Port retail's 25-second leave-visibility lifetime over canonical live records, retaining spatially resident and owned entities while using the conservative ACE visibility envelope for nonresident records. Route expiry through the normal generation-safe F747 teardown so animations, effects, physics, and render owners unwind symmetrically. Replace the append-only modern mesh buffer with coalescing vertex/index ranges and upload each mesh's vertices once instead of once per material. Released zero-reference meshes can now reuse GPU ranges after portal and cache churn. A connected five-region round trip returned animation ownership to baseline, recreated the starting region on revisit, and held normal FPS. Release build succeeds and all 5,927 tests pass with five intentional skips. Co-authored-by: OpenAI Codex <codex@openai.com>
6.2 KiB
Retail object liveness and modern mesh reclamation
Symptom and measured cause
After several distant portal transitions, acdream could fall from normal
frame rates to 3–12 FPS and remain there. Lightweight ownership counters
showed that each destination left its server objects in LiveEntityRuntime:
the live-record count, animated-owner count, particle/effect ownership, and
materialized render owners grew monotonically. The render thread eventually
blocked in the native GL driver even though the current destination submitted
only a small number of visible particles.
The modern shared mesh buffers had a second cumulative ownership defect. The
old GlobalMeshBuffer.Append copied the complete vertex array once for every
material batch and only advanced append offsets. ObjectMeshManager eviction
removed cache entries and textures but could not return those vertex/index
ranges. This was not the first-frame collapse mechanism, but it guaranteed
that portal and cache churn permanently consumed GPU address space.
Named-retail oracle
The retail client owns one object table and separates leaving visibility from logical destruction:
CPhysicsObj::prepare_to_leave_visibility(0x00511F40) removes shadows, leaves the cell, and callsCObjectMaint::AddObjectToBeDestroyedfor the object and each child.CObjectMaint::AddObjectToBeDestroyed(0x00508F70) replaces any existing deadline withTimer::cur_time + 25.0, then inserts the GUID in the ordered destruction queue.CPhysicsObj::prepare_to_enter_world(0x00511FA0) cancels the queued destruction for the object and its children before re-entry.CObjectMaint::UseTime(0x005089B0) rebuilds the visible-object table at one-second intervals and drains every due destruction entry in time order.CObjectMaint::DeleteObject(0x00508460) performs symmetric teardown: exit/leave world, remove object/null-object table ownership, remove the destruction entry, unparent, unparent children, then destroy the object.SmartBox::Reset(0x00453BF0) destroys the complete object table only for a true session/reset path. A portal is not a session reset.
The 25-second mechanism is exact retail behavior. The client decides that an object left visibility from ObjCell/PVS membership, not from a raw distance constant.
ACE compatibility boundary
ACE retains a player's KnownObjects across normal teleports. Its optional
teleport_visibility_fix is disabled by default and is explicitly described
as a non-retail automated workaround. Therefore a client cannot depend on an
F747 DeleteObject when an old destination leaves visibility.
Holtburger independently implements the client half with the exact retail 25-second timeout and a conservative 384-world-unit distance envelope while exact ACE ObjCell visibility is unavailable. It also treats scene-nearby objects as visible and retains held, equipped, container, wielder, parent, and preview-owned objects. Sources:
acdream uses the same compatibility boundary: currently spatially resident records are visible; otherwise a 384-unit 3-D global-landblock distance is the conservative fallback. The distance is an adaptation, not a claimed retail constant, and remains documented in divergence AP-69 until exact ObjCell/PVS membership drives the deadline.
Port pseudocode
once per second:
if player has no authoritative world position:
do nothing
for each live record with a world position except the player:
retained = record is attached
OR has container owner
OR has wielder owner
OR has physics parent
visible = record has a resident spatial projection
OR global_3d_distance(player, record) <= 384
if visible OR retained:
cancel record deadline
else if no deadline exists for this GUID + generation:
deadline = now + 25 seconds
else if deadline <= now:
emit (GUID, generation) prune candidate
discard deadlines for records no longer in the canonical table
for each due candidate:
re-read canonical record
if GUID and generation still match:
route through the normal accepted DeleteObject lifecycle
Routing expiry through LiveEntityRuntime.UnregisterLiveEntity is important:
it performs the same generation gate, object-table removal, equipped-child
cleanup, spatial withdrawal, animation/physics/effect teardown, and render
resource release as an authoritative F747. A second teardown path would drift
and recreate the original leak.
Reclaimable shared-buffer contract
upload one mesh:
collect non-empty material index batches in authored order
allocate one contiguous vertex range
allocate one contiguous index range
upload vertices exactly once
append each index batch inside that index range
record each batch's first-index and the shared base-vertex
evict one zero-reference mesh:
release its index range
release its vertex range
coalesce adjacent free ranges
release atlas texture ownership
if no contiguous range fits:
grow the GL buffer
copy through the allocator high-water mark
extend/coalesce the trailing free range
allocate again
The range allocator uses best fit to preserve larger holes, rejects overlap or double release before changing accounting, and keeps buffer resizing on the existing update/render thread.
Connected verification
A Release client was driven through C95B → 3032 → F682 → 0905 → 0904 → C95B. Old-region deadlines expired after 25 seconds; live and animation-owner counts fell instead of accumulating. Released mesh ranges became reusable. Returning to C95B rebuilt its objects correctly, and the location remained at its normal roughly 60–80 FPS instead of the prior persistent 3–12 FPS state.