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>
441 lines
24 KiB
C#
441 lines
24 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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namespace AcDream.Core.Rendering;
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/// <summary>
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/// 2026-05-19 — runtime-toggleable diagnostic flags for the indoor cell
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/// rendering pipeline. Initialized from env vars at process start;
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/// flippable at runtime via the DebugPanel mirror. Log call sites read
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/// these statics so a checkbox toggle takes effect on the next frame
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/// without relaunching.
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///
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/// <para>
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/// Mirrors the L.2a <see cref="AcDream.Core.Physics.PhysicsDiagnostics"/>
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/// pattern. The master <see cref="IndoorAll"/> toggle is the user's
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/// common case — flipping it cascades to all five probe flags.
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/// </para>
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///
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/// <para>
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/// Spec: <c>docs/superpowers/specs/2026-05-19-indoor-cell-rendering-fix-design.md</c>.
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/// </para>
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/// </summary>
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public static class RenderingDiagnostics
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{
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/// <summary>
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/// When true, <c>WbDrawDispatcher.WalkVisibleEntities</c> emits one
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/// <c>[indoor-walk]</c> line per visible cell entity per second:
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/// entity id, world position, parent cell id, landblock visible flag,
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/// AABB-visible flag, "in visible cells" flag, drew flag.
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/// Initial state from <c>ACDREAM_PROBE_INDOOR_WALK=1</c>.
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/// </summary>
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public static bool ProbeIndoorWalkEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_WALK") == "1"
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|| Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_ALL") == "1";
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/// <summary>
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/// When true, <c>WbDrawDispatcher</c> emits one <c>[indoor-lookup]</c>
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/// line per visible cell entity per second: render-data hit/miss,
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/// IsSetup flag, SetupParts count, parts-hit / parts-miss tallies.
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/// Initial state from <c>ACDREAM_PROBE_INDOOR_LOOKUP=1</c>.
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/// </summary>
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public static bool ProbeIndoorLookupEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_LOOKUP") == "1"
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|| Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_ALL") == "1";
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/// <summary>
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/// When true, <c>WbMeshAdapter</c> emits two lines per EnvCell id:
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/// <c>[indoor-upload] requested</c> on first IncrementRefCount and
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/// <c>[indoor-upload] completed</c> when WB's staged drain produces
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/// its <c>ObjectMeshData</c>. Missing "completed" lines indicate WB
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/// silently returned null (hypothesis H1).
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/// Initial state from <c>ACDREAM_PROBE_INDOOR_UPLOAD=1</c>.
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/// </summary>
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public static bool ProbeIndoorUploadEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_UPLOAD") == "1"
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|| Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_ALL") == "1";
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/// <summary>
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/// When true, <c>WbDrawDispatcher</c> emits one <c>[indoor-xform]</c>
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/// line per visible cell entity per second: cell-geometry SetupPart's
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/// composed world matrix translation. Disambiguates transform
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/// double-apply (hypothesis H5).
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/// Initial state from <c>ACDREAM_PROBE_INDOOR_XFORM=1</c>.
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/// </summary>
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public static bool ProbeIndoorXformEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_XFORM") == "1"
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|| Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_ALL") == "1";
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/// <summary>
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/// When true, <c>WbDrawDispatcher.WalkVisibleEntities</c> emits one
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/// <c>[indoor-cull]</c> line per cell entity that gets culled, with
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/// the reason (visibleCellIds-miss, frustum, landblock). Disambiguates
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/// cull bugs (hypothesis H3).
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/// Initial state from <c>ACDREAM_PROBE_INDOOR_CULL=1</c>.
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/// </summary>
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public static bool ProbeIndoorCullEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_CULL") == "1"
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|| Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_ALL") == "1";
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/// <summary>
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/// When true, the unified portal-visibility pass emits one <c>[vis]</c>
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/// line whenever the camera's root cell CHANGES (see <see cref="EmitVis"/>):
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/// root cell id, visible-cell count + ids, the single OutsideView's polygon
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/// + plane counts, a per-cell plane-count summary, and the scissor-fallback
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/// count for the frame. This is the runtime apparatus #103 lacked — it lets
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/// us confirm "OutsideView non-empty and narrowing at the cellar window" off
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/// a live launch.log before any GL/visual work.
