An adversarial performance review found our own instruments cannot
measure the project's own performance gates:
- FrameProfiler aggregated CPU/GPU/alloc/stage samples into ~5-second
windows and reset the ring buffers after each report, so route-wide
p50/p95/p99 distributions across a whole soak could not be
reconstructed after the fact. ACDREAM_FRAME_HISTORY=<path> now opts
into a separate per-frame history (one record per frame, ~72
bytes/record, accumulated in memory with zero frame-thread I/O) that
a shutdown-only Dispose() writes as CSV. The aggregated [frame-prof]
report format and its existing metrics are unchanged.
- The canonical checkpoint JSON tracked cache residency (entry/byte
counts) but never LOH size/fragmentation, process-wide allocated
bytes, or cache hit/miss/eviction traffic — a committed audit JSON
showed 65% LOH fragmentation that no tracked instrument recorded,
and "does a revisit portal hit or miss the caches" was unanswerable
from an artifact alone. WorldLifecycleResourceSnapshot now carries
loh_size_bytes/loh_fragmentation_bytes (GCMemoryInfo.GenerationInfo
index 3), process_total_allocated_bytes (GC.GetTotalAllocatedBytes),
and Interlocked hit/miss/eviction counters for the CPU mesh cache,
decoded-texture cache, and the four bounded DAT-object caches
(portal/cell/highRes/language, aggregated).
- run-connected-r6-soak.ps1 unconditionally forced
ACDREAM_UNCAPPED_RENDER=1 with no capped mode, while its sibling
lifecycle-gate script correctly gated it behind a switch. Added
-Uncapped (default capped, matching the sibling script's pattern),
fixed the stationary dwell (12s -> 26s, past the 25s
LiveEntityLivenessController deadline the adjacent comment already
cited), and now write an env-disclosure.json into the automation
artifact directory before every launch listing every ACDREAM_* var
the script sets plus -Uncapped, since the prior audit could only see
ACDREAM_DUMP_MOVE_TRUTH and nothing else was ever recorded anywhere.
Cache counters are wired via the existing composition path
(ObjectMeshManager already owns the CPU mesh cache and the mesh
extractor directly; content.Dats is threaded into
WorldLifecycleResourceSnapshotSource the same way every other
composition consumer receives it). The DAT-object cache lives behind
IDatReaderWriter, a third-party interface from the DatReaderWriter
package that cannot be extended; RuntimeDatCollection (the one
production implementation) exposes the aggregate stats directly and a
pattern match reads them, degrading to zero for any test double —
no new static registry was introduced (GpuMemoryTracker remains the
one precedented process-wide static).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
(cherry picked from commit 1da2c33c875b41fa383dd79694ee2765f0e21896)
PrepareRenderBatches rebuilt the full EnvCell visibility snapshot every
frame any indoor/building root was resolved: a Parallel.ForEach dispatch
over every GpuReady EnvCell landblock (with per-landblock locks), a fresh
outer dictionary plus one fresh inner dictionary per visible cell, a new
snapshot object, and a complete transparency rescan - all while standing
perfectly still. The NeedsPrepare flag existed since Phase A8 as the
intended rebuild gate but was never read by production code.
This wires the gate on the snapshot's actual inputs:
- landblock commits/removals (the existing NeedsPrepare flag),
- the visible-cell filter (content-compared; the caller reuses one
scratch HashSet across frames),
- the trim window (center/radius),
- mesh render-data availability - new
ObjectMeshManager.RenderDataAvailabilityVersion, bumped at publish,
pending-release hide, release completion, and teardown, because the
snapshot bakes per-cell transparency from TryGetRenderData and a
late-arriving transparent shell must reclassify its cell,
- the camera: eye position under a 1 mm ABSOLUTE epsilon (swallows the
documented ~36 um rest jitter, dirties on any real movement; the VP
translation row scales with AC's ~5e4 world coordinates where a
relative tolerance would mask sub-meter motion) plus rows 1-3 of
view*projection (position-independent rotation x projection) under
relative 1e-5.
Skipping is pool-safe: RenderCore re-anchors _poolIndex to the active
snapshot's PostPreparePoolIndex on every call, so consecutive Renders
without an intervening Prepare reuse scratch lists past the snapshot's
owned region exactly as within-frame passes already do. The empty-filter
branch is now also idempotent instead of allocating a fresh empty
snapshot per frame. Render still receives the current frame's
view-projection every frame (the U.4 stale-matrix rule) - only the
snapshot rebuild is gated.
