Commit graph

311 commits

Author SHA1 Message Date
Erik
5612ce718a feat(B.6): honor wire WalkRunThreshold — walk vs run per retail semantics
User-observed behaviour: 'When at a distance X it should start running
towards the double clicked target and then stop close to it. When at a
shorter distance it should walk to it.' That's retail's MoveToManager
behaviour driven by the wire's WalkRunThreshold field, which Slice 2
ignored (it always synthesised Run=true regardless of distance).

ACE's defaults (MoveToParameters.SetDefaults): WalkRunThreshold=15.0 m
for Use/PickUp paths — so close-range auto-walks are walks, not runs.
ACE's combat-charge override: 1.0 m — chase runs until the last metre.
Both retail and ACE compute Run vs Walk per-frame from remaining
distance vs threshold.

Wire WalkRunThreshold:
  - Already parsed into CreateObject.MoveToPathData.WalkRunThreshold.
  - Now plumbed through to PlayerMovementController.BeginServerAutoWalk
    as a new parameter, stored in _autoWalkWalkRunThreshold.
  - ApplyAutoWalkOverlay sets Run = (dist > _autoWalkWalkRunThreshold)
    per frame. The synthesised input flips Run as the body approaches.

The motion-interpreter pipeline downstream picks RunForward vs
WalkForward from input.Run, so the animation cycle naturally switches
as the body crosses into the walk band. Run rate falls back to the
local PlayerWeenie.InqRunRate as before (ACE sends mtRun=0.00 for
Use/PickUp, so we never read mtRun; this is unchanged from Slice 2).

[autowalk-begin] diagnostic now includes walkRunThresh={x:F2} so the
threshold is visible alongside dest/minDist/objDist in the trace.
2026-05-15 06:22:07 +02:00
Erik
f18de7ccde fix(B.6 slice 2): don't cancel autowalk on the companion InterpretedMotionState
Prior trace (launch-slice2.log) showed ACE follows every mt=0x06
MoveToObject immediately with an mt=0x00 InterpretedMotionState
(cmd=0x0007 RunForward, fwdSpd=2.86) — the locomotion echo for the
same auto-walk, NOT a cancel. My wiring was treating the second
packet as 'server intent changed' and calling EndServerAutoWalk,
which killed the auto-walk on frame 1. Result: [autowalk-begin]
immediately followed by [autowalk-end reason=motion-non-moveto] and
zero visible motion.

Remove the over-eager cancel. The two natural cancel paths remain:
arrival detection inside ApplyAutoWalkOverlay, and user-input
cancellation (any movement key). A fresh MoveToObject re-targets via
BeginServerAutoWalk overwrite, which is the correct sticky-targeting
behavior.
2026-05-14 20:20:21 +02:00
Erik
b936ef8b0b feat(B.6 slice 2): local-player auto-walk on inbound MoveToObject
Retail-faithful per MovementManager::PerformMovement (0x00524440 case 6,
decomp 300628-300648): when ACE broadcasts MoveToObject for the local
player, the local client runs its OWN auto-walk on its OWN body —
heading correction toward the target, run-forward velocity, arrival
detected via the wire's min_distance / distance_to_object predicates.

Implementation:

  PlayerMovementController:
    + IsServerAutoWalking property (read-only)
    + BeginServerAutoWalk(destWorld, minDist, objDist, moveTowards)
    + EndServerAutoWalk(reason)  // idempotent, logs to [autowalk-end]
                                  // when ACDREAM_PROBE_AUTOWALK is on
    + ApplyAutoWalkOverlay(dt, input) — called at the top of Update.
        - User movement key (Forward/Backward/Strafe/Turn) cancels.
        - Arrival predicate matches RemoteMoveToDriver / retail.
        - Heading steered toward destination at ±20° snap-on-aligned
          tolerance / π/2 rad/s rotation rate (same constants the
          remote-creature path uses).
        - Synthesizes input as Forward+Run; the rest of Update's
          MotionInterpreter + body-velocity pipeline runs unchanged.

  GameWindow.OnLiveMotionUpdated (local-player branch):
    + when update.MotionState.IsServerControlledMoveTo and MoveToPath
      is populated: translate origin to world via RemoteMoveToDriver
      .OriginToWorld, call _playerController.BeginServerAutoWalk.
    + when a non-MoveTo motion arrives and auto-walk is active:
      EndServerAutoWalk(reason="motion-non-moveto").
    + [autowalk-begin] trace line under ACDREAM_PROBE_AUTOWALK.

The mtRun=0 case from the spec trace is handled implicitly: this
slice doesn't read MoveToRunRate at all — it relies on the existing
input.Run path which uses the player's local InqRunRate (env-var
defaulted to 200). Future slice can layer in mtRun!=0 honor if needed.

Slices 3 (animation cycle source while auto-walking) and 4 (local
pickup animation echo for #64) deferred to follow-up commits.
2026-05-14 18:50:59 +02:00
Erik
eda8278a64 feat(B.6 slice 1): ACDREAM_PROBE_AUTOWALK diagnostic baseline
Per the B.6 design spec (now retail-grounded on Option A), slice 1 is
pure-additive logging so the next session has a clean trace of what
ACE actually sends to the local player during a server-initiated
auto-walk.

New PhysicsDiagnostics.ProbeAutoWalkEnabled static flag, env-var-
initialized from ACDREAM_PROBE_AUTOWALK=1. Probe sites:

  [autowalk-out] on SendUse + SendPickUp — the packets that trigger
      ACE's CreateMoveToChain when the target is out of WithinUseRadius.
  [autowalk-mt]  on OnLiveMotionUpdated for _playerServerGuid only —
      captures MovementType + MoveToPath origin/min-dist/obj-dist +
      moveTowards + speed/runRate. Lets us see exactly the wire data
      retail's PerformMovement case 6 (0x00524440) was acting on.
  [autowalk-up]  on OnLivePositionUpdated for _playerServerGuid only —
      cadence + payload of ACE's position broadcasts during auto-walk.

No behavior change. All flags off by default; opt in with the env var
during a focused reproduction. Designed to be mirrored into DebugVM
checkbox state later (parallel to ProbeResolve / ProbeCell / ProbeBuilding)
but not wired yet — env-var-only for the first trace session.
2026-05-14 17:59:57 +02:00
Erik
ec9fd52cb2 fix #62: null-guard the PARTSDIAG read of ae.Animation
B.4c sets Animation = null! for sequencer-driven door entities (sites
at line 2867 + 7892), but the declared type is non-nullable. Today
doors never enter _remoteDeadReckon (ACE doesn't send UpdatePosition
for them), so the PARTSDIAG block's unguarded read is unreachable —
but the moment something flips that, ACDREAM_REMOTE_VEL_DIAG=1 would
NRE the tick.