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/// Initial state from <c>ACDREAM_PROBE_VIS=1</c>.
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/// <para>
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/// Phase U.2d (2026-05-30) repurposed this flag from the abandoned A8
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/// two-pipe stencil pass to the Phase U unified pipeline. The env var name +
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/// the DebugPanel mirror (<c>DebugVM.ProbeVisibility</c>) are unchanged.
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/// </para>
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/// </summary>
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public static bool ProbeVisibilityEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_VIS") == "1";
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/// <summary>
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/// #119-residual viewer/flood capture (2026-06-11): one <c>[viewer]</c>
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/// line per CHANGE of (root cell, flood size, OutsideView poly count,
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/// player cell), with the projection EYE at mm precision on every line —
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/// the capture half of the tower-ascent capture→replay loop
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/// (TowerAscentReplayTests replays the captured pairs deterministically).
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/// Light: silent while the visibility state is stable; a tower climb
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/// emits a few dozen lines. Initial state from
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/// <c>ACDREAM_PROBE_VIEWER=1</c>.
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/// </summary>
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public static bool ProbeViewerEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_VIEWER") == "1";
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/// <summary>
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/// Phase U.4c (2026-05-31) flap-convergence probe. When true, the portal
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/// visibility pass emits, EVERY frame the camera root is an indoor cell, a
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/// <c>[flap]</c> line (root cell's per-portal side-test D + traverse/cull +
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/// projection, plus the frame's OutsideView/visible counts) and the call site
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/// emits a paired <c>[flap-cam]</c> line (FindCameraCell resolution reason,
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/// camera EYE worldpos, player worldpos, eye-in-root-AABB flag). Unlike the
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/// cell-change-throttled <see cref="ProbeVisibilityEnabled"/> probe, this fires
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/// per-frame so it captures the flicker (the exit cell dropping in/out at a
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/// STABLE root). Pinpoints WHY the exit cell drops: side-test cull (eye past an
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/// interior portal plane), empty projection, or a stale root (eye outside the
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/// cell while FindCameraCell still reports it via cache/grace). Throwaway
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/// apparatus — strip once the flap mechanism is confirmed.
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/// Initial state from <c>ACDREAM_PROBE_FLAP=1</c>.
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/// </summary>
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public static bool ProbeFlapEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_FLAP") == "1";
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/// <summary>
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/// Issue #78 (2026-05-31) cell-shell render probe. When true,
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/// <c>EnvCellRenderer.Render</c> emits one <c>[shell]</c> line per opaque-pass
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/// call: per visible (filtered) cell — is it present in the prepared snapshot,
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/// how many gfxObjs + instances, and per-gfxObj batch count / index count /
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/// translucent / zero-bindless-handle (missing texture) — plus the pass totals.
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/// This directly answers WHY interior walls/ceilings don't appear: no geometry
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/// prepared for the cell (cell absent / 0 instances), drawn-but-invisible
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/// (zeroHandle / translucent against the clear color), or prepared+drawn (so the
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/// fault is elsewhere — depth/occlusion). Throwaway apparatus — strip once the
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/// indoor-enclosure render is fixed. Initial state from <c>ACDREAM_PROBE_SHELL=1</c>.
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/// </summary>
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public static bool ProbeShellEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_SHELL") == "1";
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/// <summary>
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/// Flap root-cause apparatus (2026-06-07). When true, the indoor render path emits ONE
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/// <c>[pv-input]</c> line per frame with the EXACT PortalVisibilityBuilder.Build inputs at HIGH
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/// precision (camera eye + player position to 6 dp, plus orientation-sensitive view-projection
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/// elements) alongside the resulting flood cell count. The live flap shows the flood set flipping
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/// 2↔6 at an eye/player that is identical to cm; this probe answers whether the Build INPUTS differ
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/// below cm precision (sub-cm view jitter → robustness fix) or are byte-identical while the output
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/// still flips (nondeterminism → surgical bug). Runs WITHOUT the heavy <c>[flap]</c>/<c>[render-sig]</c>
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/// spam so the log stays diffable. Throwaway apparatus — strip once the jitter source is pinned.
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/// Initial state from <c>ACDREAM_PROBE_PVINPUT=1</c>.
