acdream/src/AcDream.App/Rendering/Wb/LandblockSpawnAdapter.cs
Erik 749e8ceeb1 fix(rendering): bound portal resource lifetime
Separate logical ownership, render publication, and GPU retirement across live entities, landblocks, particles, textures, mesh arenas, portal/UI teardown, and per-frame scratch storage. Add bounded DAT/texture caches, upload budgets, three-frame fence retirement, exact-incarnation appearance reconciliation, frame pacing, and extensive lifetime conformance coverage.\n\nThe seven-destination connected route now cuts peak working/private memory roughly in half, returns Caul to 125-153 FPS locally, and produces no WER or AMD reset.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
2026-07-18 21:35:16 +02:00

284 lines
10 KiB
C#

using System.Collections.Generic;
using AcDream.Core.World;
namespace AcDream.App.Rendering.Wb;
/// <summary>
/// Bridges landblock streaming events to <see cref="IWbMeshAdapter"/>'s
/// reference-count lifecycle. <b>Tier-aware by design</b>: only atlas-tier
/// entities (procedural / dat-hydrated, identified by
/// <c>ServerGuid == 0</c>) drive ref counts. Server-spawned entities
/// (per-instance tier) are skipped — those go through
/// <c>EntitySpawnAdapter</c> and the owner-scoped texture path
/// (see Phase N.4 spec, Architecture → Two-tier rendering split).
///
/// <para>
/// On load: walks the landblock's atlas-tier entities, collects unique
/// GfxObj ids from their <c>MeshRefs</c>, calls
/// <c>IncrementRefCount</c> per id, and pins each specialized EnvCell geometry
/// id without starting generic GfxObj decode. Each reference has an explicit
/// desired/held marker so a throwing backend cannot make the logical snapshot
/// disagree with the physical reference count.
/// </para>
///
/// <para>
/// On unload: releases only references whose held marker is still set. A
/// before-commit failure remains retryable; an after-commit
/// <see cref="MeshReferenceMutationException"/> advances the marker before the
/// exception is propagated. The registration is dropped only after every held
/// reference has been released. Unknown / never-loaded landblocks no-op.
/// </para>
///
/// <para>
/// Idempotency: repeated notifications for the same landblock only register
/// newly-seen ids. This matters for two-tier streaming: a far-tier terrain
/// load first snapshots an empty entity set, then a later Far-to-Near promotion
/// supplies the actual stabs/buildings. Treating the second notification as a
/// blanket no-op leaves the world-state entity list populated while the WB
/// mesh cache never pins the promoted GfxObj ids.
/// </para>
///
/// <para>
/// Thread safety: the internal snapshots are intentionally not synchronized.
/// <see cref="AcDream.App.Streaming.GpuWorldState"/> invokes every load, unload, and readiness query
/// on the owning render/update thread.
/// </para>
/// </summary>
public sealed class LandblockSpawnAdapter
{
private sealed class ReferenceRegistration
{
public bool Desired;
public bool Held;
}
private sealed class LandblockRegistration
{
public bool WantsLoaded;
public Dictionary<ulong, ReferenceRegistration> Ordinary { get; } = new();
public Dictionary<ulong, ReferenceRegistration> Prepared { get; } = new();
}
private readonly IWbMeshAdapter _adapter;
private readonly Dictionary<uint, LandblockRegistration> _registrations = new();
public LandblockSpawnAdapter(IWbMeshAdapter adapter)
{
System.ArgumentNullException.ThrowIfNull(adapter);
_adapter = adapter;
}
/// <summary>
/// Called when a landblock finishes streaming in or receives promoted
/// atlas-tier entities. Registers a ref-count increment with WB for each
/// unique atlas-tier GfxObj id that has not already been registered for
/// this landblock.
/// </summary>
public void OnLandblockLoaded(
LoadedLandblock landblock,
IEnumerable<ulong>? additionalReadinessIds = null)
{
System.ArgumentNullException.ThrowIfNull(landblock);
var unique = new HashSet<ulong>();
foreach (var entity in landblock.Entities)
{
// Atlas-tier filter: server-spawned entities (ServerGuid != 0)
// belong to the per-instance path and are NOT registered with WB.
if (entity.ServerGuid != 0) continue;
foreach (var meshRef in entity.MeshRefs)
unique.Add((ulong)meshRef.GfxObjId);
}
HashSet<ulong>? preparedIds = additionalReadinessIds is null
? null
: new HashSet<ulong>(additionalReadinessIds);
if (!_registrations.TryGetValue(landblock.LandblockId, out var registration))
{
registration = new LandblockRegistration { WantsLoaded = true };
_registrations.Add(landblock.LandblockId, registration);
}
else if (!registration.WantsLoaded)
{
// This is a new load edge that arrived while a preceding unload
// still had unfinished releases. The new snapshot replaces the old
// desired set. Any still-held overlap remains acquired; obsolete
// residual references are released by Reconcile below.
