Fifth and final Phase A.1 hotfix. Replaces the previous "drop on miss" semantics in GpuWorldState.AppendLiveEntity with a per-landblock pending bucket that survives the race where a CreateObject arrives before its landblock has been streamed in. Root cause: The post-login spawn flood (40+ NPCs/items) drains in a single WorldSession.Tick() call. The synchronous streamer enqueues all 25 visible-window landblocks in one shot but StreamingController.Tick was capped at MaxCompletionsPerFrame=4, so only 4 landblocks landed in GpuWorldState on the first frame. The center landblock 0xA9B4FFFF may or may not have been in those first 4 (HashSet iteration order is undefined). Spawns whose target landblock wasn't yet loaded were silently dropped by AppendLiveEntity. Re-ordering the OnUpdate (streaming first, live second) didn't fix it because the cap still limited to 4 per frame; spawns for landblocks #5+ kept dropping until the queue drained, by which point the spawn flood was over. The reordering was correct but insufficient. The cap was a relic of the original async streamer design (limit GPU upload spikes per frame). With the synchronous streamer there's no backlog to spread, so the cap was pure latency for no benefit. Setting it to int.MaxValue restores "drain everything you just enqueued" semantics. The pending-spawn list is the *correct* architecture fix that makes the system robust against any future ordering bug, not just the cap: - AppendLiveEntity for an unloaded landblock parks the entity in a per-landblock pending bucket instead of dropping it. - AddLandblock drains pending entries for its landblock and merges them into the loaded record before storing. - RemoveLandblock drops pending entries for the same landblock — if the player moved away, the spawns are no longer relevant; the server resends them via CreateObject when the player returns. Diagnostic counter PendingLiveEntityCount exposes the bucket size so future regressions are visible without spelunking. 7 new GpuWorldStateTests pin the contract: - AppendLiveEntity_LandblockAlreadyLoaded_AppendsImmediately - AppendLiveEntity_LandblockNotLoaded_ParksInPending - AddLandblock_DrainsPendingEntriesForThatLandblock - AddLandblock_DoesNotDrainPendingForADifferentLandblock - RemoveLandblock_DropsPendingForThatLandblock - RemoveLandblock_LoadedThenRemoved_DropsItsEntities - IsLoaded_ReturnsTrueForLoaded_FalseForPendingOnly Also removes the diagnostic Console.WriteLine I added in the previous debugging round and the old LiveAppendsResolved/Dropped counters that were never read by anyone. 219 tests green (212 + 7 new). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
140 lines
4.9 KiB
C#
140 lines
4.9 KiB
C#
using System;
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using AcDream.App.Streaming;
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using AcDream.Core.World;
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using DatReaderWriter.DBObjs;
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using Xunit;
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namespace AcDream.Core.Tests.Streaming;
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/// <summary>
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/// Covers <see cref="GpuWorldState"/>'s pending-spawn behavior — the path
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/// that survives the race where the server delivers a CreateObject for a
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/// landblock that hasn't been streamed in yet. This was the bug that
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/// silently dropped 40+ NPCs on the first frame after live login during
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/// Phase A.1 visual verification.
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/// </summary>
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public class GpuWorldStateTests
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{
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private static LoadedLandblock MakeStubLandblock(uint canonicalId)
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=> new(canonicalId, new LandBlock(), Array.Empty<WorldEntity>());
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private static WorldEntity MakeStubEntity(uint id)
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=> new()
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{
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Id = id,
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SourceGfxObjOrSetupId = 0x01000001u,
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Position = System.Numerics.Vector3.Zero,
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Rotation = System.Numerics.Quaternion.Identity,
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MeshRefs = Array.Empty<MeshRef>(),
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};
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[Fact]
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public void AppendLiveEntity_LandblockAlreadyLoaded_AppendsImmediately()
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{
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var state = new GpuWorldState();
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state.AddLandblock(MakeStubLandblock(0xA9B4FFFFu));
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// Server sends a spawn at landblock 0xA9B40011 — same landblock,
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// cell index 0x0011. Canonicalize drops the cell index, lookup
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// succeeds, entity lands in the loaded landblock immediately.
