acdream/src/AcDream.App/Rendering/Wb/EntityClassificationCache.cs
Erik 2163308032 #119 ROOT CAUSE: interior-id X-byte collision + player-landblock cache hints = cross-entity batch serving
The decisive probe (3cf6bcc) caught it live in ONE session: a 43-part
staircase entity (src=0x020003F2, healthy MeshRefs tZ=[0.35..15.15])
drew with cache=hit:3 restZero=3 - THREE batches belonging to a 1-part
entity - then under a different hint the correct hit:119. Two
compounding bugs:

1. interiorIdBase = 0x40000000 | (landblockId & 0x00FFFF00) resolved to
   0x40YYFF00 for landblock keys 0xXXYYFFFF - the landblock X byte
   DISCARDED. Every landblock in a map Y-row shared one id space:
   Holtburg town A9B3's 9th interior stab == the AAB3 tower's spiral
   staircase, both 0x40B3FF09. Fixed to 0x40000000|(lbX<<16)|(lbY<<8)
   (the scenery 0x80XXYY## scheme).

2. The Tier-1 classification cache's #53 tuple key (EntityId,
   LandblockHint) was fed the PLAYER's landblock at bucket-draw time
   (RetailPViewRenderer.DrawEntityBucket fabricates its tuple with
   ctx.PlayerLandblockId), so colliding ids from different landblocks
   shared a key: whichever entity classified first under a hint won,
   and the loser wore its batches all session (static fast path never
   re-classifies). Also: bucket-hinted entries were never swept by
   InvalidateLandblock(owner) - stale entries survived owner unload.
   Fixed: ResolveCacheLandblockHint derives the hint from the entity's
   owning cell (ParentCellId landblock, canonical 0xXXYYFFFF), falling
   back to the tuple id for ownerless paths (outdoor stabs/scenery,
   where the tuple IS the owner).

Explains the session-shaped repro exactly: town-login + run to the
tower hydrates/classifies town interiors first -> the tower staircase
cache-hits the town twin's batches (stairs missing/partial + a wrong
object near the floor - the "water barrel"); login-inside classifies
the tower first -> usually clean. meshMissing=0 / entSeen==entDrawn
both ways (everything draws, wrong batches). Likely also feeds #113's
distance-dependent phantom staircase (the town twin wearing the
tower's staircase batches).

3 new cache tests pin the collision contract + hint derivation.
Suites: App green / Core 1430+2skip / UI 420 / Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 21:43:45 +02:00

