refactor(render): one group-creation seam, required foliage key field, first-frame wind snap (Campaign VM VM6 review 3)

Narrow re-review of a82959f1: APPROVE, with follow-ups. All items landed.

N2 (structural): (a) extracted the ONE shared InstanceGroup-from-key
construction seam, WbDrawDispatcher.CreateGroupFromKey(key, registration,
frame) — before this there were two near-identical `new InstanceGroup
{ ... }` initializers (GetOrCreateInstanceGroup and GetOrCreatePackedGroup)
that had already drifted once (the round-2 F1 bug). Both routes call it now;
CreateGroupFromKey's own `new()` is the only production InstanceGroup
construction site repo-wide, same precedent as AppendPackedInstance. (b)
GroupKey.FoliageFlags lost its `= 0u` default and moved before CullMode in
the declaration (CullMode keeps its default, C# requires optional params to
trail required ones), so a `new GroupKey(...)` that omits it is a compile
error. Fixed every real construction site the reorder/requirement touched:
the 2 production sites, ToKey (a reconstruction from InstanceGroup the
review didn't count but the reorder broke), and 5 test sites (one more than
the review's "4" — InstanceGroupClearTests had a second, implicit
target-typed `MakeKey` factory the original count missed). Verified by a
full solution build.

N1: added CreateGroupFromKey_CopiesFoliageFlagsFromTheKey
(InstanceGroupClearTests) — a key carrying FoliageFlags 0x2 in, the created
group's FoliageFlags 0x2 out. That test plus N2b's required field are what
actually guard the round-2 F1 blocker; reworded PackedDispatcherOracleTests'
existing test comment to say what IT proves (the classification-to-
BuildIndirectArrays-to-BatchData.flags path), not that it guards the
classifier.

N3: corrected the plan's round-2 paragraph — folding FoliageFlags into the
G2/G3 digest is correct and symmetric, but CompareClassifiedOutput only
runs from RenderScenePViewFrameProductController.BuildAndCompare, which has
no production caller anywhere in src/AcDream.App/, and both of
RenderScenePViewFrameProductTests's own callers construct the controller
without the optional dispatcher argument — so the fold catches nothing
until that oracle is wired to an actual caller.

N4: the plan's F6 note now names both classification caches — the classic
route's EntityClassificationCache.EntityCacheEntry (self-heals per entity
on its own next eviction) and the packed route's
PackedProjectionClassificationEntry/PackedClassifiedBatch.Key
(PackedProjectionClassificationCache.BeginFrame clears its entire cache in
one shot on a RenderSceneGeneration change) — and notes neither mechanism
is keyed to a pack switch specifically.

N5: deleted the now-unused single-generic ComputeEntityHasCutoutSubset<T>
overload; its 4 test call sites now use the two-generic, zero-alloc
overload with an unused int context and a static (_, value) => value
lambda, so there is exactly one ComputeEntityHasCutoutSubset to keep
correct.

A6 (reviewer-filed): ResolveFoliageWind's _windMean/_windGust started at 0
and always eased toward the weather target by clock delta, with no
distinction for a graph's first-ever advance. A pinned clock
(ACDREAM_SKY_PHASE_SECONDS, the offline pixel gate's determinism pin) never
advances between calls, so the wind reached only whatever fraction the
first (1-second-clamped) step produced and sat there forever; live, the
first 10 s after a graph is constructed (pack selection / login) spun up
from dead calm even though the weather already IS what it is. Fixed at the
root: the first advance (_windFrameSerial == -1, the constructor sentinel)
now snaps _windMean/_windGust straight to the target; every later advance
eases over WeatherSystem.TransitionSeconds exactly as before. Added a
SetWindClockSecondsOverrideForTesting seam (_windClockSecondsOverride is no
longer readonly) so a hermetic test can advance the pinned clock by an
exact amount between two resolves without a real-time Thread.Sleep; two new
tests prove the first-advance snap is exact and a second advance still
eases at the normal rate. The three existing indoor/wind-disabled/amplitude
gate tests pass unchanged.

Verify: Release build 0 warnings/0 errors. App hermetic-lane filter
6,046/0 failed. Core.Tests 4,695/0 failed. Full hermetic-filtered solution:
15,274/0 failed across 15 projects.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-23 03:03:56 +02:00
parent a82959f1b7
commit fccba8390d
12 changed files with 347 additions and 141 deletions

