acdream/src/AcDream.App/Streaming/GpuWorldState.cs
Erik 8d63e5c28a test(vfx): harden live missile and effect lifetimes
Add deterministic 96-owner lifecycle and renderer-resource stress gates plus an exact twelve-cycle recall/portal ownership gate. Prove zero retained records, projectiles, spatial buckets, script queues, particle/light owners, shadows, pending effects, and mesh references after churn, GUID reuse, deletion, and session reset.

Make logical teardown incarnation-specific and reentrancy-safe with lifetime epochs, atomic resource registration, generation-aware effect/teleport cleanup, projection mutation tokens, and failure-isolated visibility fan-out. Finish canonical spatial transactions before reporting observer failures and never discard superseded cleanup failures.

Synchronize architecture, roadmap, milestones, retail research, divergence bookkeeping, and durable memory. All three independent review tracks are clean; Release build and the full 5,454-pass/5-skip suite are green.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-14 15:47:00 +02:00

794 lines
34 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 spatial buckets. Logical live-object identity and
/// create-time resources are owned by <see cref="AcDream.App.World.LiveEntityRuntime"/>.
/// </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="PlaceLiveEntityProjection"/> 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"/> retains non-persistent live
/// entries in that pending bucket so a later reload restores the same identity;
/// only dat-static entries are discarded with streaming residence.
/// </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 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,
System.Action<uint>? onLandblockUnloaded = null,
EntityScriptActivator? entityScriptActivator = null)
{
_wbSpawnAdapter = wbSpawnAdapter;
_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>();
private readonly HashSet<uint> _visibleLiveGuids = new();
private readonly Queue<(uint ServerGuid, bool Visible)> _visibilityTransitions = new();
private bool _dispatchingVisibilityTransitions;
public IReadOnlyList<WorldEntity> Entities => _flatEntities;
public IReadOnlyCollection<uint> LoadedLandblockIds => _loaded.Keys;
public event Action<uint, bool>? LiveProjectionVisibilityChanged;
public bool IsLoaded(uint landblockId) => _loaded.ContainsKey(landblockId);
public bool IsLiveEntityVisible(uint serverGuid) =>
serverGuid != 0 && _visibleLiveGuids.Contains(serverGuid);
/// <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
=> EnumerateLandblockEntries(includeAnimatedIndex: true);
/// <summary>
/// Per-landblock render entries without the animated lookup dictionary.
/// Static render passes use this to avoid rebuilding an index they cannot
/// consume.
/// </summary>
public IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax,
IReadOnlyList<WorldEntity> Entities,
IReadOnlyDictionary<uint, WorldEntity>? AnimatedById)> LandblockEntriesWithoutAnimatedIndex
=> EnumerateLandblockEntries(includeAnimatedIndex: false);
/// <summary>
/// Lightweight bounds-only enumeration for overlays and diagnostics.
/// Does not walk entity lists.
/// </summary>
public IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax)> LandblockBounds
{
get
{
foreach (var kvp in _loaded)
{
if (_aabbs.TryGetValue(kvp.Key, out var aabb))
yield return (kvp.Key, aabb.Min, aabb.Max);
else
yield return (kvp.Key, Vector3.Zero, Vector3.Zero);
}
}
}
private IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax,
IReadOnlyList<WorldEntity> Entities,
IReadOnlyDictionary<uint, WorldEntity>? AnimatedById)> EnumerateLandblockEntries(
bool includeAnimatedIndex)
{
foreach (var kvp in _loaded)
{
Dictionary<uint, WorldEntity>? byId = null;
if (includeAnimatedIndex)
{
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 int PendingBucketCount => _pendingByLandblock.Count;
public int PendingRescueCount => _persistentRescued.Count;
public int PersistentGuidCount => _persistentGuids.Count;
public int PendingVisibilityTransitionCount => _visibilityTransitions.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).
// LiveEntityRuntime owns activation for live objects. This static-only
// filter avoids replaying their defaults when a pending projection is
// drained into a newly loaded landblock.
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 RebucketLiveEntity(WorldEntity entity, uint newCanonicalLb)
{
if (entity.ServerGuid == 0) return;
uint canonical = (newCanonicalLb & 0xFFFF0000u) | 0xFFFFu;
// Fast path: already drawn in the correct loaded bucket → nothing to do
// (avoids per-frame list churn for a settled, stationary entity).
if (_loaded.TryGetValue(canonical, out var target))
{
foreach (var e in target.Entities)
if (ReferenceEquals(e, entity)) return;
}
// Remove the entity from wherever it currently lives — a loaded bucket
// OR a pending bucket — then re-append to its current landblock.
