acdream/src/AcDream.App/Streaming/LandblockStreamer.cs
Erik 35b37dfb5f chore(phys): A6.P3 #98 triage — revert neg-poly + bldg-check experiments
Triage step from the plan at C:\Users\erikn\.claude\plans\
i-did-some-work-sharded-acorn.md. Four sessions on issue #98 left the
worktree dirty with ~1352 LOC of mixed work. This commit splits the
work into "keep" (defensible + diagnostic) and "drop" (failed
experiments), then commits the keep set with the drops removed.

Plan asked for three commits (diag / fix / revert); consolidated to one
because the diagnostic emits in TransitionTypes.cs are tightly
interleaved with the multi-sphere CellTransit calls and the CellId
switch. Hunk-level splitting in those files for marginal bisect
granularity didn't justify the misclick risk.

Reverted entirely (failed experiments per slice 7 handoff):
- src/AcDream.Core/Physics/PhysicsDataCache.cs — neg-poly storage
  fields (Stippling, PosSurface, NegSurface, HasNegativeSide,
  IsNegativeSide, NegativeSide).
- src/AcDream.Core/Physics/ShadowObjectRegistry.cs — isBuilding flag
  propagation through Register / ShadowEntry.
- tests/AcDream.Core.Tests/Physics/BSPQueryTests.cs — 165 lines of
  PolygonWithNegativeSide_* tests.
- tests/AcDream.Core.Tests/Physics/ShadowObjectRegistryTests.cs —
  isBuilding propagation tests.
- src/AcDream.Core/World/WorldEntity.cs — IsLandblockBuilding field
  (no consumer once ShadowObjectRegistry.isBuilding is gone).
- src/AcDream.Core/World/LandblockLoader.cs — IsLandblockBuilding=true
  setter on building entities (kept BuildBuildingTerrainCells).
- src/AcDream.App/Rendering/GameWindow.cs — isBuilding: arg passed to
  ShadowObjects.Register.
- src/AcDream.Core/Physics/BSPQuery.cs — TryAdjustWalkableSide /
  IsWalkableAt helpers, their callers, the Path 5 / Path 6 neg-poly
  branch split, the BldgCheck-tied clearCell conditional, and the
  neg-poly ResolveCellPolygons writes.
- src/AcDream.Core/Physics/PhysicsDiagnostics.cs — neg-poly fields
  in the poly-dump format.
- src/AcDream.Core/Physics/TransitionTypes.cs — SpherePath.BldgCheck +
  SpherePath.HitsInteriorCell fields and every consumer, the
  savedBldgCheck try/finally around FindCollisions, and the neg-poly
  format additions to the dump-on-error helper.
- src/AcDream.Core/Physics/CellTransit.cs — FindCellSet overloads
  with hitsInteriorCell out-param and the BuildCellSetAndPickContaining
  out-param threading.

Kept (defensible correctness fixes + diagnostic infrastructure):
- src/AcDream.App/Rendering/GameWindow.cs — render-vs-physics cell
  origin split: the 0.02m render lift no longer leaks into physics
  BSP caching. lb.BuildingTerrainCells threaded into LandblockMesh.Build.
- src/AcDream.Core/World/LoadedLandblock.cs — BuildingTerrainCells
  record field.
- src/AcDream.Core/World/LandblockLoader.cs — BuildBuildingTerrainCells
  (cy*8+cx from LandBlockInfo.Buildings).
- src/AcDream.Core/Terrain/LandblockMesh.cs — hiddenTerrainCells
  param that collapses owned-cell triangles to a zero-area degenerate.
- src/AcDream.App/Streaming/{GpuWorldState,LandblockStreamer}.cs —
  mechanical BuildingTerrainCells threading through LoadedLandblock
  reconstructions.
- src/AcDream.Core/Physics/CellTransit.cs — multi-sphere
  FindTransitCellsSphere variant + multi-sphere AddAllOutsideCells +
  FindCellSet(IReadOnlyList<Sphere>, …) overload + the
  BSPQuery.SphereIntersectsCellBsp call for loaded neighbours. Matches
  retail CObjCell::find_cell_list / CEnvCell::find_transit_cells.
- src/AcDream.Core/Physics/TransitionTypes.cs — multi-sphere FindCellSet
  call site, retail-faithful CellId switch after CheckOtherCells, the
  outdoor-landcell terrain-walkable fallback in CheckOtherCells, and
  the full diagnostic suite ([step-walk], [walkable-nearest],
  [issue98-walkable-detail], [cell-set-summary], LastBspHitPoly
  emits).
- src/AcDream.Core/Physics/PhysicsDiagnostics.cs — ProbeStepWalkEnabled
  gate (ACDREAM_PROBE_STEP_WALK=1) + LogStepWalk helper + FormatVector
  / FormatPlane utilities. All emit-gated.
- src/AcDream.Core/Physics/BSPQuery.cs — diagnostic emits to
  LastBspHitPoly at four sites in SphereIntersectsPolyInternal /
  the placement adjustment path.
- Test files for the kept work: CellTransitFindCellSetTests,
  CellTransitFindTransitCellsSphereTests, PhysicsDiagnosticsTests,
  TransitionCheckOtherCellsTests, LandblockMeshTests,
  LandblockLoaderTests.