Local-var + is-not-null check keeps the guard scoped to this block;
the legacy slerp branch downstream still treats ae.Animation as
non-null per its declared type, so the flow analysis doesn't propagate
nullable warnings to unrelated sites.
2026-05-14 17:12:48 +02:00
Erik
e55ad48ade fix(B.5): make creature-pickup guard silent (retail-faithful)
The previous "Can't pick that up" toast wasn't retail behavior either —
retail silently dropped the malformed pickup with no client-side
feedback. Drop the toast, keep the guard. The user learns by trying
again (which IS the retail UX). Filter still prevents the malformed
packet from reaching ACE, so the WeenieError 0x0029 + NPC-emote chain
that originally surfaced this bug stays suppressed.
2026-05-14 17:09:45 +02:00
Erik
a01ebd5e08 fix(B.5): block pickup of creatures client-side; show 'Can't pick that up' toast
Visual test surfaced a UX bug: when the user single-clicked an NPC last
before pressing F, _selectedGuid carried over to SendPickUp and the
client sent PutItemInContainer(itemGuid = NPC's serverGuid, ...). ACE
responded with WeenieError 0x0029 (Stuck — "You cannot pick that up!")
AND triggered the NPC's emote chain, producing the confusing
"NPCs talk to me when I press F" symptom.

F is only for ground items. Use (double-click) is the right action for
NPCs and is unaffected. Guard SendPickUp with the existing
IsLiveCreatureTarget predicate and show a toast instead. Same defensive
pattern as the 'Not in world' / 'Nothing selected' guards already
present in SendUse / SendPickUp / OnInputAction.
2026-05-14 17:04:20 +02:00
Erik
20ecb23396 Revert "feat(B.5): pickup feedback chat line + toast ("You pick up the X.")"
This reverts commit 87ba5c9a98.
2026-05-14 17:02:29 +02:00
Erik
87ba5c9a98 feat(B.5): pickup feedback chat line + toast ("You pick up the X.")
After B.5 shipped, the actual pickup was invisible feedback-wise: the
item left the ground, ACE despawned it via PickupEvent (0xF74A), and
the ItemRepository got updated — but the player had no visual
acknowledgement that anything happened. The M1 demo's "pick up an
item" target visually felt like the item just vanished into the void.

Add a new EntityPickedUp event to WorldSession that fires from the
PickupEvent (0xF74A) dispatch branch BEFORE EntityDeleted, so the
subscriber can still read the entity's display name from
_entitiesByServerGuid before the despawn handler clears it.

GameWindow subscribes during the live-session wiring block and emits
a retail-style system chat line plus a debug toast on every successful
pickup, mirroring retail behavior (retail synthesized this line
client-side; ACE doesn't echo it).

Closes the M1 demo "pick up" target's visible-payoff gap.
2026-05-14 16:54:17 +02:00
Erik
54d9bb9d8d feat(B.5): SendPickUp helper + F-key SelectionPickUp wiring 2026-05-14 15:07:00 +02:00
Erik
454d88ed8e fix(B.4c): correct NonCombat stance value (0x3D, not 0x01) + read spawn.MotionState
Visual test revealed doors rendered halfway in the ground because the
spawn-time SetCycle seed never fired:

- Spec specified NonCombat stance = 0x01, but ACE's MotionStance.NonCombat
  is 0x3D (61). The cycle key is `0x80000000 | stance`, so the correct
  initial style is 0x8000003D, not 0x80000001.
- HasCycle(0x80000001, ...) always returned false -> SetCycle was skipped
  -> sequencer left with no current motion -> Advance(dt) returned empty
  frames -> per-frame MeshRefs rebuild at line 7691 set every part to
  (origin, identity) -> door parts collapsed to the entity origin (which
  sits at the door's pivot, halfway underground for inn doors).

Fix:
1. Rename inline `NonCombatStance` -> `NonCombatStyle` and use the correct
   0x8000003D value.
2. Defensively prefer spawn.MotionState?.Stance when present (the wire
   may carry an explicit non-NonCombat stance for unusual doors), falling
   back to NonCombat. Mirrors OnLiveMotionUpdated's existing pattern at
   line 3148: `uint fullStyle = stance != 0 ? (0x80000000u | (uint)stance) : ae.Sequencer.CurrentStyle`.
3. Extend [door-anim] registered diagnostic to include initialStyle so
   future visual tests can verify the stance value at a glance.

Verified by reading the prior visual test's log: ACE broadcasts UMs
with stance=0x003D and the runtime sequencer keyed cycles by
style=0x8000003D. Same value now used at spawn.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 07:19:36 +02:00
Erik
8a9b15e6a9 refactor(B.4c): share IsDoorName predicate + durable comment + use UM locals
Code-quality review of the [door-cycle] diagnostic flagged three items:
- Important: open-coded doorInfo.Name == "Door" duplicated IsDoorSpawn's
  predicate. Introduces IsDoorName(string?) as the shared core both
  IsDoorSpawn and the diagnostic call.
- Minor: the diagnostic's comment said "Phase B.4c" which rots after
  archival; rewrite to use the durable [door-cycle] grep target instead.
- Minor: the diagnostic re-read update.MotionState.Stance / ForwardCommand
  instead of the stance/command locals every other diagnostic in the
  method uses. Switched to the locals for pattern consistency.

No behavior change. Build green; tests 1046/8 baseline unchanged.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 07:10:23 +02:00
Erik
b89f0044e3 feat(B.4c): [door-cycle] diagnostic in OnLiveMotionUpdated
Logs one line per UpdateMotion arriving for an entity named "Door"
when ACDREAM_PROBE_BUILDING=1. Greppable trail for the B.4c visual
test: confirms the dispatcher hit the sequencer for door open / close.

Durable subsystem-named tag per the Opus reviewer's B.4b feedback
([B.4c] would rot after phase archival; [door-cycle] survives).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 07:05:05 +02:00
Erik
9053860f1b feat(B.4c): door spawn-time AnimationSequencer with state-seeded initial cycle
Adds IsDoorSpawn helper and a sibling branch to the live-spawn
handler's animation registration gate. Detects entities where
spawn.Name == "Door" and registers them in _animatedEntities with an
AnimationSequencer seeded from the spawn PhysicsState's ETHEREAL bit
(Off cycle if closed, On if already open).

Mirrors ACE Door.cs:43 (CurrentMotionState = motionClosed) so the
sequencer always has frames for the per-frame tick to advance from
the first render. Without the seed, Advance(dt) returns no frames and
the MeshRefs rebuild at line 7691 collapses the door to origin.

