Commit graph

161 commits

Author SHA1 Message Date
Erik
f05afc07c1 perf(render): consume prepared mesh package at runtime 2026-07-24 15:07:25 +02:00
Erik
b7b9aaa9dd fix(render): eliminate EnvCell identity collisions 2026-07-24 13:44:56 +02:00
Erik
86fadf8661 refactor(content): share EnvCell geometry identity 2026-07-24 13:32:03 +02:00
Erik
7b456b49d6 perf(diag): per-frame history export + checkpoint LOH/cache counters + soak capped mode (2026-07-24 audit review)
An adversarial performance review found our own instruments cannot
measure the project's own performance gates:

- FrameProfiler aggregated CPU/GPU/alloc/stage samples into ~5-second
  windows and reset the ring buffers after each report, so route-wide
  p50/p95/p99 distributions across a whole soak could not be
  reconstructed after the fact. ACDREAM_FRAME_HISTORY=<path> now opts
  into a separate per-frame history (one record per frame, ~72
  bytes/record, accumulated in memory with zero frame-thread I/O) that
  a shutdown-only Dispose() writes as CSV. The aggregated [frame-prof]
  report format and its existing metrics are unchanged.

- The canonical checkpoint JSON tracked cache residency (entry/byte
  counts) but never LOH size/fragmentation, process-wide allocated
  bytes, or cache hit/miss/eviction traffic — a committed audit JSON
  showed 65% LOH fragmentation that no tracked instrument recorded,
  and "does a revisit portal hit or miss the caches" was unanswerable
  from an artifact alone. WorldLifecycleResourceSnapshot now carries
  loh_size_bytes/loh_fragmentation_bytes (GCMemoryInfo.GenerationInfo
  index 3), process_total_allocated_bytes (GC.GetTotalAllocatedBytes),
  and Interlocked hit/miss/eviction counters for the CPU mesh cache,
  decoded-texture cache, and the four bounded DAT-object caches
  (portal/cell/highRes/language, aggregated).

- run-connected-r6-soak.ps1 unconditionally forced
  ACDREAM_UNCAPPED_RENDER=1 with no capped mode, while its sibling
  lifecycle-gate script correctly gated it behind a switch. Added
  -Uncapped (default capped, matching the sibling script's pattern),
  fixed the stationary dwell (12s -> 26s, past the 25s
  LiveEntityLivenessController deadline the adjacent comment already
  cited), and now write an env-disclosure.json into the automation
  artifact directory before every launch listing every ACDREAM_* var
  the script sets plus -Uncapped, since the prior audit could only see
  ACDREAM_DUMP_MOVE_TRUTH and nothing else was ever recorded anywhere.

Cache counters are wired via the existing composition path
(ObjectMeshManager already owns the CPU mesh cache and the mesh
extractor directly; content.Dats is threaded into
WorldLifecycleResourceSnapshotSource the same way every other
composition consumer receives it). The DAT-object cache lives behind
IDatReaderWriter, a third-party interface from the DatReaderWriter
package that cannot be extended; RuntimeDatCollection (the one
production implementation) exposes the aggregate stats directly and a
pattern match reads them, degrading to zero for any test double —
no new static registry was introduced (GpuMemoryTracker remains the
one precedented process-wide static).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
(cherry picked from commit 1da2c33c875b41fa383dd79694ee2765f0e21896)
2026-07-24 12:00:30 +02:00
Erik
a4b1214e0f chore(render): delete dead ParticleBatcher chain (2026-07-24 audit review)
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)
2026-07-24 11:49:46 +02:00
Erik
c2cb83d11f perf(render): gate EnvCellRenderer visibility-snapshot rebuilds on real input changes (2026-07-24 audit review)
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>
2026-07-24 11:49:40 +02:00
Erik
6a2fe98cc4 refactor(app): compose world rendering startup
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>
2026-07-22 16:46:05 +02:00
Erik
c87b15303d refactor(lifetime): own render resource prefixes
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>
2026-07-22 14:42:14 +02:00
Erik
fec0d94148 refactor(settings): own two-phase runtime settings
Move pre-window loading, startup application, live settings mutation, toon context, quality reapply, and SettingsVM loans behind one RuntimeSettingsController. Preserve retail command behavior, ordered target publication, draft semantics, and retryable failure convergence while removing duplicate GameWindow state and feature bodies.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 13:30:22 +02:00
Erik
047a4c83b5 fix(interaction): bind selection to live incarnations
Carry local WorldEntity identity through render hits, lighting pulses, and deferred movement actions so GUID reuse cannot target a replacement. Reset all session-owned selection and ItemHolder state and prevent combat auto-target during teardown.
2026-07-21 07:07:58 +02:00
Erik
3718e341be fix #225: stabilize render pacing and frame CPU
Replace scheduler-quantized software sleeps with a reusable Windows high-resolution deadline timer, expose pacing in the frame profiler, and make shutdown wake every persistent mesh worker without losing the shared signal.

Preserve retail alpha order while using a stable radix, skip duplicate deferred-alpha SSBO packing, pack light sets, cache static selection descriptors, and retire historical material groups at the whole-frame boundary. The fixed dense-Caul sample improved from roughly 9-12 ms CPU to 5.3-6.2 ms without reducing visual quality.

Release build succeeds with zero warnings and all 6,300 tests pass with five intentional skips. Three independent retail, architecture, and adversarial reviews are clean; the post-review connected route remains pending because local ACE is offline.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-19 06:29:30 +02:00
Erik
749e8ceeb1 fix(rendering): bound portal resource lifetime
Separate logical ownership, render publication, and GPU retirement across live entities, landblocks, particles, textures, mesh arenas, portal/UI teardown, and per-frame scratch storage. Add bounded DAT/texture caches, upload budgets, three-frame fence retirement, exact-incarnation appearance reconciliation, frame pacing, and extensive lifetime conformance coverage.\n\nThe seven-destination connected route now cuts peak working/private memory roughly in half, returns Caul to 125-153 FPS locally, and produces no WER or AMD reset.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
2026-07-18 21:35:16 +02:00
Erik
3971997689 fix(streaming): retire stale portal-region entities
Port retail's 25-second leave-visibility lifetime over canonical live records, retaining spatially resident and owned entities while using the conservative ACE visibility envelope for nonresident records. Route expiry through the normal generation-safe F747 teardown so animations, effects, physics, and render owners unwind symmetrically.

Replace the append-only modern mesh buffer with coalescing vertex/index ranges and upload each mesh's vertices once instead of once per material. Released zero-reference meshes can now reuse GPU ranges after portal and cache churn.