Verification:
- dotnet build: green, 0 errors, 3 pre-existing warnings.
- dotnet test: 1156 passed + 8 failed (baseline was 1148 + 8 pre-
  existing; the +8 passing are the new tests for the kept defensible
  work). Same 8 pre-existing failures, no new regressions.

Backup of pre-triage worktree state in stash@{0}.

A6.P3 #98 is still open; this is the apparatus-prep step, not a fix.
Next: cell-dump probe (Step 2 of the plan).
2026-05-23 15:11:49 +02:00

261 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Channels;
using System.Threading.Tasks;
using AcDream.Core.World;
namespace AcDream.App.Streaming;
/// <summary>
/// Services landblock load/unload requests by invoking caller-supplied
/// factory delegates (the production instance wraps
/// <see cref="LandblockLoader.Load"/> for loading and
/// <see cref="AcDream.Core.Terrain.LandblockMesh.Build"/> for the terrain
/// mesh) and posting results to an outbox the render thread drains once
/// per OnUpdate.
///
/// <para>
/// <b>Thread model (Phase A.5 T11+):</b> <see cref="Start"/> spawns a
/// dedicated background worker thread. <see cref="EnqueueLoad"/> and
/// <see cref="EnqueueUnload"/> write non-blocking to the inbox
/// <see cref="Channel{T}"/>; the worker drains it and posts
/// <see cref="LandblockStreamResult"/> records to the outbox.
/// </para>
///
/// <para>
/// <b>DatCollection thread safety</b> is provided by the caller:
/// GameWindow's <c>_datLock</c> (Phase A.5 T10) serialises all
/// <c>DatCollection.Get&lt;T&gt;</c> calls. Both factory closures passed at
/// construction acquire that lock before reading dats. The worker never
/// touches <c>DatCollection</c> directly — it only calls the factories.
/// </para>
///
/// <para>
/// Unloads pass through the outbox as <see cref="LandblockStreamResult.Unloaded"/>
/// records so the render thread can release GPU state on the next drain —
/// the streamer never touches GPU resources directly.
/// </para>
///
/// <remarks>
/// Threading: <see cref="DrainCompletions"/> must be called from a single
/// consumer thread (the render thread in production). All other public
/// methods are thread-safe.
/// </remarks>
/// </summary>
public sealed class LandblockStreamer : IDisposable
{
/// <summary>
/// Default drain batch size. Tuned to cap GPU upload work the render
/// thread does per frame while still draining a moderate backlog in a
/// few frames. Callers can override on a per-call basis.
/// </summary>
public const int DefaultDrainBatchSize = 4;
private readonly Func<uint, LandblockStreamJobKind, LoadedLandblock?> _loadLandblock;
private readonly Func<uint, LoadedLandblock?, AcDream.Core.Terrain.LandblockMeshData?> _buildMeshOrNull;
private readonly Channel<LandblockStreamJob> _inbox;
private readonly Channel<LandblockStreamResult> _outbox;
private readonly CancellationTokenSource _cancel = new();
private Thread? _worker;
private int _disposed;
/// <summary>
/// Primary ctor — the factory takes the job's <see cref="LandblockStreamJobKind"/>
/// so it can branch on far-tier vs near-tier and skip entity hydration on far-tier
/// loads (heightmap-only). See ISSUE #54: prior to this signature the worker always
/// called the full-load path and stripped entities at the output, wasting per-LB
/// <c>LandBlockInfo</c> + <c>SceneryGenerator</c> work.
