InteriorEntityPartition.Partition allocated a fresh Result (a Dictionary plus 2 Lists) and a new List<WorldEntity> per newly-seen visible cell, every frame — the sole call site is RetailPViewRenderer.DrawInside, once per frame, single-threaded. Fix: add a Partition(Result, visibleCells, landblockEntries) overload that clears an existing Result in place (Result.ClearForReuse) and refills it, reusing each cell's List<WorldEntity> across frames when the cell key survives (the visible-cell set is normally stable frame to frame). RetailPViewRenderer now owns one _partitionResult instance (matching its existing _shellBatch/_buildingGroups/_lookInPrepareScratch reuse pattern) instead of allocating one per DrawInside call. The original allocating Partition(visibleCells, landblockEntries) overload is kept unchanged for tests and one-shot callers (it now delegates to the reuse overload against a fresh Result). Bit-identical output required pruning: without removing cell buckets that end a frame with zero entries, a cell that leaves visibility would leave a stale empty List sitting in ByCell, changing ByCell.Count and .Keys enumeration versus the old always-fresh-Dictionary behavior (two GameWindow diagnostics - sigSceneParticles and FormatPartitionCounts - read those directly, not just via TryGetValue). Result.PruneEmptyCellBuckets removes any zero-count bucket after each Partition call, keeping ByCell's key set exactly what a fresh dictionary would have held. Verified safe: the sole production consumer (RetailPViewRenderer. DrawInside) and every downstream reader (WbDrawDispatcher walks, GameWindow diagnostics) consume partition.ByCell/OutdoorStatic/Dynamics synchronously within the same frame that built them - no cached reference survives into the next frame's Partition() call (the one GameWindow field that stores the reference, _interiorPartition, is write-only, never read). dotnet build clean, dotnet test 4120 passed / 4 skipped (unchanged). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
156 lines
6.7 KiB
C#
156 lines
6.7 KiB
C#
using System.Collections.Generic;
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using System.Numerics;
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using AcDream.Core.World;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// Splits a frame's landblock entities into the draw buckets used by the
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/// retail-style DrawInside flood.
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///
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/// <para>T1 (fused BR-2/3, 2026-06-11) — retail draw-order contract: the
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/// frame draws STATIC world first (terrain, building shells, scenery, then
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/// flooded interior cells + their static object lists), and every DYNAMIC
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/// (server-spawned: player, NPCs, doors, items) draws LAST, depth-tested,
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/// never hard-clipped. This is what makes the aperture depth punch safe —
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/// when the punch erases depth inside a doorway, no dynamic has been drawn
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/// yet, so nothing visible is destroyed (retail: objects draw per cell AFTER
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/// cells, PView::DrawCells epilogue Ghidra 0x005a4840; the first BR-2 attempt
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/// punched after dynamics and erased the player, reverted 88be519).</para>
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///
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/// <list type="bullet">
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/// <item><see cref="Result.ByCell"/> — indoor STATICS (dat-baked, ServerGuid==0)
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/// per visible cell, drawn with their cell.</item>
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/// <item><see cref="Result.OutdoorStatic"/> — outdoor statics (building
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/// shells, scenery stabs), drawn with the world/landscape pass.</item>
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/// <item><see cref="Result.Dynamics"/> — ALL server-spawned entities
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/// (ServerGuid != 0) regardless of cell, plus unresolved-cell live entities;
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/// drawn in the frame's single LAST entity pass.</item>
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/// </list>
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/// </summary>
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public static class InteriorEntityPartition
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{
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public sealed class Result
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{
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public Dictionary<uint, List<WorldEntity>> ByCell { get; } = new();
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public List<WorldEntity> OutdoorStatic { get; } = new();
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public List<WorldEntity> Dynamics { get; } = new();
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// MP-Alloc: scratch for PruneEmptyCellBuckets — reused across frames
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// so pruning itself doesn't allocate.
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private readonly List<uint> _emptyCellScratch = new();
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/// <summary>
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/// MP-Alloc (2026-07-05): clear every collection in place for reuse
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/// by <see cref="Partition(Result, HashSet{uint}, IEnumerable{ValueTuple})"/>.
