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>
104 lines
4.1 KiB
C#
104 lines
4.1 KiB
C#
using System.Collections.Generic;
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using AcDream.Core.World;
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namespace AcDream.App.Rendering.Wb;
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/// <summary>
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/// Bridges landblock streaming events to <see cref="IWbMeshAdapter"/>'s
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/// reference-count lifecycle. <b>Tier-aware by design</b>: only atlas-tier
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/// entities (procedural / dat-hydrated, identified by
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/// <c>ServerGuid == 0</c>) drive ref counts. Server-spawned entities
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/// (per-instance tier) are skipped — those go through
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/// <c>EntitySpawnAdapter</c> + <c>TextureCache.GetOrUploadWithPaletteOverride</c>
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/// (see Phase N.4 spec, Architecture → Two-tier rendering split).
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///
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/// <para>
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/// On load: walks the landblock's atlas-tier entities, collects unique
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/// GfxObj ids from their <c>MeshRefs</c>, calls
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/// <c>IncrementRefCount</c> per id. Snapshots the id-set per landblock so
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/// unload can match the load 1:1.
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/// </para>
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///
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/// <para>
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/// On unload: looks up the snapshot, calls <c>DecrementRefCount</c> per id,
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/// drops the snapshot. Unknown / never-loaded landblocks no-op.
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/// </para>
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///
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/// <para>
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/// Idempotency: repeated notifications for the same landblock only register
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/// newly-seen ids. This matters for two-tier streaming: a far-tier terrain
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/// load first snapshots an empty entity set, then a later Far-to-Near promotion
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/// supplies the actual stabs/buildings. Treating the second notification as a
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/// blanket no-op leaves the world-state entity list populated while the WB
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/// mesh cache never pins the promoted GfxObj ids.
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/// </para>
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///
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/// <para>
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/// Thread safety: the underlying <see cref="IWbMeshAdapter"/> implementation
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/// uses <c>ConcurrentDictionary</c>, so the streaming worker thread may call
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/// this safely. The internal snapshot dictionary is NOT thread-safe and must
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/// be called from a single streaming thread (the same thread that fires
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/// AddLandblock / RemoveLandblock events).
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/// </para>
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/// </summary>
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public sealed class LandblockSpawnAdapter
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{
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private readonly IWbMeshAdapter _adapter;
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// Maps landblock id → unique GfxObj ids registered for that landblock.
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// Written on load, read+cleared on unload. Single-threaded (streaming worker).
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private readonly Dictionary<uint, HashSet<ulong>> _idsByLandblock = new();
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public LandblockSpawnAdapter(IWbMeshAdapter adapter)
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{
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System.ArgumentNullException.ThrowIfNull(adapter);
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_adapter = adapter;
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}
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/// <summary>
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/// Called when a landblock finishes streaming in or receives promoted
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/// atlas-tier entities. Registers a ref-count increment with WB for each
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/// unique atlas-tier GfxObj id that has not already been registered for
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/// this landblock.
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/// </summary>
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public void OnLandblockLoaded(LoadedLandblock landblock)
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{
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System.ArgumentNullException.ThrowIfNull(landblock);
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var unique = new HashSet<ulong>();
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foreach (var entity in landblock.Entities)
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{
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// Atlas-tier filter: server-spawned entities (ServerGuid != 0)
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// belong to the per-instance path and are NOT registered with WB.
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if (entity.ServerGuid != 0) continue;
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foreach (var meshRef in entity.MeshRefs)
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unique.Add((ulong)meshRef.GfxObjId);
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}
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if (!_idsByLandblock.TryGetValue(landblock.LandblockId, out var registered))
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{
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_idsByLandblock[landblock.LandblockId] = unique;
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foreach (var id in unique) _adapter.IncrementRefCount(id);
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return;
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}
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foreach (var id in unique)
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{
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if (registered.Add(id))
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_adapter.IncrementRefCount(id);
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}
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}
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/// <summary>
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/// Called when a landblock is unloaded from the streaming window.
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/// Releases the ref-count for every GfxObj id that was registered on load.
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/// Unknown landblock ids (never loaded, or already unloaded) are no-ops.
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/// </summary>
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public void OnLandblockUnloaded(uint landblockId)
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{
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if (!_idsByLandblock.TryGetValue(landblockId, out var unique)) return;
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foreach (var id in unique) _adapter.DecrementRefCount(id);
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_idsByLandblock.Remove(landblockId);
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}
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}
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