acdream/docs/research/2026-05-08-phase-n4-week4-handoff.md
Erik 831f7d416b docs(N.4): Week 4 handoff for the next agent
Self-contained briefing for whoever picks up Week 4 (Tasks 22-28):
the WbDrawDispatcher full draw loop + sky-pass preservation +
visual verification + flag default-on + legacy-code deletion +
plan finalization.

Highlights two unresolved decisions that need a brainstorm checkpoint
at the start of Week 4 (NOT 'just dispatch'):
- Adjustment 4 plumbing: WorldEntity needs HiddenPartsMask +
  AnimPartChanges fields, OR EntitySpawnAdapter.OnCreate takes them
  as separate parameters. Decision before Task 22 writes code.
- Surface-metadata side-table population strategy for Task 23.

References the living-document plan + spec + 5 prior adjustments
so a fresh agent has full context cold.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 14:54:12 +02:00

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# Phase N.4 Week 4 handoff — full draw dispatcher + visual verification + ship
**Use this whole document as the prompt** when handing off to a fresh
agent. Everything they need to pick up cold is below.
---
## Background you'll need
You're working in `acdream`, a from-scratch C# .NET 10 reimplementation
of Asheron's Call's retail client. The project's house rule (in
`CLAUDE.md`) is **the code is modern, the behavior is retail**.
acdream is in the middle of Phase N.4 — the rendering pipeline
foundation migration to WorldBuilder's `ObjectMeshManager` +
`TextureAtlasManager`. **Three of the four planned weeks have shipped
this session (2026-05-08)**:
- Week 1 (commits up through `c49c6ed`): foundation types — feature
flag, surface metadata side-table, mesh-extraction + setup-flatten
conformance tests, `WbMeshAdapter` constructed against the real WB
pipeline.
- Week 2 (commits up through `36f7a60`): streaming integration —
`LandblockSpawnAdapter` routes atlas-tier (procedural / `ServerGuid==0`)
GfxObjs to WB's ref-count lifecycle. `WbMeshAdapter.Tick()` drains
the WB pipeline's main-thread queues per frame (fixes a real memory
leak).
- Week 3 (commits up through `d30fcb2`): per-instance tier hookup —
`AnimatedEntityState` holds per-server-spawned-entity overrides;
`EntitySpawnAdapter` routes server-spawned entities through the
existing `TextureCache.GetOrUploadWithPaletteOverride` decode path.
**Current state at `main`:** build green, **947 tests pass**, 8
pre-existing failures only (unchanged from pre-N.4 main). Default-off
behavior is byte-identical to pre-N.4 main; flag-on (`ACDREAM_USE_WB_FOUNDATION=1`)
runs both rendering pipelines in parallel — WB silently prepares
content, but nothing is yet drawn through it.
**Read first:**
- [docs/superpowers/plans/2026-05-08-phase-n4-rendering-foundation.md](../superpowers/plans/2026-05-08-phase-n4-rendering-foundation.md) —
the **living-document** plan. Top of file has a Progress table
showing Tasks 1-21 ✅ shipped with commit SHAs. Adjustments 1-5
document architectural surprises caught during execution. **Read the
Adjustments before writing any Task 22 code** — they explain why the
current architecture is what it is.
- [docs/superpowers/specs/2026-05-08-phase-n4-rendering-foundation-design.md](../superpowers/specs/2026-05-08-phase-n4-rendering-foundation-design.md) —
the design spec. Architecture / two-tier split / animation handling /
data-flow diagrams. Strategic source of truth for "how the pieces
fit together."
- [CLAUDE.md](../../CLAUDE.md) — project-wide rules. The "Currently in
flight" section near the top points at the plan.
## What Week 4 is
Seven tasks (22-28). **Task 22 alone is the biggest single task in the
entire 28-task plan** — it's the moment we flip from "WB is silently
preparing content" to "WB is drawing content to your screen."
The remaining six tasks are smaller: surface-metadata side-table
population, sky-pass preservation check, micro-tests round-out, visual
verification at 5 named locations, flag default-on, delete legacy
code, finalize plan + memory + ISSUES.
