Five small post-cleanup items from T7 code review:
I1: Removed dead `datDir` parameter from WbMeshAdapter ctor (parameter
was unused after _wbDats removal; ArgumentNullException.ThrowIfNull
was misleading). Updated call sites in GameWindow.cs and
WbMeshAdapterTests.cs.
I2: Updated stale GameWindow.cs comment that still described
WbMeshAdapter as opening its own dat handles. Now reflects Phase O
state: shared DatCollection via DatCollectionAdapter.
I3: Documented thread-safety contract on RenderStateCache (render-thread
only — required for the mutable-static GL sentinel pattern).
M1: Added comment on IDatReaderWriter's write-path methods noting they
are preserved for verbatim compatibility but unused in acdream.
M3: Added comment on Chorizite.Core PackageReference in Core.csproj
explaining the previously-transitive dependency.
Also excluded SplitFormulaDivergenceTest.cs from the test build via
<Compile Remove>: this N.5b one-time data-collection test referenced
WorldBuilder.Shared types directly; after Phase O-T7 dropped that
project reference it no longer compiles. The sweep data it produced
already informed the N.5b Path-C decision and the file is retained
in the tree for historical reference.
Build green; tests green (1146 + 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>
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>
Code-review findings on T4:
1. Added lock(_lock) around _db.TryGet and TryGetFileBytes in
DatDatabaseWrapper, matching WB's DefaultDatDatabase pattern.
ObjectMeshManager.PrepareMeshDataAsync runs on the thread pool, so
concurrent dat access through the adapter must be serialized — our
underlying DatCollection is not documented as thread-safe.
2. Removed unused `using WorldBuilder.Shared.Models;` from WbMeshAdapter.cs
(its only purpose was TerrainEntry, which moved to AcDream.Core in T2).
Build green; tests green (1147 passing, 8 pre-existing failures baseline).
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>
Phase O Task 3 — verbatim-copy GL infra from Chorizite.OpenGLSDLBackend
into src/AcDream.App/Rendering/Wb/ (namespace AcDream.App.Rendering.Wb).
18 files extracted (all namespace-changed; no algorithm changes):
OpenGLGraphicsDevice, ManagedGLTexture, ManagedGLTextureArray,
ManagedGLVertexBuffer, ManagedGLIndexBuffer, ManagedGLVertexArray,
ManagedGLFrameBuffer, ManagedGLUniformBuffer, GLSLShader, GLHelpers,
GLStateScope, GpuMemoryTracker, SceneData, DebugRenderSettings,
TextureParameters, TextureFormatExtensions, BufferUsageExtensions,
EmbeddedResourceReader.
3 internals promoted to public (O-D9):
EmbeddedResourceReader, TextureFormatExtensions, BufferUsageExtensions.
SixLabors.ImageSharp not reachable: TextureHelpers was placed in
AcDream.Core (no GL/ImageSharp dep); only the GL types went to App.
TextureHelpers.GetCompressedLayerSize added to AcDream.Core.Rendering.Wb
(was in Chorizite.OpenGLSDLBackend.Lib.TextureHelpers; uses
Chorizite.Core.Render.Enums.TextureFormat which Core gets transitively
via the still-present WB project refs).
T3/T4 boundary interims:
- WbMeshAdapter._graphicsDevice stays Chorizite.OpenGLSDLBackend.OpenGLGraphicsDevice
(T4 will swap it when ObjectMeshManager is extracted).
- OpenGLGraphicsDevice.ParticleBatcher deferred to null! (T4 extracts
ParticleBatcher alongside ObjectMeshManager; can't pass `this` of our
new type to the WB-original ctor before T4).
- ManagedGLTextureArray uses our TextureHelpers via explicit alias.
- IUniformBuffer is in Chorizite.Core.dll under Chorizite.OpenGLSDLBackend
namespace (unusual packaging); resolved via type alias.
- AcDream.App.csproj gets explicit Chorizite.Core 0.0.18 PackageReference
(IUniformBuffer + other Chorizite.Core types now used directly in App).
Build green. Test baseline 1147+8 maintained (1902 passing, 8 pre-existing
MotionInterpreterTests failures unrelated to T3).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase 2 diagnostic chain identified the EXACT cause of 26/123 Holtburg
cells silently failing in WB's PrepareEnvCellMeshData:
ArgumentOutOfRangeException thrown from Setup.Unpack inside
DatReaderWriter when WB calls TryGet<Setup>(stab.Id, ...) on a stab id
whose prefix is GfxObj (0x01xxxxxx), not Setup (0x02xxxxxx).
