using System.Collections.Generic;
using AcDream.Core.World;
namespace AcDream.App.Rendering.Wb;
///
/// Bridges landblock streaming events to 's
/// reference-count lifecycle. Tier-aware by design: only atlas-tier
/// entities (procedural / dat-hydrated, identified by
/// ServerGuid == 0) drive ref counts. Server-spawned entities
/// (per-instance tier) are skipped — those go through
/// EntitySpawnAdapter + TextureCache.GetOrUploadWithPaletteOverride
/// (see Phase N.4 spec, Architecture → Two-tier rendering split).
///
///
/// On load: walks the landblock's atlas-tier entities, collects unique
/// GfxObj ids from their MeshRefs, calls
/// IncrementRefCount per id, and pins each specialized EnvCell geometry
/// id without starting generic GfxObj decode. Snapshots both id-sets per
/// landblock so unload can match the load 1:1.
///
///
///
/// On unload: looks up both snapshots, calls DecrementRefCount per id,
/// drops the snapshots. Unknown / never-loaded landblocks no-op.
///
///
///
/// Idempotency: repeated notifications for the same landblock only register
/// newly-seen ids. This matters for two-tier streaming: a far-tier terrain
/// load first snapshots an empty entity set, then a later Far-to-Near promotion
/// supplies the actual stabs/buildings. Treating the second notification as a
/// blanket no-op leaves the world-state entity list populated while the WB
/// mesh cache never pins the promoted GfxObj ids.
///
///
///
/// Thread safety: the internal snapshots are intentionally not synchronized.
/// invokes every load, unload, and readiness query
/// on the owning render/update thread.
///
///
public sealed class LandblockSpawnAdapter
{
private readonly IWbMeshAdapter _adapter;
// Maps landblock id → unique GfxObj ids registered for that landblock.
// Written on load, read+cleared on unload. Single-threaded (streaming worker).
private readonly Dictionary> _idsByLandblock = new();
// EnvCell shells are prepared through PrepareEnvCellGeomMeshDataAsync rather
// than generic GfxObj loading, but still require explicit lifetime pins.
// Keep their synthetic ids separate so registration uses the no-decode pin.
private readonly Dictionary> _additionalReadinessIdsByLandblock = new();
public LandblockSpawnAdapter(IWbMeshAdapter adapter)
{
System.ArgumentNullException.ThrowIfNull(adapter);
_adapter = adapter;
}
///
/// Called when a landblock finishes streaming in or receives promoted
/// atlas-tier entities. Registers a ref-count increment with WB for each
/// unique atlas-tier GfxObj id that has not already been registered for
/// this landblock.
///
public void OnLandblockLoaded(
LoadedLandblock landblock,
IEnumerable? additionalReadinessIds = null)
{
System.ArgumentNullException.ThrowIfNull(landblock);
var unique = new HashSet();
foreach (var entity in landblock.Entities)
{
// Atlas-tier filter: server-spawned entities (ServerGuid != 0)
// belong to the per-instance path and are NOT registered with WB.
if (entity.ServerGuid != 0) continue;
foreach (var meshRef in entity.MeshRefs)
unique.Add((ulong)meshRef.GfxObjId);
}
if (!_idsByLandblock.TryGetValue(landblock.LandblockId, out var registered))
{
_idsByLandblock[landblock.LandblockId] = unique;
foreach (var id in unique) _adapter.IncrementRefCount(id);
}
else
{
foreach (var id in unique)
{
if (registered.Add(id))
_adapter.IncrementRefCount(id);
}
}
if (!_additionalReadinessIdsByLandblock.TryGetValue(
landblock.LandblockId,
out var additional))
{
additional = new HashSet();
_additionalReadinessIdsByLandblock[landblock.LandblockId] = additional;
}
if (additionalReadinessIds is not null)
{
foreach (var id in additionalReadinessIds)
if (additional.Add(id))
_adapter.PinPreparedRenderData(id);
}
}
///
/// True only after every render mesh required by this published landblock
/// is drawable. This includes both ref-counted static GfxObjs and EnvCell
/// shell geometry prepared by the independent indoor pipeline.
///
public bool IsLandblockRenderReady(uint landblockId)
{
if (!_idsByLandblock.TryGetValue(landblockId, out var registered)
|| !_additionalReadinessIdsByLandblock.TryGetValue(landblockId, out var additional))
{
return false;
}
foreach (var id in registered)
if (!_adapter.IsRenderDataReady(id))
return false;
foreach (var id in additional)
if (!_adapter.IsRenderDataReady(id))
return false;
return true;
}
///
/// Called when a landblock is unloaded from the streaming window.
/// Releases the ref-count for every GfxObj id that was registered on load.
/// Unknown landblock ids (never loaded, or already unloaded) are no-ops.
///
public void OnLandblockUnloaded(uint landblockId)
{
if (!_idsByLandblock.TryGetValue(landblockId, out var unique)) return;
foreach (var id in unique) _adapter.DecrementRefCount(id);
if (_additionalReadinessIdsByLandblock.TryGetValue(landblockId, out var additional))
foreach (var id in additional) _adapter.DecrementRefCount(id);
_idsByLandblock.Remove(landblockId);
_additionalReadinessIdsByLandblock.Remove(landblockId);
}
}