acdream/src/AcDream.App/Streaming/GpuWorldState.cs
Erik 8735c39a40 feat(vfx #C.1.5b): GpuWorldState fires activator for dat-hydrated entities
Four new foreach blocks in GpuWorldState wire EntityScriptActivator
into the dat-hydration spawn/despawn paths:
- AddLandblock: fires OnCreate for each entity with ServerGuid==0
  (live entities filtered out — they got OnCreate at AppendLiveEntity
  and would double-fire on pending-bucket merges).
- AddEntitiesToExistingLandblock: fires OnCreate for each entity in
  the promoted batch (all dat-hydrated by construction).
- RemoveLandblock: fires OnRemove(entity.Id) for each ServerGuid==0
  entity before the loaded record is dropped.
- RemoveEntitiesFromLandblock: fires OnRemove for the demote-tier
  entities about to be cleared (Near→Far demotion).

5 new integration tests cover the four fire-sites + the no-double-fire
invariant on pending-bucket merges. Pattern matches existing
GpuWorldStateTests (stub LandBlock heightmap + WorldEntity factory).

Closes #56 end-to-end. Slice A (per-part transforms in Tasks 1-3) +
Slice B (dat-hydrated entity DefaultScript firing, this task) both
ready for visual verification at Holtburg portal + Inn fireplace +
cottage chimney + spell cast.

Note: 8 pre-existing failures in Physics/Input/MotionInterpreter test
families are unrelated to this work (verified by re-running with this
task's changes stashed).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 00:07:38 +02:00

508 lines
22 KiB
C#

using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using AcDream.App.Rendering.Vfx;
using AcDream.App.Rendering.Wb;
using AcDream.Core.World;
namespace AcDream.App.Streaming;
/// <summary>
/// Render-thread-owned registry of currently-loaded landblocks and their
/// entities. All mutation happens in <see cref="StreamingController.Tick"/>
/// on the render thread; the renderer reads <see cref="Entities"/> once per
/// frame.
///
/// <para>
/// Replaces the pre-streaming flat <c>_entities</c> list. This class is the
/// single point of truth for "what's in the world right now" and the only
/// thing that mutates it.
/// </para>
///
/// <para>
/// <b>Pending live entities.</b> Live <c>CreateObject</c> spawns can race
/// against streaming: the server may send a spawn for landblock X before
/// X is loaded into <see cref="_loaded"/> (frequently true on the first
/// frame after login, where the entire post-login spawn flood drains
/// before the streaming controller has finished loading the visible
/// window). To survive this race, <see cref="AppendLiveEntity"/> stores
/// orphaned spawns in a per-landblock pending bucket. When
/// <see cref="AddLandblock"/> later loads the landblock, the matching
/// pending entries are merged into the loaded record before the flat
/// view rebuild. <see cref="RemoveLandblock"/> drops pending entries for
/// the same landblock — if the landblock just left the visible window,
/// any spawns that came with it are no longer relevant.
/// </para>
///
/// <remarks>
/// Threading: not thread-safe. All calls must happen on the render thread.
/// </remarks>
/// </summary>
public sealed class GpuWorldState
{
private readonly LandblockSpawnAdapter? _wbSpawnAdapter;
private readonly EntitySpawnAdapter? _wbEntitySpawnAdapter;
private readonly EntityScriptActivator? _entityScriptActivator;
/// <summary>
/// Phase Post-A.5 #53 (Task 12): optional callback fired before
/// <see cref="RemoveEntitiesFromLandblock"/> zeroes a landblock's entity
/// list. Wired by <c>GameWindow</c> to
/// <c>EntityClassificationCache.InvalidateLandblock</c> so Tier 1 cache
/// entries get swept on LB demote (Near to Far) and unload. Receives
/// the canonicalized landblock id (low 16 bits forced to <c>0xFFFF</c>),
/// matching the <c>LandblockHint</c> stored at <c>Populate</c> time.
/// Null when the cache isn't relevant (tests).
