ParticleBatcher/ParticleEmitterRenderer/ActiveParticleEmitter (src/AcDream.App/Rendering/Wb/)
are an earlier WorldBuilder-derived particle-preview design with zero live call
sites: ParticleBatcher.Begin/AddParticle/Flush/End are only called from
ParticleEmitterRenderer.Render, which is only called from
ActiveParticleEmitter.Render, and `new ActiveParticleEmitter` has zero call
sites anywhere in the repo (verified by grep across src/tests/tools). The only
wiring was OpenGLGraphicsDevice.ParticleBatcher (property + null-init + Dispose)
and a single assignment in WbMeshAdapter.cs.
ParticleBatcher's constructor unconditionally allocated a ParticleInstance[65536]
managed array (~3.5 MiB) plus a matching GPU instance buffer, a shader, a VAO,
and 3 more GL buffers, none tracked by GpuMemoryTracker or ever drawn from.
ParticleEmitterRenderer's per-particle-type physics (Particle::Init vector-space
resolution, CalculatePosition integration) duplicates, without retail address
citations, what src/AcDream.Core/Vfx/ParticleSystem.cs already implements with
Particle::Init (0x0051c930) / Particle::Update (0x0051c290) citations and the
same ParticleType switch — the production path (ParticleSystem.cs +
AcDream.App/Rendering/ParticleRenderer.cs) supersedes it. No unique retail
knowledge is lost.
EmbeddedResourceReader.cs and the wb_particle.vert/frag shader sources are
deleted alongside it: EmbeddedResourceReader's own doc comment says it exists
solely so ParticleBatcher/ParticleEmitterRenderer can load WB-style shader
resource names, and GetEmbeddedResource had no other caller in the repo.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
(cherry picked from commit 4afedafd085a5fadd1867418d3ec71610d9d15a7)
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>
Render assessed creatures through the shared private viewport with retail heading, bounding-box camera, and light. Build the exact authored nine-row stat list and resolve creature names from the retail EnumMapper while keeping remaining font/sequencer adaptations explicit.
Co-authored-by: Codex <codex@openai.com>
Preserve prepublication local motion completion, require the PartArray enter-world lifecycle port, and balance deferred Use busy ownership across dispatch and cancellation. Reconcile the completed GameWindow connected gates and add regression coverage.
Co-authored-by: Codex <codex@openai.com>
Make scripted lifecycle checkpoints acknowledged post-diagnostics render barriers, capture the exact frame outcome beside canonical resource ownership, and harden the nine-stop route with ordered same-location cache and lifetime gates without weakening process residency thresholds.
Co-authored-by: Codex <codex@openai.com>
Move the exact retryable shutdown manifest, typed root snapshot, terminal reporting, and native-window-last release out of GameWindow. Keep session and GPU convergence as hard barriers while reporting persistent physical callback cleanup without stranding dependent owners.
Co-authored-by: Codex <codex@openai.com>
Move live-session startup and its existing diagnostics into the typed Phase-9 owner. GameWindow.OnLoad now ends immediately after that phase, so no callback binding, publication, or allocation can occur after the session becomes active.
Co-authored-by: Codex <codex@openai.com>
Move the complete update/render construction graph into a typed Phase-8 owner, explicitly carry the content dependencies it consumes, and publish both roots through one exact lease. Extract lifecycle resource sampling and frame-owned late bindings so partial startup and shutdown withdraw the same generation without window callbacks.
Co-authored-by: Codex <codex@openai.com>
Move the live-session reset and routing graph, combat and diagnostic command targets, and the sole gameplay input subscriber into Phase 7 before frame publication. Add exact retryable ownership for late bindings so partial startup cannot strand session or component teardown edges.
Co-authored-by: Codex <codex@openai.com>
Move streaming, live-session, hydration, local-player, combat, and teleport construction behind the typed Phase-7 boundary. Add exact-owner runtime bindings and focused spawn-claim classification so partial startup rolls back without retaining old session targets while preserving the accepted construction and frame dependencies.
Co-authored-by: Codex <codex@openai.com>
Move Region/environment, mandatory modern rendering, terrain, WB, texture, and sampler construction behind the typed Phase-4 composition boundary. Give every fallible GL constructor prefix retryable ownership so partial startup failure cannot leak or replay resource deletion while preserving the accepted render path and DAT inputs.
Co-authored-by: Codex <codex@openai.com>
Move Phase-2 startup behind typed composition/publication boundaries, replace the GameWindow-capturing PhysicsScript gate with a focused deferred source, and own animation-hook registrations reversibly. Make OpenAL construction and teardown transactional so every device, context, source, and buffer prefix is retryable without replay.