Pixels must be identical; needs the standard user visual pass (dungeon +
town-near-buildings) before the change is considered accepted.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Replace scheduler-quantized software sleeps with a reusable Windows high-resolution deadline timer, expose pacing in the frame profiler, and make shutdown wake every persistent mesh worker without losing the shared signal.
Preserve retail alpha order while using a stable radix, skip duplicate deferred-alpha SSBO packing, pack light sets, cache static selection descriptors, and retire historical material groups at the whole-frame boundary. The fixed dense-Caul sample improved from roughly 9-12 ms CPU to 5.3-6.2 ms without reducing visual quality.
Release build succeeds with zero warnings and all 6,300 tests pass with five intentional skips. Three independent retail, architecture, and adversarial reviews are clean; the post-review connected route remains pending because local ACE is offline.
Co-authored-by: OpenAI Codex <codex@openai.com>
Port retail's 25-second leave-visibility lifetime over canonical live records, retaining spatially resident and owned entities while using the conservative ACE visibility envelope for nonresident records. Route expiry through the normal generation-safe F747 teardown so animations, effects, physics, and render owners unwind symmetrically.
Replace the append-only modern mesh buffer with coalescing vertex/index ranges and upload each mesh's vertices once instead of once per material. Released zero-reference meshes can now reuse GPU ranges after portal and cache churn.
A connected five-region round trip returned animation ownership to baseline, recreated the starting region on revisit, and held normal FPS. Release build succeeds and all 5,927 tests pass with five intentional skips.
Co-authored-by: OpenAI Codex <codex@openai.com>
Coordinator-directed final cleanup before the user gate; none behavioral:
1. MeshExtractor public surface narrowed to the cross-assembly entry
points App actually calls (PrepareMeshData, PrepareCellStructMeshData,
CollectParts, ComputeBounds); PrepareSetupMeshData,
CollectEmittersFromScript, PrepareGfxObjMeshData,
PrepareEnvCellMeshData, PrepareCellStructEdgeLineData back to private
(internal dispatch, only reached via PrepareMeshData).
2. sideStagedSink constructor parameter is now REQUIRED (no default;
type stays nullable for a conscious null): a bake tool that forgot
the sink would silently lose particle-preload meshes.
3. AcDream.Content.csproj gains TreatWarningsAsErrors + LangVersion
latest (parity with AcDream.Core.csproj). Surfaced zero warnings.
4. Dead usings removed from ObjectMeshManager.cs (BCnEncoder.*,
SixLabors.*) — the inline decode moved out in Task 4.
5. Doc fixes: ObjectMeshData.cs cross-assembly <see cref> ->
plain text (Content can't resolve App types); IDatReaderWriter.cs
stale Phase O-T7 'both in this namespace' sentence rewritten.
6. Stale test doc comments updated to MeshExtractor.PrepareGfxObjMeshData
(StipplingSurfaceEquivalenceTests, Issue119UpNullGfxObjDumpTests) —
comments only, no code/assertion changes.
dotnet build green (0 warnings in Content under warnings-as-errors);
full test suite 4059 passed / 0 failed / 4 skipped.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Coordinator-directed follow-up. The buffer-and-drain seam diverged from
the original on the exception path: pre-MP1a, CollectEmittersFromScript
enqueued particle-preload meshes DIRECTLY into _stagedMeshData
mid-Prepare, so preloads staged before a later throw in the same
Prepare* call (reachable via PrepareEnvCellMeshData side-staging during
its StaticObjects loop, then PrepareCellStructMeshData throwing on a
malformed-dat texture decode) were already safely enqueued. The drain
version only flushed after a successful return — on throw, entries
stranded on the shared extractor until an unrelated successful call
flushed them, and were silently dropped on dispose.
Fix: MeshExtractor takes an Action<ObjectMeshData>? sideStagedSink
constructor parameter; the two CollectEmittersFromScript sites become
_sideStagedSink?.Invoke(meshData) — the original code shape (immediate
hand-off) at those exact lines. ObjectMeshManager wires the sink to
_stagedMeshData.Enqueue, restoring the original immediate-enqueue
semantics including on mid-Prepare throw. _sideStaged buffer,
DrainSideStaged(), and the ProcessQueueAsync drain loop are deleted.
The MP1b bake tool passes its own collector.