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state.AppendLiveEntity(0xA9B40011u, MakeStubEntity(42));
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Assert.Single(state.Entities);
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Assert.Equal(0u, (uint)state.PendingLiveEntityCount);
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}
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[Fact]
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public void AppendLiveEntity_LandblockNotLoaded_ParksInPending()
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{
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var state = new GpuWorldState();
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// No landblock loaded — the spawn must survive instead of being
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// silently dropped (the bug from Phase A.1's first live run).
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state.AppendLiveEntity(0xA9B40011u, MakeStubEntity(42));
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Assert.Empty(state.Entities); // not visible yet
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Assert.Equal(1, state.PendingLiveEntityCount);
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}
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[Fact]
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public void AddLandblock_DrainsPendingEntriesForThatLandblock()
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{
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var state = new GpuWorldState();
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// Three spawns arrive before the landblock loads.
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state.AppendLiveEntity(0xA9B40011u, MakeStubEntity(1));
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state.AppendLiveEntity(0xA9B40022u, MakeStubEntity(2)); // same landblock, different cell
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state.AppendLiveEntity(0xA9B40033u, MakeStubEntity(3));
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Assert.Equal(3, state.PendingLiveEntityCount);
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Assert.Empty(state.Entities);
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// Now the landblock streams in.
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state.AddLandblock(MakeStubLandblock(0xA9B4FFFFu));
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// The three pending entities are now visible, and the pending
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// bucket for that landblock is empty.
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Assert.Equal(3, state.Entities.Count);
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Assert.Equal(0, state.PendingLiveEntityCount);
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}
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[Fact]
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public void AddLandblock_DoesNotDrainPendingForADifferentLandblock()
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{
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var state = new GpuWorldState();
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state.AppendLiveEntity(0xA9B40011u, MakeStubEntity(1)); // pending for 0xA9B4FFFF
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state.AppendLiveEntity(0xAAAA0022u, MakeStubEntity(2)); // pending for 0xAAAAFFFF
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// Loading 0xA9B4FFFF only drains its own bucket.
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state.AddLandblock(MakeStubLandblock(0xA9B4FFFFu));
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Assert.Single(state.Entities);
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Assert.Equal(1, state.PendingLiveEntityCount); // 0xAAAAFFFF entry still parked
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}
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[Fact]
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public void RemoveLandblock_DropsPendingForThatLandblock()
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{
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var state = new GpuWorldState();
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// Spawns for landblock 0xA9B4FFFF arrive while it's pending.
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state.AppendLiveEntity(0xA9B40011u, MakeStubEntity(1));
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state.AppendLiveEntity(0xA9B40022u, MakeStubEntity(2));
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Assert.Equal(2, state.PendingLiveEntityCount);
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// Player moves away — the streamer says "this landblock is no
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// longer in the visible window, drop it." The pending entries
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// for it are dropped too because they came along with that
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// landblock and are no longer relevant.
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state.RemoveLandblock(0xA9B4FFFFu);
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Assert.Equal(0, state.PendingLiveEntityCount);
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Assert.Empty(state.Entities);
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}
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[Fact]
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public void RemoveLandblock_LoadedThenRemoved_DropsItsEntities()
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{
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var state = new GpuWorldState();
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state.AddLandblock(MakeStubLandblock(0xA9B4FFFFu));
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state.AppendLiveEntity(0xA9B40011u, MakeStubEntity(1));
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Assert.Single(state.Entities);
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state.RemoveLandblock(0xA9B4FFFFu);
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Assert.Empty(state.Entities);
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}
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[Fact]
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public void IsLoaded_ReturnsTrueForLoaded_FalseForPendingOnly()
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{
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var state = new GpuWorldState();
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state.AppendLiveEntity(0xA9B40011u, MakeStubEntity(1));
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Assert.False(state.IsLoaded(0xA9B4FFFFu)); // pending doesn't count
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state.AddLandblock(MakeStubLandblock(0xA9B4FFFFu));
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Assert.True(state.IsLoaded(0xA9B4FFFFu));
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}
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}
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