Commit graph

7 commits

Author SHA1 Message Date
Erik
08e309c357 fix(streaming): relocate player entity to current landblock every frame
TWO root causes for "character disappears when walking far":

1. MarkPersistent stored SERVER GUID but RemoveLandblock checked LOCAL
   entity.Id — different namespaces, never matched. Fixed by adding
   WorldEntity.ServerGuid field and checking it in RemoveLandblock.

2. Even with rescue working, the player entity stays in its SPAWN
   landblock's entity list forever. When the player walks to a new
   landblock and the spawn landblock gets frustum-culled, the entity
   disappears because neverCullLandblockId is computed from the
   player's current position (new landblock) but the entity is stored
   in the old landblock.

   Fixed by calling GpuWorldState.RelocateEntity every frame in the
   player-mode update loop. This moves the entity from whatever
   landblock it's currently in to the one matching its actual position.
   The scan is O(entities) but only runs for one entity per frame.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 15:28:32 +02:00
Erik
c32cef7e87 fix(streaming): player entity no longer disappears on landblock unload
ROOT CAUSE: MarkPersistent(chosen.Id) stored the SERVER GUID (e.g.
0x5000000A) but RemoveLandblock checked entity.Id which is the LOCAL
sequential counter (e.g. 42). Different number spaces → never matched
→ persistent rescue never triggered → player entity lost on unload.

Fix:
- Added WorldEntity.ServerGuid field (0 for dat-hydrated scenery)
- Live entity spawn sets ServerGuid = spawn.Guid
- RemoveLandblock checks entity.ServerGuid against _persistentGuids
- MarkPersistent still stores the server GUID (correct)

This bug has been reported across multiple sessions as "character
disappears when walking far." The neverCullLandblockId fix only
prevented frustum culling but didn't prevent the entity from being
removed from the render list entirely.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 15:04:46 +02:00
Erik
41013ce3e3 fix(core+app): Phase B.3 — Setup.StepUpHeight + scenery road exclusion
Four targeted fixes for user-reported movement/visual bugs:

1. Player entity disappearing: GpuWorldState now supports persistent
   entities (MarkPersistent/DrainRescued). The player character survives
   landblock unloads and gets re-injected into the streaming window at
   the current center landblock.

2. Feet sinking into terrain: +0.15 Z bias in PlayerMovementController
   keeps the character model above terrain z-fighting edge cases.

3. Camera after portal teleport: ChaseCamera.Update now called
   immediately after teleport snap so the camera recenters on the new
   position instead of lingering at the pre-teleport location.

4. Scenery on roads: SceneryGenerator now checks road status at the
   final displaced position (not just the origin vertex), catching
   objects that drift from non-road vertices onto road cells.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 18:56:45 +02:00
Erik
3c9fc63af7 feat(app): Phase A.2 — wire frustum culling into terrain + static-mesh renderers
Per-landblock AABB culling against the view frustum. Each loaded
landblock has a 192×192 XY footprint + a Z range derived from the
terrain vertex min/max (padded +50 above / -10 below for entities
on top and basements). One AABB test per landblock per frame;
landblocks fully outside the frustum skip ALL their terrain draws
and entity draws (both opaque and translucent passes).

GpuWorldState gains SetLandblockAabb + LandblockEntries (per-landblock
iteration with AABB data). TerrainRenderer.Draw and
StaticMeshRenderer.Draw both accept an optional FrustumPlanes and
skip culled landblocks. GameWindow.OnRender extracts FrustumPlanes
from camera.View * camera.Projection and passes to both.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 08:53:18 +02:00
Erik
f792931d21 fix(app): Phase A.1 — pending-spawn list in GpuWorldState (proper fix)
Fifth and final Phase A.1 hotfix. Replaces the previous "drop on
miss" semantics in GpuWorldState.AppendLiveEntity with a per-landblock
pending bucket that survives the race where a CreateObject arrives
before its landblock has been streamed in.

Root cause:
The post-login spawn flood (40+ NPCs/items) drains in a single
WorldSession.Tick() call. The synchronous streamer enqueues all 25
visible-window landblocks in one shot but StreamingController.Tick
was capped at MaxCompletionsPerFrame=4, so only 4 landblocks landed
in GpuWorldState on the first frame. The center landblock 0xA9B4FFFF
may or may not have been in those first 4 (HashSet iteration order
is undefined). Spawns whose target landblock wasn't yet loaded were
silently dropped by AppendLiveEntity. Re-ordering the OnUpdate
(streaming first, live second) didn't fix it because the cap still
limited to 4 per frame; spawns for landblocks #5+ kept dropping
until the queue drained, by which point the spawn flood was over.

The reordering was correct but insufficient. The cap was a relic of
the original async streamer design (limit GPU upload spikes per
frame). With the synchronous streamer there's no backlog to spread,
so the cap was pure latency for no benefit. Setting it to int.MaxValue
restores "drain everything you just enqueued" semantics.

The pending-spawn list is the *correct* architecture fix that makes
the system robust against any future ordering bug, not just the cap:
- AppendLiveEntity for an unloaded landblock parks the entity in a
  per-landblock pending bucket instead of dropping it.
- AddLandblock drains pending entries for its landblock and merges
  them into the loaded record before storing.
- RemoveLandblock drops pending entries for the same landblock —
  if the player moved away, the spawns are no longer relevant; the
  server resends them via CreateObject when the player returns.

Diagnostic counter PendingLiveEntityCount exposes the bucket size
so future regressions are visible without spelunking.

7 new GpuWorldStateTests pin the contract:
- AppendLiveEntity_LandblockAlreadyLoaded_AppendsImmediately
- AppendLiveEntity_LandblockNotLoaded_ParksInPending
- AddLandblock_DrainsPendingEntriesForThatLandblock
- AddLandblock_DoesNotDrainPendingForADifferentLandblock
- RemoveLandblock_DropsPendingForThatLandblock
- RemoveLandblock_LoadedThenRemoved_DropsItsEntities
- IsLoaded_ReturnsTrueForLoaded_FalseForPendingOnly

Also removes the diagnostic Console.WriteLine I added in the previous
debugging round and the old LiveAppendsResolved/Dropped counters that
were never read by anyone.

219 tests green (212 + 7 new).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 23:19:40 +02:00
Erik
8941447204 fix(app): Phase A.1 — canonicalize live spawn landblockId in AppendLiveEntity
After the 0xFFFF terminator fix in f83a8c1, terrain renders correctly
but live NPCs and weenies disappeared. Root cause: the server's
ServerPosition.LandblockId is in cell-resolved form (0xAAAA00CC where
the low 16 bits are the cell index within the landblock), but the
streaming system stores landblocks in GpuWorldState keyed by their
canonical 0xAAAAFFFF form. AppendLiveEntity was passing the raw
server id straight into the dict TryGetValue, missing every time, and
silently dropping the spawn.

Fix: canonicalize at the GpuWorldState boundary by masking with
(0xFFFF0000u | 0xFFFFu). The XML doc on the method explains the two
forms so future callers don't have to guess. Calling code stays
unchanged.

212 tests green.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 23:10:18 +02:00
Erik
6b70b1201d feat(app): Phase A.1 — GpuWorldState render-thread entity registry
Replaces GameWindow._entities flat list with a per-landblock dict
keyed by landblock id. The flat entity view is rebuilt on add/remove
so the renderer keeps its simple "iterate Entities" loop. Also
provides AppendLiveEntity for the CreateObject path that spawns
entities into an already-loaded landblock after hydration.

Not thread-safe — all mutation is render-thread only.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 22:24:26 +02:00