Inventory doc updated: MP1a note now records the sink seam and the
Content-owned upload enums, so its no-behavior-change claim is accurate.
dotnet build green; full test suite 4059 passed / 0 failed / 4 skipped.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Coordinator-directed follow-up: AcDream.Content must stay Silk.NET-free
(the MP1b bake tool must not ship GL binaries). The Silk.NET.OpenGL
PackageReference added for the PixelFormat?/PixelType? upload hints is
replaced by Content-owned UploadPixelFormat/UploadPixelType enums
(UploadFormats.cs) whose underlying values are the GL ABI constants
(Rgba = 0x1908, UnsignedByte = 0x1401), verified numerically identical
to the Silk.NET.OpenGL members against 2.23.0. This is the one
sanctioned edit to the verbatim-moved Prepare* bodies: enum literal for
enum literal, numeric value identical, behavior unchanged. App casts at
the single upload boundary (AddTexture call in UploadGfxObjMeshData)
via lifted nullable enum conversion — value- and null-preserving.
Also hardens the MP1a _sideStaged hand-off seam: List -> ConcurrentQueue.
One MeshExtractor is shared by up to MaxParallelLoads (4) decode workers;
the original code enqueued to the thread-safe _stagedMeshData directly,
so the hand-off buffer must be thread-safe too. Drain ordering verified:
side-staged entries enqueue BEFORE the top-level result, preserving the
original mid-Prepare FIFO order.
Verified: grep -i silk on the csproj -> no matches; deps.json has zero
Silk entries; dotnet build 0 errors; full test suite green (4059 passed).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The GL root cause was fixed in fcade06 (the gpu_us query-ring stale
errors). This closes the remaining design debt: a genuinely-failed
UploadMeshData was dropped permanently.
Exact mechanism (traced this session): UploadMeshData's catch returns
null, the staged item is already consumed, and _renderData stays empty -
but the prepared data lingers in _cpuMeshCache, so the #128 EnsureLoaded
re-arm hits PrepareMeshDataAsync's CPU-cache short-circuit
(ObjectMeshManager.cs:448-453) which returns the cached data WITHOUT
re-staging it for upload. The mesh stays invisible until CPU-cache
eviction - session-sticky under low cache pressure (the in-tower
scenario).
Fix: the per-frame Tick drain (WbMeshAdapter) now re-stages a failed
upload for the NEXT frame via ObjectMeshManager.UploadOrRequeue, bounded
by MaxUploadRetries (3). The attempt counter lives on the ObjectMeshData
object so it resets to 0 naturally on re-prepare. Re-stages are
collected and re-enqueued AFTER the drain loop, never inside it, so a
deterministic failure cannot spin the queue within a single frame; past
the cap it gives up with a loud [up-retry] ... giving up line - a
genuine GL defect now surfaces instead of the old silent permanent drop
or an unbounded retry storm. Retail loads content synchronously and has
no such failure mode; this converges the async pipeline toward that
guarantee.
The uncaught GenerateMipmaps path (open-question c) is INTENTIONALLY
left to surface errors - a blanket catch there would mask future real
defects (no-workarounds rule), and its trigger (fcade06) is retired.
No visual gate (robustness). Build green; App.Tests 264 + WbMeshAdapter
tests green. No GL-context test seam exists for the upload path, so the
bounded retry is verified by construction + the regression suite.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Issue119UpNullGfxObjDumpTests pins the dat truth: 0x010002B4 = 9 polys,
ALL NoPos, all surfaces Base1Solid; 0x010008A8 = 1 poly, NoPos,
Base1Solid|Translucent. Retail's skipNoTexture never draws either model
(the BR-1 build-time-skip <=> draw-time-skip equivalence), so
ObjectMeshManager's empty render-data cache is the CORRECT terminal state
- the only defect was the alarming "permanently invisible" log line,
reworded into an honest tripwire pointing at the dump test.
Second fact, same test (ShellModel_NoTexturedPolyIsDropped): on the
hall/tower shell 0x010014C3, ZERO textured polys are dropped by the
extraction gates (137/149 draw; the 12 dropped are the known #113
no-draw orphans) - the per-poly GfxObj extraction is exonerated for
building shells, kept green as a regression pin.
Net for #119: the missing tower-stair parts are NOT the up-null pair and
NOT a per-poly extraction drop. Remaining hypothesis space (interior
stair-cell flood admission, or a different model than assumed) needs the
re-gate to identify the exact tower; then the cell set + flood replay
headlessly like #118. ISSUES.md updated.