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/// </summary>
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public static bool ProbePvInputEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_PVINPUT") == "1";
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/// <summary>
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/// §4 outdoor full-world flap apparatus (2026-06-09). When true, GameWindow snapshots the
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/// GL fixed-function state entering the world passes each frame (depth test/mask/func, blend
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/// + factors, cull, front-face, scissor + box, viewport, draw-FBO, color mask, glGetError)
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/// and emits one <c>[gl-state]</c> line whenever the snapshot CHANGES. Pins or refutes the
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/// "leaked GL state" family for the flap (every CPU-side input — matrix, flood, clip planes,
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/// scissor box, membership, eye-vs-terrain — is already probe-exonerated). Throwaway
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/// apparatus — strip once §4 ships. Initial state from <c>ACDREAM_PROBE_GLSTATE=1</c>.
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/// </summary>
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public static bool ProbeGlStateEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_GLSTATE") == "1";
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/// <summary>
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/// §4 outdoor full-world flap apparatus (2026-06-10) — the decisive probe between the two
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/// surviving suspects (handoff 2026-06-09 §1): (a) per-instance clip-slot routing under
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/// outdoor roots, (b) terrain/sky UBO content at draw time — plus the landscape-pass scissor
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/// box as a third ground truth. When true: RetailPViewRenderer.DrawLandscapeThroughOutsideView
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/// emits one <c>[clip-route]</c> line (print-on-change) with the outside slice's slot + NDC
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/// AABB + planes, the CellIdToSlot routing table, the region-SSBO bytes decoded at the routed
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/// slot, and the terrain-UBO head as uploaded; WbDrawDispatcher.Draw emits one
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/// <c>[clip-route-disp]</c> line (print-on-change, routed draws only) with the per-slot
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/// instance histogram exactly as uploaded to binding=3 plus the culled-entity count; and
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/// GameWindow.DrawRetailPViewLandscapeSlice emits one <c>[clip-route-scis]</c> line
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/// (print-on-change) with the ACTUAL GL scissor enable + box the landscape pass draws under.
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/// Throwaway apparatus — strip once §4 ships. Initial state from <c>ACDREAM_PROBE_CLIPROUTE=1</c>.
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/// </summary>
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public static bool ProbeClipRouteEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_CLIPROUTE") == "1";
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/// <summary>
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/// #105 white-indoor-textures apparatus (2026-06-10). When true, <c>WbMeshAdapter.Tick</c>
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/// emits one <c>[tex-flush]</c> line whenever the staged-texture-update picture changes:
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/// pending layer updates across all shared atlases BEFORE and AFTER the per-frame
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/// <c>ObjectMeshManager.GenerateMipmaps()</c> flush, plus arrays-with-pending / total-array
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/// counts. The broken contract this pins: <c>TextureAtlasManager.AddTexture</c> only STAGES
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/// pixel data (PBO + pending list); without the per-frame flush (WB GameScene.cs:975) the
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/// data never reaches the GL texture and the batch samples undefined content behind a valid
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/// bindless handle — the classic white walls. A healthy run shows <c>after=0</c> on every
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/// line; a stuck <c>before==after>0</c> at standstill is the #105 mechanism live.
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/// Initial state from <c>ACDREAM_PROBE_TEXFLUSH=1</c>.
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/// </summary>
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public static bool ProbeTexFlushEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_TEXFLUSH") == "1";
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/// <summary>
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/// Bounded-propagation port apparatus (2026-06-08). When true, PortalVisibilityBuilder.Build emits
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/// one [portal-churn] summary line per call: per-cell pop count (re-pops = churn), total re-enqueues,
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/// max pop count, and — per re-enqueue — the reciprocal-clip pre→post region count + grew flag. Pins
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/// whether the flap's churn is redundant reciprocal back-contributions producing non-empty drifted
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/// slivers (the hypothesis) vs another source. Throwaway apparatus — strip once the bound ships.
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/// Initial state from ACDREAM_PROBE_PORTAL_CHURN=1.
