = _resolvedQuality.MaxCompletionsPerFrame;
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@ -5665,8 +5674,13 @@ public sealed class GameWindow : IDisposable
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_terrain.AddLandblockWithMesh(lb.LandblockId, meshData, origin);
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// Step 4: drain pending LoadedCells from the worker thread.
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// Also collect into a local dict for the BuildingLoader stamping pass below.
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var drainedCells = new System.Collections.Generic.Dictionary<uint, LoadedCell>();
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while (_pendingCells.TryTake(out var cell))
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{
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_cellVisibility.AddCell(cell);
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drainedCells[cell.CellId] = cell;
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}
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// Compute the per-landblock AABB for frustum culling. XY from the
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// landblock's world origin + 192 footprint. Z from the terrain vertex
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@ -5826,6 +5840,20 @@ public sealed class GameWindow : IDisposable
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_physicsEngine.AddLandblock(lb.LandblockId, terrainSurface, cellSurfaces,
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portalPlanes, origin.X, origin.Y);
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// Phase A8 (2026-05-26): build per-landblock BuildingRegistry from
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// LandBlockInfo.Buildings, stamping LoadedCell.BuildingId for each cell
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// in a building's cell set. Uses the already-drained drainedCells dict
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// (LoadedCells registered this frame) so stamping and registry build
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// happen in the same render-thread pass — no extra dat reads required.
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// Cells without a building stay at BuildingId == null (outdoor surface
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// cells; dungeon cells not enumerated in LandBlockInfo.Buildings).
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if (lbInfo is not null)
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{
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_buildingRegistries[lb.LandblockId] =
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AcDream.App.Rendering.Wb.BuildingLoader.Build(
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lbInfo, lb.LandblockId, drainedCells);
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}
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}
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// N.5: WbMeshAdapter.Tick() handles GPU upload for all GfxObj meshes via
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@ -8894,6 +8922,7 @@ public sealed class GameWindow : IDisposable
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_terrain?.RemoveLandblock(id);
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_physicsEngine.RemoveLandblock(id);
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_cellVisibility.RemoveLandblock((id >> 16) & 0xFFFFu);
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_buildingRegistries.Remove(id); // Phase A8
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});
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_streamingController.MaxCompletionsPerFrame = newResolved.MaxCompletionsPerFrame;
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@ -26,7 +26,7 @@ namespace AcDream.App.Rendering.Wb;
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/// unloaded cell). In production, streaming loads all cells for a landblock
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/// before <see cref="Build"/> runs, so the dict is always complete.</para>
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///
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/// <para><c>LoadedCell.BuildingId</c> stamping is wired in RR4, not here.</para>
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/// <para><c>LoadedCell.BuildingId</c> is stamped here in RR4 after <c>reg.Add(building)</c>.</para>
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///
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/// <para>Retail references:
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/// <c>docs/research/named-retail/acclient.h:32035</c> (<c>BuildInfo</c>) and
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@ -128,9 +128,14 @@ public static class BuildingLoader
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};
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reg.Add(building);
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// NOTE: LoadedCell.BuildingId stamping is wired in RR4 (requires
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// an internal setter on LoadedCell that doesn't exist yet). This
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// comment is the placeholder called out in the plan's RR3-S11.
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// Step 4: stamp BuildingId on each cell (Option C — both directions
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// O(1)). The internal setter on LoadedCell.BuildingId is accessible
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// because this class lives in the same assembly (AcDream.App).
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foreach (var cellId in envCellIds)
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{
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if (cellsByCellId.TryGetValue(cellId, out var cell))
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cell.BuildingId = building.BuildingId;
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}
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}
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return reg;
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@ -85,4 +85,46 @@ public class BuildingLoaderTests
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foreach (var b in reg.All()) ids.Add(b.BuildingId);
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Assert.Equal(new SortedSet<uint> { 1, 2 }, ids); // sequential 1, 2
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}
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[Fact]
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public void Build_StampsLoadedCellBuildingId()
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{
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// Fixture: minimal LoadedCell instances representing 2 cottage cells.
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var cell150 = new AcDream.App.Rendering.LoadedCell
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{
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CellId = 0xA9B40150u,
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Portals = new List<AcDream.App.Rendering.CellPortalInfo>(),
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PortalPolygons = new List<Vector3[]>(),
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WorldTransform = Matrix4x4.Identity,
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InverseWorldTransform = Matrix4x4.Identity,
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LocalBoundsMin = new Vector3(-5, -5, -5),
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LocalBoundsMax = new Vector3(5, 5, 5),
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ClipPlanes = new List<AcDream.App.Rendering.PortalClipPlane>(),
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};
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var cell151 = new AcDream.App.Rendering.LoadedCell
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{
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CellId = 0xA9B40151u,
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Portals = new List<AcDream.App.Rendering.CellPortalInfo>(),
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PortalPolygons = new List<Vector3[]>(),
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WorldTransform = Matrix4x4.Identity,
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InverseWorldTransform = Matrix4x4.Identity,
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LocalBoundsMin = new Vector3(-5, -5, -5),
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LocalBoundsMax = new Vector3(5, 5, 5),
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ClipPlanes = new List<AcDream.App.Rendering.PortalClipPlane>(),
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};
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var cells = new Dictionary<uint, AcDream.App.Rendering.LoadedCell>
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{
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{ 0xA9B40150u, cell150 },
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{ 0xA9B40151u, cell151 },
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};
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var info = MakeInfo((0x02000123u, new[] { 0x0150u, 0x0151u }));
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var reg = BuildingLoader.Build(info, 0xA9B40000u, cells);
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Assert.Equal(1, reg.Count);
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var b = System.Linq.Enumerable.First(reg.All());
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// Both cells stamped with the building id:
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Assert.Equal(b.BuildingId, cell150.BuildingId);
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Assert.Equal(b.BuildingId, cell151.BuildingId);
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}
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}
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