DatReaderWriter finds the file in Portal's tree (GfxObjs and Setups
share tree-lookups), attempts to parse GfxObj bytes as Setup format,
throws OOR. Exception bubbles to PrepareMeshData's outer try/catch
which silently swallows + returns null. Entire cell fails to upload.
This commit lands the diagnostic infrastructure that surfaced the bug:
- WbMeshAdapter: replaced NullLogger<ObjectMeshManager> with a small
Console-backed ConsoleErrorLogger<T> private class. Filters to
LogLevel.Error+. WB's existing _logger.LogError(ex, ...) at the
swallow site now writes [wb-error] lines with type + message + top 5
stack frames. Bridges WB's intentional log point to acdream's console.
- WbMeshAdapter: extended [indoor-upload] NULL_RESULT probe with
reader-divergence diagnostic (ourCellDb.TryGet, wbResolveId.Count,
wbSelectedType, wbDbIsPortal, wbDbTryGet<EnvCell>, hadRenderData).
Made it possible to rule out cache-hits and reader-divergence as
causes before identifying the real one.
- Cause report at docs/research/2026-05-19-indoor-cell-rendering-cause.md
documents the full chain: 55 ArgumentOutOfRangeException stack traces
captured in one launch, all from PrepareEnvCellMeshData line 1223.
The fix itself (1-line guard at WB's TryGet<Setup> call site) is applied
to references/WorldBuilder/.../ObjectMeshManager.cs — which is a git
submodule. Will be committed separately to the WB submodule after
visual verification.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase 2 Task 1's continuation logged [indoor-upload] NULL_RESULT
when WB's PrepareMeshDataAsync returned null. Extend the line to
include two cross-checks:
ourCellDb.TryGet=<bool> — acdream's DatCollection.Cell.TryGet<EnvCell>
wbResolveId.Count=<int> — WB's DefaultDatReaderWriter.ResolveId().Count
This narrows the cause among WB's null-return paths (ResolveId empty
vs TryGet<EnvCell> failure vs wrong type). Best-effort: both calls
wrapped in try/catch so diagnostic failures don't propagate.
Capture: 55 NULL_RESULTs across multiple landblocks ALL show
ourCellDb.TryGet=True + wbResolveId.Count=1. Both readers find the
cells in their indices, but WB's downstream PrepareMeshData logic
still returns null. Divergence is downstream of ResolveId.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase 1 confirmed 26/123 Holtburg cells silently fail in WB's
PrepareEnvCellMeshData / PrepareMeshData. WB's catch block at
ObjectMeshManager.cs:589 calls _logger.LogError(ex, ...) — but we
construct ObjectMeshManager with NullLogger, so the log is dropped.
Capture the Task from PrepareMeshDataAsync (previously fire-and-forget)
and attach a ContinueWith that, for EnvCell ids only when the probe
is on, logs:
[indoor-upload] FAILED cellId=0x... exception=<Type>: <Message>
stack=[<top 3 frames>]
[indoor-upload] NULL_RESULT cellId=0x...
Runs on ThreadPool — non-blocking. Zero cost when ProbeIndoorUploadEnabled
is off. AggregateException is unwrapped to InnerException for readability.
Stack truncated to top 3 frames.
Next: capture procedure, identify cause, target the fix.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Instruments WbMeshAdapter at two sites:
- IncrementRefCount: on first call for an EnvCell id (low 16 bits >=
0x0100), tag the id in _pendingEnvCellRequests and log
[indoor-upload] requested.
- Tick: when WB's StagedMeshData drains an ObjectMeshData whose
ObjectId matches a pending EnvCell, log [indoor-upload] completed
with parts count, EnvCellGeometry vertex count, and upload result.
Missing "completed" lines after "requested" identify hypothesis H1
(WB silently returns null from PrepareEnvCellMeshData).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Task 26 visual verification surfaced three bugs in the dispatcher.
Two are fixed here; the third is documented as a remaining issue.
1. WB's IncrementRefCount only bumps a usage counter — it does NOT
trigger mesh loading. Fixed in WbMeshAdapter.IncrementRefCount:
call PrepareMeshDataAsync(id, isSetup: false) on first registration.
Result auto-enqueues to _stagedMeshData (line 510 of WB's
ObjectMeshManager) which Tick() drains onto the GPU.
2. EntitySpawnAdapter never registered per-instance entity meshes
with WB. LandblockSpawnAdapter only registers atlas-tier
(ServerGuid == 0); per-instance entities fell through. Fixed by
adding optional IWbMeshAdapter constructor param + tracking unique
GfxObj ids per server-guid for IncrementRefCount on OnCreate /
DecrementRefCount on OnRemove.