/// </summary>
private readonly System.Action<uint>? _onLandblockUnloaded;
public GpuWorldState(
LandblockSpawnAdapter? wbSpawnAdapter = null,
EntitySpawnAdapter? wbEntitySpawnAdapter = null,
System.Action<uint>? onLandblockUnloaded = null,
EntityScriptActivator? entityScriptActivator = null)
{
_wbSpawnAdapter = wbSpawnAdapter;
_wbEntitySpawnAdapter = wbEntitySpawnAdapter;
_onLandblockUnloaded = onLandblockUnloaded;
_entityScriptActivator = entityScriptActivator;
}
private readonly Dictionary<uint, LoadedLandblock> _loaded = new();
private readonly Dictionary<uint, (Vector3 Min, Vector3 Max)> _aabbs = new();
/// <summary>
/// Per-landblock buffer of live entities awaiting their landblock's
/// arrival. Keyed by canonical landblock id (<c>0xAAAA0xFFFF</c>).
/// Drained into <see cref="_loaded"/> in <see cref="AddLandblock"/>.
/// </summary>
private readonly Dictionary<uint, List<WorldEntity>> _pendingByLandblock = new();
/// <summary>
/// Entities that must survive landblock unloads (e.g. the player character).
/// On RemoveLandblock, these are rescued and re-parked as pending for their
/// current canonical landblock.
/// </summary>
private readonly HashSet<uint> _persistentGuids = new();
// Cached flat view over all entities across all loaded landblocks,
// rebuilt on each add/remove. The renderer holds a reference to this
// list, so rebuilding it replaces the reference atomically.
private IReadOnlyList<WorldEntity> _flatEntities = System.Array.Empty<WorldEntity>();
public IReadOnlyList<WorldEntity> Entities => _flatEntities;
public IReadOnlyCollection<uint> LoadedLandblockIds => _loaded.Keys;
public bool IsLoaded(uint landblockId) => _loaded.ContainsKey(landblockId);
/// <summary>
/// Try to grab the loaded record for a landblock — useful for callers
/// that need to enumerate entities before the landblock is dropped
/// (e.g. unregistering dynamic lights on a RemoveLandblock).
/// </summary>
public bool TryGetLandblock(uint landblockId, out LoadedLandblock? lb)
{
if (_loaded.TryGetValue(landblockId, out var found))
{
lb = found;
return true;
}
lb = null;
return false;
}
/// <summary>
/// Store the axis-aligned bounding box for a loaded landblock. Called from
/// the render thread after the terrain mesh is built and uploaded.
/// </summary>
public void SetLandblockAabb(uint landblockId, Vector3 min, Vector3 max)
{
_aabbs[landblockId] = (min, max);
}
/// <summary>
/// Per-landblock iteration with AABB data for use by the frustum-culling
/// draw path. Landblocks without a stored AABB yield <see cref="Vector3.Zero"/>
/// for both corners, which the culler will conservatively treat as visible.
///
/// <para>
/// A.5 T17: also yields an <c>AnimatedById</c> dictionary built on the fly
/// from the landblock's entity list. This lets <see cref="WbDrawDispatcher"/>
/// skip the full entity walk when the landblock is frustum-culled but animated
/// entities inside it must still be processed (Change #1).
/// Building the dict per-yield is cheap (~132 entities/LB max). A caching
/// layer is out of A.5 scope.
/// </para>
/// </summary>
public IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax,
IReadOnlyList<WorldEntity> Entities,
IReadOnlyDictionary<uint, WorldEntity>? AnimatedById)> LandblockEntries
{
get
{
foreach (var kvp in _loaded)
{
// Build AnimatedById on the fly — cheap (~132 entities/LB max).
var byId = new Dictionary<uint, WorldEntity>(kvp.Value.Entities.Count);
foreach (var e in kvp.Value.Entities)
byId[e.Id] = e;
if (_aabbs.TryGetValue(kvp.Key, out var aabb))
yield return (kvp.Key, aabb.Min, aabb.Max, kvp.Value.Entities, byId);
else
yield return (kvp.Key, Vector3.Zero, Vector3.Zero, kvp.Value.Entities, byId);
}
}
}
/// <summary>
/// Total live entities currently parked in the pending bucket waiting
/// for their landblock to arrive. Useful diagnostic for verifying the
/// pending path is doing its job.
/// </summary>
public int PendingLiveEntityCount => _pendingByLandblock.Values.Sum(list => list.Count);
public void AddLandblock(LoadedLandblock landblock)
{
// If pending live entities have been waiting for this landblock,
// merge them into the LoadedLandblock record before storing. The
// record's Entities field is IReadOnlyList; we replace the whole
// list rather than try to mutate in place.
if (_pendingByLandblock.TryGetValue(landblock.LandblockId, out var pending) && pending.Count > 0)
{
var merged = new List<WorldEntity>(landblock.Entities.Count + pending.Count);
merged.AddRange(landblock.Entities);
merged.AddRange(pending);
landblock = new LoadedLandblock(landblock.LandblockId, landblock.Heightmap, merged);
_pendingByLandblock.Remove(landblock.LandblockId);
}
_loaded[landblock.LandblockId] = landblock;
if (_wbSpawnAdapter is not null)
_wbSpawnAdapter.OnLandblockLoaded(_loaded[landblock.LandblockId]);
// C.1.5b: fire DefaultScript for dat-hydrated entities (ServerGuid==0).
