Detach old-world spatial ownership atomically, prioritize destination retirement dependencies, and reveal the viewport at the retail transition edge. Give private paperdoll views independent mesh ownership and retain dormant ACE entities so portal revisits preserve server objects without extending active GPU lifetimes.
9.1 KiB
Retail landblock/object retirement and portal blocking — pseudocode
Purpose: Oracle boundary for Modern Runtime Slice E.
Named-retail sources
CLandBlock::destroy_static_objects @ 0x0052FA50CLandBlock::Destroy @ 0x0052FAA0CObjectMaint::DestroyObjects @ 0x00508C30CObjectMaint::AddObjectToBeDestroyed @ 0x00508F70SmartBox::UseTime @ 0x00455410gmSmartBoxUI::UseTime @ 0x004D6E30
The Sept 2013 named pseudo-C is the behavioral oracle. WorldBuilder has no equivalent live-client teardown scheduler; its extracted mesh/cache owners are implementation references only.
CLandBlock::destroy_static_objects
for i = 0 .. num_static_objects - 1:
object = static_objects[i]
if object != null:
object.leave_world()
delete object
num_static_objects = 0
The operation is synchronous in retail. Each object leaves the world before its memory is destroyed.
CLandBlock::Destroy
destroy_static_objects()
destroy_buildings()
if landblock_info != null:
landblock_info.Release()
landblock_info = null
closest = invalid
lbi_exists = false
direction = unknown
if draw_array != null:
delete[] draw_array
draw_array = null
draw_array_size = 0
Retail does not expose a partially active destroyed landblock. The visible, spatial, ticking, and memory lifetimes end in one call.
CObjectMaint::DestroyObjects
for every physics object:
object.exit_world()
object.leave_world()
remove object from object_table
remove object from null_object_table
remove object from destruction schedule
object.unset_parent()
object.unparent_children()
delete object
for every weenie object:
remove from weenie tables
delete object
destroy all object/null/weenie/inventory tables
destroy lost-cell table
Again, execution is complete once begun. Parent/child and spatial withdrawal precede physical deletion.
CObjectMaint::AddObjectToBeDestroyed
remove any prior destruction schedule for object_id
deadline = Timer.cur_time + 25 seconds
destruction_table[object_id] = deadline
destruction_priority_queue.Insert(deadline, object_id)
This queue delays when complete object destruction begins. It is not precedent for leaving an object active while destroying it one field at a time. Acdream's 25-second nonresident live-object lifetime already ports this separate behavior.
SmartBox::UseTime
if cell_manager.blocking_for_cells == false:
if not all_cells_available and CheckPrefetchStatus():
CellManager.UpdateLoadPoint()
if player exists and player has a cell:
CellManager.ChangePosition(player.position)
if player exists and not waiting_for_teleport
and not position_update_complete:
position_update_complete = true
has_been_teleported = true
ObjectMaint.UseTime()
Physics.UseTime()
GameTime.UseTime()
LScape.UseTime()
Ambient.UseTime()
else:
CellManager.CheckPrefetchStatus()
SceneTool.Think()
drain inbound SmartBox event queue
CommandInterpreter.UseTime()
Render.CalcDegLevel()
While retail is blocked for destination cells, the old world does not advance object maintenance, physics, landscape, game time, or ambient sound. UI/event dispatch and the portal presentation continue. This is the retail basis for Slice E's immediate old-generation quiesce.
gmSmartBoxUI::UseTime portal wait presentation
The portal CreatureMode remains live while SmartBox is blocked. Its camera
continues one random roll segment at a time:
if now >= rotationStart + rotationDuration:
currentAngle = rotationEndAngle
rotationStart = now
rotationDuration = RandomUniform(0.6, 1.8) seconds
rotationStartAngle = currentAngle
rotationEndAngle = RandomUniform(0, 360) degrees
ECM_UI.SendNotice_DisplayStringInfo(
channel = 0x1A,
text = "In Portal Space - Please Wait...")
else:
level = UIGlobals.GetAnimLevel(
(now - rotationStart) / rotationDuration)
currentAngle = Lerp(
rotationStartAngle,
rotationEndAngle,
level / 1024)
CreatureMode.SetCameraDirection_Degrees((0, currentAngle, 0))
The notice is a centered UI display string, not chat. Slice E's asynchronous adaptation delays its first projection until the recorded five-second reveal stall threshold, then repeats it on the same rotation-segment boundary while the authored tunnel keeps animating.