No changes to OnLiveMotionUpdated, AnimationSequencer, EntitySpawnAdapter,
or the per-frame tick. The tick's sequencer branch at line 7497 reads
ae.Sequencer.Advance(dt) and never touches ae.Animation in this path
(only the legacy slerp else branch at line 7644+ does).

[door-anim] registered diagnostic gated on ACDREAM_PROBE_BUILDING.

One spec deviation: Animation = null! (null-forgiving) instead of
Animation = null — AnimatedEntity.Animation is a required non-nullable
field; null! is the same pattern used at line 7857 for sequencer-driven
AnimatedEntity registrations in the same file.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 06:55:42 +02:00
Erik
08be296dcd fix(phys L.2g slice 1c): translate ServerGuid -> entity.Id for ShadowObjectRegistry
B.4b visual test revealed the L.2g pipeline was a phantom:
- Server SetState arrives with parsed.Guid = ServerGuid (0x7A9B4015)
- ShadowObjectRegistry keys by local entity.Id (0x000F4245)
- UpdatePhysicsState(0x7A9B4015, ...) misses the lookup -> no-op
- Cached state stays 0x00010008 forever
- CollisionExemption.ShouldSkip sees the unchanged state
- Door keeps blocking the player

Translate in OnLiveStateUpdated by looking up the WorldEntity via
_entitiesByServerGuid and using entity.Id as the registry key.

Also extends the [setstate] diagnostic to include entityId=0x... so
the next visual-test grep can confirm the translation lands.

This was the actual blocker the user reported as "I cant go through
it" -- ACE was flipping ETHEREAL, our pipeline acknowledged it in the
diagnostic, but the cached state for the resolver-side check never
moved. Both L.2g slice 1's unit tests and slice 1b's collision
exemption widening were correct in isolation; the integration between
them was broken by the ID-space mismatch.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 18:48:01 +02:00
Erik
58b95bc0c5 fix(B.4b): let DoubleClick activation pass the OnInputAction gate
GameWindow.OnInputAction had an early-return gate dropping every
non-Press activation. With the new InputDispatcher firing
SelectDblLeft as ActivationType.DoubleClick, the case in the switch
was unreachable -- visual test confirmed [input] SelectDblLeft
DoubleClick fired but [B.4b] pick never followed.

Fix: also let DoubleClick through the gate. The existing case label
matches on action (not activation), so SelectDblLeft fires
PickAndStoreSelection(useImmediately: true) as designed.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 18:15:26 +02:00
Erik
89d82e1b76 feat(B.4b): GameWindow wires Select/Use handlers via WorldPicker
Closes #57. Adds three OnInputAction switch cases (SelectLeft,
SelectDblLeft, UseSelected) and three private helpers
(PickAndStoreSelection, UseCurrentSelection, SendUse). Single-click
selects but does not Use; double-click selects + Uses; R hotkey
sends Use on the existing _selectedGuid. ImGui mouse-capture
filtering already happens in InputDispatcher — no new guard needed.

Diagnostic lines emitted for log grep:
  [B.4b] pick guid=0x{guid:X8} name={label}
  [B.4b] use  guid=0x{guid:X8} seq={seq}

Also adds a one-line doc comment on _selectedGuid clarifying its
dual-purpose role (combat Q-cycle + interaction click), per the Task 3
review.

Build green; tests 1046/1054 (8 pre-existing-baseline fails
unchanged). Switch-case behavior verified at runtime via the Holtburg
inn doorway visual test (per spec §Testing → Runtime verification).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 17:59:08 +02:00
Erik
7b4aff21b6 refactor(B.4b): unify _selectedTargetGuid -> _selectedGuid
Retail's selection model is a single "current target" used by combat,
interaction, NPC dialog, and HUD alike - not two parallel selections.
Renames the existing combat-only field on GameWindow so the upcoming
B.4b click handler and the existing Q-cycle SelectClosestCombatTarget
share the same selection state.

Mechanical rename, no behavior change. Build + tests green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 17:55:24 +02:00
Erik
108e3868a5 feat(phys L.2g slice 1): GameWindow routes SetState + extends [entity-source] log
Two changes folded into one commit:

1. GameWindow subscribes to WorldSession.StateUpdated and routes the
   parsed (guid, newState) pair into
   ShadowObjectRegistry.UpdatePhysicsState. End-to-end wiring complete:
   server SetState (0xF74B) -> WorldSession dispatcher -> StateUpdated
   event -> GameWindow handler -> registry mutation -> next resolver
   tick sees the new ETHEREAL bit and CollisionExemption short-circuits
   the door cylinder. After this commit the M1 'open the inn door'
   scenario is unblocked at the code-path level; visual verification
   follows in Task 7 (user-driven).

   The handler also emits a [setstate] diagnostic line when
   ACDREAM_PROBE_BUILDING is enabled, giving a greppable trail when
   the visual test runs.

2. Slice 0.5 freebie folded in: the [entity-source] probe lines now
   include state=0x... flags=... so ETHEREAL flips are greppable
   end-to-end from spawn through state change. Resolves the 'slice
   1.6' suggestion from the L.2d ship handoff
   (docs/research/2026-05-13-l2d-slice1-shipped-handoff.md).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 22:35:57 +02:00
Erik
66dc23e087 feat(phys L.2d slice 1): BSP-hit diagnostic probe + plan-of-record correction
Adds ACDREAM_PROBE_BUILDING — a read-only per-shadow-entry probe that
captures full BSP collision evidence whenever TransitionTypes.FindObjCollisions
attributes a hit (via the existing L.2a slice 3 chain). One multi-line
[resolve-bldg] entry per attributed hit: partIdx, hasPhys, bspR vs
vAabbR, world-space entOrigin_lb, and the actual hit polygon's vertices
in both object-local and world space.

Paired with a one-time [entity-source] line at every ShadowObjects.Register
call site in GameWindow so entityId from a probe line is greppable to its
WorldEntity source within a single log file.

Plumbing: BSPQuery writes the resolved hit polygon to a new
PhysicsDiagnostics.LastBspHitPoly side-channel at the 5 SetCollisionNormal
sites in Paths 5/6 + CollideWithPt. TransitionTypes clears that field
before each shadow-entry dispatch and reads it back at the L.2a slice 3
attribution site to emit the probe line.

Spec component 4 originally described an out ResolvedPolygon? parameter
on BSPQuery.FindCollisions; the static side-channel achieves the same
observable behavior without plumbing through BSPQuery's recursive private
methods. Deviation noted in PhysicsDiagnostics.LastBspHitPoly's XML doc.