A connected five-region round trip returned animation ownership to baseline, recreated the starting region on revisit, and held normal FPS. Release build succeeds and all 5,927 tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-18 10:02:15 +02:00
Erik
6b0472ee32 fix(rendering): port retail shared alpha list
Queue translucent world GfxObj batches and scene particles in one stable far-to-near stream using transformed DAT sort centers, then drain it at retail's landscape and final-world boundaries. Preserve authored blend, cull, lighting, opacity, and adjacent-only batching so particles behind lifestones are composited through the crystal instead of overpainting it.

Release build succeeds and all 5,914 tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-18 08:14:05 +02:00
Erik
ea4f52ec51 fix(selection): port SmartBox click lighting pulse
Port the retail high/low material-lighting cadence for successful world clicks, keep it instance-scoped in the modern renderer, and restore authored lighting after 0.8 seconds. Correct the selection oracle and pin timing plus per-frame buffer lifecycle with tests.

Co-authored-by: Codex <codex@openai.com>
2026-07-17 23:00:04 +02:00
Erik
146a963aeb feat(selection): port retail polygon picking and vivid marker
Replace the projected Setup-sphere rectangle and independent physics-wall ray with retail's render-coupled picker: only visible server-object parts participate, each exact drawing sphere broad-phases the camera-eye ray, and first-in-DAT-order visual polygon hits globally outrank sphere fallbacks.

Replace the devtools-only procedural triangles with the retained gameplay VividTargetIndicator using retail client-enum surfaces 1..4, radar-blip colorization, Setup selection-sphere framing, and the exact eight-pixel viewport clamp.

Release build succeeds with zero warnings and all 5,886 tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 21:32:51 +02:00
Erik
e95f55f25b fix(portal): synchronize destination presentation state 2026-07-16 21:17:13 +02:00
Erik
1e98d81448 feat(vfx): port retail hidden and teleport presentation
Preserve canonical live-object ownership across Hidden transitions and remote teleport placement so effects, collision, streaming, and targeting remain synchronized.
2026-07-14 14:59:48 +02:00
Erik
542dcfc384 feat(vfx): bind effects to live animated poses 2026-07-14 10:56:01 +02:00
Erik
b0c175afc0 fix(streaming): commit EnvCell landblocks atomically (#214)
Carry one complete cell payload with each streaming completion and publish visibility, physics, and render state on the render thread. Remove the obsolete post-readiness login reload that triggered a duplicate dungeon build.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-13 18:45:24 +02:00
Erik
119a2326be fix(#193): clear InstanceGroup.Opacities each frame — stop the ~1 GB/min LOH leak
Root cause (measured, not guessed): the OOM was a MANAGED Large-Object-Heap leak
(~5 GB in 6 min of roaming; working set 1.6 GB -> 7.6 GB), dominated by ~3.8 GB of
live System.Single[]. A heap-retention analysis of a captured gcdump traced 241 of
242 giant float arrays to a single List<float>: WbDrawDispatcher.InstanceGroup.Opacities.

#188 (2026-07-09, fading doors) added Opacities as a 5th per-instance parallel list
alongside Matrices/Slots/LightSets/IndoorFlags, but left it out of the per-frame
clear loop (WbDrawDispatcher.cs:959). So Opacities.Add(1.0f) fired once per drawn
instance per frame and the list never reset — growing forever; List<float> capacity
doubling produced the observed ~128 MB / ~512 MB power-of-two arrays and OOM after
~50 min. Hit both UI builds because it's core render, and started only recently
because Opacities did not exist before #188.

Fix: extract the per-frame reset into InstanceGroup.ClearPerInstanceData() (promoted
InstanceGroup private->internal) that clears ALL FIVE parallel lists in one place, so
a future 6th list can't silently drift out of the frame lifecycle again. Line 959 now
calls it. TDD: InstanceGroupClearTests asserts every parallel list resets (RED with
the old 4-list clear, GREEN after adding Opacities.Clear()).

Static-audit note: this is exactly why we measured before fixing — the audit ranked
GlobalMeshBuffer (GPU) #1 and the entity-dict leak #3; both were wrong about the
dominant cause. The dotnet-counters (managed vs native) + gcdump retention graph
named the real one-line culprit.

Secondary (NOT this commit): _groups dictionary is never pruned (bounded by distinct
group keys, empty groups are cheap) — filed as a follow-up, not the multi-GB driver.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-10 14:15:10 +02:00
Erik
3284dd0aed feat(#188): fading-wall + sliding-door translucency; hold open past animation settle
Lands the fading-secret-door feature and fixes the door "flip-back" that
surfaced while testing it.

#188 — fading-wall doors (e.g. "Pedestal Weak Spot") fade their wall part
out via TransparentPartHook instead of swinging:
  - TranslucencyHookSink consumes TransparentPartHook -> TranslucencyFadeManager
    (per-(entity,part) linear translucency ramp; holds at End frame).
  - WbDrawDispatcher: new per-instance alpha SSBO (binding 7); ClassifyBatches
    takes opacityMultiplier (1 - translucency, per CMaterial::SetTranslucencySimple
    0x005396f0) forcing AlphaBlend; fully-invisible parts skipped.
  - mesh_modern.vert/.frag: binding-7 InstanceAlphaBuf -> vOpacityMultiplier ->
    FragColor.a *= vOpacityMultiplier.
  - Register AP-89: the fade multiplies sampled texture alpha, not a separate
    D3D9 material alpha channel (observably identical for texture-alpha==1 surfaces).

Door flip-back fix (affected BOTH #188 fading walls AND #187 sliding doors): a
door/wall that finished opening holds a single unchanging frame, so the
uncommitted IsEntityCurrentlyMoving cache-bypass narrowing dropped it onto the
Tier-1 static cache -- which only remembers the REST pose + opacity 1.0 --
snapping it visually shut/opaque while physics stayed open. Reverted that
narrowing: every Sequencer entity stays on the per-frame path (live pose + live
fade opacity), the known-good pre-optimization behavior. The per-frame CPU cost
that narrowing chased was a Debug-build artifact -- Release is GPU-bound
(~200 fps in Sawato, measured), so the unconditional add is free where it
matters. Left a code comment barring re-introduction.

Tests: full Core suite green (2649 passed, 2 skipped). Live visual gate PASSED --
both fading-wall and sliding doors hold open.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-09 09:17:50 +02:00
Erik
6aabe0b5ac diag #176/#180: isolation toggles pin the residual stripes on the camera sweep, not the render
The #176 gate-2 failure ("stripes/triangles flickering when the camera
is pushed into walls; nothing when zoomed out") is NOT a render defect.
Isolation apparatus added this commit:

- ACDREAM_LIGHT_DEBUG shader modes (mesh_modern.vert/frag + uLightDebug
  upload in EnvCellRenderer/WbDrawDispatcher): 1 = ambient-only,
  2 = dynamics killed, 3 = raw vLit field (texture ignored). The
  pattern SURVIVES mode 3 -> not texture; lives above the light data.
- ACDREAM_CLIP_DEBUG=1 (RenderingDiagnostics.ClipDebugNoShellTrim +
  the EnvCellRenderer slot-fill gate): shell pass draws cells WHOLE
  (retail's shape). Pattern survives -> the per-cell clip trim is
  exonerated.