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/// </summary>
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public static bool ProbePortalChurnEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_PORTAL_CHURN") == "1";
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/// <summary>
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/// BR-2 phantom-site probe (2026-06-11; plan
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/// <c>docs/plans/2026-06-11-building-render-port-plan.md</c> §BR-2 first
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/// task). The BR-1 pre-check proved the #113 phantom residual cannot be
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/// GfxObj portal fills (never extracted); the surviving suspects are
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/// cell-side. When true, <c>RetailPViewRenderer</c> emits, print-on-change
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/// per cell: <c>[phantom-shell]</c> — per shell-pass cell, the clip-enable
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/// state and each drawn slice's slot + plane count, flagging the pass-all
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/// cases (NoClipSlice fallback for slot-less cells; assembler slot-0
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/// scissor fallback) — and <c>[phantom-objs]</c> — per object-list cell,
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/// the entity-bucket size drawn unclipped/un-viewcone'd. Reproducing the
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/// phantom with this on pins which mechanism draws it (shells → BR-2/BR-3;
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/// statics → BR-5). Throwaway apparatus — strip when the phantom closes.
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/// Initial state from <c>ACDREAM_PROBE_PHANTOM=1</c>.
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/// </summary>
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public static bool ProbePhantomEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_PHANTOM") == "1";
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// Cell-change gate for EmitVis. The probe fires once per distinct root cell
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// so launch.log stays readable under motion (the per-frame call is a no-op
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// when the root is unchanged). Sentinel 0 = "no root yet" — the first real
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// root id always differs and fires. Reset between tests via
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// ResetVisibilityProbeForTests so the gate doesn't leak across cases.
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private static uint _lastVisRootCellId;
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/// <summary>
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/// Emit ONE concise, information-dense <c>[vis]</c> line for the portal-
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/// visibility frame, but only when <see cref="ProbeVisibilityEnabled"/> is
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/// true AND <paramref name="rootCellId"/> differs from the last root the
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/// probe reported (cell-change gating). Cheap no-op otherwise.
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/// <para>
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/// Decoupled by design: the OutsideView is passed as pre-computed
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/// <paramref name="outsidePolyCount"/> + <paramref name="outsidePlaneCount"/>
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/// primitives rather than the App-layer <c>CellView</c>/<c>ClipPlaneSet</c>
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/// types, because this owner lives in <c>AcDream.Core</c> and Core must not
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/// reference the App project (Code Structure Rule 2). The U.4a call site
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/// supplies <c>OutsideView.Polygons.Count</c> and the OutsideView's
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/// <c>ClipPlaneSet.Count</c>.
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/// </para>
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/// </summary>
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/// <param name="rootCellId">The camera's root cell id (the BFS seed).</param>
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/// <param name="visibleCells">Ordered visible cell ids for this frame.</param>
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/// <param name="outsidePolyCount">Polygon count of the single OutsideView region.</param>
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/// <param name="outsidePlaneCount">Clip-plane count the OutsideView reduced to (0 ⇒ scissor/empty).</param>
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/// <param name="perCellPlaneCounts">Per-cell clip-plane count (cell id → plane count).</param>
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/// <param name="scissorFallbacks">Number of regions that fell back to a scissor AABB this frame.</param>
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public static void EmitVis(uint rootCellId,
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IReadOnlyList<uint> visibleCells,
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int outsidePolyCount,
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int outsidePlaneCount,
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IReadOnlyDictionary<uint, int> perCellPlaneCounts,
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int scissorFallbacks)
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{
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if (!ProbeVisibilityEnabled) return;
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if (rootCellId == _lastVisRootCellId) return; // unchanged root ⇒ suppress
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_lastVisRootCellId = rootCellId;
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int cellN = visibleCells?.Count ?? 0;
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var sb = new StringBuilder(160);
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sb.Append("[vis] root=0x").Append(rootCellId.ToString("X8"));
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sb.Append(" cells=").Append(cellN);
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// Visible cell id list, capped so a wide BFS doesn't blow up the line.
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sb.Append(" ids=[");
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if (visibleCells is not null)
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{
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const int MaxIds = 12;
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int shown = 0;
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foreach (uint id in visibleCells)
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{
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if (shown >= MaxIds) { sb.Append(",..."); break; }
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if (shown > 0) sb.Append(',');
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sb.Append("0x").Append(id.ToString("X8"));
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shown++;
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}
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}
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sb.Append(']');
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sb.Append(" outside(polys=").Append(outsidePolyCount)
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.Append(",planes=").Append(outsidePlaneCount).Append(')');
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// Per-cell plane-count summary, capped like the id list.