Reframes the plan-of-record's L.2d sub-direction paragraph: the 2026-05-12
handoff proposed porting CBuildingObj + per-cell walkability, but ACE
BuildingObj.cs:39-52 + named-retail acclient_2013_pseudo_c.txt:701260
show find_building_collisions is one BSP test on Parts[0]. Per-cell
walkability belongs to L.2e, not L.2d. L.2d slice 1 is the diagnostic;
slice 2 is the actual fix scoped from slice 1's evidence (one of three
hypotheses: wrong BSP loaded / over-registered parts / BSPQuery flaw).

Tests: 2 synthetic unit tests in PhysicsDiagnosticsTests.cs pin the
static API contract that the BSPQuery → side-channel → TransitionTypes
emission chain depends on. The multi-line line format itself is verified
by acceptance criterion 2 (live Holtburg-doorway capture) — covering it
here would require a heavy PhysicsEngine + Transition fixture for a
diagnostic-only emission.

Verified: dotnet build green; the 2 new tests pass; the 8 pre-existing
test failures listed in the L.2a handoff (MotionInterpreter GetMaxSpeed_*,
PositionManager.ComputeOffset_BothActive_Combined,
PlayerMovementController.Update_ForwardInput_*, Dispatcher.W_held_*,
BSPStepUpTests.{D4,C3}) remain failing — none introduced by this slice.

Spec: docs/superpowers/specs/2026-05-13-l2d-cbuildingobj-collision-design.md
Conformance anchors:
- acclient_2013_pseudo_c.txt:701260 (CBuildingObj::find_building_collisions)
- acclient_2013_pseudo_c.txt:323725 (BSPTREE::find_collisions)
- ACE references/ACE/Source/ACE.Server/Physics/Common/BuildingObj.cs:39-52

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 19:14:34 +02:00
Erik
5ca5827abe feat(vfx #C.1.5b): activator handles dat-hydrated entities + per-part transforms
Resolver returns ScriptActivationInfo(ScriptId, PartTransforms) — one
dat lookup per spawn yields both pieces of info. The C.1.5a ServerGuid==0
guard is relaxed: activator now keys by ServerGuid when nonzero, else
entity.Id, so dat-hydrated entities (EnvCell statics, exterior stabs)
flow through the same code path as server-spawned ones. PartTransforms
pushed into ParticleHookSink before scheduling Play, closing the
activator side of #56.

GameWindow resolver lambda upgraded: now constructs ScriptActivationInfo
from setup.DefaultScript.DataId + SetupPartTransforms.Compute(setup),
swallowing dat-lookup throws the same way C.1.5a did.

Tests: 4 existing tests updated for new ScriptActivationInfo signature;
3 new tests cover entity.Id keying for dat-hydrated entities, end-to-end
part-transform pipeline (resolver → sink → particle world position), and
OnRemove with an arbitrary caller-picked key. 77 Vfx+Meshing+Activator
tests green.

GpuWorldState fire-site wiring (Task 4) lands next.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 00:02:16 +02:00
Erik
849690c814 refactor(vfx #C.1.5a): reuse SequencerFactory's capturedDats in resolver
Code-review follow-up to 65d833d:

ResolveDefaultScript was closing over its own var capturedDatsForActivator
= _dats, but the sibling SequencerFactory in the same block already
declared var capturedDats = _dats. The two locals pointed at the same
reference and served the same purpose; the alias added no value and
muddied the closure pattern.

Reuse capturedDats. No behavior change.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 14:35:02 +02:00
Erik
65d833de1e feat(vfx #C.1.5a): construct EntityScriptActivator in GameWindow
Wires the activator into the production lifecycle:
- Construct alongside _wbEntitySpawnAdapter using _scriptRunner +
  _particleSink (both built earlier in OnLoad).
- Production resolver lambda hits _dats.Get<Setup>(...) wrapped in
  try/catch returning 0 on miss/throw — matches ParticleRenderer's
  defensive read pattern.
- Pass into GpuWorldState's new optional ctor parameter.

Closes the wiring half of C.1.5a. Visual verification at the Holtburg
Town network portal is the acceptance gate.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 14:30:53 +02:00
Erik
13abf96a5e docs(perf): Phase N.6 slice 1 — radius=12 baseline + surface dump path
Capture authoritative CPU+GPU dispatch numbers at Holtburg with the
gpu_us diagnostic now working (commit 25cb147). Three radii (4/8/12)
x two motion modes (standstill/walking) + a surface-format histogram
from ACDREAM_DUMP_SURFACES=1.

Adds env-gated one-shot dump path (TextureCache.TickSurfaceHistogramDumpIfEnabled,
called from GameWindow.OnRender) that fires once after both (a) frame
600 of the session AND (b) the upload-metadata dict reaches 100 entries
-- the cache-size gate prevents the dump from firing during pre-world
GUI ticks where OnRender spins at high rates but no scenery has streamed.
Output writes to %LOCALAPPDATA%\acdream\n6-surfaces.txt with a try/catch
around the I/O so disk-full / permission errors don't crash mid-measurement.

Baseline document at docs/plans/2026-05-11-phase-n6-perf-baseline.md
documents:
- CPU dominates GPU by 30-50x at every radius (strongly CPU-bound)
- GPU wildly under-utilized (max gpu_us p95 ~600us vs 16,600us frame budget)
- CPU scales superlinearly with N1 (Tier 1 cache wins on inner loop but
  not outer LB walk)
- Surface atlas opportunity high (59% of textures in top-3 triples) but
  win is memory-only since GPU isn't bottlenecked

Recommendation: C.1.5 (PES emitter wiring) next, then a reduced-scope
N.6 slice 2 (drop atlas + persistent-mapped buffers -- not justified by
the GPU under-utilization observed).

Roadmap entry amended to split N.6 into slice 1 (shipped) and slice 2
(planned, reduced scope, deferred until after C.1.5).

Spec: docs/superpowers/specs/2026-05-11-phase-n6-slice1-design.md.
Plan: docs/superpowers/plans/2026-05-11-phase-n6-slice1.md (Task 4).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 12:34:10 +02:00
Erik
489174f21c feat(render #53): wire EntityClassificationCache.InvalidateLandblock at LB demote/unload
GpuWorldState.RemoveEntitiesFromLandblock now invokes an optional
Action<uint> callback before zeroing the entity list. GameWindow wires
this to EntityClassificationCache.InvalidateLandblock so cache entries
get swept on LB demote (Near to Far) and unload. Per spec section 5.3 W3b.

