The core port. 1013 LOC of WB-faithful rendering algorithm:
- GetEnvCellGeomId : WB EnvCellRenderManager.cs:94-103 verbatim
- PrepareRenderBatches : WB EnvCellRenderManager.cs:247-373 verbatim
(parallel frustum-cull, per-cell slow path,
ThreadLocal merge, atomic snapshot swap)
- Render(filter:) : WB EnvCellRenderManager.cs:395-511 verbatim
(filter-driven gfxObj group + draw call build)
- RenderModernMDIInternal : WB BaseObjectRenderManager.cs:709-848
(single-slot variant; resize buffers,
group by cull mode + additive, MDI draw)
- PopulatePartGroups : WB EnvCellRenderManager.cs:572-580 verbatim
(Setup part recursion via PopulateRecursive)
- RegisterCell / FinalizeLandblock / RemoveLandblock — streaming seam
(no WB analog; bridges acdream's existing StreamingController +
LandblockStreamer to the renderer's per-cell instance store)
Documented deviations from WB:
- Drop _useModernRendering branch (Phase N.5 mandatory modern path)
- Drop SelectedInstance/HoveredInstance highlights (no editor state)
- _activeSnapshotGlobalGroups/GfxObjIds as sibling fields on the class
rather than on the snapshot (EnvCellVisibilitySnapshot per Task 4 spec
only carries BatchedByCell + VisibleLandblocks; global groups only
used in the unfiltered Render(pass) path which we don't take)
- ConcurrentDictionary<uint, EnvCellLandblock> keyed by full 32-bit
landblock id (WB uses ushort packed key; acdream uses full id throughout)
10 unit tests (GetEnvCellGeomId determinism + bit-33 dedup flag +
NeedsPrepare + dispose semantics + RemoveLandblock idempotence). Build
green; 23/23 Wave 1+2 tests pass.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
LoadedCell.BuildingId (init + internal setter) — set exactly once at
landblock load time by BuildingLoader; null when the cell isn't
part of any building (outdoor surface cells; dungeon cells not
enumerated in LandBlockInfo.Buildings).
GameWindow landblock-load path: builds BuildingRegistry from
LandBlockInfo.Buildings; stamps each cell's BuildingId; stores the
registry on _buildingRegistries[landblockId] (GameWindow-level dict)
for render-frame lookups. Note: LoadedLandblock is AcDream.Core.World
(a sealed record) — adding an App-type field there would violate
Code Structure Rule #2, so the registry is stored in a new
GameWindow-level dictionary instead. Cleanup wired in both
removeTerrain lambdas (OnLoad + OnResize paths).
drainedCells dict: the existing _pendingCells drain loop is extended
to also build a local CellId→LoadedCell dict; BuildingLoader.Build
uses this dict for the stamping pass so no second iteration is needed.
New BuildingLoaderTest verifies the stamping path. 5 BuildingLoader
tests total (4 from RR3 + 1 new).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
New per-landblock data model for WB-style per-building cell scoping:
Building — BuildingId, EnvCellIds, ExitPortalPolygons,
occlusion-query state (Step 5 lifecycle)
BuildingRegistry — two-way indexed (by cellId + by buildingId);
single source of truth per landblock
BuildingLoader — static factory from LandBlockInfo.Buildings;
walks interior portals to expand cell sets;
collects exit portal polygons in world space
10 new unit tests cover data invariants + registry indexing + loader
mapping per the algorithm resolved in RR2 findings.
LoadedCell.BuildingId stamping wired in RR4. Render-time consumption
arrives in RR7 (Steps 1-4) + RR9 (Step 5) + RR11 (RenderOutsideIn).
Design: docs/superpowers/specs/2026-05-26-phase-a8-wb-full-port-design.md
Spike: docs/research/2026-05-26-a8-buildings-data-shape.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>