acdream/src/AcDream.App/World/LiveEntityProjectionWithdrawalController.cs
Erik 9aaf97e785 Revert "Campaign V slice V4a" - it lost world multisampling
This reverts ceec3bc4. Two independent reasons, either sufficient.

The rendering regression. The slice deleted TextRenderGlStateScope, which
saved GL_MULTISAMPLE and GL_SAMPLE_ALPHA_TO_COVERAGE on entry, disabled them
for the text pass, and restored them on exit (TextRenderGlStateScope.cs:111-112
and 153-154 at the parent commit). Its replacement bakes that state into the
text pipeline but nothing restores it, and GlGpuPassEncoder.Dispose does not
either. Every world renderer is still raw GL at this point in the campaign, so
from the first UI frame onward the world drew with multisampling disabled.

The offline pixel gate caught it: 1,791 of 563,200 compared pixels differed,
0.318% against a 0.001 threshold. The commit message attributed this to
wall-clock-driven ambient animation shifting phase, and committed through the
failure. That explanation does not survive its own control: capturing twice at
the reverted-to commit differs by 19 pixels and twice at the slice's own commit
by 8, while base-versus-head differs by 1,791 - a 224x gap that no shared-noise
source explains. An amplified difference image settles it visually: the changed
pixels are the silhouette edges of every tree, building and rock, with terrain
interiors, water and the entire UI untouched. That is the signature of losing
edge antialiasing, not of animated sprites.

This is the exact failure mode two existing memory notes already warn about -
a mid-frame renderer must set every GL state it uses rather than inherit it,
and issue #52's lesson that a rendering migration must audit per-pass GL state
before declaring itself done.

The scope. The brief was three small leaf renderers plus additive frame-
lifecycle wiring, roughly ten files. The commit changed 334 files with 3,665
insertions and 3,845 deletions, including 323 public-to-internal visibility
conversions across the App assembly, 55 test files, two retired conformance
tests, and a self-described temporary escape hatch for bridging raw-GL viewport
textures. Even without the regression, that is not separable into the part
worth keeping and the part worth dropping.

Reverting rather than patching because the good work here - the RHI frame
lifecycle wiring and a genuine render-state-cache staleness fix - is small
enough to redo cleanly against a tightened spec, while untangling it from 300+
files of unrelated churn is not.

Post-revert: Release build clean, App suite back to 3,843 passed / 3 skipped,
offline pixel gate passing at 19 differing pixels.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 18:29:28 +02:00