3. WbDrawDispatcher.ResolveTexture used batch.SurfaceId which WB
never populates (line 1746 of ObjectMeshManager only sets
batch.Key — the TextureKey struct that has SurfaceId). Switched
to batch.Key.SurfaceId.
Plus diagnostic counters (ACDREAM_WB_DIAG=1) for entity-seen / drawn
/ mesh-missing / draws-issued counts.
Status: with these fixes the dispatcher now issues real draw calls
(~16K/frame, validated via diagnostic). However visual verification
shows characters appear "exploded" (parts spaced too far apart) and
scenery (trees/rocks/fences/buildings) does not appear. Root cause
analysis pending — Adjustment 7 in the plan documents the deferred
work. Flag stays default-off; legacy renderer remains the
production path.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
WbDrawDispatcher draws all entities through WB's ObjectRenderData
(VAO/VBO per GfxObj, per-batch IBO) using acdream's TextureCache for
texture resolution. Two-pass rendering (opaque+ClipMap, then
translucent) matching the existing InstancedMeshRenderer pattern.
Per-entity single-instance drawing for N.4 simplicity — true
instancing grouping deferred to N.6.
Atlas-tier entities: mesh from WB, texture from TextureCache via
batch SurfaceId. Per-instance-tier entities: AnimatedEntityState
drives part overrides + hidden-parts, palette/surface overrides
resolve through TextureCache's composite-key caches.
Side-table population (Task 23 folded in): WbMeshAdapter now takes
DatCollection and populates AcSurfaceMetadataTable on first
IncrementRefCount per GfxObj. The side-table provides TranslucencyKind
(critical for ClipMap alpha-test on vegetation) plus Luminosity,
Diffuse, SurfOpacity, NeedsUvRepeat, DisableFog for sky-pass and
lighting.
GameWindow wiring: when WbFoundationFlag is enabled, WbDrawDispatcher
draws everything and InstancedMeshRenderer is skipped. Flag-off path
is unchanged.
Matrix composition: restPose * animOverride * entityWorld, matching
the spec. Three MatrixCompositionTests verify the contract.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Without this, ObjectMeshManager.StagedMeshData and
OpenGLGraphicsDevice._glThreadQueue grow unbounded as background
workers prep mesh data + queue GL actions. Visual stress test of
flag-on at radius 7 showed real FPS drop and rising frame latency
from this leak.
Tick() drains both queues:
1. _graphicsDevice.ProcessGLQueue() applies pending GL state.
2. Loop _meshManager.StagedMeshData.TryDequeue -> UploadMeshData
to materialize VAO/VBO/IBO for each prepared mesh.
Wired into GameWindow's render loop before draw work begins.
No-op when adapter is uninitialized or disposed.
Pattern matches WB's reference ObjectRenderManagerBase.ProcessUploads
without the prioritization heuristics (we're not yet drawing the
results — Task 22's WbDrawDispatcher will add prioritization when
visual budget matters).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
WbMeshAdapter now actually constructs the WB pipeline:
- OpenGLGraphicsDevice(gl, logger, DebugRenderSettings)
- DefaultDatReaderWriter(datDir) — opens its own file handles for now
(memory cost ~50-100MB of duplicate index caches, acceptable for
foundation work per plan Adjustment 1)
- ObjectMeshManager(graphicsDevice, dats, NullLogger)
InstancedMeshRenderer.EnsureUploaded routes through the adapter when
ACDREAM_USE_WB_FOUNDATION=1 is set; uses a WbManagedSentinel entry
in the local cache to mark "this GfxObj lives in WB now". CollectGroups
skips sentinel entries; both Draw passes skip them; Dispose skips them
(no GL resources to free — ObjectMeshManager owns those). Task 22's
WbDrawDispatcher will eventually draw WB-managed objects. With flag
off, behavior is byte-identical to before.
WbMeshAdapter constructor signature changed from (GL, DatCollection,
Logger) to (GL, string datDir, Logger). Updated tests to use
CreateUninitialized() for behavior tests and single null-GL guard test
for constructor validation. GameWindow updated to pass _datDir and to
wire _wbMeshAdapter into InstancedMeshRenderer.
AcDream.App.csproj gets direct ProjectReferences to WorldBuilder.Shared
and Chorizite.OpenGLSDLBackend — project refs are not transitive in
.NET, so AcDream.App must list them explicitly even though AcDream.Core
already references them.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Stub adapter that validates constructor args and exposes the public
shape (IncrementRefCount / DecrementRefCount / GetRenderData / Dispose).
Real ObjectMeshManager init is deferred to Task 9 — for now methods
no-op so call sites can wire the adapter without behavioral effect.
IWbMeshAdapter interface enables mocking in subsequent tasks
(LandblockSpawnAdapter tests in Task 11 need it).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>