// Live entities (ServerGuid!=0) already had OnCreate fired at
// AppendLiveEntity; the filter avoids double-firing pending-bucket merges.
if (_entityScriptActivator is not null)
{
var loadedEntities = _loaded[landblock.LandblockId].Entities;
for (int i = 0; i < loadedEntities.Count; i++)
{
var e = loadedEntities[i];
if (e.ServerGuid == 0)
_entityScriptActivator.OnCreate(e);
}
}
RebuildFlatView();
}
/// <summary>
/// Mark a server-GUID as persistent — this entity survives landblock unloads
/// and gets re-parked as pending for its current canonical landblock.
/// </summary>
public void MarkPersistent(uint serverGuid)
{
_persistentGuids.Add(serverGuid);
}
/// <summary>
/// Move a persistent entity from its current landblock slot to a new one.
/// Called every frame for the player entity so it stays in the landblock
/// matching its actual position (not its spawn landblock). Without this,
/// the entity stays in the spawn landblock and gets frustum-culled when
/// the player walks away.
/// </summary>
public void RelocateEntity(WorldEntity entity, uint newCanonicalLb)
{
if (entity.ServerGuid == 0) return;
// Remove from current landblock (find it by scanning)
foreach (var kvp in _loaded)
{
var entities = kvp.Value.Entities;
for (int i = 0; i < entities.Count; i++)
{
if (ReferenceEquals(entities[i], entity))
{
if (kvp.Key == newCanonicalLb) return; // already in the right place
// Remove from old
var newList = new List<WorldEntity>(entities.Count - 1);
for (int j = 0; j < entities.Count; j++)
if (j != i) newList.Add(entities[j]);
_loaded[kvp.Key] = new LoadedLandblock(kvp.Value.LandblockId, kvp.Value.Heightmap, newList);
// Add to new (via AppendLiveEntity which handles pending)
AppendLiveEntity(newCanonicalLb, entity);
return;
}
}
}
}
public void RemoveLandblock(uint landblockId)
{
if (_wbSpawnAdapter is not null)
_wbSpawnAdapter.OnLandblockUnloaded(landblockId);
// Rescue persistent entities before removal. These get appended
// to the _persistentRescued list; the caller is responsible for
// re-injecting them (via AppendLiveEntity) into whatever landblock
// the player is currently on.
if (_loaded.TryGetValue(landblockId, out var lb))
{
foreach (var entity in lb.Entities)
{
if (entity.ServerGuid != 0 && _persistentGuids.Contains(entity.ServerGuid))
{
_persistentRescued.Add(entity);
}
}
// C.1.5b: stop DefaultScript for each dat-hydrated entity in
// the landblock. Server-spawned entities are either being
// rescued (script continues at the new LB) or were OnRemove'd
// via RemoveEntityByServerGuid earlier; leave them alone here.
if (_entityScriptActivator is not null)
{
foreach (var entity in lb.Entities)
{
if (entity.ServerGuid == 0)
_entityScriptActivator.OnRemove(entity.Id);
}
}
}
_pendingByLandblock.Remove(landblockId);
_aabbs.Remove(landblockId);
if (_loaded.Remove(landblockId))
RebuildFlatView();
}
private readonly List<WorldEntity> _persistentRescued = new();
/// <summary>
/// Drain entities rescued from unloaded landblocks. The caller should
/// re-inject each via <see cref="AppendLiveEntity"/> with its current position.
/// </summary>
public List<WorldEntity> DrainRescued()
{
if (_persistentRescued.Count == 0) return _persistentRescued;
var result = new List<WorldEntity>(_persistentRescued);
_persistentRescued.Clear();
return result;
}
/// <summary>
/// Remove every entity with the given <paramref name="serverGuid"/> from
/// all loaded landblocks AND all pending buckets, then rebuild the flat
/// view. Used by the live <c>CreateObject</c> handler to de-duplicate
/// when the server re-sends a spawn (visibility refresh, landblock
/// crossing, etc.). Without this, multiple copies of the same NPC
/// accumulate in the renderer, each with its own <c>PaletteOverride</c>
/// and <c>MeshRefs</c> — producing "NPC clothing flickers as I turn the
/// camera" because the depth test picks different duplicates frame-to-frame.
