feat(physics): port retail complete object frame pipeline

Restore the named-retail object update order across local, remote, static, projectile, animation, shadow, teleport, and effect lifetimes. Separate authoritative root commits from spatial rebucketing, preserve per-owner hook/FIFO ordering, and remove update-path allocations with exact lifecycle and residency gates.

Add deterministic conformance, adversarial lifetime, GUID-reuse, pending-cell, quaternion, timestamp, and allocation coverage. Release build is warning-free and all 6,446 tests pass with five intentional skips; retail, architecture, and adversarial reviews are clean.

Co-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-20 09:10:31 +02:00
parent 31a0889f08
commit f961d70023
77 changed files with 12513 additions and 1871 deletions

View file

@ -0,0 +1,432 @@
using System.Numerics;
using AcDream.App.Rendering.Vfx;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using AcDream.Core.World;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
namespace AcDream.App.Rendering;
/// <summary>
/// Ports retail's separate <c>CPhysics::static_animating_objects</c> workset
/// (<c>CPhysics::UseTime</c> 0x00509950 and
/// <c>CPhysicsObj::animate_static_object</c> 0x00513DF0). Membership is
/// Setup/state-driven: any physics-Static object with Setup.DefaultAnimation
/// enters, whether DAT-hydrated or server-created, and leaves with its logical
/// resource lifetime. Setup default installation itself is unconditional and
/// belongs to PartArray construction; this class owns only the Static workset.
/// </summary>
internal sealed class RetailStaticAnimatingObjectScheduler
{
private const double FrameEpsilon = 0.000199999995;
private const float MaximumElapsed = 2f;
private sealed class Owner
{
public required WorldEntity Entity;
public required Setup Setup;
public required AnimationSequencer? Sequencer;
public required uint[] PartGfxIds;
public required IReadOnlyDictionary<uint, uint>?[] SurfaceOverrides;
public required bool[] PartAvailable;
public PhysicsBody? Body;
public AnimationSequencer? PendingProcessHooks;
public ulong PendingResidencyVersion;
public IReadOnlyList<PartTransform>? PreparedLivePartFrames;
public double ElapsedSinceUpdate;
public readonly Frame RootFrameScratch = new();
public readonly List<MeshRef> MeshRefs = new();
public readonly List<Matrix4x4> PartPoses = new();
}
private readonly IAnimationLoader _animationLoader;
private readonly Action<uint, AnimationSequencer> _captureHooks;
private readonly Action<WorldEntity, IReadOnlyList<Matrix4x4>, IReadOnlyList<bool>>
_publishPartPoses;
private readonly Func<WorldEntity, bool> _isResident;
private readonly Action<WorldEntity, PhysicsBody> _commitLiveRoot;
private readonly Func<WorldEntity, ulong> _residencyVersion;
private readonly Dictionary<uint, Owner> _owners = new();
private readonly List<Owner> _snapshot = new();
private readonly List<Owner> _hookSnapshot = new();
public RetailStaticAnimatingObjectScheduler(
IAnimationLoader animationLoader,
Action<uint, AnimationSequencer> captureHooks,
Action<WorldEntity, IReadOnlyList<Matrix4x4>, IReadOnlyList<bool>> publishPartPoses,
Func<WorldEntity, bool>? isResident = null,
Action<WorldEntity, PhysicsBody>? commitLiveRoot = null,
Func<WorldEntity, ulong>? residencyVersion = null)
{
_animationLoader = animationLoader
?? throw new ArgumentNullException(nameof(animationLoader));
_captureHooks = captureHooks
?? throw new ArgumentNullException(nameof(captureHooks));
_publishPartPoses = publishPartPoses
?? throw new ArgumentNullException(nameof(publishPartPoses));
_isResident = isResident ?? (_ => true);
_commitLiveRoot = commitLiveRoot ?? ((_, _) => { });
_residencyVersion = residencyVersion ?? (_ => 0UL);
}
internal int Count => _owners.Count;
public void Register(WorldEntity entity, ScriptActivationInfo info)
{
ArgumentNullException.ThrowIfNull(entity);
ArgumentNullException.ThrowIfNull(info);
if (!info.UsesStaticAnimationWorkset
|| info.Setup is not { } setup
|| info.DefaultAnimationId == 0)
{
return;
}
if (_owners.TryGetValue(entity.Id, out Owner? retained))
{
if (ReferenceEquals(retained.Entity, entity))
return;
throw new InvalidOperationException(
$"DAT-static animation owner 0x{entity.Id:X8} is already registered.");
}
// A live CPhysicsObj already owns its canonical PartArray through
// AnimatedEntity. Resource registration occurs before that App owner
// is constructed, so retain a pending workset member and bind the
// exact sequencer later. DAT-only statics have no live owner and may
// construct their PartArray here.