The callback receives the canonicalized landblock id (low 16 bits forced
to 0xFFFF), matching the LandblockHint stored at Populate time. Trace:
GpuWorldState._loaded keys are canonical (set by AppendLiveEntity),
LandblockEntries yields kvp.Key as LandblockId, WalkEntitiesInto
propagates entry.LandblockId into _walkScratch, the dispatcher's
populateLandblockId reads that tuple and stores it as LandblockHint.

Phase 3 (invalidation hooks) complete. The cache now stays correct across
all spec-identified mutation events: despawn, ObjDescEvent (despawn+
respawn), LB demote, LB unload.

Two integration tests added:
- RemoveEntitiesFromLandblock_FiresUnloadCallbackWithCanonicalId asserts
  the callback fires once with the canonical id even when called with a
  cell-resolved input (low 16 bits non-FFFF).
- RemoveEntitiesFromLandblock_NotLoaded_DoesNotFireCallback asserts the
  early-return path doesn't fire the callback for unknown landblocks.

Tests: 1706 passed / 8 failed (baseline). Sentinel: 110/110.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 19:32:16 +02:00
Erik
1d1afcd562 feat(render #53): wire EntityClassificationCache.InvalidateEntity at despawn
GameWindow.RemoveLiveEntityByServerGuid now invalidates the entity's
cache entry next to the existing _animatedEntities.Remove(). Fires for
DeleteObject (0xF747) and the dedup leg of ObjDescEvent (0xF625).

Adds test #15 (despawn-respawn under reused id repopulates fresh) per
spec section 7.5 — pins the audit's ObjDescEvent-as-despawn-respawn contract.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 19:22:50 +02:00
Erik
a65a241981 feat(render #53): inject EntityClassificationCache into WbDrawDispatcher
Adds the cache as a constructor parameter on WbDrawDispatcher and a
private field on GameWindow. The cache is passed through but not yet
consumed by Draw — that wires up in Task 9 (cache miss / populate) and
Task 10 (cache hit / fast path).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 18:05:03 +02:00
Erik
bf31e59805 fix(streaming): close #54 — plumb JobKind through BuildLandblockForStreaming
Bug A's fix (commit `9217fd9`) patched at the worker output by stripping
entities from far-tier `LoadedLandblock`s after the full `LoadNear` path
ran. The worker still wasted CPU on `LandBlockInfo` reads + entity
hydration + `SceneryGenerator` math + interior-cell walks for ~544
far-tier LBs at radius=12, just to throw the work away.

This commit plumbs `LandblockStreamJobKind` through to the factory so the
worker can branch at the source:

- `LandblockStreamer.cs`: replace the `Func<uint, LoadedLandblock?>`
  factory with `Func<uint, LandblockStreamJobKind, LoadedLandblock?>` as
  the primary ctor signature. Add a back-compat overload that wraps the
  old single-arg signature (`(id, _) => loadLandblock(id)`) so existing
  test code keeps compiling without modification — the 5 ctor sites in
  `LandblockStreamerTests.cs` now resolve to the overload. `HandleJob`
  passes `load.Kind` to the factory; the post-load entity-strip is
  retained as a `Debug.Assert` + Release safety net.

- `GameWindow.cs`: `BuildLandblockForStreaming(uint, JobKind)` branches
  on `kind == LoadFar` at the top — reads only the `LandBlock` heightmap
  dat and returns a `LoadedLandblock` with `Array.Empty<WorldEntity>()`.
  Skips `LandblockLoader.Load` (which reads `LandBlockInfo`),
  `BuildSceneryEntitiesForStreaming`, and `BuildInteriorEntitiesForStreaming`
  entirely. Near-tier path is unchanged. Both call sites updated to pass
  the kind through the lambda: `(id, kind) => BuildLandblockForStreaming(id, kind)`.

Tests: 1688/1696 (8 pre-existing physics/input failures unchanged).
Streaming-targeted filter (30 tests covering LandblockStreamer +
StreamingController + StreamingRegion) all green via the back-compat
overload — no test code needed updating.

Per-LB worker cost on far-tier: was ~tens of ms (full hydration,
including LandBlockInfo + scenery generation + interior cells); now a
single `LandBlock` dat read (~sub-ms).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 16:03:16 +02:00
Erik
28d2c6018e feat(A.5 T22.5): wire QualityPreset into renderer + streaming (commit 2/2)
GameWindow.OnLoad resolves QualitySettings.From(_persistedDisplay.Quality)
+ WithEnvOverrides() immediately after LoadAndApplyPersistedSettings, stores
result in _resolvedQuality field. All six quality dimensions applied:

- NearRadius / FarRadius: replace old T16 env-var-only block; preset drives
  the radii, legacy ACDREAM_STREAM_RADIUS override still honoured.
- MsaaSamples: WindowOptions.Samples reads from startup quality resolution
  in Run() (pre-window-create read from SettingsStore). MSAA cannot change
  at runtime; ReapplyQualityPreset logs a restart-required warning if the
  new preset would change it.
- AnisotropicLevel: TerrainAtlas.SetAnisotropic() called after Build() and
  again in ReapplyQualityPreset. Temporarily removes bindless residency
  before the GL TexParameter call, re-makes resident after.
- AlphaToCoverage: WbDrawDispatcher.AlphaToCoverage property gates the
  glEnable/glDisable(SampleAlphaToCoverage) pair around the opaque pass.
- MaxCompletionsPerFrame: set on StreamingController after construction
  and after each mid-session restart.

ReapplyQualityPreset(QualityPreset) method handles mid-session changes
(Settings panel Quality dropdown Save): rebuilds streamer + controller for
radius changes, toggles A2C and aniso immediately, logs MSAA restart caveat.
onSaveDisplay callback updated to call ReapplyQualityPreset when Quality
field changes.

TerrainModernRenderer.Atlas property added to expose the atlas for
mid-session aniso updates.

991 tests passing, 8 pre-existing failures unchanged.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 08:43:06 +02:00
Erik
c473feedb3 feat(A.5 T23): BUDGET_OVER flag in [WB-DIAG] / [TERRAIN-DIAG]
Per Phase A.5 spec §2 acceptance criterion 6: entity dispatcher median
≤ 2.0ms; terrain dispatcher median ≤ 1.0ms at standstill. When the
median exceeds the budget, prefix the DIAG line with " BUDGET_OVER" so
the regression is grep-friendly during perf testing.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 08:28:45 +02:00
Erik
3b684db0f1 feat(A.5 T22): fog wired from N₁/N₂ + ACDREAM_FOG_*_MULT env vars
Per Phase A.5 spec §4.8: fog ramp is tuned to mask the N₁ scenery
boundary. FogStart = N₁ × 192m × 0.7 ≈ 538m at default radii (4/12).
FogEnd = N₂ × 192m × 0.95 ≈ 2188m. Multipliers exposed as env vars for
fast iteration during visual gate.