MarkAllUndesired(registration.Ordinary);
MarkAllUndesired(registration.Prepared);
registration.WantsLoaded = true;
}
MarkDesired(registration.Ordinary, unique);
if (preparedIds is not null)
MarkDesired(registration.Prepared, preparedIds);
List<Exception>? failures = null;
ReleaseUndesired(registration.Ordinary, ref failures);
ReleaseUndesired(registration.Prepared, ref failures);
PruneReleasedUndesired(registration.Ordinary);
PruneReleasedUndesired(registration.Prepared);
AcquireDesired(registration.Ordinary, prepared: false, ref failures);
AcquireDesired(registration.Prepared, prepared: true, ref failures);
ThrowFailures(
failures,
$"Landblock 0x{landblock.LandblockId:X8} mesh-reference acquisition did not fully converge.");
}
/// <summary>
/// True only after every render mesh required by this published landblock
/// is drawable. This includes both ref-counted static GfxObjs and EnvCell
/// shell geometry prepared by the independent indoor pipeline.
/// </summary>
public bool IsLandblockRenderReady(uint landblockId)
{
if (!_registrations.TryGetValue(landblockId, out var registration)
|| !registration.WantsLoaded)
return false;
foreach (var pair in registration.Ordinary)
if (!pair.Value.Desired
|| !pair.Value.Held
|| !_adapter.IsRenderDataReady(pair.Key))
return false;
foreach (var pair in registration.Prepared)
if (!pair.Value.Desired
|| !pair.Value.Held
|| !_adapter.IsRenderDataReady(pair.Key))
return false;
return true;
}
/// <summary>
/// Called when a landblock is unloaded from the streaming window.
/// Releases the ref-count for every GfxObj id that was registered on load.
/// Unknown landblock ids (never loaded, or already unloaded) are no-ops.
/// </summary>
public void OnLandblockUnloaded(uint landblockId)
{
if (!_registrations.TryGetValue(landblockId, out var registration))
return;
registration.WantsLoaded = false;
MarkAllUndesired(registration.Ordinary);
MarkAllUndesired(registration.Prepared);
List<Exception>? failures = null;
ReleaseUndesired(registration.Ordinary, ref failures);
ReleaseUndesired(registration.Prepared, ref failures);
PruneReleasedUndesired(registration.Ordinary);
PruneReleasedUndesired(registration.Prepared);
// Even an after-commit backend exception may report failure after the
// final physical release. Drop the registration before propagating in
// that case so a caller retry cannot decrement the same reference.
if (registration.Ordinary.Count == 0 && registration.Prepared.Count == 0)
_registrations.Remove(landblockId);
ThrowFailures(
failures,
$"Landblock 0x{landblockId:X8} mesh-reference release did not fully converge.");
}
private static void MarkDesired(
Dictionary<ulong, ReferenceRegistration> registrations,
IEnumerable<ulong> ids)
{
foreach (ulong id in ids)
{
if (!registrations.TryGetValue(id, out var reference))
{
reference = new ReferenceRegistration();
registrations.Add(id, reference);
}
reference.Desired = true;
}
}
private static void MarkAllUndesired(
Dictionary<ulong, ReferenceRegistration> registrations)
{
foreach (var reference in registrations.Values)
reference.Desired = false;
}
private void AcquireDesired(
Dictionary<ulong, ReferenceRegistration> registrations,
bool prepared,
ref List<Exception>? failures)
{
foreach (var pair in registrations)
{
ReferenceRegistration reference = pair.Value;
if (!reference.Desired || reference.Held)
continue;
try
{
if (prepared)
_adapter.PinPreparedRenderData(pair.Key);
else
_adapter.IncrementRefCount(pair.Key);
reference.Held = true;
}
catch (Exception error)
{
if (error is MeshReferenceMutationException { MutationCommitted: true })
reference.Held = true;
(failures ??= new List<Exception>()).Add(error);
}
}
}
private void ReleaseUndesired(
Dictionary<ulong, ReferenceRegistration> registrations,
ref List<Exception>? failures)
{
foreach (var pair in registrations)
{
ReferenceRegistration reference = pair.Value;
if (reference.Desired || !reference.Held)
continue;
try
{
_adapter.DecrementRefCount(pair.Key);
reference.Held = false;
}
catch (Exception error)
{
if (error is MeshReferenceMutationException { MutationCommitted: true })
reference.Held = false;
(failures ??= new List<Exception>()).Add(error);
}
}
}
private static void PruneReleasedUndesired(
Dictionary<ulong, ReferenceRegistration> registrations)
{
List<ulong>? released = null;
foreach (var pair in registrations)
{
if (!pair.Value.Desired && !pair.Value.Held)
(released ??= new List<ulong>()).Add(pair.Key);
}
if (released is null)
return;
foreach (ulong id in released)
registrations.Remove(id);
}
private static void ThrowFailures(List<Exception>? failures, string message)
{
if (failures is null)
return;
if (failures.Count == 1)
throw failures[0];
throw new AggregateException(message, failures);
}
}