Suites: App 232, Core 1419+2skip (1416+3 new), UI 420, Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User gate 2026-06-11: the filter (e46d3d9) removed the phantom staircase
everywhere (verified) but DOORS disappeared across Holtburg - the naive
PosNode/NegNode walk evidently misses polygons some models reference
another way. Doors > phantom stairs: filter application removed; the
CollectDrawingBspPolygonIds helper and the dat-fact tests (hall orphans
0+1, cottage 0..7) stay as apparatus for the holistic building-render
port. First diagnostic for re-landing: run the DrawingBSP histogram on a
door GfxObj. See
docs/research/2026-06-11-building-render-holistic-port-handoff.md.
Branch state after this commit: outdoor-scoped shell clip (927fd8f +
9ce335e) + retail straddle gate (414c3de) + all diagnostics; phantom
staircase VISIBLE again (known, documented); doors functional.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The user gate + bisect overturned the coincident-cell attribution: the
phantom staircase persists in the PRE-session build (bisect screenshot at
the hall wall) and is drawn by the ENTITY pipeline, untouched by any clip.
Root cause (dat-proven, DumpHallModel_PolyFlagHistogram): retail renders a
GfxObj by TRAVERSING its drawing BSP (D3DPolyRender); polygons present in
the Polygons dictionary but referenced by NO DrawingBSP node are never
drawn - they are physics/no-draw geometry. The Holtburg meeting hall
(0x010014C3) keeps its exterior stair-ramp as dictionary polys 0+1: in
the PhysicsBSP (ACE walks The Sentry on it at z 117-118; invisible-but-
walkable in retail) but orphaned from the draw tree (true at ALL degrade
levels - the LOD theory is dead, Degrades[0] IS the base model). The hill
cottage (0x01000827) carries 8 such orphans. Our extraction iterated the
dictionary -> drew the collision skeleton: the wall staircase up close,
the flying stairs over the cottage roofline from afar (orphan ramp spans
world 221-232 at z 116-124.5; visible over the cottage roof from the west).
Fix: PrepareGfxObjMeshData filters to CollectDrawingBspPolygonIds(gfxObj)
when a drawing BSP exists; models without one draw everything (unchanged).
Physics untouched (collision keeps the full physics set - retail parity).
CellStruct extraction not touched (different conventions; no orphan
evidence there yet).
Dat-backed pins: Issue113DrawingBspFilterTests (hall orphans == 0+1,
cottage orphans == 0..7). Suites: App 226 / Core 1392 + the 4
pre-existing #99-era failures / UI 420 / Net 294.
Note: the earlier shell-clip enable (927fd8f, scoped 9ce335e) remains
correct and orthogonal - it crops interior CELL geometry to apertures
outdoors; this commit removes the phantom SHELL geometry at its source.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Root cause: TextureAtlasManager.AddTexture only STAGES texture content (PBO
write + ManagedGLTextureArray._pendingUpdates); the actual TexSubImage3D
copies + mipmap regeneration happen in ProcessDirtyUpdates, which WB drives
once per frame via ObjectMeshManager.GenerateMipmaps() from its render loop
(WB GameScene.cs:975, just before the opaque pass). GameScene is the file we
replaced with GameWindow, so the call site was silently dropped — staged
updates only reached the GPU as a side effect of PBO growth (UpdateLayerInternal
flushes pending updates before orphaning the PBO). Every layer staged after an
array's LAST growth kept undefined TexStorage3D content behind a valid,
resident bindless sampler handle: white/garbage walls, zh==0, dat tripwires
silent — exactly the #105 signature. Only ObjectRenderBatch.BindlessTextureHandle
consumers are affected (EnvCellRenderer cell shells = indoor walls); entities
resolve via TextureCache (immediate TexImage2D) and terrain via TerrainAtlas
(immediate GenerateMipmap), which is why only indoor walls ever struck.
Fix: WbMeshAdapter.Tick() now calls _meshManager.GenerateMipmaps() after the
staged-upload drain — Tick runs before all draw passes (GameWindow OnRender),
the exact WB-equivalent position.
Evidence (ACDREAM_PROBE_TEXFLUSH=1 apparatus, kept env-gated):
- pre-fix (texflush-prefix.log): pending updates climb 0->48->...->142 and
park at 126 across 34/34 atlas arrays at standstill, forever (19 heartbeats);
brief dips only at PBO-growth crossings — the broken contract live.