200 lines
9.4 KiB
C#

using System.Collections.Generic;
namespace AcDream.App.Rendering.Wb;
/// <summary>
/// Cache of per-entity classification results for static entities (those NOT
/// in <c>GameWindow._animatedEntities</c>). Holds one
/// <see cref="EntityCacheEntry"/> per cached entity. The cache is opaque
/// w.r.t. classification logic — it simply stores what callers populate.
///
/// <para>
/// <b>Key composition:</b> entries are keyed by the tuple
/// <c>(EntityId, LandblockHint)</c>, NOT by <c>EntityId</c> alone. Issue #53
/// uncovered that <c>entity.Id</c> is NOT globally unique across all
/// static-entity hydration paths: scenery (<c>0x80XXYY00 + localIndex</c>)
/// and interior cells (<c>0x40XXYY00 + localCounter</c>, X-byte fixed
/// 2026-06-11 — it used to be discarded entirely, #119) overflow at >256
/// items per landblock, wrapping into the <c>lbY</c> byte and producing
/// cross-LB collisions in dense forest/urban LBs outside Holtburg. Keying
/// by the tuple is correct-by-construction ONLY when the hint identifies the
/// entity's OWNING landblock — callers must derive it via
/// <c>WbDrawDispatcher.ResolveCacheLandblockHint</c> (the entity's
/// ParentCellId landblock when present, canonicalized <c>0xXXYYFFFF</c>),
/// never a call-site landblock. The #119 "broken stairs + water barrel" was
/// exactly this: the bucket draw path hinted every entity with the PLAYER's
/// landblock, so colliding ids from different landblocks shared a key and
/// served each other's batches.
/// </para>
///
/// <para>
/// <b>Invariants:</b>
/// <list type="bullet">
/// <item><see cref="Populate"/> overwrites any existing entry for the same (id, lb) tuple (defensive).</item>
/// <item><see cref="InvalidateEntity"/> sweeps all entries with the given <c>EntityId</c>
/// regardless of <c>LandblockHint</c>; idempotent (no-throw on missing id).</item>
/// <item><see cref="InvalidateLandblock"/> walks all entries; entries whose
/// <see cref="EntityCacheEntry.LandblockHint"/> equals the argument are removed.</item>
/// <item>All operations are render-thread only. No internal locking.</item>
/// </list>
/// </para>
///
/// <para>
/// <b>Audit foundation:</b> see
/// <c>docs/research/2026-05-10-tier1-mutation-audit.md</c> for why static
/// entities can be cached and what invalidation is needed.
/// </para>
///
/// <para>
/// <b>Accessibility:</b> <c>internal</c>. <see cref="EntityCacheEntry"/> and
/// <see cref="CachedBatch"/> both transitively reference the <c>internal</c>
/// <see cref="GroupKey"/>; surfacing the cache as <c>public</c> would create
/// inconsistent-accessibility errors. Cross-assembly access for the test
/// project comes via <c>InternalsVisibleTo("AcDream.Core.Tests")</c> on
/// <c>AcDream.App.csproj</c>.
/// </para>
/// </summary>
internal sealed class EntityClassificationCache
{
private readonly Dictionary<(uint EntityId, uint LandblockHint), EntityCacheEntry> _entries = new();
/// <summary>Number of cached entities — for diagnostics.</summary>
public int Count => _entries.Count;
/// <summary>
/// Look up an entity's cached classification. Keyed by both
/// <paramref name="entityId"/> AND <paramref name="landblockHint"/> to
/// disambiguate entities whose Ids collide across landblocks (e.g.,
/// scenery's <c>0x80LLBB00 + localIndex</c> overflow at >256 items/LB).
/// Returns <c>true</c> with the entry on hit; <c>false</c> with
/// <paramref name="entry"/> set to <c>null</c> on miss.
/// </summary>
public bool TryGet(uint entityId, uint landblockHint, out EntityCacheEntry? entry)
=> _entries.TryGetValue((entityId, landblockHint), out entry);
/// <summary>
/// Insert or overwrite a cache entry for the
/// <c>(<paramref name="entityId"/>, <paramref name="landblockHint"/>)</c>
/// tuple. Defensive: if an entry already exists, replaces it.
/// </summary>
public void Populate(uint entityId, uint landblockHint, CachedBatch[] batches)
{
_entries[(entityId, landblockHint)] = new EntityCacheEntry
{
EntityId = entityId,
LandblockHint = landblockHint,
Batches = batches,
};
}
/// <summary>
/// Remove all cache entries for the given <paramref name="entityId"/>,
/// regardless of which landblock they were populated under. Sweep is
/// needed because we may have entries for the same Id under different
/// LandblockHints if any hydration path produced colliding Ids