**Task 22 also unlocks the Adjustment 3 mitigation.** Right now
flag-on has a real FPS regression because both rendering pipelines run
in parallel (legacy renderer still does atlas-tier upload + draw,
even though WB is also building atlas state). When Task 22 lands the
dispatcher AND wires the legacy-renderer short-circuit for atlas-tier
content, that double-work disappears.
## Two unresolved decisions before Task 22 starts
These need a brainstorm checkpoint at the start of Week 4, NOT a
"just dispatch":
1. **Adjustment 4 plumbing.** `WorldEntity` doesn't carry
`HiddenPartsMask` or `AnimPartChanges` — those live on the
network-layer spawn record and don't make it to the render-side
entity. Two options:
- **A**: add `HiddenPartsMask` + `AnimPartChanges` fields to
`WorldEntity`, populate at spawn time. Cleaner long-term; small
network→render plumbing change.
- **B**: thread them as separate parameters into
`EntitySpawnAdapter.OnCreate(entity, hiddenMask, animPartChanges)`.
Sidesteps the `WorldEntity` change but couples the spawn-handler
to the adapter API.
Decide before writing Task 22 because the dispatcher reads from
`AnimatedEntityState` which currently holds defaults (empty mask +
empty override map). Without this resolved, hidden parts won't
actually be hidden flag-on.
2. **Surface-metadata side-table population strategy** (Task 23). The
spec proposes: when `WbMeshAdapter.IncrementRefCount(id)` is first
called for a GfxObj, walk its sub-meshes via `GfxObjMesh.Build`,
write each `(gfxObjId, surfaceIdx) → AcSurfaceMetadata` entry into
the side-table. The `_metadataPopulated: HashSet<ulong>` field
tracks which ids have been processed.
**But:** if the same GfxObj gets its ref count drop to zero and
then re-incremented (LRU eviction + reload), do we re-populate?
The metadata is invariant per-GfxObj (surface flags don't change
with eviction), so probably no — the `HashSet` is fine. But
verify before implementing.
## Watchouts (lessons from Weeks 1-3)
These are real, observed gotchas. Read each before going deeper.
- **The renderer is tier-blind by design (Adjustment 2).** Don't try
to put routing decisions in `InstancedMeshRenderer` or any mesh
uploader. Routing belongs at the **spawn-callback layer**:
`LandblockSpawnAdapter` for atlas-tier, `EntitySpawnAdapter` for
per-instance. Task 22's dispatcher reads from those adapters'
per-entity state at draw time; it doesn't make tier decisions.
- **Flag-off must stay byte-identical to pre-N.4.** Every Task-22 code
path must have a `WbFoundationFlag.IsEnabled` gate. Default-off path
is what users see; we can't regress it.
- **WB's pipeline does work even when you're not draining its results.**
Adjustment 3: `IncrementRefCount` triggers background mesh prep,
texture decode, atlas allocation. `WbMeshAdapter.Tick()` already
drains the upload queue per frame. The remaining FPS cost is
pure dual-pipeline cost (legacy + WB doing the same upload work).
Task 22's short-circuit fixes this.
- **`MeshRef.SurfaceOverrides`** is the per-surface texture-swap data
carried by spawned entities. `GfxObjSubMesh.SurfaceId` is what gets
swapped. Task 22's draw loop must consult both: the entity's
`MeshRef.SurfaceOverrides` for explicit swaps, and otherwise the
mesh's built-in `SurfaceId`.
- **Conformance tests catch divergences early.** Per N.1's rotation
bug: write the conformance test BEFORE the substitution. The
matrix-composition test (`(entityWorld) × (animation) × (restPose)`)
is the load-bearing one for Task 22 — pin it before integrating.
- **`WbMeshAdapter.Tick()` is required.** It's already wired into
`GameWindow.OnRender`. Task 22's dispatcher needs the upload queue
drained BEFORE it tries to draw, so order in OnRender is:
`_wbMeshAdapter?.Tick()``_wbDrawDispatcher?.Draw(...)` → other
draw work.
- **Name retail decomp first; Phase N.4 doesn't change that rule.**
Task 22's matrix composition uses standard graphics math — no AC-
specific algorithms — so the "grep `named-retail/` first" workflow
doesn't apply to the matrix code itself. But for any AC-specific
question that surfaces during integration (e.g., "does retail
render hidden parts as zero-alpha or skip them entirely?"), grep
`docs/research/named-retail/acclient_2013_pseudo_c.txt` first.