- post-fix (texflush-postfix.log): every line after=0 — staged updates drain
the same frame, all 34 arrays clean.
Intermittency explained: background decode-completion order shuffles which
textures land in the never-flushed tail; whether a visible wall samples one is
per-run luck. Also explains the #110 correlation: znear=0.1 makes close-up
geometry newly visible -> more prepare/upload pressure indoors -> bigger tail
-> higher strike probability. The near plane is mechanism-innocent (re-land
follows as its own commit).
Baseline maintained: App 223 / UI 420 / Net 294 / Core 1377 green + 4
pre-existing #99-era failures + 1 skip; CornerFloodReplayTests (5) and
CameraCornerSealReplayTests (2) gates green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Live session evidence narrowed #105 decisively: a wall section rendered as the
sky/clear color from session start, HAD collision (cell + physics fully
loaded), zero round-1 tripwires fired (all dat reads succeeded), and the hole
showed terrain or clear color depending on camera angle. So the wall mesh was
built and then lost between mesh-build and draw. New tripwires cover the
loss candidates in that window (all print ONLY on anomaly):
- [geom-null] ProcessQueueAsync EnvCell branch resolved null, with the
failing sub-step (prepare-null / cellstruct-missing /
env-read-failed) — a null here means the DEDUPLICATED cell
geometry never renders for ANY cell that shares it, and
nothing retries (RegisterCell fire-and-forgets the task).
- [geom-misroute] an EnvCell geom id (bit 33) whose pending request vanished
fell through to the generic path, where its hash-derived
low bits resolve to nothing -> silent null.
- [up-null] UploadGfxObjMeshData returned null and the EMPTY substitute
was cached in _renderData forever (permanently invisible).
Pair with the existing one-shot draw-side audit (ACDREAM_A8_AUDIT=1, light:
one line per unique cell/geom pair, prints renderData=null + bindless-handle
status) for full attribution on the next occurrence.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
ObjectMeshManager.Dispose never stopped its Task.Run(ProcessQueueAsync) decode
workers, and LandblockStreamer.Dispose abandoned its worker after a 2s join.
GameWindow.OnClosing then disposed the DatCollection, which unmaps the dats''
memory-mapped views (MemoryMappedBlockAllocator.DestroyMappedFile nulls
_viewPtr) — a worker still inside ReadBlock dereferences the dead view pointer:
an uncatchable AccessViolationException with ReadBlock on the stack, firing on
close/relaunch during decode storms. This is the recorded crash signature from
the 2026-06-09 white-walls session.
- ObjectMeshManager.Dispose: set IsDisposed under the queue lock, cancel+drain
pending requests, then wait (<=10s) for _activeWorkers==0; loud LogError if
workers outlive the wait. ProcessQueueAsync re-checks IsDisposed per dequeue;
Prepare*Async entries + enqueue blocks early-out when disposed.
- LandblockStreamer.Dispose: join 2s -> 15s with a loud [streamer] line on
timeout (cancellation honored between jobs; one landblock load bounds it).
- Also includes the [tex-skip] tripwire lines on ObjectMeshManager''s five
silent dat-miss exits (GfxObj + CellStruct texture chains) — part of the
white-walls attribution net (#105), zero output when healthy.
Verified: 3x close-mid-decode-storm smoke (in-world at ~8s, WM_CLOSE at ~11s),
clean exits, no crash signatures, no quiesce timeouts. Full suite: 294+218+420
green; Core 1338 green + 4 pre-existing physics failures (reproduced at bare
HEAD, unrelated). Investigation:
docs/research/2026-06-09-dat-reader-thread-safety-investigation.md
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Checkpoint of the unified retail-faithful indoor render. The two-week HANG/grey is fixed and the
interior seals (live-verified by the user). Commits the session render-rewrite foundation together
with the fixes that made it functional.
- HANG fix: PortalVisibilityBuilder.Build portal flood did not terminate (the faithful ProjectToClip
near-side clip drifts per round, defeating the CellView dedup; the BFS had no bound after U.2a removed
MaxReprocessPerCell). Fix = drift-tolerant snapped/canonical CellView.Add dedup (PortalView.cs) plus
restored MaxReprocessPerCell=16 bounded re-enqueue (PortalVisibilityBuilder.cs). Re-enqueue is kept
(load-bearing for late-slice propagation, Build_ViewGrowthAfterDoneCell_PropagatesNewSlicesToExit);
only its count is capped. CellViewDedupTests added.