With every render suspect dead, an autonomous visual loop (synthetic
back-into-wall input + GDI window captures + the [flap-sweep] probe)
pinned the mechanism numerically: at a compressed moving boom the
camera-collision sweep is BISTABLE - consecutive sweeps with ~1.4 mm
input drift flip the first-contact solution 0.27 m along the boom
(pulledIn 0.27<->0.53, every ~5-10 frames, all 368k sweeps ok=True),
and at ~1700 fps unsynced every monitor refresh tear-interleaves the
two views = the stripe/hatch patterns. Filed as #180 with the retail
anchor: viewer_sought_position is STATEFUL (SmartBox 0x00452d75 feeds
the CURRENT swept viewer into CameraManager::UpdateCamera 0x00456660
and assigns the return to the sought, 0x00452d84) - the target
converges to the collided position instead of re-rolling the full
knife-edge ray per frame like our RetailChaseCamera does. SweepEye
itself ports update_viewer 0x00453ce0 faithfully and is exonerated.

Also recorded in #176: the site-A weenie light-registration leak (a
portal's I100 light stacked x2->x4 over one session as re-CreateObject
re-registered it under fresh entity ids).

The #176 lighting fix (d8984e87) remains live-verified; #176 re-gates
after #180 lands. ISSUES: #180 filed, #176 updated. Suites: Core
2599+2skip; toggles inert by default.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 16:19:38 +02:00
Erik
d8984e877f fix #176: light pool tracked the camera via flood scoping - collect residents, anchor at player
The seam-floor purple flicker was NOT a draw z-fight. The in-engine
[seam-*] probe (ACDREAM_PROBE_SEAMDRAW - built because RenderDoc cannot
capture this pipeline: it hides GL_ARB_bindless_texture and the
mandatory-modern startup gate throws; AMD GPU rules out Nsight) killed
every double-draw suspect: ONE shell instance per seam cell at the
lifted z, no floor-coincident entity (portal entities sit at z=-12.05),
zero portal depth fans in the sealed Hub. What it caught instead: the
corridor floor's applied light set flipping wholesale with the flood.

Root cause: c500912b scoped BuildPointLightSnapshot by the per-frame
portal flood, on the research doc's gloss of CEnvCell::visible_cell_table
as "the portal-flood visible set". The named decomp refutes the gloss:
add_visible_cell (0x0052de40) DBObj-LOADS absent cells and inserts them;
a cell activation adds itself + its whole dat visible-cell list
(0x0052e228/0x0052e24a); entries leave only via the flush machinery.
It is the RESIDENT-cell registry - gaze can never remove a cell.
add_dynamic_lights (0x0052d410) walks the WHOLE table per frame
(caller 0x00452d30), and insert_light (0x0054d1b0) caps the pool by
distance to Render::player_pos (0x0054d1dd). Retail's pool is a function
of player position only. Ours followed the camera: turning changed the
flood (probe: 8..41 cells across one turn), the six intensity-100
under-room portal purples entered/left the pool, and the wedge blinked.

Fix: BuildPointLightSnapshot(playerWorldPos) collects ALL registered
(=resident) lit lights; over cap keeps dynamics FIRST (retail's separate
7-slot dynamic pool never competes with statics) then nearest-the-player;
the RebuildScopedLights callback is deleted. Live-verified with the probe:
full-circle turn, flood churning 8..41, the floor set held the same 8
identities on every post-spawn frame. The purple wedge SHAPE stays - it
is cdb-proven retail-faithful.

Residual deviation (AP-85 rewritten): single 128 pool vs retail's
7-dynamic/40-static degrade-scaled dual pools - the Hub now shows
7 purples + viewer where retail's cdb showed 4 + viewer + fixture slots;
if the gate reads the wedge as too purple, the A7 dual-pool cap is the
faithful trim.

Pins: PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant
(rewritten to the corrected model),
PointSnapshot_OverCap_DynamicsNeverEvictedByNearerStatics,
PointSnapshot_OverCap_KeepsNearestThePlayer,
PointSnapshot_ResidentCollection_CellTagDoesNotFilter.
Suites: Core 2599+2skip / App 726+2skip / UI 425 / Net 385.

The [seam-*] probes stay until the visual gate passes, then strip.
Correction banner added to 2026-07-06-a7-per-cell-lighting-pseudocode.md;
outcome banner on the z-fight handoff; ISSUES #176 updated.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 15:12:31 +02:00
Erik
8cb3176daa feat(lighting): SelectForCell (all dynamic lights per EnvCell) + #176 handoff — residual is a runtime z-fight
cdb trace of LIVE retail (tools/cdb/issue176-floor-light.cdb, binary<->PDB MATCH) PROVED retail
applies ALL its dynamic lights — 4 intensity-100 magenta portal lights (d3dIdx 3-6, falloff 6) +
the viewer fill (d3dIdx 1, 2.25) — as D3D hardware lights to EVERY Facility Hub cell, every frame,
stable. So the faceted purple wedges on the floor are retail-FAITHFUL. acdream did a per-cell
SelectForObject sphere-overlap 8-cap for cells, so the portal set could differ/flip per cell.

- LightManager.SelectForCell (retail minimize_envcell_lighting 0x0054c170): ALL dynamic lights
  applied unconditionally (shader range cutoff zeroes non-reaching = D3D hardware range), then
  nearest static torches fill remaining slots. Wired into EnvCellRenderer.GetCellLightSet.
  Objects keep SelectForObject (minimize_object_lighting). Pins:
  SelectForCell_AppliesAllDynamicLights_EvenOutOfReach + _SameDynamicSet_ForCellsFarApart_NoFlap.
- Apparatus: [light-detail] gains owner/cell/dyn (pinned the culprit = 2 portal weenies
  0x000F4247/48 in 0x8A020118/19, intensity=100 magenta); CellVertexNormals_SmoothOrFaceted_Dump
  (corridor floor uses SMOOTH per-vertex dat normals, not flat); tools/cdb/issue176-floor-light.cdb.

