Code review on T13-T16 bundle (commits fb10c3f/aff35d2/b8d80fe/c4fd373/31d312a)
flagged 3 Important + 2 test-coverage gaps. Apply all 5:
Important #1: GpuWorldState.AddEntitiesToExistingLandblock didn't
canonicalize landblockId. Streaming callers always pass canonical
0xAAAA0xFFFF ids, but the public API silently key-missed for callers
that mirror AppendLiveEntity's cell-resolved-id pattern. Both new
methods now canonicalize the id on entry.
Important #2: RemoveEntitiesFromLandblock asymmetry with RemoveLandblock
re: persistent-entity rescue. Documented as intentional — demote-tier
entities are atlas-tier only (procedural scenery, dat-static stabs/
buildings; never ServerGuid != 0); the local player and live server
spawns live in their LB via RelocateEntity per frame and aren't
affected by atlas-layer demote.
Important #3: StreamingController.NearRadius / FarRadius were { get; set; }
but mutating them after the first Tick is a no-op (StreamingRegion
snapshots the values). Switched to { get; } only with XML doc warning.
Test gap #1: ToDemote routing through Tick — added test that walks
the player past hysteresis and asserts entities drop while terrain
stays.
Test gap #2: Promoted result routing through Tick — added test that
enqueues a Promoted and asserts AddEntitiesToExistingLandblock fires.
Deferred Minor: dead _streamingRadius write + style consistency on
fully-qualified IReadOnlyList — non-load-bearing, can roll into a later
cleanup.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Replaces the single-radius Tick with a two-tier model that consumes
StreamingRegion's TwoTierDiff (5-list) and routes to the appropriate
JobKind:
- ToLoadFar -> _enqueueLoad(id, LoadFar)
- ToLoadNear -> _enqueueLoad(id, LoadNear)
- ToPromote -> _enqueueLoad(id, PromoteToNear)
- ToDemote -> _state.RemoveEntitiesFromLandblock(id) on render thread
- ToUnload -> _enqueueUnload(id)
Drain switch handles Loaded (terrain + entity layer), Promoted (entity
layer only -- terrain already loaded), Unloaded, Failed, WorkerCrashed.
Constructor signature: nearRadius/farRadius separate ints. Old single-
radius ctor removed; existing single-radius tests updated to pass
nearRadius=farRadius for backward-compat coverage.
GameWindow's enqueueLoad lambda updated from (id =>...) to (id, kind) =>
to match new Action<uint, LandblockStreamJobKind> signature; radius: arg
renamed to nearRadius:/farRadius: (both set to _streamingRadius until T16
wires the full two-tier env-var parsing).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Replaces the T7-temporary default! MeshData placeholder. Streamer
now takes Func<uint, LoadedLandblock?, LandblockMeshData?> at
construction; the worker calls it after _loadLandblock succeeds and
passes the pre-built mesh into LandblockStreamResult.Loaded.
GameWindow's buildMeshOrNull factory takes the already-loaded
LoadedLandblock (lb.Heightmap is the LandBlock dat object), so no
additional dat read is needed — _heightTable and _blendCtx are
read-only after init, _surfaceCache is ConcurrentDictionary (T9).
Zero dat lock needed inside the mesh-build closure.
StreamingController._applyTerrain delegate signature widened to
Action<LoadedLandblock, LandblockMeshData> so the pre-built mesh
flows render-thread-side via the Loaded result. ApplyLoadedTerrainLocked
now accepts meshData and calls _terrain.AddLandblock directly, skipping
the per-frame LandblockMesh.Build that previously ran on the render
thread (~5ms per LB at radius=12 first traversal).
StreamingControllerTests updated: all four applyTerrain lambdas
adapted to the two-arg Action signature.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Code review on commits 295bce9/a0741bd/4be392b flagged 1 Important + 3
Minor issues. Apply the actionable two:
Important: 6 sites in GameWindow.cs (lines 3900, 4017-4024, 4138, 4270,
4315) wrote entity.Position = X directly, bypassing T8's SetPosition
mutator and therefore never marking AabbDirty. When T18 lands the
dispatcher's "if AabbDirty refresh" cull gate, these direct writes
would silently leave AABB stale (frustum culls dynamic entities at
their previous positions). Migrated all 6 sites to SetPosition().
Minor: Added a silent case LandblockStreamResult.Promoted arm in
StreamingController.Tick with a TODO(A.5 T13) marker. Today the
streamer never produces Promoted, so the arm is unreachable; the
explicit case prevents a future reader from wondering why the case
is missing.
Deferred Minor: surfaceCache thread-safety XML doc comment + style
consistency on System.Collections.Generic using directive — non-
load-bearing cosmetic.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds the first-tick bootstrap diff: ToLoadNear for the (2*near+1)^2 inner
window, ToLoadFar for the outer annulus up to FarRadius. Uses Chebyshev
distance, matching existing Recenter convention.
Also renames the single-tier RecenterTo → RecenterToSingleTier to free
the canonical name for the upcoming two-tier overload (T5). Updates
StreamingRegionTests and StreamingController to call the renamed method.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Populates the collision engine with TerrainSurface + CellSurface
entries when landblocks stream in, removes them when they stream
out. CellSurface vertices are transformed from cell-local to world
space using EnvCell.Position orientation + origin.
Phase B.2 (player movement mode) will call PhysicsEngine.Resolve()
to get collision-validated positions before sending them to the
server.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
The previous fix in f792931 set MaxCompletionsPerFrame to int.MaxValue
on the theory that synchronous loading made the cap pointless. That
ignored the GPU upload cost: applying 25 landblocks in one Tick
allocates ~25 terrain VBOs + hundreds of entity GfxObj sub-mesh VBOs
+ all unique texture uploads in a single frame, which observably
crashes with OutOfMemoryException on the first frame after login.
The pending-spawn list (also added in f792931) is what actually
fixes the spawn-drop bug — it makes the cap safe by parking
late-arriving spawns until their landblock loads. With both fixes:
- Cap=4 spreads the 25-landblock first-frame load over ~7 frames
(~116ms at 60fps, below human perception)
- Spawns for the 21 not-yet-loaded landblocks land in pending and
back-fill as each one arrives over the next 6 frames
- No data lost, no OOM
219 tests still green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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>
Called once per frame from OnUpdate. Owns a StreamingRegion and uses
delegates into LandblockStreamer + a terrain-apply callback so unit
tests can inject fakes. Handles first-tick bootstrap (whole window
loads), boundary recenter (diff against previous center), and
drain completions (up to N per frame to cap GPU upload spikes).
4 new tests, all green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>