Phase 2 diagnostic chain identified the EXACT cause of 26/123 Holtburg
cells silently failing in WB's PrepareEnvCellMeshData:
ArgumentOutOfRangeException thrown from Setup.Unpack inside
DatReaderWriter when WB calls TryGet<Setup>(stab.Id, ...) on a stab id
whose prefix is GfxObj (0x01xxxxxx), not Setup (0x02xxxxxx).
DatReaderWriter finds the file in Portal's tree (GfxObjs and Setups
share tree-lookups), attempts to parse GfxObj bytes as Setup format,
throws OOR. Exception bubbles to PrepareMeshData's outer try/catch
which silently swallows + returns null. Entire cell fails to upload.
This commit lands the diagnostic infrastructure that surfaced the bug:
- WbMeshAdapter: replaced NullLogger<ObjectMeshManager> with a small
Console-backed ConsoleErrorLogger<T> private class. Filters to
LogLevel.Error+. WB's existing _logger.LogError(ex, ...) at the
swallow site now writes [wb-error] lines with type + message + top 5
stack frames. Bridges WB's intentional log point to acdream's console.
- WbMeshAdapter: extended [indoor-upload] NULL_RESULT probe with
reader-divergence diagnostic (ourCellDb.TryGet, wbResolveId.Count,
wbSelectedType, wbDbIsPortal, wbDbTryGet<EnvCell>, hadRenderData).
Made it possible to rule out cache-hits and reader-divergence as
causes before identifying the real one.
- Cause report at docs/research/2026-05-19-indoor-cell-rendering-cause.md
documents the full chain: 55 ArgumentOutOfRangeException stack traces
captured in one launch, all from PrepareEnvCellMeshData line 1223.
The fix itself (1-line guard at WB's TryGet<Setup> call site) is applied
to references/WorldBuilder/.../ObjectMeshManager.cs — which is a git
submodule. Will be committed separately to the WB submodule after
visual verification.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase 2 Task 1's continuation logged [indoor-upload] NULL_RESULT
when WB's PrepareMeshDataAsync returned null. Extend the line to
include two cross-checks:
ourCellDb.TryGet=<bool> — acdream's DatCollection.Cell.TryGet<EnvCell>
wbResolveId.Count=<int> — WB's DefaultDatReaderWriter.ResolveId().Count
This narrows the cause among WB's null-return paths (ResolveId empty
vs TryGet<EnvCell> failure vs wrong type). Best-effort: both calls
wrapped in try/catch so diagnostic failures don't propagate.
Capture: 55 NULL_RESULTs across multiple landblocks ALL show
ourCellDb.TryGet=True + wbResolveId.Count=1. Both readers find the
cells in their indices, but WB's downstream PrepareMeshData logic
still returns null. Divergence is downstream of ResolveId.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase 1 confirmed 26/123 Holtburg cells silently fail in WB's
PrepareEnvCellMeshData / PrepareMeshData. WB's catch block at
ObjectMeshManager.cs:589 calls _logger.LogError(ex, ...) — but we
construct ObjectMeshManager with NullLogger, so the log is dropped.
Capture the Task from PrepareMeshDataAsync (previously fire-and-forget)
and attach a ContinueWith that, for EnvCell ids only when the probe
is on, logs:
[indoor-upload] FAILED cellId=0x... exception=<Type>: <Message>
stack=[<top 3 frames>]
[indoor-upload] NULL_RESULT cellId=0x...
Runs on ThreadPool — non-blocking. Zero cost when ProbeIndoorUploadEnabled
is off. AggregateException is unwrapped to InnerException for readability.
Stack truncated to top 3 frames.
Next: capture procedure, identify cause, target the fix.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Instruments WbMeshAdapter at two sites:
- IncrementRefCount: on first call for an EnvCell id (low 16 bits >=
0x0100), tag the id in _pendingEnvCellRequests and log
[indoor-upload] requested.
- Tick: when WB's StagedMeshData drains an ObjectMeshData whose
ObjectId matches a pending EnvCell, log [indoor-upload] completed
with parts count, EnvCellGeometry vertex count, and upload result.
Missing "completed" lines after "requested" identify hypothesis H1
(WB silently returns null from PrepareEnvCellMeshData).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Task 26 visual verification surfaced three bugs in the dispatcher.
Two are fixed here; the third is documented as a remaining issue.
1. WB's IncrementRefCount only bumps a usage counter — it does NOT
trigger mesh loading. Fixed in WbMeshAdapter.IncrementRefCount:
call PrepareMeshDataAsync(id, isSetup: false) on first registration.
Result auto-enqueues to _stagedMeshData (line 510 of WB's
ObjectMeshManager) which Tick() drains onto the GPU.
2. EntitySpawnAdapter never registered per-instance entity meshes
with WB. LandblockSpawnAdapter only registers atlas-tier
(ServerGuid == 0); per-instance entities fell through. Fixed by
adding optional IWbMeshAdapter constructor param + tracking unique
GfxObj ids per server-guid for IncrementRefCount on OnCreate /
DecrementRefCount on OnRemove.