#176 RESIDUAL is NOT this fix. It's a RUNTIME draw z-fight in the seam floor. Eliminated (evidence):
NOT lighting (per-light cap + this both no-change), NOT membership (render cell 0x8A020164 stable
100% of 188k frames / 526 angles, res=None), NOT dat geometry (coplanar sweep empty at z=-6 floor
incl. cell 0164). NEXT = RenderDoc pixel-history. Full handoff + DO-NOT-RETRY:
docs/research/2026-07-06-176-seam-floor-zfight-handoff.md. Suites green: Core 2599 + 2 skip.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 13:55:16 +02:00
Erik
859cf5ec02 refactor(pipeline): MP1b review - unify DatCollectionAdapter + TOC/log test gaps
Adversarially-verified review findings 7 and 8:

(7) The DatCollection->IDatReaderWriter adapter existed as THREE
near-identical copies (App-internal original, Bake's copy, Content.
Tests' copy) — a structure where adapter drift is exactly what the
live-vs-pak equivalence suite cannot detect (both sides would only
drift together if they shared one implementation). Now ONE public
AcDream.Content.DatCollectionAdapter next to IDatReaderWriter (GL-free
home established in MP1a), carrying App's FULL behavior including the
[dat-miss] TryGet tripwire log (which now also covers the bake tool
and the equivalence suite) and the caching/locking. All three copies
deleted; WbMeshAdapter (App), BakeRunner (Bake), and
PakEquivalenceTests (Content.Tests) resolve the shared class.
Iteration properties return the REAL dat iterations — the App copy's
hardcoded 0 was a stub nothing read; the unification intentionally
keeps truth (noted in the doc comment). Verified post-move: no
Silk.NET anywhere in Content / Bake / Content.Tests / Bake.Tests
resolved dependency graphs.

(8) Two test gaps closed in PakRoundTripTests: (a) direct on-disk TOC
sortedness — blobs added in DESCENDING key order, then the raw file
bytes parsed (not through the reader) and every TOC entry asserted
strictly ascending; (b) corrupt-blob logging — five repeated reads
through both public paths (TryReadObjectMeshData + ContainsKey) with
stderr captured, asserting exactly ONE [pak-corrupt] line for the
victim key.

Full suite: 4120 tests, 0 failures (Content.Tests 56, Bake.Tests 1,
plus the pre-existing 4 skips).
2026-07-05 22:18:30 +02:00
Erik
b0758d772b refactor(pipeline): MP1a cleanup - narrow public surface, csproj parity, move residue
Coordinator-directed final cleanup before the user gate; none behavioral:

1. MeshExtractor public surface narrowed to the cross-assembly entry
   points App actually calls (PrepareMeshData, PrepareCellStructMeshData,
   CollectParts, ComputeBounds); PrepareSetupMeshData,
   CollectEmittersFromScript, PrepareGfxObjMeshData,
   PrepareEnvCellMeshData, PrepareCellStructEdgeLineData back to private
   (internal dispatch, only reached via PrepareMeshData).
2. sideStagedSink constructor parameter is now REQUIRED (no default;
   type stays nullable for a conscious null): a bake tool that forgot
   the sink would silently lose particle-preload meshes.
3. AcDream.Content.csproj gains TreatWarningsAsErrors + LangVersion
   latest (parity with AcDream.Core.csproj). Surfaced zero warnings.
4. Dead usings removed from ObjectMeshManager.cs (BCnEncoder.*,
   SixLabors.*) — the inline decode moved out in Task 4.
5. Doc fixes: ObjectMeshData.cs cross-assembly <see cref> ->
   plain text (Content can't resolve App types); IDatReaderWriter.cs
   stale Phase O-T7 'both in this namespace' sentence rewritten.
6. Stale test doc comments updated to MeshExtractor.PrepareGfxObjMeshData
   (StipplingSurfaceEquivalenceTests, Issue119UpNullGfxObjDumpTests) —
   comments only, no code/assertion changes.

dotnet build green (0 warnings in Content under warnings-as-errors);
full test suite 4059 passed / 0 failed / 4 skipped.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 20:52:01 +02:00
Erik
932f904e00 fix(pipeline): MP1a - sink delegate restores immediate side-stage enqueue (exception-path faithfulness)
Coordinator-directed follow-up. The buffer-and-drain seam diverged from
the original on the exception path: pre-MP1a, CollectEmittersFromScript
enqueued particle-preload meshes DIRECTLY into _stagedMeshData
mid-Prepare, so preloads staged before a later throw in the same
Prepare* call (reachable via PrepareEnvCellMeshData side-staging during
its StaticObjects loop, then PrepareCellStructMeshData throwing on a
malformed-dat texture decode) were already safely enqueued. The drain
version only flushed after a successful return — on throw, entries
stranded on the shared extractor until an unrelated successful call
flushed them, and were silently dropped on dispose.

Fix: MeshExtractor takes an Action<ObjectMeshData>? sideStagedSink
constructor parameter; the two CollectEmittersFromScript sites become
_sideStagedSink?.Invoke(meshData) — the original code shape (immediate
hand-off) at those exact lines. ObjectMeshManager wires the sink to
_stagedMeshData.Enqueue, restoring the original immediate-enqueue
semantics including on mid-Prepare throw. _sideStaged buffer,
DrainSideStaged(), and the ProcessQueueAsync drain loop are deleted.
The MP1b bake tool passes its own collector.

Inventory doc updated: MP1a note now records the sink seam and the
Content-owned upload enums, so its no-behavior-change claim is accurate.

dotnet build green; full test suite 4059 passed / 0 failed / 4 skipped.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 20:39:42 +02:00
Erik
1477cda60a refactor(pipeline): MP1a - Content-owned upload enums; drop Silk.NET from Content
Coordinator-directed follow-up: AcDream.Content must stay Silk.NET-free
(the MP1b bake tool must not ship GL binaries). The Silk.NET.OpenGL
PackageReference added for the PixelFormat?/PixelType? upload hints is
replaced by Content-owned UploadPixelFormat/UploadPixelType enums
(UploadFormats.cs) whose underlying values are the GL ABI constants
(Rgba = 0x1908, UnsignedByte = 0x1401), verified numerically identical
to the Silk.NET.OpenGL members against 2.23.0. This is the one
sanctioned edit to the verbatim-moved Prepare* bodies: enum literal for
enum literal, numeric value identical, behavior unchanged. App casts at
the single upload boundary (AddTexture call in UploadGfxObjMeshData)
via lifted nullable enum conversion — value- and null-preserving.

Also hardens the MP1a _sideStaged hand-off seam: List -> ConcurrentQueue.
One MeshExtractor is shared by up to MaxParallelLoads (4) decode workers;
the original code enqueued to the thread-safe _stagedMeshData directly,
so the hand-off buffer must be thread-safe too. Drain ordering verified:
side-staged entries enqueue BEFORE the top-level result, preserving the
original mid-Prepare FIFO order.