/// </summary>
public LandblockStreamer(
Func<uint, LandblockStreamJobKind, LoadedLandblock?> loadLandblock,
Func<uint, LoadedLandblock?, AcDream.Core.Terrain.LandblockMeshData?>? buildMeshOrNull = null)
{
_loadLandblock = loadLandblock;
// Default: no mesh build (returns null → Failed result). Production
// wires in LandblockMesh.Build via the T12 construction site.
_buildMeshOrNull = buildMeshOrNull ?? ((_, _) => null);
_inbox = Channel.CreateUnbounded<LandblockStreamJob>(
new UnboundedChannelOptions { SingleReader = true, SingleWriter = false });
_outbox = Channel.CreateUnbounded<LandblockStreamResult>(
new UnboundedChannelOptions { SingleReader = true, SingleWriter = true });
}
/// <summary>
/// Back-compat overload — wraps a kind-agnostic factory so existing test code
/// that doesn't care about the JobKind branch keeps compiling. The wrapper
/// ignores the kind and calls the factory once per LB regardless of tier.
/// New production code should use the primary 2-arg ctor.
/// </summary>
public LandblockStreamer(
Func<uint, LoadedLandblock?> loadLandblock,
Func<uint, LoadedLandblock?, AcDream.Core.Terrain.LandblockMeshData?>? buildMeshOrNull = null)
: this((id, _) => loadLandblock(id), buildMeshOrNull)
{
}
/// <summary>
/// Activate the dedicated background worker thread. Idempotent and
/// thread-safe: concurrent callers will only spawn one worker; subsequent
/// calls are no-ops. Atomic via <see cref="Interlocked.CompareExchange{T}(ref T, T, T)"/>.
/// </summary>
public void Start()
{
if (System.Threading.Volatile.Read(ref _disposed) != 0)
throw new ObjectDisposedException(nameof(LandblockStreamer));
// A.5 T10-T12 follow-up: atomically install the worker so concurrent
// Start() callers don't both pass the null check and spawn duplicate
// threads. Construct the candidate; CAS it into _worker; if we lost
// the race, the candidate goes unstarted and is GCed.
var candidate = new Thread(WorkerLoop)
{
IsBackground = true,
Name = "acdream.streaming.worker",
};
if (Interlocked.CompareExchange(ref _worker, candidate, null) == null)
candidate.Start();
// else: another caller won the race; their thread is running.
}
/// <summary>
/// Non-blocking enqueue. The worker drains the inbox and posts a
/// <see cref="LandblockStreamResult.Loaded"/> (or
/// <see cref="LandblockStreamResult.Failed"/>) to the outbox.
/// </summary>
public void EnqueueLoad(uint landblockId, LandblockStreamJobKind kind = LandblockStreamJobKind.LoadNear)
{
if (System.Threading.Volatile.Read(ref _disposed) != 0)
throw new ObjectDisposedException(nameof(LandblockStreamer));
_inbox.Writer.TryWrite(new LandblockStreamJob.Load(landblockId, kind));
}
/// <summary>
/// Non-blocking enqueue. The worker posts a
/// <see cref="LandblockStreamResult.Unloaded"/> to the outbox.
/// </summary>
public void EnqueueUnload(uint landblockId)
{
if (System.Threading.Volatile.Read(ref _disposed) != 0)
throw new ObjectDisposedException(nameof(LandblockStreamer));
_inbox.Writer.TryWrite(new LandblockStreamJob.Unload(landblockId));
}
/// <summary>
/// Drain up to <paramref name="maxBatchSize"/> completed results.
/// Non-blocking. Call from the render thread once per OnUpdate.
/// </summary>
/// <remarks>
/// Must be called from a single consumer thread. The outbox channel is
