Dungeon FPS sat at ~30 (frame ~33ms) because the 25x25 streaming window around
the dungeon landblock pulled in ~129 NEIGHBORING landblocks + their thousands of
torch/particle emitters, all drawn though never visible. In AC all dungeons are
packed adjacent in the unused "ocean" map grid, so those neighbors are unrelated
dungeons. The FPS timeline proved it: 247 fps at login (lb 0/0, ~10K entities) →
17 → 30 as landblocks streamed in (lb 0→129) — the cost tracked LANDBLOCK count,
not entities.
Retail-faithful: ACE LandblockManager.GetAdjacentIDs returns ZERO adjacents for a
dungeon (`if (landblock.IsDungeon) return adjacents;`, Landblock.cs:577-582) —
every dungeon is a self-contained landblock you never see out of.
Fix: when the player stands in a sealed indoor cell (CurrCell.IsEnv &&
!SeenOutside — the same predicate that kills the sun/sky), collapse streaming to
just the player's dungeon landblock and unload the neighbors. Building interiors
(cottage/inn) have SeenOutside cells, so they are NOT gated and keep their
surrounding terrain (the frozen building/cellar demo is unaffected). Unloading the
neighbors also tears down their lights (removeTerrain → UnregisterOwner), shrinking
LightManager._all from ~2227 toward retail's ≤40 — which directly helps the A7
lighting bake landing next.
Mechanics (StreamingController):
- Edge IN: ClearPendingLoads() cancels the in-flight 25x25 window (new streamer
ClearLoads control job — worker drops queued Loads, keeps Unloads), unload every
resident neighbor, pin a radius-0 StreamingRegion, (re)load the dungeon block if
needed.
- Stay collapsed: sweep any straggler that finished loading after the edge (a Load
the worker had already dequeued before ClearLoads).
- Edge OUT (portal/teleport to outdoors): rebuild the full two-tier window at the
new center, unload anything stale.
AP-36 added to the divergence register (the gate uses the cheap SeenOutside cell
predicate as an approximation of ACE's full landblock IsDungeon classification).
GameWindow also carries a TEMP ACDREAM_LOG_FPS=1 headless FPS line (strip after
the A7 FPS+lighting verification).
Build green; 58 streaming tests green (6 new dungeon-gate tests).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Lands the working A8 indoor-rendering and streaming fixes accumulated this
session. User has verified these visually to some degree (e.g. lifestone /
translucent meshes confirmed fine under the FrontFace flip; bridge / wall /
collision regressions confirmed fixed after travel); not every path has been
exhaustively gated. The cellar-flap defect remains OPEN and will be solved
the retail-faithful way via a dedicated brainstorm (see handoff docs).
Rendering core (reviewed, high confidence):
- EnvCellRenderer SSBO stride fix: upload packed Matrix4x4[] (64B) instead of
the 80B CPU InstanceData struct the shader never expected — fixes the
transform/texture "explosion" for any draw with >1 instance (cells that
dedupe to a shared cellGeomId). Real root cause.
- WB-style global FrontFace(CW) + per-batch CullMode carried through the MDI
layout (GroupKey + BuildIndirectArrays + DrawIndirectRange split into
same-cull runs with absolute uDrawIDOffset per run).
- EntitySet partitioning (IndoorPass / OutdoorScenery / LiveDynamic) +
WorldEntity.BuildingShellAnchorCellId so building shells scope to their
dat-derived building cell instead of rendering everywhere.
- RenderOutsideInAcdream (look into buildings from outside) +
CollectVisiblePortalBuildings frustum cull of portal bounds.
- Sky-when-inside-building + per-cell audit probe + GL-state probe.
Streaming / perf (test-covered; not independently code-reviewed this session):
- Near/far priority queues so near work wins over far; PromoteToNear carries
full landblock + mesh data; LandblockEntriesWithoutAnimatedIndex avoids
rebuilding the animated-lookup dict in the hot draw path. Fixes the
bridge-not-appearing / missing-walls / broken-collision-after-travel
regressions and improves post-transition FPS.
Tooling + docs:
- tools/A8CellAudit: offline dat cell/portal/building dumper (portals +
buildings modes) — reproduces the cellar-flap investigation with no launch.