Verified: grep -i silk on the csproj -> no matches; deps.json has zero
Silk entries; dotnet build 0 errors; full test suite green (4059 passed).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 20:27:38 +02:00
Erik
30cc1e282e refactor(pipeline): MP1a - MeshExtractor extracted to AcDream.Content (verbatim move) 2026-07-05 20:19:52 +02:00
Erik
e3376d4734 refactor(pipeline): MP1a - ObjectMeshData family moved to AcDream.Content 2026-07-05 20:07:31 +02:00
Erik
d778930853 refactor(pipeline): MP1a - lift TextureKey out of the GL atlas class 2026-07-05 20:01:56 +02:00
Erik
a9d06a613a chore: strip throwaway dense-town FPS profiling apparatus (plan Task 5)
The FPS deep-dive landed (dense Arwic 75 -> ~165 fps via the cell-object
batching + cell-particle consolidation, both already committed). Remove the
throwaway diagnostic apparatus now that it has served its purpose:

- delete FrameProfiler.cs (whole-frame TimeElapsed + [PASS-GPU] glFinish +
  [CPU-PHASE]/[GPU-PHASE] timers + the =1/=2 ACDREAM_FPS_PROF modes)
- GameWindow: _fpsProf/_frameProfiler/_msaaSamples fields, the BeginFrame/
  EndFrame/MarkUpdateStart hooks, the terrain glFinish, and the landscape
  sub-phase LsMark instrumentation
- RetailPViewRenderer: the DrawInside per-phase Phase()/MarkGpu markers
- ParticleRenderer / PortalDepthMaskRenderer / EnvCellRenderer: the per-pass
  glFinish brackets
- delete DegradeCoverageProbeTests.cs (the dead distance-degrade probe)

KEPT (the real fixes): RetailPViewRenderer cell-object batching + consolidated
cell-particle pass; EnvCellRenderer.CellHasTransparent. Build + full test suite
green (468 App incl. pview replay tests; 1566 Core; 317 Net; 425 UI).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 00:10:00 +02:00
Erik
f72f7ce1f4 feat(envcell): CellHasTransparent predicate (shell-batching prep)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 15:50:31 +02:00
Erik
e27923b4b5 chore(diag): dense-town FPS profiling apparatus (ACDREAM_FPS_PROF) [throwaway]
FrameProfiler (frame/update/render/present/gpu split + per-renderer glFinish
attribution) + OnRender/OnUpdate hooks + terrain & EnvCell glFinish timers +
the degrade-coverage probe test. Used to root-cause the dense-town FPS; STRIP
when the fix lands (mirrors 92e95be).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 15:49:18 +02:00
Erik
0d8b827721 fix(lighting): indoor interiors now lit — landblock-key bug + viewer light + weenie fixtures
The whole "indoor interiors read dark/flat vs retail" saga was ONE root-cause
bug: EnvCellRenderer.GetCellLightSet derived the landblock key as
`cellId & 0xFFFF0000` (0xXXYY0000), but landblocks are keyed by the streaming
id 0xXXYYFFFF. The lookup missed for EVERY cell, so SelectForObject never ran
and every EnvCell wall received ZERO point lights — torches, lanterns, the
viewer light, all of it. Confirmed by a [cell-light] probe: inBounds=False
selected=0 across 1M+ cell draws; after the fix inBounds=True selected=3-4.
User-confirmed the interiors now look like retail.

Three faithful additions that were blocked by the key bug (and only show now):
- Viewer light (LightManager.UpdateViewerLight): retail's SmartBox::set_viewer
  (0x00452c40) adds a white fill light at the player every frame via
  add_dynamic_light — the dominant interior fill (no sun indoors). acdream had
  NO dynamic lights at all. Params from the cdb capture: intensity 2.25,
  falloff 10, white, offset (0,0,2). Indoor-only via the AP-43 gate.
- Weenie fixture lights (OnLiveEntitySpawnedLocked): server-spawned lanterns/
  braziers carry Setup.Lights but the dat-static registration never saw
  CreateObject entities. Register on spawn; unregister on despawn
  (UnregisterOwner made unconditional). Register row AP-44.
- IndoorObjectReceivesTorches now excludes the 0xFFFF landblock marker (it is
  not an EnvCell) — fixes WbDrawDispatcherIndoorFlagTests.LandblockId_OutdoorFlag0
  (a #142 verification miss).

Divergence register: AP-44 (weenie light spawn-position, no movement tracking),
AP-47 (acdream's 128-light/camera-independent cap keeps interiors always-lit vs
retail's 40-nearest-to-player budget that pops in on approach — intentional,
user-preferred).

Investigation: docs/research/2026-06-20-indoor-torch-lantern-lighting-investigation.md

Core 1505 / App 476 green. Visual gate: user-confirmed "looks like retail now."

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 15:51:55 +02:00
Erik
ef5049fd58 fix(lighting): #142 — per-instance sun gate for windowed-building interiors
Standing inside (or looking into) a windowed building like the Agent of
Arcanum, interior objects (furniture, NPCs, the player) were lit by the
directional sun because acdream's sun gate was per-FRAME (keyed on the
player being in a sealed cell), not per-DRAW as retail does it.

Retail's PView::DrawCells (0x005a4840) runs two stages per frame:
  outdoor stage   → useSunlightSet(1) (0x005a485a): sun ON
  interior stage  → useSunlightSet(0) (0x005a49f3): sun OFF
DrawMeshInternal (0x0059f398) then calls minimize_object_lighting only
when useSunlight==0, so indoor objects ALWAYS skip the sun regardless of
whether the player's cell is windowed or sealed.

Fix: add a per-instance uint SSBO (binding=6 instanceIndoor[]) whose value
is IndoorObjectReceivesTorches(ParentCellId) — the same predicate AP-43
already uses for the torch gate. In mesh_modern.vert, nest the sun loop
inside an additional `if (instanceIndoor[instanceIndex] == 0u)` check
inside the existing `if (uLightingMode == 0)` block. Indoor objects get
torches (unchanged) but now skip the sun; outdoor objects keep the sun and
still get no torches. The ambient regime (UpdateSunFromSky: 0.2 sealed /
sky otherwise) is untouched — it was already correct.

Mechanically: _currentEntityIndoor set once per entity in
ComputeEntityLightSet; appended to InstanceGroup.IndoorFlags in
AppendCurrentLightSet; grown/packed/uploaded in the same cursor loop as
_clipSlotData and _lightSetData; deleted in Dispose. Mode-1 draws
(EnvCellRenderer) never read binding=6 — the sun loop is inside the
uLightingMode==0 uniform-control-flow branch.