## Acceptance criteria for Week 4
From the plan:
- [ ] All conformance tests pass (Tasks 3, 4, 20 — already shipped;
verify still green after Task 22 lands).
- [ ] All component micro-tests pass (Tasks 11, 17, 18, 19, 22 —
Task 22 adds matrix-composition tests).
- [ ] All existing tests still pass. 8 pre-existing failures don't
count.
- [ ] Build green throughout.
- [ ] Visual verification at 5 named locations passes:
1. Holtburg outdoor — terrain props, scenery, buildings, NPCs,
characters all render correctly.
2. Drudge Hideout (or comparable) — EnvCell + interior lighting +
animated creatures.
3. Foundry — heavy NPC traffic + customized appearances.
4. A character with extreme palette overrides.
5. Long roam (5+ minutes) — GPU memory stabilizes (LRU eviction
fires).
- [ ] Memory budget enforcement actually verified (Task 13 was
deferred to here; Task 22 makes it testable because GL resources
finally get allocated for LRU to evict).
- [ ] Sky pass renders identically (load-bearing — sky's
`Translucent+ClipMap` cloud sheet, raw-`Additive` fog skip,
`Luminosity` keyframe handling all flow through the side-table
via `AcSurfaceMetadata`).
- [ ] Flag flipped to default-on at the end (Task 26).
- [ ] Legacy code paths deleted (Task 27).
- [ ] Roadmap + memory + ISSUES updated (Task 28).
## Tasks 22-28 — quick map
Full detail is in the plan. Brief here:
- **22 — `WbDrawDispatcher` full draw loop.** ~1-2 days. Atlas-tier
+ per-instance-tier draw with matrix composition. Reads from
`WbMeshAdapter.GetRenderData(id)` for atlas content; reads from
`EntitySpawnAdapter.GetState(serverGuid)` for per-instance state;
composes per-part `(entity × animation × rest-pose)` matrices;
pushes uniforms; issues GL draws. **Also wires the legacy-
renderer short-circuit** for atlas-tier content (the Adjustment 3
fix).
- **23 — Surface-metadata side-table population.** ~half day. Hook
into `WbMeshAdapter.IncrementRefCount` so that on first registration
of a GfxObj, the side-table gets populated with one
`AcSurfaceMetadata` per surfaceIdx (using `GfxObjMesh.Build`'s
metadata as the source of truth).
- **24 — Sky-pass preservation check.** ~half day. Verify the sky
pass's `NeedsUvRepeat` / `DisableFog` / `Luminosity` flow through
the side-table to `SkyRenderer` correctly. Likely no code change;
smoke-test sky rendering with flag on, weather/day-night cycle.
- **25 — Component micro-tests round-out.** Audit existing tests
against the spec's Testing section. Probably nothing to add since
Tasks 11/17/18/19/22 already cover the listed micro-tests.
- **26 — Visual verification + flag default-on.** Human-in-the-loop
walk through the 5 named locations. If clean, flip
`WbFoundationFlag.IsEnabled` from `== "1"` to `!= "0"` so flag-on
becomes the default.
- **27 — Delete legacy code paths.** Remove the now-unused legacy
upload code in `StaticMeshRenderer` + `InstancedMeshRenderer`.
N.6 fully replaces these files anyway.
- **28 — Update roadmap + memory + ISSUES + finalize plan.** Mark
N.4 shipped in the roadmap's Live ✓ table. File any cosmetic
deltas as ISSUES. Add a memory note if a durable lesson emerged.
Flip the plan's status header from "Living document — work in
progress" to "Final state — phase shipped (merge `<sha>`)".
## Where to start
1. **Read the three "Read first" docs above end-to-end.** Especially
the Adjustments section in the plan — those are the architectural
constraints Task 22 must respect.
2. **Decide Adjustment 4 plumbing** (option A vs B from above). This
is a small brainstorm checkpoint, not a multi-question
`superpowers:brainstorming` skill invocation. Document the choice
inline in the plan as Adjustment 6.
