Lands the working A8 indoor-rendering and streaming fixes accumulated this session. User has verified these visually to some degree (e.g. lifestone / translucent meshes confirmed fine under the FrontFace flip; bridge / wall / collision regressions confirmed fixed after travel); not every path has been exhaustively gated. The cellar-flap defect remains OPEN and will be solved the retail-faithful way via a dedicated brainstorm (see handoff docs). Rendering core (reviewed, high confidence): - EnvCellRenderer SSBO stride fix: upload packed Matrix4x4[] (64B) instead of the 80B CPU InstanceData struct the shader never expected — fixes the transform/texture "explosion" for any draw with >1 instance (cells that dedupe to a shared cellGeomId). Real root cause. - WB-style global FrontFace(CW) + per-batch CullMode carried through the MDI layout (GroupKey + BuildIndirectArrays + DrawIndirectRange split into same-cull runs with absolute uDrawIDOffset per run). - EntitySet partitioning (IndoorPass / OutdoorScenery / LiveDynamic) + WorldEntity.BuildingShellAnchorCellId so building shells scope to their dat-derived building cell instead of rendering everywhere. - RenderOutsideInAcdream (look into buildings from outside) + CollectVisiblePortalBuildings frustum cull of portal bounds. - Sky-when-inside-building + per-cell audit probe + GL-state probe. Streaming / perf (test-covered; not independently code-reviewed this session): - Near/far priority queues so near work wins over far; PromoteToNear carries full landblock + mesh data; LandblockEntriesWithoutAnimatedIndex avoids rebuilding the animated-lookup dict in the hot draw path. Fixes the bridge-not-appearing / missing-walls / broken-collision-after-travel regressions and improves post-transition FPS. Tooling + docs: - tools/A8CellAudit: offline dat cell/portal/building dumper (portals + buildings modes) — reproduces the cellar-flap investigation with no launch. - docs/research cellar-flap root-cause + option-2 handoff (the didInsideStencil double-duty finding + the WB-recursive design decision + brainstorm prompt), entity-taxonomy, replan, issue-78 visibility investigation. Diagnostics retained on purpose: ACDREAM_A8_DIAG_* gates, portal_stencil.vert provisional pos.w clamp, and the probe families are kept (env-var gated, zero cost when off) because the pending option-2 cellar-flap brainstorm needs them. Strip in the option-2 ship commit. Indoor branch stays behind ACDREAM_A8_INDOOR_BRANCH=1 (default off = pre-A8 visual). Build green; App tests + Core (streaming/dispatcher/loader) tests pass. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
335 lines
14 KiB
C#
335 lines
14 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Threading;
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using System.Threading.Channels;
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using System.Threading.Tasks;
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using AcDream.Core.World;
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namespace AcDream.App.Streaming;
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/// <summary>
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/// Services landblock load/unload requests by invoking caller-supplied
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/// factory delegates (the production instance wraps
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/// <see cref="LandblockLoader.Load"/> for loading and
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/// <see cref="AcDream.Core.Terrain.LandblockMesh.Build"/> for the terrain
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/// mesh) and posting results to an outbox the render thread drains once
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/// per OnUpdate.
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///
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/// <para>
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/// <b>Thread model (Phase A.5 T11+):</b> <see cref="Start"/> spawns a
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/// dedicated background worker thread. <see cref="EnqueueLoad"/> and
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/// <see cref="EnqueueUnload"/> write non-blocking to the inbox
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/// <see cref="Channel{T}"/>; the worker drains it and posts
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/// <see cref="LandblockStreamResult"/> records to the outbox.
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/// </para>
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///
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/// <para>
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/// <b>DatCollection thread safety</b> is provided by the caller:
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/// GameWindow's <c>_datLock</c> (Phase A.5 T10) serialises all
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/// <c>DatCollection.Get<T></c> calls. Both factory closures passed at
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/// construction acquire that lock before reading dats. The worker never
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/// touches <c>DatCollection</c> directly — it only calls the factories.
