using System; using System.Collections.Generic; using AcDream.Core.Meshing; using AcDream.Core.Rendering; using DatReaderWriter; using DatReaderWriter.DBObjs; using Microsoft.Extensions.Logging; using Microsoft.Extensions.Logging.Abstractions; using Silk.NET.OpenGL; namespace AcDream.App.Rendering.Wb; /// /// Single seam between acdream and WB's render pipeline. Owns the /// ObjectMeshManager instance and exposes a stable acdream-shaped API /// so the rest of the renderer doesn't need to know about WB's types directly. /// /// /// As of Phase O-T7, all DAT I/O routes through /// (backed by our shared ) — the separate /// DefaultDatReaderWriter file-handle set has been removed. /// /// public sealed class WbMeshAdapter : IDisposable, IWbMeshAdapter { private readonly OpenGLGraphicsDevice? _graphicsDevice; private readonly ObjectMeshManager? _meshManager; private readonly DatCollection? _dats; private readonly AcSurfaceMetadataTable _metadataTable = new(); private readonly HashSet _metadataPopulated = new(); /// /// True when this instance was created via ; /// all public methods no-op when uninitialized. /// private readonly bool _isUninitialized; private bool _disposed; /// /// Constructs the full WB pipeline: OpenGLGraphicsDevice → DatCollectionAdapter /// → ObjectMeshManager. /// /// Active Silk.NET GL context. Must be bound to the current /// thread (construction runs GL queries; call from OnLoad). /// acdream's DatCollection, used to populate the surface /// metadata side-table via GfxObjMesh.Build. Shares file handles with /// the rest of the client; read-only access from the render thread. /// Logger for the adapter; ObjectMeshManager uses /// NullLogger internally. public WbMeshAdapter(GL gl, DatCollection dats, ILogger logger) { ArgumentNullException.ThrowIfNull(gl); ArgumentNullException.ThrowIfNull(dats); ArgumentNullException.ThrowIfNull(logger); _dats = dats; _graphicsDevice = new OpenGLGraphicsDevice(gl, logger, new DebugRenderSettings()); _graphicsDevice.ParticleBatcher = new ParticleBatcher(_graphicsDevice); // ConsoleErrorLogger surfaces WB's silently-caught exceptions // (ObjectMeshManager.PrepareMeshData try/catch at line ~589). _meshManager = new ObjectMeshManager( _graphicsDevice, new DatCollectionAdapter(dats), new ConsoleErrorLogger()); } /// /// Minimal Console-backed logger that fires only on /// and above. Format: /// [wb-error] <message> /// [wb-error] <ExceptionType>: <ExceptionMessage> /// [wb-error] at <frame> (up to 5 frames) /// Used to surface WB's silently-caught exceptions in /// ObjectMeshManager.PrepareMeshData. /// private sealed class ConsoleErrorLogger : ILogger { public IDisposable BeginScope(TState state) where TState : notnull => NullScope.Instance; public bool IsEnabled(LogLevel logLevel) => logLevel >= LogLevel.Error; public void Log( LogLevel logLevel, EventId eventId, TState state, Exception? exception, Func formatter) { if (!IsEnabled(logLevel)) return; var message = formatter(state, exception); Console.WriteLine($"[wb-error] {message}"); if (exception is not null) { Console.WriteLine($"[wb-error] {exception.GetType().Name}: {exception.Message}"); var stack = (exception.StackTrace ?? "") .Split(new[] { '\r', '\n' }, StringSplitOptions.RemoveEmptyEntries) .Take(5); foreach (var s in stack) Console.WriteLine($"[wb-error] {s.Trim()}"); } } private sealed class NullScope : IDisposable { public static readonly NullScope Instance = new(); public void Dispose() { } } } private WbMeshAdapter() { // Uninitialized constructor — only for tests / flag-off cases where // the caller wants a Dispose-safe no-op instance. _isUninitialized = true; } /// Test/init helper — produces a Dispose-safe instance with no /// underlying mesh manager. Public methods are all no-ops. public static WbMeshAdapter CreateUninitialized() => new(); /// /// The surface metadata side-table populated on each first /// . Queried by the draw dispatcher /// to determine translucency, luminosity, and fog behavior per batch. /// public AcSurfaceMetadataTable MetadataTable => _metadataTable; /// /// Phase A8 (2026-05-28): exposes the underlying /// so EnvCellRenderer can share the same global