Acdream asynchronous adaptation
Retail performs each teardown synchronously and can synchronously block cell loading. Acdream prepares content on a worker and must not spend an unbounded render/update frame reproducing that transaction. The faithful observable contract is therefore split at a different boundary:
begin destination generation:
mark prior world generation unavailable
replace normal world viewport with portal presentation
freeze old-generation object/static/effect simulation
silence old-generation audio
reject old generation from collision, picking, radar, and targeting
at the shared-origin transaction boundary:
atomically swap the complete old spatial generation out of reach
retain one exact teardown receipt per old landblock
over later update/resource-maintenance frames:
release scripts/effects/lights/plugin projections
release CPU owners
admit renderer retirement; physical GL release remains fence delayed
in parallel, under reserved destination budgets:
admit destination completions
publish collision and required Near render state
request/upload required assets
reveal only when the one destination-generation readiness state proves:
collision root ready
required Near scene ready
required composite textures ready
camera/player identity belongs to destination generation
if the portal reveal is still incomplete after five seconds:
keep the DAT-authored portal scene animating
display the centered retail wait notice
emit one generation-scoped diagnostic
do not materialize early
Release-later never means run-later: an old owner may retain memory until its cursor runs, but it cannot keep simulating, colliding, rendering, targeting, or emitting audible work after the generation-quiesce edge.
The shared-origin commit barrier is the completion of spatial detachment, not completion of every deferred resource release:
capture exact old landblock/entity teardown receipts
clear the old loaded/pending/traversal/collision-visible spatial indexes
repark nonpersistent live projections by their canonical landblock
rescue the persistent local-player projection
publish the resulting live visibility edges once
once that single spatial-generation swap commits:
recenter the shared coordinate origin
configure and enqueue the destination window
on later frames:
destination publication uses its reserved work lane
old retirement receipts use remaining cleanup capacity
a publication for landblock X waits only while X has an older receipt
the exact receipt for destination X may advance ahead of unrelated FIFO
ordinary publication continues when no destination result is available
The per-landblock publication fence makes key-based terrain, physics, EnvCell, building, mesh-reference, and static-presentation cleanup safe: a late old receipt cannot remove a replacement owner with the same landblock key. Live objects are different. Their logical owner survives spatial withdrawal and may be reprojected immediately at the destination, so deferred landblock retirement must never clear a live object's lighting or translucency by reusable local ID. Live cell-scoped lighting is withdrawn by the incarnation-aware projection-visibility edge; logical translucency stays with the live record until its actual teardown. Landblock receipts clean only DAT-static entity presentation.
This swap is deliberately one atomic oversized progress operation in the modern frame meter. Splitting it into 625 budgeted landblock detach admissions created a five-second portal stall even though the old generation was already quiesced and no intermediate subset was observable. The atomic work scans the small live-projection index, clears the old spatial maps, and transfers their existing entity lists into receipts; it does not synchronously destroy every static resource. Expensive script, renderer, physics, light, plugin, and GL cleanup still advances through the ordinary retryable receipt cursors.
Port constraints
- Preserve existing exact retry receipts; successful stages never replay.
- FIFO is stable within priority and generation.
- A time limit is checked between atomic owner operations. If one atomic operation itself exceeds its ceiling, diagnostics name that operation; it is then split at its natural cursor rather than interrupted mid-mutation.
- No deferred callback may mutate GL from a worker.
- Destination-critical work receives a reserved share of each frame; it does not bypass all budgets.
- A reveal delay beyond retail's five-second fade ceiling keeps the portal tunnel active and displays the retail wait cue. It never reveals an incomplete world.