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/// The per-cell lists inside <see cref="ByCell"/> are cleared and
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/// KEPT (not removed) so a steady-state frame with the same visible
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/// cell set reuses the same List<WorldEntity> instances instead
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/// of reallocating one per cell every frame.
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/// </summary>
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internal void ClearForReuse()
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{
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foreach (var list in ByCell.Values)
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list.Clear();
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OutdoorStatic.Clear();
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Dynamics.Clear();
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}
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/// <summary>
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/// MP-Alloc: drop any cell bucket that ended this frame with zero
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/// entries (either newly emptied, or a leftover key from a previous
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/// frame's visible-cell set that this frame never touched). Keeps
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/// ByCell.Count / .Keys bit-identical to the old always-fresh-
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/// Dictionary behavior — callers that inspect key presence/count
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/// directly (not just TryGetValue) must see exactly the cells that
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/// actually received at least one static this frame.
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/// </summary>
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internal void PruneEmptyCellBuckets()
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{
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_emptyCellScratch.Clear();
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foreach (var (cellId, list) in ByCell)
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{
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if (list.Count == 0)
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_emptyCellScratch.Add(cellId);
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}
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foreach (var cellId in _emptyCellScratch)
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ByCell.Remove(cellId);
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}
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}
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/// <summary>
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/// Allocating overload — always returns a brand-new <see cref="Result"/>.
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/// Kept for tests and any one-shot caller; the per-frame render path
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/// uses the <see cref="Partition(Result, HashSet{uint}, IEnumerable{ValueTuple})"/>
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/// reuse overload instead (see <see cref="RetailPViewRenderer"/>).
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/// </summary>
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public static Result Partition(
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HashSet<uint> visibleCells,
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IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax,
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IReadOnlyList<WorldEntity> Entities,
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IReadOnlyDictionary<uint, WorldEntity>? AnimatedById)> landblockEntries)
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{
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var result = new Result();
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Partition(result, visibleCells, landblockEntries);
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return result;
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}
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/// <summary>
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/// MP-Alloc (2026-07-05): reuse overload. Clears <paramref name="result"/>
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/// in place (see <see cref="Result.ClearForReuse"/>) and refills it,
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/// reusing each cell's existing <c>List<WorldEntity></c> when the
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/// cell key survives from the previous frame instead of allocating a new
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/// one — the per-cell dictionary entries persist across frames (cleared,
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/// never removed) since the visible-cell set is usually stable frame to
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/// frame. Identical partitioning output to the allocating overload; only
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/// the backing storage is reused.
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/// </summary>
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public static void Partition(
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Result result,
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HashSet<uint> visibleCells,
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IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax,
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IReadOnlyList<WorldEntity> Entities,
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IReadOnlyDictionary<uint, WorldEntity>? AnimatedById)> landblockEntries)
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{
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result.ClearForReuse();
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foreach (var entry in landblockEntries)
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{
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foreach (var e in entry.Entities)
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{
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if (e.MeshRefs.Count == 0) continue;
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// Retail contract: every server-spawned entity is a DYNAMIC
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// and draws in the last pass — indoor, outdoor, or unresolved.
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if (e.ServerGuid != 0)
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{
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result.Dynamics.Add(e);
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}
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else if (e.ParentCellId is uint cell && IsIndoorCellId(cell))
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{
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if (!visibleCells.Contains(cell))
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continue;
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if (!result.ByCell.TryGetValue(cell, out var list))
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result.ByCell[cell] = list = new List<WorldEntity>();
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list.Add(e);
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}
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else
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{
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result.OutdoorStatic.Add(e);
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}
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}
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}
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result.PruneEmptyCellBuckets();
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}
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/// <summary>Shared indoor classification — keep DrawDynamicsLast, the
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/// outside-stage assignment (#118), and the partition in lockstep.</summary>
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public static bool IsIndoorCellId(uint cellId)
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{
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uint low = cellId & 0xFFFFu;
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return low >= 0x0100u && low != 0xFFFFu;
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}
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/// <inheritdoc cref="IsIndoorCellId(uint)"/>
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public static bool IsIndoorCellId(uint? cellId) => cellId is uint c && IsIndoorCellId(c);
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}
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