mesh buffer (VAO/VBO/IBO). /// Returns null when the adapter is uninitialized. /// public ObjectMeshManager? MeshManager => _meshManager; /// /// Returns the WB render data for , or null if not /// yet uploaded or if this adapter is uninitialized. Increments WB's /// internal usage counter — use for /// render-loop lookups that should not affect lifecycle. /// public ObjectRenderData? GetRenderData(ulong id) { if (_isUninitialized || _meshManager is null) return null; return _meshManager.GetRenderData(id); } /// /// Returns the WB render data for without /// modifying reference counts. Returns null if the mesh is not yet /// uploaded. Safe for render-loop lookups. /// public ObjectRenderData? TryGetRenderData(ulong id) { if (_isUninitialized || _meshManager is null) return null; return _meshManager.TryGetRenderData(id); } /// public void IncrementRefCount(ulong id) { if (_isUninitialized || _meshManager is null) return; _meshManager.IncrementRefCount(id); bool firstEver = _metadataPopulated.Add(id); if (firstEver) PopulateMetadata(id); // WB's IncrementRefCount alone only bumps a usage counter; it does // NOT trigger mesh loading. We must explicitly call PrepareMeshDataAsync // so the background workers actually decode the GfxObj. The result // auto-enqueues into _stagedMeshData (ObjectMeshManager line 510), // which Tick() drains onto the GPU. Until that completes, // TryGetRenderData(id) returns null and the dispatcher silently // skips the entity — standard streaming flicker. // // #128 (2026-06-11): Prepare must RE-ARM whenever the id has no render // data — NOT only on the first-ever registration. The old // first-ever-only gate (`if (_metadataPopulated.Add(id))`) permanently // lost any id whose initial decode was cancelled before completing // (landblock unload → CancelStagedUploads during login/teleport // churn) or whose upload was later LRU-evicted: every subsequent // registration skipped Prepare, so the mesh stayed invisible for the // session with zero log output — the dispatcher's slow path just // counted meshMissing forever (issue #55's 1.45M/5s mountain was this // bug's heartbeat). User-visible: the AAB3 tower staircase rendering // partially or not at all depending on the session's landblock // load/unload interleaving (#119/#128 "broken stairs"). Safe to call // unconditionally when data is absent: PrepareMeshDataAsync early-outs // on existing render data, returns the in-flight task when already // pending, and dedups via _preparationTasks. // // isSetup: false — acdream's MeshRefs already carry expanded // per-part GfxObj ids (0x01XXXXXX). WB's Setup-expansion path is // unused. if (firstEver || _meshManager.TryGetRenderData(id) is null) _meshManager.PrepareMeshDataAsync(id, isSetup: false); } /// public void DecrementRefCount(ulong id) { if (_isUninitialized || _meshManager is null) return; _meshManager.DecrementRefCount(id); } /// /// #128 self-heal (2026-06-11): re-request a mesh load at the POINT OF /// USE. Registration-time re-arming was insufficient — a preparation /// cancelled by landblock churn AFTER the last registration event /// (running across blocks loads/unloads them repeatedly) left the mesh /// permanently unloadable with no later event to re-fire it. The draw /// dispatcher touches every missing-but-referenced mesh every frame (the /// meshMissing slow path) — that is the one place a retry can never be /// missed. Cheap and idempotent: PrepareMeshDataAsync early-outs on /// existing render data and returns the in-flight task when pending. /// Retail-equivalence: retail loads content synchronously — geometry is /// never permanently absent; this converges our async pipeline to the /// same guarantee. /// public void EnsureLoaded(ulong id) { if (_isUninitialized || _meshManager is null) return; _meshManager.PrepareMeshDataAsync(id, isSetup: false); } /// /// Per-frame drain of the WB pipeline's main-thread work queues. MUST be /// called once per frame from the render thread. Without this, the staged /// mesh data queue grows unbounded (memory leak) and queued GL actions /// never execute. /// /// /// Order matters: ProcessGLQueue runs first to apply