//
// Scanning _pendingByLandblock is the 2026-07-03 fix for the cold-spawn /
// run-out "invisible player" bug: a persistent (server-spawned) entity
// that spawned into a not-yet-loaded landblock sits in _pendingByLandblock,
// and the old code scanned ONLY _loaded — so it silently no-op'd and left
// the player stranded, hidden, even after its landblock finished loading
// (the AddLandblock pending-drain had already run empty before the churn
// re-parked the player, and the player is excluded from the server-object
// re-hydrate — so RebucketLiveEntity was the ONLY path that could recover it,
// and it couldn't reach a pending entity). Re-appending routes the entity
// to _loaded (drawn) when its landblock is loaded, or back to pending to
// await AddLandblock otherwise.
// Remove + place is one spatial transaction. Rebuilding between the
// two operations exposes a false/true implementation pulse for a
// loaded-to-loaded move and lets reentrant visibility callbacks observe
// a state that never exists at the LiveEntityRuntime boundary.
RemoveEntityFromAllBuckets(entity);
PlaceLiveEntityProjection(canonical, entity);
}
/// <summary>
/// Remove <paramref name="entity"/> (by reference) from whichever
/// <see cref="_loaded"/> or <see cref="_pendingByLandblock"/> bucket it
/// currently occupies. At most one bucket holds a given entity, so this
/// stops after the first hit. Called by <see cref="RebucketLiveEntity"/> before
/// re-appending, so a stranded pending entity can be promoted.
/// </summary>
private void RemoveEntityFromAllBuckets(WorldEntity entity)
{
foreach (var kvp in _loaded)
{
var entities = kvp.Value.Entities;
for (int i = 0; i < entities.Count; i++)
{
if (ReferenceEquals(entities[i], entity))
{
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);
return;
}
}
}
foreach (var kvp in _pendingByLandblock)
{
if (kvp.Value.Remove(entity))
return;
}
}
public void RemoveLandblock(uint landblockId)
{
uint canonical = (landblockId & 0xFFFF0000u) | 0xFFFFu;
if (_wbSpawnAdapter is not null)
_wbSpawnAdapter.OnLandblockUnloaded(canonical);
// A logical live object survives streaming residence. Non-persistent
// projections move to the pending bucket for this landblock and merge
// back as the same WorldEntity when it reloads. Persistent projections
// (the local player) are rescued because their current bucket may be a
// different landblock by the time the caller reinjects them.
var retainedLive = new List<WorldEntity>();
void RetainOrRescue(WorldEntity entity, string source)
{
if (entity.ServerGuid == 0)
return;
if (_persistentGuids.Contains(entity.ServerGuid))
{
_persistentRescued.Add(entity);
EntityVanishProbe.Log(
$"[ent] RESCUE guid=0x{entity.ServerGuid:X8} from={source} lb=0x{canonical:X8}");
return;
}
if (!retainedLive.Any(existing => ReferenceEquals(existing, entity)))
retainedLive.Add(entity);
}
// Rescue persistent entities before removal. These get appended
// to the _persistentRescued list; the caller is responsible for
// re-injecting them through LiveEntityRuntime rebucketing into whatever landblock
// the player is currently on.
if (_loaded.TryGetValue(canonical, out var lb))
{
foreach (var entity in lb.Entities)
RetainOrRescue(entity, "loaded");
// 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
// by LiveEntityRuntime logical teardown; leave them alone here.
if (_entityScriptActivator is not null)
{
foreach (var entity in lb.Entities)
{
if (entity.ServerGuid == 0)
_entityScriptActivator.OnRemove(entity);
}
}
}
// #138 (secondary): rescue persistent entities sitting in the PENDING
// bucket too, not just the loaded list. The player is re-injected via
// LiveEntityRuntime rebucketing into its current landblock every frame
// (GameWindow's DrainRescued loop); right after a teleport that
// landblock often hasn't streamed in yet, so the player lands in
// _pendingByLandblock. If that same landblock is then unloaded (a
// streaming churn / re-teleport before it finishes loading), the
// pending entry was silently dropped here — violating the
// "persistent ⇒ survives unload" contract and making the avatar
// vanish after a couple round-trips. Rescue them so DrainRescued
// re-parks them at the next valid landblock.
if (_pendingByLandblock.TryGetValue(canonical, out var pendingForLb))
{
foreach (var entity in pendingForLb)
RetainOrRescue(entity, "pending");
}
_pendingByLandblock.Remove(canonical);
if (retainedLive.Count > 0)
_pendingByLandblock[canonical] = retainedLive;
_aabbs.Remove(canonical);
if (_loaded.Remove(canonical))
RebuildFlatView();
}
private readonly List<WorldEntity> _persistentRescued = new();
/// <summary>
/// Drain entities rescued from unloaded landblocks. The caller should
/// re-inject each through <c>LiveEntityRuntime.RebucketLiveEntity</c> 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. Called by <c>LiveEntityRuntime</c> before rebucketing, temporary
/// world withdrawal, or logical teardown. It owns no renderer/script
/// lifecycle and is safe for a still-live incarnation.