AnimationSequencer? sequencer = null;
if (entity.ServerGuid == 0)
{
sequencer = new AnimationSequencer(
setup,
new MotionTable(),
_animationLoader);
if (!sequencer.HasCurrentNode)
return;
}
int partCount = setup.Parts.Count;
uint[] gfxIds = BuildPartGfxIds(setup, entity);
bool[] available = new bool[partCount];
if (info.PartAvailability is { } supplied)
{
for (int i = 0; i < partCount && i < supplied.Count; i++)
available[i] = supplied[i];
}
var surfaces = MatchSurfaceOverrides(entity, gfxIds, available);
_owners.Add(entity.Id, new Owner
{
Entity = entity,
Setup = setup,
Sequencer = sequencer,
PartGfxIds = gfxIds,
SurfaceOverrides = surfaces,
PartAvailable = available,
});
}
/// <summary>
/// Completes a live Physics-Static registration with the same sequencer
/// and body owned by the canonical live entity.
/// Retail's static workset stores a <c>CPhysicsObj*</c>; it never clones a
/// second PartArray for this alternate scheduling path.
/// </summary>
public bool BindLiveOwner(
WorldEntity entity,
AnimationSequencer sequencer,
PhysicsBody body)
{
ArgumentNullException.ThrowIfNull(entity);
ArgumentNullException.ThrowIfNull(sequencer);
ArgumentNullException.ThrowIfNull(body);
if (!_owners.TryGetValue(entity.Id, out Owner? owner))
return false;
if (!ReferenceEquals(owner.Entity, entity) || entity.ServerGuid == 0)
{
throw new InvalidOperationException(
$"Static animation owner 0x{entity.Id:X8} does not match this live incarnation.");
}
if (!sequencer.HasCurrentNode)
return false;
owner.Sequencer = sequencer;
owner.Body = body;
return true;
}
/// <summary>
/// Transfers the current live PartArray result to GameWindow's canonical
/// appearance composer. The scheduler owns timing; AnimatedEntity remains
/// the single owner of mesh identity, overrides, and appearance rebinding.
/// </summary>
public bool TryTakeLivePartFrames(
uint ownerId,
out IReadOnlyList<PartTransform> frames)
{
if (_owners.TryGetValue(ownerId, out Owner? owner)
&& owner.Entity.ServerGuid != 0
&& owner.PreparedLivePartFrames is { } prepared
&& IsResidentAtVersion(owner, owner.PendingResidencyVersion))
{
owner.PreparedLivePartFrames = null;
frames = prepared;
return true;
}
if (_owners.TryGetValue(ownerId, out owner))
InvalidatePending(owner);
frames = Array.Empty<PartTransform>();
return false;
}
public void Unregister(uint ownerId) => _owners.Remove(ownerId);
public void CopyAnimatedEntityIdsTo(HashSet<uint> destination)
{
ArgumentNullException.ThrowIfNull(destination);
foreach ((uint ownerId, Owner owner) in _owners)
{
if (owner.Sequencer is not null)
destination.Add(ownerId);
}
}
public void Tick(float elapsedSeconds)
{
if (!float.IsFinite(elapsedSeconds)
|| elapsedSeconds <= 0f
|| _owners.Count == 0)
{
return;
}
_snapshot.Clear();
_snapshot.AddRange(_owners.Values);
foreach (Owner owner in _snapshot)
{
if (!_owners.TryGetValue(owner.Entity.Id, out Owner? current)
|| !ReferenceEquals(current, owner)
|| owner.Sequencer is not { } sequencer)
{
continue;
}
owner.ElapsedSinceUpdate += elapsedSeconds;
if (!_isResident(owner.Entity))
{
InvalidatePending(owner);
// animate_static_object returns before touching update_time
// while cell == null. A short leave-world interval therefore
// catches up on re-entry; a long one is discarded by the
// retail two-second guard below.