/// historically (defensive even though current paths shouldn't produce
/// duplicates per-LB). Was <c>O(1)</c> before the #53 tuple-key change;
/// now <c>O(n)</c>, but called rarely (only on entity despawn).
/// </summary>
public void InvalidateEntity(uint entityId)
{
if (_entries.Count == 0) return;
List<(uint, uint)>? toRemove = null;
foreach (var key in _entries.Keys)
{
if (key.EntityId == entityId)
{
toRemove ??= new List<(uint, uint)>();
toRemove.Add(key);
}
}
if (toRemove is null) return;
foreach (var k in toRemove) _entries.Remove(k);
}
/// <summary>
/// Remove every cache entry whose <see cref="EntityCacheEntry.LandblockHint"/>
/// equals <paramref name="landblockId"/>. Used by the streaming pipeline
/// when a landblock demotes from near to far or unloads. No-op if no
/// entries match.
/// </summary>
public void InvalidateLandblock(uint landblockId)
{
if (_entries.Count == 0) return;
// Collect the keys to remove first to avoid mutating the dict during iteration.
// Buffered locally because the typical case removes ~all entries in the LB
// (which is still small relative to the total cache).
List<(uint, uint)>? toRemove = null;
foreach (var key in _entries.Keys)
{
if (key.LandblockHint == landblockId)
{
toRemove ??= new List<(uint, uint)>();
toRemove.Add(key);
}
}
if (toRemove is null) return;
foreach (var k in toRemove) _entries.Remove(k);
}
#if DEBUG
/// <summary>
/// Asserts that the cached entry for <paramref name="entityId"/> still
/// matches what fresh classification would produce. Catches the prior
/// Tier 1 bug class — silent caching of mutable per-frame state — by
/// firing <see cref="System.Diagnostics.Debug.Assert"/> when any cached
/// field has drifted from live state.
///
/// <para>
/// Caller passes per-batch live state (Key, BindlessTextureHandle, RestPose)
/// reconstructed from the same path the populate ran. The cache iterates
/// its stored entries in parallel and asserts equality.
/// </para>
///
/// <para>
/// As of Phase 4 (commit f16604b) this method is exercised by unit tests
/// only; the dispatcher's cache-hit branch fires a simpler predicate assert
/// (<c>!isAnimated</c>) at production hit time. Wiring the full live-state
/// cross-check into the per-entity branch is the spec section 6.5 stretch
/// goal and remains open as a follow-up. Zero cost in Release; the method
/// stays here so the regression-class guard is locked behind tests.
/// </para>
/// </summary>
public void DebugCrossCheck(uint entityId, uint landblockHint, IReadOnlyList<CachedBatch> liveBatches)
{
if (!_entries.TryGetValue((entityId, landblockHint), out var entry)) return;
System.Diagnostics.Debug.Assert(
entry.Batches.Length == liveBatches.Count,
$"EntityClassificationCache: batch count mismatch for entity {entityId}: cached={entry.Batches.Length} live={liveBatches.Count}");
for (int i = 0; i < entry.Batches.Length && i < liveBatches.Count; i++)
{
var cached = entry.Batches[i];
var live = liveBatches[i];
System.Diagnostics.Debug.Assert(
cached.Key.Equals(live.Key),
$"EntityClassificationCache: GroupKey drift for entity {entityId} batch {i}");
System.Diagnostics.Debug.Assert(
cached.BindlessTextureHandle == live.BindlessTextureHandle,
$"EntityClassificationCache: texture handle drift for entity {entityId} batch {i}");
System.Diagnostics.Debug.Assert(
MatrixApproxEqual(cached.RestPose, live.RestPose, epsilon: 1e-5f),
$"EntityClassificationCache: RestPose drift for entity {entityId} batch {i}");
}
}
private static bool MatrixApproxEqual(System.Numerics.Matrix4x4 a, System.Numerics.Matrix4x4 b, float epsilon)
{
return System.MathF.Abs(a.M11 - b.M11) <= epsilon && System.MathF.Abs(a.M12 - b.M12) <= epsilon &&
System.MathF.Abs(a.M13 - b.M13) <= epsilon && System.MathF.Abs(a.M14 - b.M14) <= epsilon &&
System.MathF.Abs(a.M21 - b.M21) <= epsilon && System.MathF.Abs(a.M22 - b.M22) <= epsilon &&
System.MathF.Abs(a.M23 - b.M23) <= epsilon && System.MathF.Abs(a.M24 - b.M24) <= epsilon &&
System.MathF.Abs(a.M31 - b.M31) <= epsilon && System.MathF.Abs(a.M32 - b.M32) <= epsilon &&
System.MathF.Abs(a.M33 - b.M33) <= epsilon && System.MathF.Abs(a.M34 - b.M34) <= epsilon &&
System.MathF.Abs(a.M41 - b.M41) <= epsilon && System.MathF.Abs(a.M42 - b.M42) <= epsilon &&
System.MathF.Abs(a.M43 - b.M43) <= epsilon && System.MathF.Abs(a.M44 - b.M44) <= epsilon;
}
#endif
}