/// configured with SingleReader = true and will throw on concurrent reads.
/// </remarks>
public IReadOnlyList<LandblockStreamResult> DrainCompletions(int maxBatchSize = DefaultDrainBatchSize)
{
var batch = new List<LandblockStreamResult>(maxBatchSize);
while (batch.Count < maxBatchSize && _outbox.Reader.TryRead(out var result))
batch.Add(result);
return batch;
}
private void WorkerLoop()
{
try
{
// Safe to block: this is a dedicated worker thread with no
// SynchronizationContext, so .Result/.GetResult cannot deadlock
// against any captured continuation. Using the sync pattern
// here keeps the loop linear; an async-enumerable alternative
// would force WorkerLoop to be async Task and lose the
// simple thread-start shape.
while (!_cancel.Token.IsCancellationRequested)
{
if (!_inbox.Reader.WaitToReadAsync(_cancel.Token).AsTask().GetAwaiter().GetResult())
break;
while (_inbox.Reader.TryRead(out var job))
{
if (_cancel.Token.IsCancellationRequested) return;
HandleJob(job);
}
}
}
catch (OperationCanceledException) { /* graceful shutdown */ }
catch (Exception ex)
{
// Last-ditch: surface via outbox so the caller at least sees
// something. We never retry a crashed worker.
_outbox.Writer.TryWrite(new LandblockStreamResult.WorkerCrashed(ex.ToString()));
}
finally
{
_outbox.Writer.TryComplete();
}
}
private void HandleJob(LandblockStreamJob job)
{
switch (job)
{
case LandblockStreamJob.Load load:
// ISSUE #54 (post-A.5): JobKind is now plumbed through to the
// factory, so far-tier loads can skip LandBlockInfo + scenery
// + interior hydration on the worker thread (heightmap-only).
// The post-load entity-strip below is retained as a Debug
// assertion + Release safety net for the case where a buggy
// factory returns far-tier with entities anyway.
try
{
var lb = _loadLandblock(load.LandblockId, load.Kind);
if (lb is null)
{
_outbox.Writer.TryWrite(new LandblockStreamResult.Failed(
load.LandblockId, "LandblockLoader.Load returned null"));
break;
}
var mesh = _buildMeshOrNull(load.LandblockId, lb);
if (mesh is null)
{
_outbox.Writer.TryWrite(new LandblockStreamResult.Failed(
load.LandblockId, "buildMeshOrNull returned null"));
break;
}
var tier = load.Kind == LandblockStreamJobKind.LoadFar
? LandblockStreamTier.Far : LandblockStreamTier.Near;
if (tier == LandblockStreamTier.Far && lb.Entities.Count > 0)
{
// Belt-and-suspenders: factory should have skipped
// entity hydration for LoadFar. If it didn't, fail
// loud in Debug builds and strip in Release.
System.Diagnostics.Debug.Assert(false,
$"Far-tier factory should skip entity hydration; got {lb.Entities.Count} entities for LB 0x{load.LandblockId:X8}");
lb = new LoadedLandblock(
lb.LandblockId,
lb.Heightmap,
System.Array.Empty<AcDream.Core.World.WorldEntity>(),
lb.BuildingTerrainCells);
}
_outbox.Writer.TryWrite(new LandblockStreamResult.Loaded(
load.LandblockId, tier, lb, mesh));
}
catch (Exception ex)
{
_outbox.Writer.TryWrite(new LandblockStreamResult.Failed(
load.LandblockId, ex.ToString()));
}
break;
case LandblockStreamJob.Unload unload:
_outbox.Writer.TryWrite(new LandblockStreamResult.Unloaded(unload.LandblockId));
break;
}
}
public void Dispose()
{
if (System.Threading.Interlocked.Exchange(ref _disposed, 1) != 0) return;
_cancel.Cancel();
_inbox.Writer.TryComplete();
_worker?.Join(TimeSpan.FromSeconds(2));
_cancel.Dispose();
}
}