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sb.Append(" percell=[");
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if (perCellPlaneCounts is not null)
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{
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const int MaxPerCell = 12;
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int shown = 0;
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foreach (var kv in perCellPlaneCounts)
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{
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if (shown >= MaxPerCell) { sb.Append(",..."); break; }
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if (shown > 0) sb.Append(',');
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sb.Append("0x").Append(kv.Key.ToString("X8")).Append(':').Append(kv.Value);
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shown++;
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}
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}
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sb.Append(']');
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sb.Append(" fallbacks=").Append(scissorFallbacks);
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Console.WriteLine(sb.ToString());
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}
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/// <summary>
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/// Reset the <see cref="EmitVis"/> cell-change gate. Test-only — this is a
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/// process-wide static and the gate would otherwise leak across test cases
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/// (this codebase has documented static-leak flakiness; keep tests
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/// self-contained). Not part of the public runtime surface.
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/// </summary>
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internal static void ResetVisibilityProbeForTests() => _lastVisRootCellId = 0;
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private static bool _probeEnvCellEnabled =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_ENVCELL") == "1";
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/// <summary>
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/// Phase A8 Task 9 (2026-05-28): when true, the indoor EnvCell draw path's
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/// <c>[envcells]</c> probe emits one line per indoor frame —
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/// CellsRendered / TrianglesDrawn from <c>EnvCellRenderer.Stats</c> +
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/// ourBldgs/otherBldgs/filterCnt.
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/// Also enabled implicitly when <see cref="ProbeVisibilityEnabled"/> is true.
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/// Initial state from <c>ACDREAM_PROBE_ENVCELL=1</c>.
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/// (The two-pipe <c>RenderInsideOutAcdream</c> pass that originally owned
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/// this probe was removed in Phase U.1; the env var + the
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/// <c>EnvCellRenderer.Stats</c> source remain.)
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/// </summary>
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public static bool ProbeEnvCellEnabled
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{
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get => _probeEnvCellEnabled || ProbeVisibilityEnabled;
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set => _probeEnvCellEnabled = value;
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}
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/// <summary>
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/// Master toggle. Reading reflects the AND of all five flags
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/// (true only when every probe is on). Writing cascades — setting
|
||
/// to <see langword="true"/> turns ALL five flags on; setting to
|
||
/// <see langword="false"/> turns ALL five off.
|
||
/// </summary>
|
||
public static bool IndoorAll
|
||
{
|
||
get => ProbeIndoorWalkEnabled
|
||
&& ProbeIndoorLookupEnabled
|
||
&& ProbeIndoorUploadEnabled
|
||
&& ProbeIndoorXformEnabled
|
||
&& ProbeIndoorCullEnabled;
|
||
set
|
||
{
|
||
ProbeIndoorWalkEnabled = value;
|
||
ProbeIndoorLookupEnabled = value;
|
||
ProbeIndoorUploadEnabled = value;
|
||
ProbeIndoorXformEnabled = value;
|
||
ProbeIndoorCullEnabled = value;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// Helper for probe call sites. Returns <see langword="true"/> when
|
||
/// the low 16 bits of <paramref name="id"/> are ≥ 0x0100 — the AC
|
||
/// convention for EnvCell (indoor) cells, as opposed to outdoor cells
|
||
/// in the 8×8 landblock grid (0x0001–0x0040).