AP-43 divergence register updated: the sun half is now per-draw (no
longer a residual). Residual narrowed to the unaudited ebp_2 test in
CellManager::ChangePosition (no observed impact).

Tests: WbDrawDispatcherIndoorFlagTests pins IndoorObjectReceivesTorches
for the spec §5 representative ids: 0xA9B40172 (Agent of Arcanum EnvCell)
→ 1; 0xA9B40031 (land sub-cell) → 0; 0xA9B4FFFF (landblock) → 0; null
(outdoor shell) → 0; plus the boundary cases 0x0100/0x00FF.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 12:55:56 +02:00
Erik
c83fd02642 merge: bring main (UN-7, #140 filing, D.2b UI rows) into A7 Fix D round-2 branch
Resolves the divergence-register conflict: kept the accurate per-VERTEX AP-35
(Fix A shipped per-vertex; main's row was the stale pre-Fix-A per-pixel text),
kept main's UI rows AP-37..AP-42, and renumbered this branch's torch-gate row
AP-37 -> AP-43 (AP-37 was taken by main's LayoutDesc row). AP count 41 -> 42.
Retargeted the AP-37 references in WbDrawDispatcher + the CHECKPOINT to AP-43.
Marked ISSUES #140 RESOLVED (b7d655b) with the corrected root cause.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 09:29:53 +02:00
Erik
b7d655bce7 fix(lighting): A7 Fix D round 2 — outdoor objects get NO torches (retail useSunlight gate) (#140)
The Holtburg meeting-hall facade washed out warm/bright vs retail. The round-1
checkpoint blamed torch REACH (acdream Falloff 6×1.3=7.8m vs a supposed retail
Falloff 4). That theory is WRONG, and this commit fixes the real cause.

Empirical (HoltburgTorchFalloffProbeTests, headless dat dump via the production
LightInfoLoader): the orange entrance torch (setup 0x020005D8) is raw dat
Falloff 6 and acdream reads it FAITHFULLY — there is no Falloff-4 torch anywhere
in Holtburg. Both clients read the same dat float, so reach was never inflated.

Decomp (read verbatim + corroborated by an independent adversarial workflow):
retail's per-object torch binder minimize_object_lighting (0x0054d480) is gated
in RenderDeviceD3D::DrawMeshInternal (0x0059f398) by `if (Render::useSunlight == 0)`.
The outdoor landscape stage runs useSunlightSet(1) (PView::DrawCells 0x005a485a,
before LScape::draw), so the building EXTERIOR shell — drawn via
DrawBlock→DrawSortCell→DrawBuilding→CPhysicsPart::Draw→DrawMeshInternal — is lit
by SUN + ambient ONLY; torches are SKIPPED. The static bake
(SetStaticLightingVertexColors 0x0059cfe0) is EnvCell-only. So retail NEVER
torch-lights outdoor objects. This exactly explains the isolation test (object
point lights OFF → building matches retail).

Fix: WbDrawDispatcher.ComputeEntityLightSet gates per-object torch selection on
the object being INDOOR (ParentCellId is an EnvCell, (id&0xFFFF)>=0x0100) via the
pure predicate IndoorObjectReceivesTorches. Outdoor objects (building shells with
null ParentCellId, outdoor scenery, outdoor creatures) keep the all-(-1) light
set ⇒ sun + ambient only = retail. The indoor "no sun" half is already handled by
the global sun-kill when the player is inside a cell (UpdateSunFromSky). No
dungeon regression: EnvCell statics get ParentCellId set (keep torches).

Divergence register: AP-37 (residual: acdream keys sun/torch on the object's own
cell + a per-frame player-inside sun-kill, vs retail's per-draw-stage useSunlight;
only matters for through-doorway look-ins). The round-1 CHECKPOINT got a RESOLVED
banner correcting the reach theory.

Tests: WbDrawDispatcherTorchGateTests (7), HoltburgTorchFalloffProbeTests (dat
dump). App 280/1skip, Core 1486/2skip green. Held at the visual gate — not merged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 23:56:49 +02:00
Erik
0980bea48d fix(render): A7 Fix D D-3/D-4 — two-path lighting (objects plain-Lambert+sun, EnvCell wrap+no-sun) (#140)
mesh_modern unified all meshes into one calc_point_light path: it applied the
bake's half-Lambert wrap to objects (lighting character backs from a torch behind
them) and added the sun to EnvCell building shells (warm facade wash). Retail
splits these: objects = hardware plain Lambert max(0,N.L) + sun; EnvCell walls =
baked wrap, dynamics only, NO sun (minimize_envcell_lighting). Add a per-draw
uLightingMode (WbDrawDispatcher=0 object, EnvCellRenderer=1 envcell) selecting the
angular term (wrap vs plain Lambert) and gating the sun. Per-light cap + D-1 clamp
unchanged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 21:38:30 +02:00
Erik
c62da825fe fix(render): A7 Fix D D-2 — EnvCell shell binds its own per-cell light set (#140)
The cell shell read whatever light set (SSBO 4/5) WbDrawDispatcher last left
bound, lighting walls with a leaked set. EnvCellRenderer now uploads its own
binding=4 global lights (frame PointSnapshot via GlobalLightPacker) + a binding=5
per-instance set, computed per cell by LightManager.SelectForObject over the
cell's world bounds (mirrors _cellIdToSlot + WbDrawDispatcher.ComputeEntityLightSet).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:35:33 +02:00
Erik
180b4af2a9 refactor(lighting): extract GlobalLightPacker (shared binding=4 layout) — A7 Fix D prep
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:25:11 +02:00
Erik
4345e77d62 fix(render): A7 Fix B — per-OBJECT point-light selection (minimize_object_lighting)
Outdoor objects brightened as the camera approached: lighting selected the
nearest 8 lights to the VIEWER and fed that one global set to everything
(LightManager.Tick), so a building's wall torches only lit it once the camera
got close enough for them to win the global top-8. Probe confirmed the scale of
the problem: a single Holtburg view registers 129 point lights — the global cap
of 8 was hopeless.

Retail selects up to 8 lights PER OBJECT by the object's own position
(minimize_object_lighting 0x0054d480), so a torch always lights the wall it
sits on, camera-independent. Ported faithfully:

- LightManager.SelectForObject (pure, TDD, 8 new tests): candidacy
  (light.pos − center)² < (Range + radius)², nearest-8 among those. Plus
  BuildPointLightSnapshot for the per-frame stable-indexed light list.
- mesh_modern.vert: two SSBOs — binding=4 GLOBAL point-light array (the
  snapshot), binding=5 per-instance light SET (8 int indices into it, -1 =
  unused), parallel to the binding=0 instance buffer (mirrors the U.3 clip-slot
  mechanism). accumulateLights keeps ambient + sun from the SceneLighting UBO
  (cleared as faithful by the lighting audit) and loops THIS instance's point
  lights. pointContribution factored out (same calc_point_light wrap+norm shape).
- WbDrawDispatcher: per-entity light set computed ONCE at the isNewEntity site
  (constant across the entity's parts), by the entity's AABB sphere; threaded
  into grp.LightSets parallel to grp.Matrices; global + per-instance buffers
  uploaded in Phase 5. Camera-independent ⇒ stable for static buildings.
- GameWindow: BuildPointLightSnapshot + dispatcher.SetSceneLights each frame.