continue;
}
ulong residencyVersion = _residencyVersion(owner.Entity);
double ownerElapsed = owner.ElapsedSinceUpdate;
owner.ElapsedSinceUpdate = 0d;
if (ownerElapsed <= FrameEpsilon
|| ownerElapsed > MaximumElapsed)
{
continue;
}
IReadOnlyList<PartTransform> frames = sequencer.Advance(
(float)ownerElapsed);
if (owner.Body is { } body)
{
// CPhysicsObj::animate_static_object 0x00513DF0 passes the
// stored omega vector directly to Frame::grotate after the
// PartArray update. Unlike UpdatePhysicsInternal, this odd
// static branch does not multiply omega by elapsed time.
Quaternion previousOrientation = body.Orientation;
owner.RootFrameScratch.Origin = body.Position;
owner.RootFrameScratch.Orientation = previousOrientation;
FrameOps.GRotate(owner.RootFrameScratch, body.Omega);
body.SetFrameInCurrentCell(
body.Position,
owner.RootFrameScratch.Orientation);
owner.Entity.Rotation = body.Orientation;
// animate_static_object rotates the root before
// UpdatePartsInternal/UpdateChildrenInternal. Commit every
// root consumer (collision shadows and effect anchors) at
// that same boundary; a rendered-only rotation leaves the
// canonical CPhysicsObj split across two orientations.
// The common case is a zero omega. Do not turn that no-op
// into a per-frame ShadowObjectRegistry reflood; only a real
// root change has canonical consumers to commit.
if (body.Orientation != previousOrientation)
{
_commitLiveRoot(owner.Entity, body);
if (!_owners.TryGetValue(owner.Entity.Id, out current)
|| !ReferenceEquals(current, owner)
|| !IsResidentAtVersion(owner, residencyVersion))
{
InvalidatePending(owner);
continue;
}
}
}
if (!IsResidentAtVersion(owner, residencyVersion))
{
InvalidatePending(owner);
continue;
}
if (owner.Entity.ServerGuid != 0)
{
owner.PreparedLivePartFrames = frames;
}
else
{
Compose(owner, frames);
_publishPartPoses(owner.Entity, owner.PartPoses, owner.PartAvailable);
if (!_owners.TryGetValue(owner.Entity.Id, out current)
|| !ReferenceEquals(current, owner)
|| !IsResidentAtVersion(owner, residencyVersion))
{
InvalidatePending(owner);
continue;
}
}
// animate_static_object runs process_hooks only after the root,
// parts, and attached children have their final transforms. Live
// part/child publication occurs outside this owner, so retain the
// exact PartArray and let GameWindow call ProcessHooks at that
// later boundary instead of completing AnimationDone here.
owner.PendingProcessHooks = sequencer;
owner.PendingResidencyVersion = residencyVersion;
}
}
/// <summary>
/// Runs the static workset's retail <c>process_hooks</c> tail after final
/// root, part, and child pose publication. Presentation hooks remain in
/// the shared frame queue until its normal drain.