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/// </para>
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///
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/// <para>
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/// Unloads pass through the outbox as <see cref="LandblockStreamResult.Unloaded"/>
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/// records so the render thread can release GPU state on the next drain —
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/// the streamer never touches GPU resources directly.
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/// </para>
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///
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/// <remarks>
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/// Threading: <see cref="DrainCompletions"/> must be called from a single
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/// consumer thread (the render thread in production). All other public
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/// methods are thread-safe.
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/// </remarks>
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/// </summary>
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public sealed class LandblockStreamer : IDisposable
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{
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/// <summary>
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/// Default drain batch size. Tuned to cap GPU upload work the render
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/// thread does per frame while still draining a moderate backlog in a
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/// few frames. Callers can override on a per-call basis.
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/// </summary>
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public const int DefaultDrainBatchSize = 4;
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private readonly Func<uint, LandblockStreamJobKind, LoadedLandblock?> _loadLandblock;
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private readonly Func<uint, LoadedLandblock?, AcDream.Core.Terrain.LandblockMeshData?> _buildMeshOrNull;
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private readonly Channel<LandblockStreamJob> _inbox;
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private readonly Channel<LandblockStreamResult> _outbox;
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private readonly CancellationTokenSource _cancel = new();
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private Thread? _worker;
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private int _disposed;
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/// <summary>
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/// Primary ctor — the factory takes the job's <see cref="LandblockStreamJobKind"/>
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/// so it can branch on far-tier vs near-tier and skip entity hydration on far-tier
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/// loads (heightmap-only). See ISSUE #54: prior to this signature the worker always
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/// called the full-load path and stripped entities at the output, wasting per-LB
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/// <c>LandBlockInfo</c> + <c>SceneryGenerator</c> work.
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/// </summary>
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public LandblockStreamer(
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Func<uint, LandblockStreamJobKind, LoadedLandblock?> loadLandblock,
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Func<uint, LoadedLandblock?, AcDream.Core.Terrain.LandblockMeshData?>? buildMeshOrNull = null)
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{
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_loadLandblock = loadLandblock;
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// Default: no mesh build (returns null → Failed result). Production
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// wires in LandblockMesh.Build via the T12 construction site.
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_buildMeshOrNull = buildMeshOrNull ?? ((_, _) => null);
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_inbox = Channel.CreateUnbounded<LandblockStreamJob>(
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new UnboundedChannelOptions { SingleReader = true, SingleWriter = false });
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_outbox = Channel.CreateUnbounded<LandblockStreamResult>(
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new UnboundedChannelOptions { SingleReader = true, SingleWriter = true });
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}
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/// <summary>
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/// Back-compat overload — wraps a kind-agnostic factory so existing test code
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/// that doesn't care about the JobKind branch keeps compiling. The wrapper
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/// ignores the kind and calls the factory once per LB regardless of tier.
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/// New production code should use the primary 2-arg ctor.
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/// </summary>
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public LandblockStreamer(
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Func<uint, LoadedLandblock?> loadLandblock,
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Func<uint, LoadedLandblock?, AcDream.Core.Terrain.LandblockMeshData?>? buildMeshOrNull = null)
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: this((id, _) => loadLandblock(id), buildMeshOrNull)
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{
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}
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/// <summary>
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/// Activate the dedicated background worker thread. Idempotent and
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/// thread-safe: concurrent callers will only spawn one worker; subsequent
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/// calls are no-ops. Atomic via <see cref="Interlocked.CompareExchange{T}(ref T, T, T)"/>.
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/// </summary>
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public void Start()
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{
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if (System.Threading.Volatile.Read(ref _disposed) != 0)
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throw new ObjectDisposedException(nameof(LandblockStreamer));
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// A.5 T10-T12 follow-up: atomically install the worker so concurrent
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// Start() callers don't both pass the null check and spawn duplicate
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// threads. Construct the candidate; CAS it into _worker; if we lost
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// the race, the candidate goes unstarted and is GCed.
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var candidate = new Thread(WorkerLoop)
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{
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IsBackground = true,
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Name = "acdream.streaming.worker",
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};
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if (Interlocked.CompareExchange(ref _worker, candidate, null) == null)
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candidate.Start();
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// else: another caller won the race; their thread is running.