///
/// Safe to call with a server guid that's not currently present — no-op.
/// </summary>
public void RemoveLiveEntityProjection(uint serverGuid)
{
if (serverGuid == 0) return;
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 so rebucketing cannot leave a second slot.
foreach (uint landblockId in _pendingByLandblock.Keys.ToArray())
{
List<WorldEntity> bucket = _pendingByLandblock[landblockId];
bucket.RemoveAll(e => e.ServerGuid == serverGuid);
if (bucket.Count == 0)
_pendingByLandblock.Remove(landblockId);
}
// A persistent projection may have been rescued by RemoveLandblock
// and not yet drained by the next GameWindow frame. Rebucketing or
// logical teardown before that drain must remove the stale rescue
// reference or it can later re-inject a deleted/duplicated object.
_persistentRescued.RemoveAll(e => e.ServerGuid == serverGuid);
if (rebuiltLoaded) RebuildFlatView();
}
/// <summary>
/// Removes one exact live projection incarnation. Unlike the GUID overload,
/// this cannot detach a replacement that reused the same server GUID from a
/// re-entrant logical teardown callback.
/// </summary>
public void RemoveLiveEntityProjection(WorldEntity entity)
{
ArgumentNullException.ThrowIfNull(entity);
if (entity.ServerGuid == 0) return;
bool rebuiltLoaded = false;
foreach (var kvp in _loaded.ToArray())
{
IReadOnlyList<WorldEntity> entities = kvp.Value.Entities;
if (!entities.Any(candidate => ReferenceEquals(candidate, entity)))
continue;
_loaded[kvp.Key] = new LoadedLandblock(
kvp.Value.LandblockId,
kvp.Value.Heightmap,
entities.Where(candidate => !ReferenceEquals(candidate, entity)).ToArray());
rebuiltLoaded = true;
}
foreach (uint landblockId in _pendingByLandblock.Keys.ToArray())
{
List<WorldEntity> bucket = _pendingByLandblock[landblockId];
bucket.RemoveAll(candidate => ReferenceEquals(candidate, entity));
if (bucket.Count == 0)
_pendingByLandblock.Remove(landblockId);
}
_persistentRescued.RemoveAll(candidate => ReferenceEquals(candidate, entity));
if (rebuiltLoaded)
RebuildFlatView();
}
/// <summary>
/// Ends all spatial lifetime retained for one server object. Temporary
/// rebucketing uses <see cref="RemoveLiveEntityProjection"/> and keeps the
/// persistence classification; logical delete also forgets that class so
/// a later session/GUID reuse cannot be rescued as the old player.
/// </summary>
public void ForgetLiveEntity(uint serverGuid)
{
RemoveLiveEntityProjection(serverGuid);
_persistentGuids.Remove(serverGuid);
_persistentInFlatProbe.Remove(serverGuid);
}
/// <summary>Clears session-scoped persistence and undrained rescues.</summary>
public void ClearLiveEntityLifetimeState()
{
_persistentGuids.Clear();
_persistentRescued.Clear();
_persistentInFlatProbe.Clear();
_visibilityTransitions.Clear();
_visibleLiveGuids.Clear();
}
/// <summary>
/// Place an already-registered live entity in a landblock slot whose
/// terrain 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 PlaceLiveEntityProjection(uint landblockId, WorldEntity entity)
{
// Spatial placement only. LiveEntityRuntime has already registered
// this incarnation's renderer and script resources exactly once.
uint canonicalLandblockId = (landblockId & 0xFFFF0000u) | 0xFFFFu;
bool probePersistent = EntityVanishProbe.Enabled
&& entity.ServerGuid != 0 && _persistentGuids.Contains(entity.ServerGuid);
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);
if (probePersistent)
EntityVanishProbe.Log($"[ent] APPEND guid=0x{entity.ServerGuid:X8} lb=0x{canonicalLandblockId:X8} -> LOADED(drawn)");
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);
if (probePersistent)
EntityVanishProbe.Log($"[ent] APPEND guid=0x{entity.ServerGuid:X8} lb=0x{canonicalLandblockId:X8} -> PENDING(hidden)");
RebuildFlatView();
}
/// <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>
/// Only dat-static entity layers demote. Live server projections retain
/// their exact WorldEntity and bucket while terrain remains resident; no
/// logical or spatial lifetime callback is replayed.