175 lines
6.7 KiB
C#

using AcDream.App.Physics;
using AcDream.App.Rendering.Vfx;
using AcDream.Core.Physics;
using AcDream.Core.Plugins;
namespace AcDream.App.World;
/// <summary>
/// Owns retail <c>CPhysicsObj::leave_world</c>'s App projection tail for a
/// still-live exact record. Component projection is removed before canonical
/// runtime withdrawal, matching the shipped failure/retry boundary.
/// </summary>
internal sealed class LiveEntityProjectionWithdrawalController
{
private readonly LiveEntityRuntime _runtime;
private readonly ProjectileController _projectiles;
private readonly WorldGameState _worldState;
private readonly WorldEvents _worldEvents;
private readonly ShadowObjectRegistry _shadows;
private readonly EntityEffectPoseRegistry _effectPoses;
private readonly LocalPlayerShadowState _localPlayerShadow;
public LiveEntityProjectionWithdrawalController(
LiveEntityRuntime runtime,
ProjectileController projectiles,
WorldGameState worldState,
WorldEvents worldEvents,
ShadowObjectRegistry shadows,
EntityEffectPoseRegistry effectPoses,
LocalPlayerShadowState localPlayerShadow)
{
_runtime = runtime ?? throw new ArgumentNullException(nameof(runtime));
_projectiles = projectiles ?? throw new ArgumentNullException(nameof(projectiles));
_worldState = worldState ?? throw new ArgumentNullException(nameof(worldState));
_worldEvents = worldEvents ?? throw new ArgumentNullException(nameof(worldEvents));
_shadows = shadows ?? throw new ArgumentNullException(nameof(shadows));
_effectPoses = effectPoses ?? throw new ArgumentNullException(nameof(effectPoses));
_localPlayerShadow = localPlayerShadow
?? throw new ArgumentNullException(nameof(localPlayerShadow));
}
public bool Withdraw(uint serverGuid, uint localPlayerGuid)
{
if (!_runtime.TryGetRecord(serverGuid, out LiveEntityRecord record)
|| record.WorldEntity is null)
{
return false;
}
return Withdraw(record, localPlayerGuid);
}
/// <summary>
/// Withdraws only the captured incarnation and projection operation. A
/// leave-world observer may accept a fresh same-generation Position and
/// reproject this record; that newer projection must survive the displaced
/// outer operation just as a newer INSTANCE_TS must.
/// </summary>
public bool Withdraw(LiveEntityRecord record, uint localPlayerGuid)
{
ArgumentNullException.ThrowIfNull(record);
if (!_runtime.IsCurrentRecord(record) || record.WorldEntity is null)
return false;
return Withdraw(
record,
record.PositionAuthorityVersion,
record.ProjectionMutationVersion,
localPlayerGuid);
}
public bool Withdraw(
LiveEntityRecord record,
ulong positionAuthorityVersion,
ulong projectionMutationVersion,
uint localPlayerGuid)
{
ExactProjectionWithdrawalOutcome outcome = WithdrawExact(
record,
positionAuthorityVersion,
projectionMutationVersion,
localPlayerGuid);
if (outcome.Failure is not null)
throw outcome.Failure;
return outcome.Disposition is ExactProjectionWithdrawalDisposition.Completed;
}
public ExactProjectionWithdrawalOutcome WithdrawExact(
LiveEntityRecord record,
ulong positionAuthorityVersion,
ulong projectionMutationVersion,
uint localPlayerGuid)
{
ArgumentNullException.ThrowIfNull(record);
if (!_runtime.IsCurrentRecord(record)
|| record.WorldEntity is null
|| record.PositionAuthorityVersion != positionAuthorityVersion
|| record.ProjectionMutationVersion != projectionMutationVersion)
{
return new(
ExactProjectionWithdrawalDisposition.Superseded,
Failure: null);
}
try
{
LeaveWorld(record, localPlayerGuid);
bool completed = _runtime.WithdrawLiveEntityProjection(
record,
positionAuthorityVersion,
projectionMutationVersion);
return new(
completed
? ExactProjectionWithdrawalDisposition.Completed
: ExactProjectionWithdrawalDisposition.Superseded,
Failure: null);
}
catch (Exception error)
{
bool current = _runtime.IsCurrentRecord(record);
ExactProjectionWithdrawalDisposition disposition =
current
&& record.PositionAuthorityVersion == positionAuthorityVersion
&& record.ProjectionMutationVersion == projectionMutationVersion
&& record.IsSpatiallyProjected
? ExactProjectionWithdrawalDisposition.Pending
: current
&& record.PositionAuthorityVersion == positionAuthorityVersion
&& !record.IsSpatiallyProjected
? ExactProjectionWithdrawalDisposition.Completed
: ExactProjectionWithdrawalDisposition.Superseded;
return new(disposition, error);
}
}
/// <summary>
/// Removes only the shorter world-facing component projection. This exact
/// overload is also used by logical teardown after the active GUID table
/// may already expose a replacement incarnation.
/// </summary>
public void LeaveWorld(LiveEntityRecord record, uint localPlayerGuid)
{
ArgumentNullException.ThrowIfNull(record);
if (record.WorldEntity is not { } entity)
return;
bool retainedProjectileShadow = _projectiles.LeaveWorld(record);
if (!retainedProjectileShadow)
_shadows.Suspend(entity.Id);
_worldState.RemoveById(entity.Id);
_worldEvents.ForgetEntity(entity.Id);
if (record.ServerGuid == localPlayerGuid
&& (!_runtime.TryGetRecord(record.ServerGuid, out LiveEntityRecord current)
|| ReferenceEquals(current, record)))
{
_localPlayerShadow.Clear();
}
// Pose-attached effects keep logical ownership while cell-less. A
// missing pose suppresses stale anchors; re-entry republishes the same
// WorldEntity frames without replaying create-time resources.
_effectPoses.Remove(entity.Id);
}
}
public enum ExactProjectionWithdrawalDisposition
{
Completed,
Pending,
Superseded,
}
public readonly record struct ExactProjectionWithdrawalOutcome(
ExactProjectionWithdrawalDisposition Disposition,
Exception? Failure);