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}
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/// <summary>
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/// Non-blocking enqueue. The worker drains the inbox and posts a
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/// <see cref="LandblockStreamResult.Loaded"/> (or
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/// <see cref="LandblockStreamResult.Failed"/>) to the outbox.
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/// </summary>
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public void EnqueueLoad(uint landblockId, LandblockStreamJobKind kind = LandblockStreamJobKind.LoadNear)
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{
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if (System.Threading.Volatile.Read(ref _disposed) != 0)
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throw new ObjectDisposedException(nameof(LandblockStreamer));
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_inbox.Writer.TryWrite(new LandblockStreamJob.Load(landblockId, kind));
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}
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/// <summary>
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/// Non-blocking enqueue. The worker posts a
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/// <see cref="LandblockStreamResult.Unloaded"/> to the outbox.
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/// </summary>
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public void EnqueueUnload(uint landblockId)
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{
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if (System.Threading.Volatile.Read(ref _disposed) != 0)
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throw new ObjectDisposedException(nameof(LandblockStreamer));
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_inbox.Writer.TryWrite(new LandblockStreamJob.Unload(landblockId));
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}
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/// <summary>
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/// Drain up to <paramref name="maxBatchSize"/> completed results.
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/// Non-blocking. Call from the render thread once per OnUpdate.
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/// </summary>
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/// <remarks>
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/// Must be called from a single consumer thread. The outbox channel is
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/// configured with SingleReader = true and will throw on concurrent reads.
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/// </remarks>
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public IReadOnlyList<LandblockStreamResult> DrainCompletions(int maxBatchSize = DefaultDrainBatchSize)
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{
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var batch = new List<LandblockStreamResult>(maxBatchSize);
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while (batch.Count < maxBatchSize && _outbox.Reader.TryRead(out var result))
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batch.Add(result);
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return batch;
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}
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private void WorkerLoop()
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{
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var highPriority = new Queue<LandblockStreamJob>();
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var lowPriority = new Queue<LandblockStreamJob>();
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try
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{
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// Safe to block: this is a dedicated worker thread with no
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// SynchronizationContext, so .Result/.GetResult cannot deadlock
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// against any captured continuation. Using the sync pattern
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// here keeps the loop linear; an async-enumerable alternative
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// would force WorkerLoop to be async Task and lose the
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// simple thread-start shape.
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while (!_cancel.Token.IsCancellationRequested)
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{
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if (highPriority.Count == 0 &&
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lowPriority.Count == 0 &&
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!_inbox.Reader.WaitToReadAsync(_cancel.Token).AsTask().GetAwaiter().GetResult())
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{
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break;
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}
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while (_inbox.Reader.TryRead(out var job))
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EnqueuePrioritized(job, highPriority, lowPriority);
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if (highPriority.Count == 0 && lowPriority.Count == 0)
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continue;
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if (_cancel.Token.IsCancellationRequested) return;
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var next = highPriority.Count > 0
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? highPriority.Dequeue()
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: lowPriority.Dequeue();
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HandleJob(next);
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}
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}
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catch (OperationCanceledException) { /* graceful shutdown */ }
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catch (Exception ex)
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{
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// Last-ditch: surface via outbox so the caller at least sees
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// something. We never retry a crashed worker.
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_outbox.Writer.TryWrite(new LandblockStreamResult.WorkerCrashed(ex.ToString()));
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}
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finally
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{
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_outbox.Writer.TryComplete();
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}
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}
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private static void EnqueuePrioritized(
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LandblockStreamJob job,
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Queue<LandblockStreamJob> highPriority,
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Queue<LandblockStreamJob> lowPriority)
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{
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if (job is LandblockStreamJob.Load
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{
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Kind: LandblockStreamJobKind.LoadNear or LandblockStreamJobKind.PromoteToNear
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} high)
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{
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// Near-tier jobs are visible-content critical. They supersede an
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// older queued LoadFar for the same landblock: LoadNear obviously
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// loads everything, and PromoteToNear now carries mesh data so the
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// render thread can run the full near-tier apply side effects. If a
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// LoadFar is already being processed, the single worker naturally
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// finishes it before the promotion is dequeued.