///
/// Safe to call with a server guid that's not currently present — no-op.
/// </summary>
public void RemoveEntityByServerGuid(uint serverGuid)
{
if (serverGuid == 0) return;
// Phase N.4 Task 17: release per-instance state for server-spawned
// entities. No-op for atlas-tier entities (never registered).
_wbEntitySpawnAdapter?.OnRemove(serverGuid);
_entityScriptActivator?.OnRemove(serverGuid);
bool rebuiltLoaded = false;
// Scan loaded landblocks. ToArray() so we can mutate _loaded inside.
foreach (var kvp in _loaded.ToArray())
{
var lb = kvp.Value;
int foundCount = 0;
for (int i = 0; i < lb.Entities.Count; i++)
if (lb.Entities[i].ServerGuid == serverGuid) foundCount++;
if (foundCount == 0) continue;
var newList = new List<WorldEntity>(lb.Entities.Count - foundCount);
foreach (var e in lb.Entities)
if (e.ServerGuid != serverGuid) newList.Add(e);
_loaded[kvp.Key] = new LoadedLandblock(lb.LandblockId, lb.Heightmap, newList);
rebuiltLoaded = true;
}
// Scrub pending buckets too — a duplicate CreateObject may arrive
// while the landblock is still loading.
foreach (var kvp in _pendingByLandblock)
kvp.Value.RemoveAll(e => e.ServerGuid == serverGuid);
if (rebuiltLoaded) RebuildFlatView();
}
/// <summary>
/// Append an entity to a specific landblock's slot. Used by the live
/// CreateObject path where the server spawns entities at a server-side
/// position whose landblock may or may not be loaded yet.
///
/// <para>
/// The server's <c>landblockId</c> is in cell-resolved form
/// (<c>0xAAAA00CC</c>: high byte X, second byte Y, low 16 bits cell
/// index within the landblock). The streaming system stores landblocks
/// keyed by their canonical <c>0xAAAA0xFFFF</c> form. Canonicalize
/// on the way in so callers don't have to think about it.
/// </para>
///
/// <para>
/// Outcome:
/// <list type="bullet">
/// <item>If the landblock is already loaded, the entity is appended
/// to its <c>Entities</c> list and the flat view is rebuilt
/// immediately.</item>
/// <item>If the landblock is not yet loaded, the entity is parked
/// in <see cref="_pendingByLandblock"/> and will be merged
/// into the next <see cref="AddLandblock"/> for the same id.</item>
/// </list>
/// </para>
/// </summary>
public void AppendLiveEntity(uint landblockId, WorldEntity entity)
{
// Phase N.4 Task 17: route server-spawned entities through the
// per-instance adapter. Atlas-tier entities (ServerGuid == 0) are
// skipped by OnCreate — it returns null immediately for those.
_wbEntitySpawnAdapter?.OnCreate(entity);
_entityScriptActivator?.OnCreate(entity);
uint canonicalLandblockId = (landblockId & 0xFFFF0000u) | 0xFFFFu;
if (_loaded.TryGetValue(canonicalLandblockId, out var lb))
{
// Hot path — landblock is already loaded. Rebuild the record
// with the new entity appended.
var newEntities = new List<WorldEntity>(lb.Entities.Count + 1);
newEntities.AddRange(lb.Entities);
newEntities.Add(entity);
_loaded[canonicalLandblockId] = new LoadedLandblock(lb.LandblockId, lb.Heightmap, newEntities);
RebuildFlatView();
return;
}
// Cold path — landblock not yet loaded. Park the entity in the
// pending bucket; AddLandblock will pick it up when the streamer
// delivers the matching landblock.
if (!_pendingByLandblock.TryGetValue(canonicalLandblockId, out var bucket))
{
bucket = new List<WorldEntity>();
_pendingByLandblock[canonicalLandblockId] = bucket;
}
bucket.Add(entity);
}
/// <summary>
/// Drop all entities from a landblock without removing the terrain. Used
/// by two-tier streaming when a landblock crosses Near→Far hysteresis.
/// Per Phase A.5 spec §4.4.