Tests: 17/17 LightManager + 36/36 dispatcher clip-slot/clip-frame green
(parallel-array lockstep preserved). Visually gated: the meeting hall now holds
steady as the camera approaches (was the popping symptom).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 22:47:40 +02:00
Erik
8682a8db70 close #125: bounded upload retry kills the sticky-drop debt (failed GL uploads were never re-staged)
The GL root cause was fixed in fcade06 (the gpu_us query-ring stale
errors). This closes the remaining design debt: a genuinely-failed
UploadMeshData was dropped permanently.

Exact mechanism (traced this session): UploadMeshData's catch returns
null, the staged item is already consumed, and _renderData stays empty -
but the prepared data lingers in _cpuMeshCache, so the #128 EnsureLoaded
re-arm hits PrepareMeshDataAsync's CPU-cache short-circuit
(ObjectMeshManager.cs:448-453) which returns the cached data WITHOUT
re-staging it for upload. The mesh stays invisible until CPU-cache
eviction - session-sticky under low cache pressure (the in-tower
scenario).

Fix: the per-frame Tick drain (WbMeshAdapter) now re-stages a failed
upload for the NEXT frame via ObjectMeshManager.UploadOrRequeue, bounded
by MaxUploadRetries (3). The attempt counter lives on the ObjectMeshData
object so it resets to 0 naturally on re-prepare. Re-stages are
collected and re-enqueued AFTER the drain loop, never inside it, so a
deterministic failure cannot spin the queue within a single frame; past
the cap it gives up with a loud [up-retry] ... giving up line - a
genuine GL defect now surfaces instead of the old silent permanent drop
or an unbounded retry storm. Retail loads content synchronously and has
no such failure mode; this converges the async pipeline toward that
guarantee.

The uncaught GenerateMipmaps path (open-question c) is INTENTIONALLY
left to surface errors - a blanket catch there would mask future real
defects (no-workarounds rule), and its trigger (fcade06) is retired.

No visual gate (robustness). Build green; App.Tests 264 + WbMeshAdapter
tests green. No GL-context test seam exists for the upload path, so the
bounded retry is verified by construction + the regression suite.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-13 10:27:26 +02:00
Erik
2163308032 #119 ROOT CAUSE: interior-id X-byte collision + player-landblock cache hints = cross-entity batch serving
The decisive probe (3cf6bcc) caught it live in ONE session: a 43-part
staircase entity (src=0x020003F2, healthy MeshRefs tZ=[0.35..15.15])
drew with cache=hit:3 restZero=3 - THREE batches belonging to a 1-part
entity - then under a different hint the correct hit:119. Two
compounding bugs:

1. interiorIdBase = 0x40000000 | (landblockId & 0x00FFFF00) resolved to
   0x40YYFF00 for landblock keys 0xXXYYFFFF - the landblock X byte
   DISCARDED. Every landblock in a map Y-row shared one id space:
   Holtburg town A9B3's 9th interior stab == the AAB3 tower's spiral
   staircase, both 0x40B3FF09. Fixed to 0x40000000|(lbX<<16)|(lbY<<8)
   (the scenery 0x80XXYY## scheme).

2. The Tier-1 classification cache's #53 tuple key (EntityId,
   LandblockHint) was fed the PLAYER's landblock at bucket-draw time
   (RetailPViewRenderer.DrawEntityBucket fabricates its tuple with
   ctx.PlayerLandblockId), so colliding ids from different landblocks
   shared a key: whichever entity classified first under a hint won,
   and the loser wore its batches all session (static fast path never
   re-classifies). Also: bucket-hinted entries were never swept by
   InvalidateLandblock(owner) - stale entries survived owner unload.
   Fixed: ResolveCacheLandblockHint derives the hint from the entity's
   owning cell (ParentCellId landblock, canonical 0xXXYYFFFF), falling
   back to the tuple id for ownerless paths (outdoor stabs/scenery,
   where the tuple IS the owner).

Explains the session-shaped repro exactly: town-login + run to the
tower hydrates/classifies town interiors first -> the tower staircase
cache-hits the town twin's batches (stairs missing/partial + a wrong
object near the floor - the "water barrel"); login-inside classifies
the tower first -> usually clean. meshMissing=0 / entSeen==entDrawn
both ways (everything draws, wrong batches). Likely also feeds #113's
distance-dependent phantom staircase (the town twin wearing the
tower's staircase batches).

3 new cache tests pin the collision contract + hint derivation.
Suites: App green / Core 1430+2skip / UI 420 / Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 21:43:45 +02:00
Erik
3cf6bcc219 #119 decisive probe: ACDREAM_DUMP_ENTITY one-shot entity dump (H-A/H-B/H-C discriminator)
The broken-state log (user-session-capture2.log) shows meshMissing=0 /
entSeen==entDrawn WHILE broken stairs are on screen - the staircase is
DRAWN WRONG, not missing. This probe discriminates the three live
hypotheses in ONE launch (handoff 2026-06-11 s4):

- HYDRATE dump (GameWindow.BuildInteriorEntitiesForStreaming): per-part
  placement-frame translations + dropped-part accounting at the MOMENT
  MeshRefs are constructed. H-A (SetupMesh.Flatten identity fallback /
  silent gfx-null part drops under degraded dat reads) shows here as
  zero translations or built<43.
- DRAW dump (WbDrawDispatcher, first tuple per entity): live MeshRefs
  translation summary + per-part loaded flags + Tier-1 classification
  cache state (batch count + RestPose translation summary), re-emitted
  compactly on signature change. H-B (partial/stale cached batch set)
  shows as correct translations + odd batch count.
- WALK-REJECT lines (rate-limited): attributes 'entity never reaches
  the draw loop' to the specific gate (visibleCellIds/frustum).
- Correct everything -> H-C (draw-side compose), instrument next.

Targets: ACDREAM_DUMP_ENTITY=0x020003F2,0x020005D8 (the 43-part spiral
staircase Setup + the wall barrels; H-A predicts the user's 'barrel' IS
the collapsed staircase). Probe is inert when the env var is unset.
Parser in RenderingDiagnostics (diagnostic-owner pattern) + 5 unit tests.