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RemoveLowPriorityJobsForLandblock(
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lowPriority,
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high.LandblockId,
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removeLoadFar: true,
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removeUnload: true);
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highPriority.Enqueue(job);
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return;
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}
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lowPriority.Enqueue(job);
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}
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private static void RemoveLowPriorityJobsForLandblock(
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Queue<LandblockStreamJob> queue,
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uint landblockId,
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bool removeLoadFar,
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bool removeUnload)
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{
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int count = queue.Count;
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for (int i = 0; i < count; i++)
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{
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var job = queue.Dequeue();
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bool remove = job.LandblockId == landblockId && job switch
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{
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LandblockStreamJob.Load { Kind: LandblockStreamJobKind.LoadFar } => removeLoadFar,
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LandblockStreamJob.Unload => removeUnload,
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_ => false
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};
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if (!remove)
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queue.Enqueue(job);
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}
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}
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private void HandleJob(LandblockStreamJob job)
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{
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switch (job)
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{
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case LandblockStreamJob.Load load:
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// ISSUE #54 (post-A.5): JobKind is now plumbed through to the
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// factory, so far-tier loads can skip LandBlockInfo + scenery
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// + interior hydration on the worker thread (heightmap-only).
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// The post-load entity-strip below is retained as a Debug
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// assertion + Release safety net for the case where a buggy
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// factory returns far-tier with entities anyway.
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try
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{
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var lb = _loadLandblock(load.LandblockId, load.Kind);
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if (lb is null)
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{
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_outbox.Writer.TryWrite(new LandblockStreamResult.Failed(
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load.LandblockId, "LandblockLoader.Load returned null"));
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break;
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}
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if (load.Kind == LandblockStreamJobKind.PromoteToNear)
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{
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var promotedMesh = _buildMeshOrNull(load.LandblockId, lb);
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if (promotedMesh is null)
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{
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_outbox.Writer.TryWrite(new LandblockStreamResult.Failed(
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load.LandblockId, "buildMeshOrNull returned null"));
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break;
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}
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_outbox.Writer.TryWrite(new LandblockStreamResult.Promoted(
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load.LandblockId, lb, promotedMesh));
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break;
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}
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var mesh = _buildMeshOrNull(load.LandblockId, lb);
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if (mesh is null)
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{
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_outbox.Writer.TryWrite(new LandblockStreamResult.Failed(
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load.LandblockId, "buildMeshOrNull returned null"));
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break;
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}
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var tier = load.Kind == LandblockStreamJobKind.LoadFar
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? LandblockStreamTier.Far : LandblockStreamTier.Near;
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if (tier == LandblockStreamTier.Far && lb.Entities.Count > 0)
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{
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// Belt-and-suspenders: factory should have skipped
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// entity hydration for LoadFar. If it didn't, fail
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// loud in Debug builds and strip in Release.
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System.Diagnostics.Debug.Assert(false,
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$"Far-tier factory should skip entity hydration; got {lb.Entities.Count} entities for LB 0x{load.LandblockId:X8}");
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lb = new LoadedLandblock(
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lb.LandblockId,
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lb.Heightmap,
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System.Array.Empty<AcDream.Core.World.WorldEntity>());
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}
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_outbox.Writer.TryWrite(new LandblockStreamResult.Loaded(
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load.LandblockId, tier, lb, mesh));
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}
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catch (Exception ex)
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{
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_outbox.Writer.TryWrite(new LandblockStreamResult.Failed(
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load.LandblockId, ex.ToString()));
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}
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break;
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case LandblockStreamJob.Unload unload:
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_outbox.Writer.TryWrite(new LandblockStreamResult.Unloaded(unload.LandblockId));
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break;
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}
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}
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public void Dispose()
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{
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if (System.Threading.Interlocked.Exchange(ref _disposed, 1) != 0) return;
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_cancel.Cancel();
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_inbox.Writer.TryComplete();
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_worker?.Join(TimeSpan.FromSeconds(2));
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_cancel.Dispose();
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}
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}
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