3. WbDrawDispatcher.ResolveTexture used batch.SurfaceId which WB
never populates (line 1746 of ObjectMeshManager only sets
batch.Key — the TextureKey struct that has SurfaceId). Switched
to batch.Key.SurfaceId.
Plus diagnostic counters (ACDREAM_WB_DIAG=1) for entity-seen / drawn
/ mesh-missing / draws-issued counts.
Status: with these fixes the dispatcher now issues real draw calls
(~16K/frame, validated via diagnostic). However visual verification
shows characters appear "exploded" (parts spaced too far apart) and
scenery (trees/rocks/fences/buildings) does not appear. Root cause
analysis pending — Adjustment 7 in the plan documents the deferred
work. Flag stays default-off; legacy renderer remains the
production path.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
WbDrawDispatcher draws all entities through WB's ObjectRenderData
(VAO/VBO per GfxObj, per-batch IBO) using acdream's TextureCache for
texture resolution. Two-pass rendering (opaque+ClipMap, then
translucent) matching the existing InstancedMeshRenderer pattern.
Per-entity single-instance drawing for N.4 simplicity — true
instancing grouping deferred to N.6.
Atlas-tier entities: mesh from WB, texture from TextureCache via
batch SurfaceId. Per-instance-tier entities: AnimatedEntityState
drives part overrides + hidden-parts, palette/surface overrides
resolve through TextureCache's composite-key caches.
Side-table population (Task 23 folded in): WbMeshAdapter now takes
DatCollection and populates AcSurfaceMetadataTable on first
IncrementRefCount per GfxObj. The side-table provides TranslucencyKind
(critical for ClipMap alpha-test on vegetation) plus Luminosity,
Diffuse, SurfOpacity, NeedsUvRepeat, DisableFog for sky-pass and
lighting.
GameWindow wiring: when WbFoundationFlag is enabled, WbDrawDispatcher
draws everything and InstancedMeshRenderer is skipped. Flag-off path
is unchanged.
Matrix composition: restPose * animOverride * entityWorld, matching
the spec. Three MatrixCompositionTests verify the contract.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Without this, ObjectMeshManager.StagedMeshData and
OpenGLGraphicsDevice._glThreadQueue grow unbounded as background
workers prep mesh data + queue GL actions. Visual stress test of
flag-on at radius 7 showed real FPS drop and rising frame latency
from this leak.
Tick() drains both queues:
1. _graphicsDevice.ProcessGLQueue() applies pending GL state.
2. Loop _meshManager.StagedMeshData.TryDequeue -> UploadMeshData
to materialize VAO/VBO/IBO for each prepared mesh.
Wired into GameWindow's render loop before draw work begins.
No-op when adapter is uninitialized or disposed.
Pattern matches WB's reference ObjectRenderManagerBase.ProcessUploads
without the prioritization heuristics (we're not yet drawing the
results — Task 22's WbDrawDispatcher will add prioritization when
visual budget matters).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
WbMeshAdapter now actually constructs the WB pipeline:
- OpenGLGraphicsDevice(gl, logger, DebugRenderSettings)
- DefaultDatReaderWriter(datDir) — opens its own file handles for now
(memory cost ~50-100MB of duplicate index caches, acceptable for
foundation work per plan Adjustment 1)
- ObjectMeshManager(graphicsDevice, dats, NullLogger)
InstancedMeshRenderer.EnsureUploaded routes through the adapter when
ACDREAM_USE_WB_FOUNDATION=1 is set; uses a WbManagedSentinel entry
in the local cache to mark "this GfxObj lives in WB now". CollectGroups
skips sentinel entries; both Draw passes skip them; Dispose skips them
(no GL resources to free — ObjectMeshManager owns those). Task 22's
WbDrawDispatcher will eventually draw WB-managed objects. With flag
off, behavior is byte-identical to before.
WbMeshAdapter constructor signature changed from (GL, DatCollection,
Logger) to (GL, string datDir, Logger). Updated tests to use
CreateUninitialized() for behavior tests and single null-GL guard test
for constructor validation. GameWindow updated to pass _datDir and to
wire _wbMeshAdapter into InstancedMeshRenderer.
AcDream.App.csproj gets direct ProjectReferences to WorldBuilder.Shared
and Chorizite.OpenGLSDLBackend — project refs are not transitive in
.NET, so AcDream.App must list them explicitly even though AcDream.Core
already references them.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Stub adapter that validates constructor args and exposes the public
shape (IncrementRefCount / DecrementRefCount / GetRenderData / Dispose).
Real ObjectMeshManager init is deferred to Task 9 — for now methods
no-op so call sites can wire the adapter without behavioral effect.
IWbMeshAdapter interface enables mocking in subsequent tasks
(LandblockSpawnAdapter tests in Task 11 need it).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>