- Seal (DrawCells Task 2): RetailPViewRenderer.DrawEnvCellShells draws EVERY visible cell via
IndoorDrawPlan.ShellPass (was gated on the ClipFrameAssembler slot filter, leaving slot-less cells grey).
- Look-in FPS: GameWindow exterior look-in candidates limited to the player landblock +-1 (was all ~81
loaded LBs iterated every outdoor frame). No behaviour change (far cells were >48m, already culled).
Remaining dominant issue = the FLAP at transitions: viewer-cell metastability (render roots at the
camera-eye cell, which oscillates outdoor-indoor as the 3rd-person boom drifts across the doorway,
confirmed in render-sig). SEPARATE fix, NOT the DrawCells port. Full handoff + flap fix plan + tracked
follow-ups (#78 terrain, look-in-from-inside, look-in FPS, L-spotlight):
docs/research/2026-06-07-indoor-render-session-handoff.md.
Baselines: build 0 err; App.Tests 210/210; Core.Tests 1331 pass / 4 fail (pre-existing) / 1 skip.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
End of Phase O extraction. Final cleanup:
- Dropped <ProjectReference> entries to WorldBuilder.Shared and
Chorizite.OpenGLSDLBackend from both AcDream.App.csproj and
AcDream.Core.csproj.
- Added Chorizite.Core NuGet PackageReference to AcDream.Core.csproj
(needed by Core.Rendering.Wb.TextureHelpers for TextureFormat enum;
previously transitive through the WB project ref).
- Added BCnEncoder.Net.ImageSharp (1.1.2) + SixLabors.ImageSharp (3.1.12)
as direct PackageReferences to AcDream.App.csproj — previously transitive
via Chorizite.OpenGLSDLBackend project; used directly by ObjectMeshManager.
Item A (BaseObjectRenderManager static fields):
- Inlined CurrentAtlas/CurrentVAO/CurrentIBO into a new RenderStateCache.cs
static class (AcDream.App.Rendering.Wb namespace) — the 4 consumers
(ManagedGLIndexBuffer, ManagedGLTexture, ManagedGLTextureArray, ParticleBatcher)
all reference RenderStateCache.* instead of BaseObjectRenderManager.*.
- Dropped using Chorizite.OpenGLSDLBackend.Lib from all 4 consumers and from
WbDrawDispatcher (which had it only as a dead import).
Item B (ActiveParticleEmitter.ObjectLandblock):
- ObjectLandblock? erased to object?; WorldBuilder.Shared.Models.ObjectId? erased
to ulong? — both fields are stored but never read by any consumer in our codebase.
- Dropped both WB using directives from ActiveParticleEmitter.cs.
Item C (IDatReaderWriter / IDatDatabase):
- Verbatim copy of both interfaces into IDatReaderWriter.cs in
AcDream.App.Rendering.Wb namespace — DatCollectionAdapter and ObjectMeshManager
already live in that namespace, so no using changes needed.
- Dropped using WorldBuilder.Shared.Services from DatCollectionAdapter.cs and
ObjectMeshManager.cs.
Additional extractions required by the reference drop:
- GeometryUtils.cs: verbatim copy of WorldBuilder.Shared.Lib.GeometryUtils
(float-precision overloads only; Vector3d double-precision overloads omitted —
ObjectMeshManager uses only the float versions).
- Dropped using WorldBuilder.Shared.Lib from ObjectMeshManager.cs.
WbMeshAdapter.cs cleanup (spec O-D12):
- Deleted _wbDats (DefaultDatReaderWriter) field + ctor init + Dispose call.
- Deleted the [indoor-upload] NULL_RESULT diagnostic block (lines ~205-262) —
its Phase 2 cell-resolution investigation is complete; its _wbDats.ResolveId
dependency goes with this commit.
- Deleted _pendingEnvCellRequests field + isPendingEnvCell tracking in Tick().
- Simplified Tick() to a clean drain loop.
Deleted SplitFormulaDivergenceTest.cs — one-time N.5b data-collection sweep;
job done.
Verified acceptance criteria:
- Zero <ProjectReference> to WorldBuilder.* / Chorizite.OpenGLSDLBackend.* in any csproj.
- Zero 'using WorldBuilder.*' / 'using Chorizite.OpenGLSDLBackend.*' in src/.
- DefaultDatReaderWriter referenced in zero places in src/ (comments only).