Override is injected into the UBO after SceneLightingUbo.Build() so fog
color, lightning flash and mode still come from the sky keyframe. Adds
ParseEnvFloat helper (InvariantCulture) for float env-var parsing.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 08:27:55 +02:00
Erik
26b2871b10 feat(A.5 T20): MSAA 4x + alpha-to-coverage on foliage
Per Phase A.5 spec §4.9.2: ClipMap foliage uses binary alpha-cutoff.
At N₂=12 horizon distance the pixel-stepped silhouettes are visible.
A2C with MSAA 4x produces smooth retail-faithful tree edges.

GL context now requests Samples=4. WbDrawDispatcher's opaque pass
toggles GL_SAMPLE_ALPHA_TO_COVERAGE on/off around the multi-draw
indirect call. mesh_modern.frag's opaque pass now discards only
truly-empty (α<0.05) so the GPU derives sample mask from coverage;
transparent pass boundary logic is unchanged.

MSAA audit: no custom FBOs found — all rendering uses default
framebuffer. Sky/particles/ImGui are all MSAA-compatible.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 08:25:59 +02:00
Erik
0afd741ea7 feat(A.5 T18): use cached WorldEntity AABB in dispatcher; populate at register
Per Phase A.5 spec §4.6 Change #2: WalkEntities's per-entity AABB
frustum cull was recomputing Position±5 per frame per entity. With
~10.7K entities (N1=4) at 240 FPS that is ~2.5M wasted Vector3
ops/sec.

Read the AABB from the WorldEntity cache (T8 schema) instead.
RefreshAabb runs lazily on AabbDirty=true. Populate at register time:

- LandblockLoader.BuildEntitiesFromInfo: RefreshAabb after each new
  WorldEntity construction (stabs + buildings). Refactored from
  inline object-initializer to named variable to enable the call.
- EntitySpawnAdapter.OnCreate: RefreshAabb after entity state init
  (position/rotation already set via the WorldEntity passed in).

Dynamic entities (NPCs, players) move every frame via direct
Position writes in GameWindow.cs. Migrated all three per-frame
write sites to SetPosition() (T8 mutator) so AabbDirty propagates:
  - line 5942: player entity render position update
  - line 6951: remote animated entity interpolated path
  - line 7279: remote animated entity landing/movement path

The lazy RefreshAabb in WalkEntities catches up on the next frame
after any SetPosition call — render thread only, no races.

Build green, 986 passed / 8 pre-existing failures unchanged.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 08:20:20 +02:00
Erik
31d312add3 fix(A.5 T16): debug overlay shows _nearRadius instead of legacy _streamingRadius
Cosmetic follow-up flagged by spec compliance review on T13-T16 bundle
(commits fb10c3f / aff35d2 / b8d80fe / c4fd373). The debug overlay's
getStreamingRadius callback was reading _streamingRadius — the legacy
single-tier field that's only updated by ACDREAM_STREAM_RADIUS. Operators
using the new ACDREAM_NEAR_RADIUS / ACDREAM_FAR_RADIUS env vars would
see the overlay frozen at the default 2.

Switch to _nearRadius. The overlay still shows a single number (matching
its label "Streaming radius"); operators who want both tier numbers can
read the launch log.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 08:01:30 +02:00
Erik
c4fd37384a feat(A.5 T16): wire two-tier streaming into GameWindow
GameWindow now constructs StreamingController with nearRadius / farRadius
defaults of 4 / 12 (per spec acceptance criterion). Env vars:
- ACDREAM_NEAR_RADIUS (default 4)
- ACDREAM_FAR_RADIUS  (default 12)
- ACDREAM_STREAM_RADIUS (legacy; if set, treats as nearRadius and
  bumps farRadius to max(stream, default))

Fields _nearRadius / _farRadius added alongside legacy _streamingRadius
(kept so the debug overlay's getStreamingRadius callback stays valid).

ApplyLoadedTerrainLocked routes to TerrainModernRenderer.AddLandblockWithMesh
(T15) instead of AddLandblock directly, making the two-tier entry point
the canonical call path.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 07:58:12 +02:00
Erik
b8d80fe282 feat(A.5 T13): StreamingController two-tier Tick
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>
2026-05-10 07:56:57 +02:00
Erik
76e1a64d78 fix(A.5 T10): lock 2 missed _dats.Get<Setup> sites
Spec compliance review on T10-T12 bundle (commits 0cf86bb/00bb030/0405947)
caught 2 unprotected dat reads that the original T10 audit missed:

- GameWindow.UpdatePlayerAnimation (line ~7546): reads Setup when the
  player entity is missing from _animatedEntities (post-respawn pattern).
- GameWindow.EnterPlayerModeNow (line ~8567): reads Setup when entering
  player mode to derive StepUpHeight / StepDownHeight from the dat.

Both run on the render thread post-_streamer.Start(), so they can race
with the worker thread's BuildLandblockForStreamingLocked. DatBinReader's
shared buffer position would corrupt — same class of "ball with spikes"
bug the original Phase A.1 hotfix addressed.

Wrap both reads in lock (_datLock).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 07:41:36 +02:00
Erik
0405947bac feat(A.5 T12): inject mesh-build dependency into LandblockStreamer
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>
2026-05-10 07:35:45 +02:00
Erik
0cf86bb126 fix(A.5 T10): serialize DatCollection access via _datLock
Phase A.5 T11 activates the LandblockStreamer worker thread, making
concurrent dat reads possible. DatReaderWriter's DatBinReader uses a
shared buffer position internally — concurrent _dats.Get<T> calls from
worker + render thread corrupt that state and produce half-populated
LandBlock.Height[] arrays (renders as wildly distorted terrain).

The _datLock field already existed from the Phase A.1 hotfix, and the
high-traffic worker-facing paths (BuildLandblockForStreaming,
ApplyLoadedTerrain, OnLiveEntitySpawned) already hold it. This commit
updates the field comment to precisely document the T10 contract:
all worker-thread dat reads enter via factory closures that acquire
_datLock; render-thread paths are already covered by their outer
lock wrappers.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 07:32:23 +02:00
Erik
c5f98b276e fix(A.5 T7-T9): migrate entity.Position= → SetPosition; add Promoted arm
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>
2026-05-10 07:25:07 +02:00
Erik
4be392b361 refactor(A.5 T9): _surfaceCache -> ConcurrentDictionary for off-thread mesh build
Widens LandblockMesh.Build's surfaceCache parameter from Dictionary to
IDictionary so any IDictionary implementation compiles at call sites.
Switches GameWindow._surfaceCache from Dictionary to ConcurrentDictionary
so T11's streaming worker can call Build off the render thread without
a lock.