View file

@ -184,7 +184,7 @@ internal sealed class AtmosphericPostProcessGraph :
// frame (see D2/D4 — the shadow must move with the leaf).
private readonly FoliageWindSettings _foliageWind;
private readonly IReadOnlySet<uint> _foliageWindExclusions;
private readonly float? _windClockSecondsOverride;
private float? _windClockSecondsOverride;
private readonly System.Diagnostics.Stopwatch _windClock =
System.Diagnostics.Stopwatch.StartNew();
private long _windFrameSerial = -1;
@ -545,6 +545,26 @@ internal sealed class AtmosphericPostProcessGraph :
/// cell transition reads exactly zero on the very next frame, and
/// resuming outdoors/enabled picks the smoothed state back up without a
/// spin-up glitch.</para>
///
/// <para><b>The first advance.</b> Review fix round 3 (A6): the very
/// first advance for a graph instance (<see cref="_windFrameSerial"/>
/// still its <c>-1</c> constructor sentinel) SNAPS <see cref="_windMean"/>/
/// <see cref="_windGust"/> straight to that frame's target instead of
/// easing toward it — there is no previous state to ease FROM. Without
/// this, two things went wrong: (1) a pinned clock
/// (<c>ACDREAM_SKY_PHASE_SECONDS</c>, the determinism pin the offline
/// pixel gate uses) never advances between frames, so
/// <c>deltaSeconds</c> is 0 on every call AFTER the first — the wind
/// would ease only once, by whatever the first call's clamped
/// <c>deltaSeconds</c> happened to be (up to the 1 s clamp, ~10% of the
/// way at the 10 s transition rate), then sit there forever, so every
/// offline capture under-represented the motion; (2) live, the first
/// 10 s after this graph is constructed (pack selection / login) spun
/// up from dead calm even though the weather already IS what it is —
/// there was no "previous frame" to have been easing from. Every
/// advance AFTER the first still eases over
/// <see cref="AcDream.Core.World.WeatherSystem.TransitionSeconds"/>
/// exactly as before; only the very first one is exact.</para>
/// </summary>
private (Vector4 ClockWind, Vector4 WindAmplitude) ResolveFoliageWind(
long frameSerial,
@ -555,26 +575,44 @@ internal sealed class AtmosphericPostProcessGraph :
?? (float)_windClock.Elapsed.TotalSeconds;
if (_windFrameSerial != frameSerial)
{
float deltaSeconds = Math.Clamp(
clockSeconds - _windLastAdvanceClockSeconds,
0f,
1f);
(float targetMean, float targetGust) = RenderPackAtmospherePolicyEvaluation
.FoliageWind(
Descriptor.AtmospherePolicy?.FoliageWindByWeather,
weather);
targetMean *= _foliageWind.Strength;
targetGust *= _foliageWind.Strength;
_windMean = RenderPackAtmospherePolicyEvaluation.EaseTowardTarget(
_windMean,
targetMean,
deltaSeconds,
AcDream.Core.World.WeatherSystem.TransitionSeconds);
_windGust = RenderPackAtmospherePolicyEvaluation.EaseTowardTarget(
_windGust,
targetGust,
deltaSeconds,
AcDream.Core.World.WeatherSystem.TransitionSeconds);
// Review fix round 3 (A6): _windFrameSerial's constructor
// sentinel (-1) means this is the FIRST advance this graph
// instance has ever done — there is no previous _windMean/
// _windGust state to ease FROM, so snap straight to the target
// instead of computing a deltaSeconds-based ease step. See this
// method's "The first advance" doc paragraph for the two
// concrete symptoms this fixes (a pinned clock's permanent
// near-zero wind, and live's dead-calm spin-up on construction).
if (_windFrameSerial == -1)
{
_windMean = targetMean;
_windGust = targetGust;
}
else
{
float deltaSeconds = Math.Clamp(
clockSeconds - _windLastAdvanceClockSeconds,
0f,
1f);
_windMean = RenderPackAtmospherePolicyEvaluation.EaseTowardTarget(
_windMean,
targetMean,
deltaSeconds,
AcDream.Core.World.WeatherSystem.TransitionSeconds);
_windGust = RenderPackAtmospherePolicyEvaluation.EaseTowardTarget(
_windGust,
targetGust,
deltaSeconds,
AcDream.Core.World.WeatherSystem.TransitionSeconds);
}
_windClockSeconds = clockSeconds;
_windLastAdvanceClockSeconds = clockSeconds;
_windFrameSerial = frameSerial;
@ -595,6 +633,20 @@ internal sealed class AtmosphericPostProcessGraph :
return (clockWind, windAmplitude);
}
/// <summary>
/// Campaign VM VM6 review fix round 3 (A6 test support, N1-adjacent):
/// <see cref="_windClockSecondsOverride"/> is normally fixed for a
/// graph's whole lifetime (constructor-supplied, from
/// <c>ACDREAM_SKY_PHASE_SECONDS</c>) — production never changes it
/// mid-session. This lets a hermetic test advance the pinned clock by
/// an EXACT, deterministic amount between two resolves (proving
/// <see cref="ResolveFoliageWind"/>'s ease-after-the-first-advance
/// behavior) without a real-time <c>Thread.Sleep</c> or a flaky
/// tolerance window. Test-only: nothing in production calls this.
/// </summary>
internal void SetWindClockSecondsOverrideForTesting(float seconds) =>
_windClockSecondsOverride = seconds;
public IGpuRenderTarget PrepareWorldTarget(
int width,
int height,