Build green (0 warnings, 0 errors).
Tests: 1154 total (-1 from deleted SplitFormulaDivergenceTest), 1146 pass,
8 pre-existing failures (unchanged from baseline — physics/input tests
unrelated to this change).
Spec: docs/superpowers/specs/2026-05-21-phase-o-dat-path-unification-design.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Four fixes from T4 spec review:
1. Extracted InstanceData.cs (14-line struct) verbatim to
src/AcDream.App/Rendering/Wb/InstanceData.cs (per O-D1).
2. ObjectMeshManager.cs: replaced `using Chorizite.OpenGLSDLBackend.Lib;`
with `using AcDream.Core.Rendering.Wb;` (TextureHelpers comes from
our T2 Core extraction; InstanceData comes from new T4 cleanup).
3. EmbeddedResourceReader.GetEmbeddedResource promoted from `internal`
to `public` per O-D9 intent (the type promotion only changed the
class signature in T3; this finishes the spec).
4. OpenGLGraphicsDevice.cs: removed stale T3 interim comment at
lines 142-145 — T4 resolved the ParticleBatcher construction
via post-ctor assignment in WbMeshAdapter.cs:78.
Build green; tests green (1147 passing, 8 pre-existing failures
baseline maintained).
Spec: docs/superpowers/specs/2026-05-21-phase-o-dat-path-unification-design.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase O Task 4: extract the WB mesh pipeline (ObjectMeshManager + 7 support files)
from references/WorldBuilder into src/AcDream.App/Rendering/Wb/ and bridge dat I/O
through our DatCollection via a thin DatCollectionAdapter.
O-D7 adapter path taken: ObjectMeshManager has 26 _dats.X call sites (threshold 20),
so a DatCollectionAdapter : IDatReaderWriter is introduced rather than refactoring
ObjectMeshManager's internal dat access directly.
Files added (verbatim copies, namespace-only changes):
- ObjectMeshManager.cs — mesh pipeline hub; IDatReaderWriter field satisfied by adapter
- GlobalMeshBuffer.cs — single global VAO/VBO/IBO manager
- EdgeLineBuilder.cs — wireframe edge geometry from CellStruct polygons
- ModernRenderData.cs — ModernBatchData + LandblockMdiCommand structs
- TextureAtlasManager.cs — texture array grouping by (Width, Height, Format)
- ParticleBatcher.cs — GPU particle batching; T4 interim uses BaseObjectRenderManager
static fields from Chorizite.OpenGLSDLBackend.Lib (stays until T7)
- ParticleEmitterRenderer.cs — per-emitter particle lifecycle + rendering
- ActiveParticleEmitter.cs — wrapper holding renderer + part index + local offset
- DatCollectionAdapter.cs — NEW: bridges DatCollection → IDatReaderWriter; implements
ResolveId() via DatDatabase.TypeFromId + Tree.TryGetFile in HighRes→Portal→Language→Cell
order matching DefaultDatReaderWriter; DatDatabaseWrapper wraps DatDatabase as IDatDatabase
WbMeshAdapter.cs changes (T4 Step 6):
- _graphicsDevice switched from Chorizite.OpenGLSDLBackend.OpenGLGraphicsDevice to
extracted AcDream.App.Rendering.Wb.OpenGLGraphicsDevice
- ParticleBatcher = new ParticleBatcher(_graphicsDevice) restored (T3 had null! placeholder)
- ObjectMeshManager now constructed with new DatCollectionAdapter(dats) instead of _wbDats
- _wbDats field + its construction + disposal + [indoor-upload] NULL_RESULT diagnostic block
left intact — T7 cleanup removes these once WorldBuilder project ref is dropped
EmbeddedResourceReader.cs: replaced assembly manifest lookup (wrong prefix for our assembly)
with disk-based lookup mapping "Shaders.Particle.vert" → Rendering/Shaders/wb_particle.vert;
consistent with all other acdream shaders.
wb_particle.vert / wb_particle.frag: WB particle shaders copied verbatim with wb_ prefix
to distinguish from acdream's own particle.vert.
OpenGLGraphicsDevice.cs: ParticleBatcher property type updated to extracted ParticleBatcher;
setter changed from private to internal so WbMeshAdapter (same assembly) can assign post-ctor.
Build: green (0 errors, 0 warnings in AcDream.App).
Tests: 1147+8 baseline maintained (8 pre-existing failures unchanged).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>