|
||
/// </summary>
|
||
public static bool IsEnvCellId(ulong id) => (id & 0xFFFFu) >= 0x0100u;
|
||
|
||
/// <summary>
|
||
/// #119 tower-staircase decisive probe (2026-06-11). Comma-separated
|
||
/// Setup / GfxObj source ids (hex, optional 0x prefix) from
|
||
/// <c>ACDREAM_DUMP_ENTITY</c>. Any <c>WorldEntity</c> whose
|
||
/// <c>SourceGfxObjOrSetupId</c> is in this set emits:
|
||
/// (a) a <c>[dump-entity] HYDRATE</c> dump at MeshRef construction time
|
||
/// (<c>GameWindow.BuildInteriorEntitiesForStreaming</c>) — per-part
|
||
/// placement-frame translations + dropped-part accounting — discriminating
|
||
/// hydration-time corruption (H-A: SetupMesh.Flatten identity fallback /
|
||
/// silent gfx-null part drops under degraded dat reads);
|
||
/// (b) a <c>[dump-entity] DRAW</c> dump in <c>WbDrawDispatcher</c> at first
|
||
/// draw — live MeshRefs translations + Tier-1 classification cache state —
|
||
/// re-emitted compactly whenever that state changes (H-B: stale/partial
|
||
/// cached batch set); and
|
||
/// (c) rate-limited <c>[dump-entity] WALK-REJECT</c> lines when the
|
||
/// dispatcher's walk filters the entity out (absence-of-draw attribution).
|
||
/// Empty set = probe off; every call site early-outs on <c>Count == 0</c>.
|
||
/// </summary>
|
||
public static IReadOnlySet<uint> DumpEntitySourceIds { get; } =
|
||
ParseDumpEntityIds(Environment.GetEnvironmentVariable("ACDREAM_DUMP_ENTITY"));
|
||
|
||
/// <summary>
|
||
/// Parse the <c>ACDREAM_DUMP_ENTITY</c> value: comma-separated hex ids,
|
||
/// optional 0x prefix, whitespace tolerated, malformed segments ignored
|
||
/// (probes are forgiving — a typo'd segment must not take the launch down).
|
||
/// Internal for unit tests.
|
||
/// </summary>
|
||
internal static IReadOnlySet<uint> ParseDumpEntityIds(string? raw)
|
||
{
|
||
var set = new HashSet<uint>();
|
||
if (string.IsNullOrWhiteSpace(raw)) return set;
|
||
foreach (var seg in raw.Split(',', StringSplitOptions.RemoveEmptyEntries | StringSplitOptions.TrimEntries))
|
||
{
|
||
var s = seg.StartsWith("0x", StringComparison.OrdinalIgnoreCase) ? seg[2..] : seg;
|
||
if (uint.TryParse(s, System.Globalization.NumberStyles.HexNumber,
|
||
System.Globalization.CultureInfo.InvariantCulture, out var id))
|
||
set.Add(id);
|
||
}
|
||
return set;
|
||
}
|
||
|
||
/// <summary>
|
||
/// The top-level render branch: should this frame run the indoor (DrawInside) path?
|
||
///
|
||
/// <para>Retail <c>SmartBox::RenderNormalMode</c> (0x453aa0, pc:92665) branches
|
||
/// DrawInside vs the outdoor <c>LScape::draw</c> on <c>is_player_outside</c> — the
|
||
/// <b>PLAYER's</b> cell (<c>(player->m_position.objcell_id & 0xFFFF) < 0x100</c>,
|
||
/// <c>SmartBox::is_player_outside</c> 0x451e80) — NOT the camera/viewer cell. When the
|
||
/// player is inside, acdream roots the portal flood at the player's transition-owned
|
||
/// physics cell and projects from the camera eye, so the shell around the player remains
|
||
/// sealed during chase-camera cell transitions.</para>
|
||
///
|
||
/// <para>acdream historically branched on the camera cell (a non-null
|
||
/// <c>visibility.CameraCell</c>). A 3rd-person chase camera lags the player, so when the
|
||
/// player had already stepped outside but the camera still sat in the doorway, the camera
|
||
/// branch wrongly chose DrawInside rooted at the doorway cell, where the exit-portal flood
|
||
/// degenerates → the whole static world (terrain + shells) gated off → grey screen with
|
||
/// only entities (which bypass the gate) showing through. Branching on the player removes it.</para>
|
||
///
|
||
/// <param name="playerCellId">The player's current cell id (0 if unresolved → outside).</param>
|
||
/// <param name="renderRootResolved">Whether the player's indoor render root is loaded and
|
||
/// available to DrawInside.</param>
|
||
/// </summary>
|
||
public static bool ShouldRenderIndoor(uint playerCellId, bool renderRootResolved)
|
||
=> renderRootResolved && IsEnvCellId(playerCellId);
|
||
}
|