acdream/src/AcDream.App
Erik 8682a8db70 close #125: bounded upload retry kills the sticky-drop debt (failed GL uploads were never re-staged)
The GL root cause was fixed in fcade06 (the gpu_us query-ring stale
errors). This closes the remaining design debt: a genuinely-failed
UploadMeshData was dropped permanently.

Exact mechanism (traced this session): UploadMeshData's catch returns
null, the staged item is already consumed, and _renderData stays empty -
but the prepared data lingers in _cpuMeshCache, so the #128 EnsureLoaded
re-arm hits PrepareMeshDataAsync's CPU-cache short-circuit
(ObjectMeshManager.cs:448-453) which returns the cached data WITHOUT
re-staging it for upload. The mesh stays invisible until CPU-cache
eviction - session-sticky under low cache pressure (the in-tower
scenario).

Fix: the per-frame Tick drain (WbMeshAdapter) now re-stages a failed
upload for the NEXT frame via ObjectMeshManager.UploadOrRequeue, bounded
by MaxUploadRetries (3). The attempt counter lives on the ObjectMeshData
object so it resets to 0 naturally on re-prepare. Re-stages are
collected and re-enqueued AFTER the drain loop, never inside it, so a
deterministic failure cannot spin the queue within a single frame; past
the cap it gives up with a loud [up-retry] ... giving up line - a
genuine GL defect now surfaces instead of the old silent permanent drop
or an unbounded retry storm. Retail loads content synchronously and has
no such failure mode; this converges the async pipeline toward that
guarantee.

The uncaught GenerateMipmaps path (open-question c) is INTENTIONALLY
left to surface errors - a blanket catch there would mask future real
defects (no-workarounds rule), and its trigger (fcade06) is retired.

No visual gate (robustness). Build green; App.Tests 264 + WbMeshAdapter
tests green. No GL-context test seam exists for the upload path, so the
bounded retry is verified by construction + the regression suite.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-13 10:27:26 +02:00
..
Audio feat(audio): Phase E.2 OpenAL engine + SoundTable cookbook + hook wiring 2026-04-18 16:38:26 +02:00
Input fix(phys): #106 gate-2 — bogus-indoor-claim recovery + spawn-ground entry hold 2026-06-09 23:47:11 +02:00
Net refactor(app): extract LiveSessionController for network-side session lifecycle (Step 2) 2026-05-17 16:15:57 +02:00
Plugins feat(core): add IGameState, IEvents, WorldEvents with replay-on-subscribe 2026-04-10 20:29:29 +02:00
Rendering close #125: bounded upload retry kills the sticky-drop debt (failed GL uploads were never re-staged) 2026-06-13 10:27:26 +02:00
Streaming fix(render): quiesce dat readers before teardown — kill the shutdown AccessViolation 2026-06-09 21:27:22 +02:00
UI feat(retail): Commit B — retail-faithful AP cadence + screen-rect picker 2026-05-16 13:56:08 +02:00
AcDream.App.csproj feat(O-T7): drop WB project references; complete extraction 2026-05-21 17:17:33 +02:00
Program.cs refactor(app): extract typed RuntimeOptions for startup env vars (Step 1) 2026-05-17 09:16:55 +02:00
RuntimeOptions.cs chore(render): Phase A8.F — strip ACDREAM_A8_DIAG_* step-disable flags (keep PROBE_VIS) 2026-05-29 11:25:00 +02:00