3. **Don't create a new worktree.** The existing branch
`claude/quirky-jepsen-fd60f1` and worktree
`.claude/worktrees/quirky-jepsen-fd60f1` are clean and ready.
Submodule already initialized. Build green.
4. **Use `superpowers:subagent-driven-development`** to execute Week 4
task-by-task. Pattern from Weeks 1-3: dispatch one subagent per
task (or batch of related tasks), use Sonnet for implementation,
merge to main per logical chunk, update the plan's Progress table
as commits land.
5. **Pause for visual verification at Task 26.** This is a human-in-
the-loop step — needs you to walk the 5 named locations.
## Open questions a fresh agent might hit
- **Q: Why did Adjustment 5 mark Task 20 (per-instance decode
conformance) as "structural"?** Because both old and new paths call
the same `TextureCache.GetOrUploadWithPaletteOverride` function. We
preserved the decode logic exactly; the seam is at the call site,
not at the algorithm. Byte-equality is automatic.
- **Q: Can I delete `InstancedMeshRenderer`?** Not in N.4. The plan
marks it as "becomes a thin adapter in N.4, fully replaced in N.6."
Task 27 deletes the legacy upload paths inside it but keeps the
file as a draw-orchestration adapter until N.6.
- **Q: What's the memory budget check actually checking?** GPU memory
stabilizes during long roam. WB's `_maxGpuMemory = 1 GB` triggers
LRU eviction once the cache exceeds that. We verify by walking
for 5+ minutes at radius 7 (49 landblocks visible at any time) and
confirming GPU memory in the title bar plateaus rather than
growing unboundedly.
- **Q: What happens if Task 22 takes longer than expected?** The
living-document convention says document Adjustments inline. If
Task 22 needs to split (e.g., atlas-tier draw lands first, per-
instance tier in a follow-on commit), that's fine — just update
the Progress table and add an Adjustment explaining the split.
## Useful greps and commands
- `dotnet build --verbosity quiet 2>&1 | tail -3` — quick build check.
- `dotnet test --verbosity quiet 2>&1 | tail -3` — full test suite.
- `git -C C:\Users\erikn\source\repos\acdream log --oneline -10`
recent main commits.
- `grep -rn "WbFoundationFlag.IsEnabled" src/` — every place we gate
on the flag (audit before flipping default-on in Task 26).
- `grep -rn "_wbMeshAdapter\|_wbSpawnAdapter\|_wbEntitySpawnAdapter" src/`
every WB adapter wiring point.
## Smoke-test launch (PowerShell)
```powershell
# Kill any stale processes first
Get-Process -Name AcDream.App -ErrorAction SilentlyContinue | Stop-Process -Force
Start-Sleep -Seconds 4
# Flag-on at radius 7 — Week 4 dev environment
$env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call"
$env:ACDREAM_LIVE = "1"
$env:ACDREAM_TEST_HOST = "127.0.0.1"
$env:ACDREAM_TEST_PORT = "9000"
$env:ACDREAM_TEST_USER = "testaccount"
$env:ACDREAM_TEST_PASS = "testpassword"
$env:ACDREAM_USE_WB_FOUNDATION = "1"
$env:ACDREAM_STREAM_RADIUS = "7"
dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 |
Tee-Object -FilePath "n4-week4-smoke.log"
```
(Drop the `ACDREAM_USE_WB_FOUNDATION` line for flag-off comparison.)
## Adjustments index — quick reference
For full text, see the plan document (each is a `### Adjustment N`
subsection under Task 6's old position, in chronological order):
1. **`DefaultDatReaderWriter` discovery** (2026-05-08) — no
dat-reader bridge needed; WB ships a usable concrete
implementation.
2. **Renderer is tier-blind** (2026-05-08) — routing belongs at
spawn callbacks, not in the renderer.
3. **FPS regression = dual-pipeline cost** (2026-05-08) — both
pipelines run in parallel until Task 22's short-circuit lands.
4. **`WorldEntity` lacks HiddenParts/AnimPartChange fields**
(2026-05-08) — plumbing deferred; Task 22 needs to resolve
(option A: add fields; option B: thread as separate args).
5. **Task 20 is structural** (2026-05-08) — same function called
both paths, byte-equality automatic, no test file needed.