any pending GL /// state changes (e.g., texture uploads queued by background workers /// during mesh prep). Then we drain staged mesh data, calling /// UploadMeshData on each item to materialize the actual GL VAO / /// VBO / IBO resources. After Tick, GetRenderData for any id /// previously passed to IncrementRefCount may return non-null. /// /// /// /// No-op when the adapter is uninitialized (e.g., flag is off and the /// adapter was constructed via CreateUninitialized). /// /// public void Tick() { if (_isUninitialized) return; if (_disposed) return; _graphicsDevice!.ProcessGLQueue(); // #125: drain staged uploads; a FAILED upload (UploadMeshData returned // null from its catch) is re-staged for a LATER frame, not dropped. The // re-stages are collected and re-enqueued AFTER the loop — re-enqueuing // inside the while would let a deterministic failure spin the queue in a // single frame. UploadOrRequeue bounds the retries (MaxUploadRetries) so // a genuine defect surfaces loudly instead of the old silent sticky drop. List? requeue = null; while (_meshManager!.StagedMeshData.TryDequeue(out var meshData)) { if (_meshManager.UploadOrRequeue(meshData)) (requeue ??= new()).Add(meshData); } if (requeue is not null) foreach (var m in requeue) _meshManager.StagedMeshData.Enqueue(m); bool texProbe = AcDream.Core.Rendering.RenderingDiagnostics.ProbeTexFlushEnabled; var pendingBefore = texProbe ? _meshManager.GetPendingTextureUpdateStats() : default; // #105 root cause (2026-06-10): TextureAtlasManager.AddTexture only STAGES // texture content (PBO write + ManagedGLTextureArray._pendingUpdates) — the // actual TexSubImage3D copies + mipmap regeneration happen in // ProcessDirtyUpdates, which WB drives ONCE PER FRAME from its render loop // (WB GameScene.cs:975 `_meshManager?.GenerateMipmaps()`, just before the // opaque pass). That call site lived in the GameScene file the N.4/O-T4 // extraction replaced with GameWindow, so the driver was silently dropped: // staged updates only ever reached the GPU as a side effect of PBO growth, // and every layer staged after an array's LAST growth kept undefined // TexStorage3D content behind a valid resident bindless handle — the // intermittent white indoor walls (#105). Pre-fix evidence: 126 updates // stuck across 34/34 arrays at standstill (texflush-prefix.log). Tick() // runs before all draw passes (GameWindow OnRender), so this is the exact // WB-equivalent position. _meshManager.GenerateMipmaps(); if (texProbe) EmitTexFlushProbe(pendingBefore); } // #105 apparatus state — see RenderingDiagnostics.ProbeTexFlushEnabled. private int _lastTexFlushBefore = -1; private int _texFlushHeartbeat; /// /// #105 apparatus: one [tex-flush] line on change of the staged-texture /// pending picture (plus a ~10 s heartbeat while anything is stuck). A healthy /// frame ends with after=0; before==after>0 persisting at /// standstill is the white-walls mechanism live (staged uploads never applied). /// private void EmitTexFlushProbe((int PendingUpdates, int ArraysWithPending, int TotalArrays) before) { var after = _meshManager!.GetPendingTextureUpdateStats(); bool changed = before.PendingUpdates != _lastTexFlushBefore; bool flushed = after.PendingUpdates != before.PendingUpdates; bool heartbeat = after.PendingUpdates > 0 && ++_texFlushHeartbeat >= 600; if (!changed && !flushed && !heartbeat) return; _texFlushHeartbeat = 0; _lastTexFlushBefore = before.PendingUpdates; Console.WriteLine( $"[tex-flush] before={before.PendingUpdates} after={after.PendingUpdates}" + $" arrays={after.ArraysWithPending}/{after.TotalArrays}" + $" (arraysBefore={before.ArraysWithPending})"); } private void PopulateMetadata(ulong id) { if (_dats is null) return; if (!_dats.Portal.TryGet((uint)id, out var gfxObj)) return; var subMeshes = GfxObjMesh.Build(gfxObj, _dats); for (int i = 0; i < subMeshes.Count; i++) { var sm = subMeshes[i]; _metadataTable.Add(id, i, new AcSurfaceMetadata( sm.Translucency, sm.Luminosity, sm.Diffuse, sm.SurfOpacity, sm.NeedsUvRepeat, sm.DisableFog)); } } /// public void Dispose() { if (_disposed) return; _disposed = true; _meshManager?.Dispose(); _graphicsDevice?.Dispose(); } }