Give terrain, sky, retained UI, portal preparation, and the update/render frame pair explicit single owners. Make shader, texture, text, bindless, and GL construction prefixes checked and retryable so partial failure cannot lose or replay resource ownership.
Co-authored-by: Codex <codex@openai.com>
Move camera pointer, framebuffer resize, and retained/devtools input edges behind focused reversible owners. Preserve input priority while making shutdown deactivate callbacks before live-session retirement and retry physical detach without stranding transport teardown.
Move the DAT sky, selected day group, world clock, weather, AdminEnvirons bridge, and debug cycles into a one-shot WorldEnvironmentController while preserving GameWindow's public aliases and accepted startup/session/render order. Correct the named retail citations and register the remaining environment audio and fog/radar gaps.
Co-authored-by: Codex <codex@openai.com>
Extract reset, selection, entered-world, and route construction behind LiveSessionHost while preserving the sole LiveSessionController authority. Retain partial route and subscription cleanup for retry, and replace the embedded ACE-only shortcut with the exact named-retail unsigned skill formula.
Co-authored-by: Codex <codex@openai.com>
Publish the fixed Silk callback binding before acquisition, quiesce admitted callbacks before teardown, and retain failed physical detach ownership for retry. Preserve the frozen callback order while covering partial event accessors, concurrency, reentrancy, and shutdown completion.
Co-authored-by: Codex <codex@openai.com>
Pin the accepted startup, input, frame, resize, shutdown, and native-window order before Slice 8 moves those edges, while deleting only unread duplicate state and test-only GameWindow facades.
Co-authored-by: Codex <codex@openai.com>
Move the accepted draw transaction and failure recovery behind typed frame-phase owners so GameWindow only supplies immutable frame input. Preserve retail draw order, make ImGui/bootstrap shutdown ownership explicit, and restore exact text-render GL state on failures.\n\nCo-authored-by: Codex <codex@openai.com>
Move fallback and PView world drawing, shared alpha, particles, visibility, selection, and diagnostics behind focused frame owners. Make exceptional frames failure-atomic by restoring the shared GL baseline and preserving primary alpha failures through cleanup.
Co-authored-by: Codex <codex@openai.com>
Move camera/root resolution, live settings and listener preview, sky/lighting/fog preparation, animated classification, and building visibility scratch behind a typed WorldRenderFrameBuilder while preserving retail frame order and borrowed lifetimes.
Co-authored-by: Codex <codex@openai.com>
Move ordered resource begin, clear/state setup, live upload/reveal, weather timing, and display pacing behind focused owners while preserving the accepted frame order and retryable shutdown ownership.
Co-authored-by: Codex <codex@openai.com>
Reduce GameWindow.OnUpdate to one typed orchestration call and remove transitive window callbacks from teardown, liveness, teleport placement, live presentation, auto-entry, and entity packet routing. Preserve the frozen retail object/network order while making the production owner graph explicit and testable.
Move fly/chase publication, combat target tracking, and local player projection behind typed runtime owners. Preserve the inbound-created projection/reconcile barrier while removing GameWindow callbacks and duplicate shadow helpers.
Move local teleport, player-mode, animation, shadow, and sealed-dungeon lifetimes out of GameWindow. Make player-mode entry transactional and isolate approach completions by controller lifetime and approach generation so stale callbacks cannot affect replacements.
Co-authored-by: Codex <noreply@openai.com>
Remove the legacy GameWindow apply path and make the concrete render, physics, and static publishers the only production owner graph. Serialize full-window retirement with shared-origin teleport and session boundaries so old coordinate-frame resources cannot survive into a new world or login.
Move full and near-tier presentation retirement out of GameWindow and into a concrete pipeline-owned stage mapper. Harden the retry ledger against reentrancy and committed visibility observer failures, enforce a single state/resource ownership graph, and split concrete versus legacy controller construction so callbacks cannot be silently ignored.
Co-authored-by: Codex <codex@openai.com>
Own render, physics, DAT-static presentation, and retained static-resource rebinds behind retryable receipts so a failed publication resumes its exact unfinished suffix without replaying retail create-time defaults.
Co-authored-by: Codex <noreply@openai.com>
Move streamed terrain/cell/building and static collision publication behind a focused update-thread owner. Preserve retail publication order while making replacement and retirement exact by logical landblock ownership, including current-cell rebasing and adjacent-seam isolation.
Co-authored-by: Codex <noreply@openai.com>
Move Position, Vector, State, Movement, and equal-generation CreateObject routing out of GameWindow while preserving per-channel authority, ForcePosition acknowledgement, and motion-runtime ownership. Add adversarial authority and exact-wire coverage so reentrant updates and GUID reuse cannot publish stale state.