The TryGetValue+assign lookup inside Build is not atomic, but BuildSurface
is deterministic (same palCode -> same SurfaceInfo), making last-write-wins
under concurrent access benign. Comment added at the pattern site.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 22:55:53 +02:00
Erik
7dfa2af6c0 phase(N.5b): retire legacy terrain renderers
Deletes:
- TerrainChunkRenderer.cs (454 lines, replaced by TerrainModernRenderer)
- TerrainRenderer.cs (247 lines, older sibling, no production users)
- terrain.vert / terrain.frag (replaced by terrain_modern.{vert,frag})

Removes the temporary Task 8 perf-benchmark toggle (ACDREAM_LEGACY_TERRAIN
env var, _useLegacyTerrain field, parallel _terrainLegacy renderer
instance, [TERRAIN-DIAG/modern|legacy] label suffix). The modern path
is now the only path. Mirror N.5's mandatory-modern amendment: missing
GL_ARB_bindless_texture throws NotSupportedException at startup
(already in place via the BindlessSupport.TryCreate gate).

Three load-bearing research comments preserved verbatim from terrain.vert
into terrain_modern.vert before deletion: the MIN_FACTOR = 0.0 N-dot-L
floor block (cross-ref Lambert brightness split), the aPacked3 bit
layout, the gl_VertexID corner-table 2026-04-21 ConstructPolygons fix.

Also retires the now-orphaned _shader field (legacy terrain pipeline
was its only user).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 12:59:05 +02:00
Erik
da56063be5 fix(N.5b): black terrain — switch to uvec2 handle + sampler constructor
Symptom: terrain renders pure black in modern path (legacy renderer
correct). Diagnostic at TerrainModernRenderer.Draw showed:
  glProgramUniformHandle(prog=4, loc=5, handle=0x100251xxx) → GL_INVALID_OPERATION (0x0502)
on both terrain and alpha sampler uniforms.

Root cause: the `uniform sampler2DArray` + glProgramUniformHandleARB
combination is rejected by the NVIDIA Windows driver in this configuration.
The handle is valid and resident; the uniform location is valid; the
program is valid; but the driver refuses to bind a 64-bit handle to a
sampler uniform via the program-uniform path.

Fix: switch to N.5's mesh_modern pattern — pass each 64-bit handle as a
`uniform uvec2` (low + high 32-bit halves) and construct the sampler at
the use site via the GLSL `sampler2DArray(handle)` constructor. This
form is what ARB_bindless_texture documents as universally supported and
is what N.5 already uses successfully.

Files:
- terrain_modern.frag: replace `uniform sampler2DArray uTerrain/uAlpha`
  with `uniform uvec2 uTerrainHandle/uAlphaHandle` + `#define`s
- TerrainModernRenderer.cs: cache uvec2 uniform locations; set via
  `glProgramUniform2(program, loc, low32, high32)` per frame
- BindlessSupport.cs: remove now-unused `SetSamplerHandleUniform`,
  leave a comment noting why the helper was retired
- GameWindow.cs: also strip the temporary [TERRAIN-DBG] cursor-wrap
  print added during the perf-baseline investigation

Build green; 114/114 tests in N.5+N.5b filter still pass; user-verified
terrain renders correctly in modern path post-fix. Captured fresh perf
baseline:
- Legacy:  cpu_us median  1.5  / p95  3.0  (1 chunk = 1 glDrawElements)
- Modern:  cpu_us median  6.4-7.0 / p95  9-14 (51 visible LBs, 1 MDI call)

Modern is ~4× slower on CPU at radius=5 because the chunked legacy path
already collapsed the scene to one draw call. The architectural wins
(zero glBindTexture/frame; constant-cost dispatch as A.5 raises radius)
will be documented in T10's perf baseline doc; the spec's
"≥10% lower CPU" acceptance criterion is invalid at radius=5 and needs
revision.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 12:53:21 +02:00
Erik
55e516c538 fix(N.5b T8): TerrainDiagMedian/P95 IndexOutOfRangeException on first flush
First diag flush fires ~5s after process start (Environment.TickCount64
threshold), but at that point only 1 sample may have been recorded if
the user is mid-login. The original `copy[copy.Length - nz / 2]` form
underflowed to copy[copy.Length] when nz=1 (nz/2=0), throwing
IndexOutOfRangeException at GameWindow.cs:8799 on the first OnRender
after login.

Fix: use `copy.Length - 1 - (nz - 1) / 2` for median (always >= 0 for
nz >= 1, returns the single sample for nz=1) and clamp the percentile
offset via `(nz - 1) * 0.05` for the same reason.

Caught by user's perf-baseline launch with ACDREAM_LEGACY_TERRAIN=1
(the benchmark toggle from 336ad34). The bug exists in T8 itself
regardless of the toggle.

Build green; existing tests still green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 09:40:22 +02:00
Erik
336ad34444 chore(N.5b): TEMPORARY perf benchmark toggle for legacy↔modern terrain
Adds an ACDREAM_LEGACY_TERRAIN=1 env var that routes Draw through the
legacy TerrainChunkRenderer instead of the new TerrainModernRenderer.
Both renderers are constructed and fed AddLandblock/RemoveLandblock so
they stay in sync; only one is drawn per frame. The [TERRAIN-DIAG]
log line is labeled /modern or /legacy so the user can tell which
numbers they're capturing.

Removed in Task 9 along with TerrainChunkRenderer.cs, terrain.vert,
and terrain.frag.

Usage:
  \$env:ACDREAM_LEGACY_TERRAIN = "1"   # legacy mode
  \$env:ACDREAM_LEGACY_TERRAIN = \$null # modern mode (default)

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 09:36:13 +02:00
Erik
75913c1c97 phase(N.5b): wire TerrainModernRenderer into GameWindow
Swap TerrainChunkRenderer → TerrainModernRenderer (drop-in: same
AddLandblock/RemoveLandblock/Draw interface). Pass BindlessSupport
to TerrainAtlas.Build so GetBindlessHandles() is callable. Load the
new terrain_modern shader pair and pass to the renderer ctor. Add
[TERRAIN-DIAG] rollup mirroring the existing [WB-DIAG] pattern.

Bindless detection moved above terrain construction so atlas + ctor
can consume BindlessSupport (was previously detected after — order
required for N.5b).