Suites: App 242+1skip / Core 1427+2skip / UI 420 / Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 21:01:08 +02:00
Erik
7bbb169c6c #128 STRUCTURAL: missing meshes re-request their load at the POINT OF USE - permanent invisibility becomes impossible
The registration-time re-arm was insufficient and the user proved it
(ran back from the lifestone -> broken stairs + exposed barrel again):
a preparation cancelled by landblock churn AFTER the last registration
event has no later event to re-fire it - crossing blocks loads/unloads
them repeatedly behind the player, so the cancel-after-last-register
window is routinely hit on any cross-country run.

The structural fix: the draw dispatcher touches every
missing-but-referenced mesh every frame (the meshMissing slow path) -
THAT is the one site a retry can never be missed from. Both miss paths
(per-MeshRef and per-Setup-part) now call WbMeshAdapter.EnsureLoaded
(idempotent passthrough to PrepareMeshDataAsync, which early-outs on
existing data and dedups pending tasks), deduped per Draw pass.
Retail-equivalence: retail loads synchronously - geometry is never
permanently absent; this converges the async pipeline to the same
guarantee regardless of cancellation/eviction timing.

Also fixes the #53-one-level-deeper hole found en route: a missing
SETUP PART did not mark the entity incomplete, so a partial batch set
could cache permanently for Setup-shaped render data.

New apparatus: [mesh-miss] once-per-id line under ACDREAM_WB_DIAG=1 -
any future missing mesh names itself instead of needing a live repro.

Suites: App 242+1skip, Core 1422+2skip, UI 420, Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 20:30:56 +02:00
Erik
120aeff720 #126 RETAIL-CORRECTED: restores commit the server Z - retail never re-derives position from surfaces
The user caught the process failure: two snap fixes were written without
reading retails restore code. The named decomp settles it -
CPhysicsObj::SetPositionInternal (0x00515bd0, pc:283892-283945) treats
the supplied Position as INPUT: AdjustPosition resolves which cell
CONTAINS it, CheckPositionInternal/find_valid_position VALIDATES it
through the collision transition, and the no-cell case goes
store_position + GotoLostCell. There is NO terrain or surface
re-grounding anywhere in the restore path. Trust + validate.

Both prior shapes diverged: grounding outdoor claims to terrainZ warped
a roof-deck logout (ACEs authoritative z=127.2 on the AAB3 tower)
through the roof into the building volume -> the transparent-interior
spawn on every login; the cell-walkable scan that replaced it missed
shell-geometry decks entirely (no EnvCell owns the deck surface) and
failed silently - the user logged in transparent at the tower bottom
again.

Fix: a zero-delta outdoor restore above terrain commits the claims Z
verbatim ([snap] line says so); the first physics tick validates and
settles against the REAL collision world (the BR-7 building channel
covers the deck). max(terrain, z) stays as the under-terrain sanity
bound - our recoverable stand-in for retails lost-cell machinery
(documented divergence, same class as the #107 demote).

Suites: App 242+1skip, Core 1422+2skip, UI 420, Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 20:22:17 +02:00
Erik
fcade06c46 #125: gpu_us query ring reads never-begun query objects - root cause of the WB_DIAG GL error cascade; fixed + live-verified
Root cause (by read, verified live): a glGenQueries name does not become
a QUERY OBJECT until its first glBeginQuery - GetQueryObject on a
never-begun name is GL_INVALID_OPERATION. The N.6 gpu_us ring assumed
ONE dispatcher Draw per frame with both passes always non-empty; the
pview pipeline issues MANY small Draws per frame (landscape slices,
per-cell static buckets, dynamics), where zero-draw passes routinely
skip BeginQuery. Under ACDREAM_WB_DIAG=1 the slot read queued an
InvalidOperation EVERY frame - silently, until WB's diligent
texture-path glGetError checks ate the stale errors and treated their
own successful uploads as failures ([wb-error] + the sticky drop) and
ProcessDirtyUpdates' check threw (process death, tower-wbdiag3.log).
The GL-error-attribution trap, textbook form.

Fix: begun-flags per ring slot per target; the read path only queries
slots that were actually begun (a skipped pass contributes 0 ns).
Live verification (tower-wbdiag4.log, in-tower spawn): zero [wb-error]
(was 7), no crash, gpu_us reads real values (9-11 us) for the first
time under the pview pipeline, meshMissing=0 / entSeen==entDrawn.

Consequences: (1) the #119 missing-stairs mechanism theory via sticky
GL upload failures is RETIRED for normal runs (WB_DIAG off = no query
calls = no errors; clean runs confirmed zero wb-error) - and the
in-tower screenshot on the current build shows the spiral staircase
RENDERING, so the stairs were most plausibly a #120 flood-corruption
casualty (the tower threshold cells portal back to 0x0107 exactly in
the ping-pong window); user verdict pending. (2) The sticky-drop
defect (upload failure never retried) stays filed under #125 as
defense-in-depth debt - the trigger is gone but the design flaw isn't.

Suites: App 236, Core 1419+2skip, UI 420, Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 18:19:55 +02:00
Erik
63d14c3d6b #125 filed + WB-DIAG median crash fixed - the #119 stairs mechanism is a sticky GL upload failure
The in-tower ACDREAM_WB_DIAG launch (the saved character spawns inside
the #119 tower - a free deterministic repro lever) produced the
mechanism evidence in one run (tower-wbdiag3.log):

1. [wb-error] upload of 0x0100321D died on a GL InvalidOperation in
   ManagedGLTextureArray..ctor (new TextureAtlasManager) - caught,
   returns null, and the drop is STICKY: _preparationTasks.TryRemove
   runs BEFORE the upload, so a failed upload is never re-prepared.
   Permanently invisible mesh, one log line. This failure class is the
   likely #119 missing-stairs mechanism (dat + extraction +
   registration + dispatcher all exonerated by read/test this session).
2. The SAME GL error then fired UNCAUGHT in Tick -> GenerateMipmaps ->
   ProcessDirtyUpdatesInternal and killed the process. Both render-
   thread - not thread affinity. Filed as #125 (HIGH) with the open
   question of GL error attribution (a stale error queued by an earlier
   unchecked call lands on WB's diligent glGetError checks).

Also fixed here: WbDrawDispatcher.MedianMicros crashed with
IndexOutOfRange on the first diag flush when exactly 1 sample was
recorded (copy[copy.Length - nz/2] with nz==1) - the same off-by-one
GameWindow's TerrainDiagMedianMicros twin fixed; same fix applied.
ACDREAM_WB_DIAG=1 is usable again.

Suites: App 236, Core 1419+2skip, UI 420, Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 18:08:46 +02:00