///
/// <para>
/// <b>Persistent-entity rescue is intentionally omitted</b> (unlike
/// <see cref="RemoveLandblock"/>): demote-tier entities are atlas-tier
/// only (procedural scenery, dat-static stabs/buildings) — they never
/// have <c>ServerGuid != 0</c> and so can never be in <see cref="_persistentGuids"/>.
/// The local player and other live server-spawned entities live in their
/// landblock via <c>RelocateEntity</c> per frame and are not affected
/// by Near→Far demotion of dat-static landblock layers.
/// </para>
/// </summary>
public void RemoveEntitiesFromLandblock(uint landblockId)
{
// A.5 T14 follow-up: canonicalize for symmetry with AppendLiveEntity.
// Streaming callers always pass canonical (0xAAAA0xFFFF) ids; this
// protects against future callers that mirror AppendLiveEntity's
// cell-resolved-id pattern.
uint canonical = (landblockId & 0xFFFF0000u) | 0xFFFFu;
if (!_loaded.TryGetValue(canonical, out var lb)) return;
if (_wbSpawnAdapter is not null)
_wbSpawnAdapter.OnLandblockUnloaded(canonical);
// Phase Post-A.5 #53 (Task 12): invalidate the EntityClassificationCache
// for this landblock BEFORE we drop the entity list. The cache stores
// canonical landblock ids (the dispatcher's _walkScratch carries
// entry.LandblockId from GpuWorldState.LandblockEntries, whose keys are
// canonicalized). Null when the cache isn't wired (tests). Per spec §5.3 W3b.
_onLandblockUnloaded?.Invoke(canonical);
// C.1.5b: stop DefaultScript for each dat-hydrated entity about to
// be dropped. Demote-tier entities are always atlas-tier (ServerGuid==0
// per this method's class doc-comment); the filter is belt-and-suspenders.
if (_entityScriptActivator is not null)
{
foreach (var entity in lb.Entities)
{
if (entity.ServerGuid == 0)
_entityScriptActivator.OnRemove(entity.Id);
}
}
_loaded[canonical] = new LoadedLandblock(lb.LandblockId, lb.Heightmap, System.Array.Empty<WorldEntity>());
_pendingByLandblock.Remove(canonical);
RebuildFlatView();
}
/// <summary>
/// Merge entities into an existing-loaded landblock. Used by two-tier
/// streaming for the Far→Near promotion case (terrain already loaded;
/// entity layer streaming in). Falls back to the pending bucket if the
/// landblock isn't loaded yet (handles the rare "promote arrives before
/// far load completes" race).
/// Per Phase A.5 spec §4.4.
///
/// <para>
/// <b>Landblock id is canonicalized</b> (low 16 bits forced to 0xFFFF) —
/// callers may pass cell-resolved ids and they will key correctly.
/// </para>
/// </summary>
public void AddEntitiesToExistingLandblock(uint landblockId, IReadOnlyList<WorldEntity> entities)
{
// A.5 T14 follow-up: canonicalize for symmetry with AppendLiveEntity.
uint canonical = (landblockId & 0xFFFF0000u) | 0xFFFFu;
if (!_loaded.TryGetValue(canonical, out var lb))
{
// Park as pending — same pattern as AppendLiveEntity for not-yet-loaded LBs.
if (!_pendingByLandblock.TryGetValue(canonical, out var bucket))
{
bucket = new List<WorldEntity>();
_pendingByLandblock[canonical] = bucket;
}
bucket.AddRange(entities);
return;
}
var merged = new List<WorldEntity>(lb.Entities.Count + entities.Count);
merged.AddRange(lb.Entities);
merged.AddRange(entities);
_loaded[canonical] = new LoadedLandblock(lb.LandblockId, lb.Heightmap, merged);
if (_wbSpawnAdapter is not null)
_wbSpawnAdapter.OnLandblockLoaded(_loaded[canonical]);
// C.1.5b: fire DefaultScript for each promoted dat-hydrated entity.
// All entities arriving via this path are atlas-tier by construction
// (the promotion path streams in dat-static scenery + EnvCell statics
// + stabs per the method's class doc-comment).
if (_entityScriptActivator is not null)
{
for (int i = 0; i < entities.Count; i++)
_entityScriptActivator.OnCreate(entities[i]);
}
RebuildFlatView();
}
private void RebuildFlatView()
{
_flatEntities = _loaded.Values.SelectMany(lb => lb.Entities).ToArray();
}
}