Visual verification at four scenes (Holtburg flat + sloped, Foundry,
sloped landblock) is the next gate.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 09:21:32 +02:00
Erik
dcae2b6b94 phase(N.5): retirement amendment — InstancedMeshRenderer + StaticMeshRenderer + WbFoundationFlag deleted
Final cross-cutting review of N.5 found that Task 15's deletion of
mesh_instanced.vert/.frag left InstancedMeshRenderer orphaned —
ACDREAM_USE_WB_FOUNDATION=0 silently rendered terrain+sky only with
no entities. The SHIP commit's "[x] ACDREAM_USE_WB_FOUNDATION=0 still
works" claim was inaccurate.

Resolution: formal retirement of the legacy renderer path within N.5
instead of deferring to N.6.

Deleted:
- src/AcDream.App/Rendering/InstancedMeshRenderer.cs
- src/AcDream.App/Rendering/StaticMeshRenderer.cs
- src/AcDream.App/Rendering/Wb/WbFoundationFlag.cs

GameWindow simplified — capability detection is unconditional, missing
bindless throws NotSupportedException with a clear message at startup.
WbDrawDispatcher + mesh_modern shader load are mandatory after init.
No escape hatch.

GpuWorldState simplified — WbFoundationFlag.IsEnabled guards on
AddLandblock/RemoveLandblock removed; adapter calls are unconditional
when the adapter is non-null.

PendingSpawnIntegrationTests updated — WbFoundationFlag.ForTestsOnly_ForceEnable
static ctor removed (flag is gone; adapter calls are unconditional).

The ApplyLoadedTerrain physics-data loop was also simplified: the
EnsureUploaded sub-loop that fed InstancedMeshRenderer is gone;
_pendingCellMeshes is now explicitly cleared to prevent unbounded
accumulation (the worker thread still populates it, but WB handles
EnvCell geometry through its own pipeline).

Spec §2 Decision 5 + §10 Out-of-Scope updated. Plan ship-amendment
section added. Roadmap updated (N.5 ships with retirement; N.6 scope
narrowed to perf-only). CLAUDE.md "WB integration cribs" updated.
Perf baseline doc updated. WbDrawDispatcher class summary docstring
corrected to describe the as-shipped SSBO + multi-draw-indirect path.
ISSUES.md #51 updated (terrain not in N.5 scope; deferred to N.7).

Bindless support is now a hard requirement. Modern desktop GPUs
universally expose GL_ARB_bindless_texture + GL_ARB_shader_draw_parameters;
if a user hits the NotSupportedException, that's a real bug report
worth investigating, not a silent fallback.

Build: 0 errors, 0 warnings. Tests: 71/71 (Wb+MatrixComposition+TextureCacheBindless filter).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 22:01:36 +02:00
Erik
e6378b90ed phase(N.5) Task 15: delete legacy mesh_instanced shader files
mesh_instanced.vert + .frag deleted. WbDrawDispatcher always uses
mesh_modern when WB foundation is on. Legacy escape hatch
(ACDREAM_USE_WB_FOUNDATION=0 or bindless missing) runs through
InstancedMeshRenderer which has its own shader path — untouched.

GameWindow's else-branch removed; if bindless is missing, _meshShader
stays unloaded, _wbDrawDispatcher stays null, and _staticMesh is not
constructed (its guard requires _meshShader non-null). All downstream
_staticMesh usages were already null-safe (null-conditional operators
or explicit null guards). Two null-forgiving suppressors added at the
WbDrawDispatcher + SkyRenderer construction sites where the compiler
couldn't prove non-null but the logic guarantees it (both require
_bindlessSupport non-null, which implies _meshShader was assigned;
_textureCache is assigned unconditionally).

InstancedMeshRenderer.cs: the one reference to mesh_instanced was
a code comment (location 3 NOT used by mesh_instanced.vert) — not
a file load. Escape hatch code path is preserved; the shader comment
is now stale but low priority.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 21:13:05 +02:00
Erik
f533414edf phase(N.5) Task 10: glMultiDrawElementsIndirect dispatch — visual verified
Replaces WbDrawDispatcher's per-group glDrawElementsInstancedBaseVertexBaseInstance
loop with two glMultiDrawElementsIndirect calls (opaque + transparent).
Per-frame uploads three SSBOs:
- _instanceSsbo @ binding=0 (mat4 per instance, indexed by gl_BaseInstanceARB + gl_InstanceID)
- _batchSsbo @ binding=1 (BatchData per group, indexed by gl_DrawIDARB)
- _indirectBuffer (DrawElementsIndirectCommand[] — opaque first, transparent second)

GameWindow swaps the shader load to mesh_modern when _bindlessSupport
is non-null. Capability detection + shader load now run in the right
order (capability before TextureCache + before Shader).

Deletes the obsolete DrawGroup stub, EnsureInstanceAttribs, _instanceBuffer,
_patchedVaos. ClassifyBatches + ResolveTexture already migrated in
Task 8 to use ulong bindless handles.

BuildIndirectArrays (Task 9) wired in: _opaqueDraws + _translucentDraws
are flattened into IndirectGroupInput[], laid out via the helper into
contiguous indirect commands + parallel BatchData[]. opaqueByteOffset=0,
transparentByteOffset = opaqueCount × DrawCommandStride.

Visual verification (USER GATE) PASS: Holtburg courtyard renders
identical to N.4 — terrain, scenery, characters, NPCs all visible
without artifacts. [N.5] modern path capabilities present + mesh_modern
shader loaded log lines confirm the boot path. [WB-DIAG] hot-path
counters show healthy entity/draw activity.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 20:51:49 +02:00
Erik
86c471d2d1 phase(N.5) Task 7: dispatcher SSBO + indirect buffer infrastructure
Adds DrawElementsIndirectCommand struct (20-byte layout for
glMultiDrawElementsIndirect). Replaces _instanceVbo field on
WbDrawDispatcher with three buffers: _instanceSsbo (mat4[]),
_batchSsbo (BatchData[]), _indirectBuffer (DEIC[]). Adds BindlessSupport
constructor parameter — non-null required since the dispatcher is only
constructed when WB foundation is on (which implies bindless is present
per Task 6 capability detection).

Existing Draw() method substitutes _instanceVbo -> _instanceSsbo for
compile. Behavior is temporarily wrong (SSBO bound as ArrayBuffer for
per-vertex attribs); Tasks 9-10 fully rewrite the draw loop and the
per-frame uploads to use BindBufferBase + glMultiDrawElementsIndirect.

GameWindow construction site updated to add _bindlessSupport guard and
pass it as the new last argument to the constructor. Dispatcher is only
constructed when bindless is guaranteed present.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 20:25:29 +02:00