- docs/research cellar-flap root-cause + option-2 handoff (the didInsideStencil
double-duty finding + the WB-recursive design decision + brainstorm prompt),
entity-taxonomy, replan, issue-78 visibility investigation.
Diagnostics retained on purpose: ACDREAM_A8_DIAG_* gates, portal_stencil.vert
provisional pos.w clamp, and the probe families are kept (env-var gated, zero
cost when off) because the pending option-2 cellar-flap brainstorm needs them.
Strip in the option-2 ship commit.
Indoor branch stays behind ACDREAM_A8_INDOOR_BRANCH=1 (default off = pre-A8
visual). Build green; App tests + Core (streaming/dispatcher/loader) tests pass.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Extends the Loaded result record with a LandblockStreamTier discriminator
and a LandblockMeshData payload (default! stub — T13 wires the real
off-thread mesh build). Adds the Promoted variant for Far→Near upgrades
that only need the entity layer, not a mesh rebuild.
LandblockStreamer.HandleJob passes Tier.Near + default! MeshData at the
existing synchronous load site; StreamingControllerTests updated to
match the new positional signature.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds TwoTierDiff — the five-list output of StreamingRegion.RecenterTo
(ToLoadFar/Near, ToPromote, ToDemote, ToUnload) per spec §4.2. Used by
T3–T6 (StreamingRegion) and T13 (StreamingController).
Extends LandblockStreamJob.Load with a LandblockStreamJobKind parameter
so the streaming worker can route far vs near vs promote jobs differently
(spec §4.3). Patches the one call site in LandblockStreamer.EnqueueLoad
with LoadNear as a placeholder that preserves today's full-load semantics
until T11 activates the worker thread and T16 routes by tier.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Code review follow-up to commit 0904372. Five Important fixes plus
three Minor polish items found by the reviewer before StreamingController
depends on this class under churn.
I1: Dispose is now thread-safe via Interlocked.Exchange on an int
guard. Two concurrent Dispose calls no longer double-dispose the
CancellationTokenSource.
I2: EnqueueLoad/EnqueueUnload now throw ObjectDisposedException when
called after Dispose instead of silently dropping the job. Jobs
vanishing into a completed channel was a debugging hazard.
I3: Start throws ObjectDisposedException when called after Dispose
instead of silently doing nothing (the old guard only checked
whether the thread was non-null, not whether the streamer was
still usable).
I4: New test Load_ExecutesLoaderOnBackgroundThread captures the
loader delegate's ManagedThreadId and asserts it differs from
the test thread's id, proving the whole reason this class
exists (off-thread execution) is actually happening.
I5: New LandblockStreamResult.WorkerCrashed record type for the
outer catch in WorkerLoop. Previously the crash path wrote
Failed(0, ex.ToString()) which collided with landblock (0, 0)
in the north ocean, making "worker crashed" indistinguishable
from "landblock 0 failed to load".
Minor polish:
- M1: Test spin constants (SpinTimeoutMs, SpinStepMs,
SpinMaxIterations) extracted so the 200 x 10ms pattern has one
source of truth.
- M2: DefaultDrainBatchSize public const on LandblockStreamer so
the batch cap has a name and a comment explaining why 4.
- M3: Safety-argument comment on the sync-over-async
WaitToReadAsync call explaining why it cannot deadlock (dedicated
thread, no SyncContext).
- M6: XML remarks on the class and on DrainCompletions documenting
threading contract (Enqueue = any thread, Drain = single consumer
thread).
112 Core + 96 Core.Net tests green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
LandblockStreamJob (Load/Unload) and LandblockStreamResult
(Loaded/Failed/Unloaded) are the channel payload types the next
task's LandblockStreamer will use. Separate file because they're
shared between the worker thread and the render thread and deserve
a focused home.
Folds in two carryover nits from the Task 1 fix review:
- Stale "radius + 1" comments in StreamingRegionTests updated to
match the real radius+2 threshold (no numeric-assertion changes).
- Single-step recenter test now asserts Visible.Count == 25 and
Resident.Count == 30, locking in the Visible/Resident semantic
split behaviorally.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>