/// </summary>
public void ProcessHooks()
{
_hookSnapshot.Clear();
foreach (Owner owner in _owners.Values)
{
if (owner.PendingProcessHooks is not null)
_hookSnapshot.Add(owner);
}
foreach (Owner owner in _hookSnapshot)
{
if (!_owners.TryGetValue(owner.Entity.Id, out Owner? current)
|| !ReferenceEquals(current, owner)
|| owner.PendingProcessHooks is not { } sequencer
|| !ReferenceEquals(owner.Sequencer, sequencer)
|| !IsResidentAtVersion(owner, owner.PendingResidencyVersion))
{
InvalidatePending(owner);
continue;
}
// Clear before the callback: hook delivery may unregister or
// replace the owner, and a nested caller must not replay this tail.
owner.PendingProcessHooks = null;
_captureHooks(owner.Entity.Id, sequencer);
}
}
private bool IsResidentAtVersion(Owner owner, ulong version) =>
_isResident(owner.Entity)
&& _residencyVersion(owner.Entity) == version;
private static void InvalidatePending(Owner owner)
{
owner.PreparedLivePartFrames = null;
owner.PendingProcessHooks = null;
owner.PendingResidencyVersion = 0UL;
}
private static void Compose(Owner owner, IReadOnlyList<PartTransform> frames)
{
owner.MeshRefs.Clear();
owner.PartPoses.Clear();
Matrix4x4 objectScale = owner.Entity.Scale == 1f
? Matrix4x4.Identity
: Matrix4x4.CreateScale(owner.Entity.Scale);
int partCount = owner.Setup.Parts.Count;
for (int i = 0; i < partCount; i++)
{
Vector3 origin = i < frames.Count ? frames[i].Origin : Vector3.Zero;
Quaternion orientation = i < frames.Count
? frames[i].Orientation
: Quaternion.Identity;
Vector3 defaultScale = i < owner.Setup.DefaultScale.Count
? owner.Setup.DefaultScale[i]
: Vector3.One;
Matrix4x4 visual =
Matrix4x4.CreateScale(defaultScale)
* Matrix4x4.CreateFromQuaternion(orientation)
* Matrix4x4.CreateTranslation(origin);
if (owner.Entity.Scale != 1f)
visual *= objectScale;
owner.PartPoses.Add(
Matrix4x4.CreateFromQuaternion(orientation)
* Matrix4x4.CreateTranslation(origin * owner.Entity.Scale));
if (!owner.PartAvailable[i])
continue;
owner.MeshRefs.Add(new MeshRef(owner.PartGfxIds[i], visual)
{
SurfaceOverrides = owner.SurfaceOverrides[i],
});
}
owner.Entity.MeshRefs = owner.MeshRefs;
owner.Entity.SetIndexedPartPoses(owner.PartPoses, owner.PartAvailable);
}
private static uint[] BuildPartGfxIds(Setup setup, WorldEntity entity)
{
var result = new uint[setup.Parts.Count];
for (int i = 0; i < result.Length; i++)
result[i] = (uint)setup.Parts[i];
foreach (PartOverride replacement in entity.PartOverrides)
{
if (replacement.PartIndex < result.Length)
result[replacement.PartIndex] = replacement.GfxObjId;
}
return result;
}
private static IReadOnlyDictionary<uint, uint>?[] MatchSurfaceOverrides(
WorldEntity entity,
uint[] gfxIds,
bool[] available)
{
var result = new IReadOnlyDictionary<uint, uint>?[gfxIds.Length];
var consumed = new bool[entity.MeshRefs.Count];
for (int partIndex = 0; partIndex < gfxIds.Length; partIndex++)
{
for (int meshIndex = 0; meshIndex < entity.MeshRefs.Count; meshIndex++)
{
if (consumed[meshIndex]
|| entity.MeshRefs[meshIndex].GfxObjId != gfxIds[partIndex])
{
continue;
}
consumed[meshIndex] = true;
available[partIndex] = true;
result[partIndex] = entity.MeshRefs[meshIndex].SurfaceOverrides;
break;
}
}
return result;
}
}