/// </para>
/// </summary>
public void RemoveEntitiesFromLandblock(uint landblockId)
{
// A.5 T14 follow-up: canonicalize for symmetry with live projection placement.
// Streaming callers always pass canonical (0xAAAA0xFFFF) ids; this
// protects against future callers that mirror live projection placement'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);
}
}
WorldEntity[] retainedLive = lb.Entities
.Where(entity => entity.ServerGuid != 0)
.ToArray();
_loaded[canonical] = new LoadedLandblock(
lb.LandblockId,
lb.Heightmap,
retainedLive);
if (_pendingByLandblock.TryGetValue(canonical, out var pending))
{
pending.RemoveAll(entity => entity.ServerGuid == 0);
if (pending.Count == 0)
_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 live projection placement.
uint canonical = (landblockId & 0xFFFF0000u) | 0xFFFFu;
if (!_loaded.TryGetValue(canonical, out var lb))
{
// Park as pending — same pattern as live projections 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();
var nowVisible = new HashSet<uint>(
_flatEntities
.Where(entity => entity.ServerGuid != 0)
.Select(entity => entity.ServerGuid));
uint[] becameHidden = _visibleLiveGuids
.Where(guid => !nowVisible.Contains(guid))
.ToArray();
uint[] becameVisible = nowVisible
.Where(guid => !_visibleLiveGuids.Contains(guid))
.ToArray();
// Commit the new spatial truth before notifying observers. A
// visibility callback may synchronously rebucket/withdraw the same
// object (deferred teleport rollback); those nested transitions must
// compare against this committed state rather than the stale prior set.
_visibleLiveGuids.Clear();
_visibleLiveGuids.UnionWith(nowVisible);
foreach (uint guid in becameHidden)
_visibilityTransitions.Enqueue((guid, false));
foreach (uint guid in becameVisible)
_visibilityTransitions.Enqueue((guid, true));
DrainVisibilityTransitions();
if (EntityVanishProbe.Enabled) ProbeFlatViewTransitions();
}
private void DrainVisibilityTransitions()
{
if (_dispatchingVisibilityTransitions)
return;
List<Exception>? failures = null;
_dispatchingVisibilityTransitions = true;
try
{
while (_visibilityTransitions.TryDequeue(out var transition))
{
Delegate[] subscribers = LiveProjectionVisibilityChanged?
.GetInvocationList()
?? Array.Empty<Delegate>();
for (int i = 0; i < subscribers.Length; i++)
{
try
{
((Action<uint, bool>)subscribers[i])(
transition.ServerGuid,
transition.Visible);
}
catch (Exception error)
{
(failures ??= new List<Exception>()).Add(error);
}
}
}
}
finally
{
_dispatchingVisibilityTransitions = false;
}
if (failures is not null)
{
throw new AggregateException(
"One or more live projection visibility observers failed.",
failures);
}
}
// TEMP (#138-B): persistent guids currently present in the drawn flat
// view, for EntityVanishProbe transition logging. Strip with the probe.
private readonly HashSet<uint> _persistentInFlatProbe = new();
// TEMP (#138-B): log when a persistent (player) entity enters/leaves the
// drawn flat view. Transition-gated → low volume (fires at teleport
// boundaries, not every rebuild). Strip with EntityVanishProbe.
private void ProbeFlatViewTransitions()
{
var now = new HashSet<uint>();
foreach (var e in _flatEntities)
if (e.ServerGuid != 0 && _persistentGuids.Contains(e.ServerGuid))
now.Add(e.ServerGuid);
foreach (var g in now)
if (!_persistentInFlatProbe.Contains(g))
EntityVanishProbe.Log($"[ent] DRAWSET guid=0x{g:X8} -> PRESENT (flatCount={_flatEntities.Count})");
foreach (var g in _persistentInFlatProbe)
if (!now.Contains(g))
EntityVanishProbe.Log($"[ent] DRAWSET guid=0x{g:X8} -> ABSENT (flatCount={_flatEntities.Count})");
_persistentInFlatProbe.Clear();
foreach (var g in now) _persistentInFlatProbe.Add(g);
}
}