Lands the working A8 indoor-rendering and streaming fixes accumulated this session. User has verified these visually to some degree (e.g. lifestone / translucent meshes confirmed fine under the FrontFace flip; bridge / wall / collision regressions confirmed fixed after travel); not every path has been exhaustively gated. The cellar-flap defect remains OPEN and will be solved the retail-faithful way via a dedicated brainstorm (see handoff docs). Rendering core (reviewed, high confidence): - EnvCellRenderer SSBO stride fix: upload packed Matrix4x4[] (64B) instead of the 80B CPU InstanceData struct the shader never expected — fixes the transform/texture "explosion" for any draw with >1 instance (cells that dedupe to a shared cellGeomId). Real root cause. - WB-style global FrontFace(CW) + per-batch CullMode carried through the MDI layout (GroupKey + BuildIndirectArrays + DrawIndirectRange split into same-cull runs with absolute uDrawIDOffset per run). - EntitySet partitioning (IndoorPass / OutdoorScenery / LiveDynamic) + WorldEntity.BuildingShellAnchorCellId so building shells scope to their dat-derived building cell instead of rendering everywhere. - RenderOutsideInAcdream (look into buildings from outside) + CollectVisiblePortalBuildings frustum cull of portal bounds. - Sky-when-inside-building + per-cell audit probe + GL-state probe. Streaming / perf (test-covered; not independently code-reviewed this session): - Near/far priority queues so near work wins over far; PromoteToNear carries full landblock + mesh data; LandblockEntriesWithoutAnimatedIndex avoids rebuilding the animated-lookup dict in the hot draw path. Fixes the bridge-not-appearing / missing-walls / broken-collision-after-travel regressions and improves post-transition FPS. Tooling + docs: - tools/A8CellAudit: offline dat cell/portal/building dumper (portals + buildings modes) — reproduces the cellar-flap investigation with no launch. - docs/research cellar-flap root-cause + option-2 handoff (the didInsideStencil double-duty finding + the WB-recursive design decision + brainstorm prompt), entity-taxonomy, replan, issue-78 visibility investigation. Diagnostics retained on purpose: ACDREAM_A8_DIAG_* gates, portal_stencil.vert provisional pos.w clamp, and the probe families are kept (env-var gated, zero cost when off) because the pending option-2 cellar-flap brainstorm needs them. Strip in the option-2 ship commit. Indoor branch stays behind ACDREAM_A8_INDOOR_BRANCH=1 (default off = pre-A8 visual). Build green; App tests + Core (streaming/dispatcher/loader) tests pass. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
67 lines
2.8 KiB
C#
67 lines
2.8 KiB
C#
using System.Collections.Generic;
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using AcDream.Core.Terrain;
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using AcDream.Core.World;
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namespace AcDream.App.Streaming;
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/// <summary>
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/// A job posted to <see cref="LandblockStreamer"/>'s inbox. Either a load
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/// (fetch this landblock from the dats and build its CPU-side mesh data)
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/// or an unload (release any state tied to this landblock on the render
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/// thread's next Tick drain).
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/// </summary>
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public abstract record LandblockStreamJob(uint LandblockId)
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{
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public sealed record Load(uint LandblockId, LandblockStreamJobKind Kind) : LandblockStreamJob(LandblockId);
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public sealed record Unload(uint LandblockId) : LandblockStreamJob(LandblockId);
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}
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/// <summary>
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/// Outbox record the render thread drains. Either a successful load, a
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/// failed load (logged and ignored until region recenters off/back), or
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/// an unload notification (tells the render thread to release GPU state
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/// for this landblock id).
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/// </summary>
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public abstract record LandblockStreamResult(uint LandblockId)
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{
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/// <summary>
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/// A landblock load completed. <see cref="Tier"/> distinguishes Far
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/// (terrain only) from Near (terrain + entities). <see cref="MeshData"/>
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/// is built off the render thread on the streaming worker.
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/// </summary>
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public sealed record Loaded(
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uint LandblockId,
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LandblockStreamTier Tier,
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LoadedLandblock Landblock,
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LandblockMeshData MeshData
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) : LandblockStreamResult(LandblockId);
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/// <summary>
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/// A previously-Far-resident landblock was promoted to Near. The result
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/// carries the full near landblock plus mesh data so the render thread can
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/// run the same near-tier side effects as a fresh LoadNear: cell visibility,
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/// building registries, EnvCell finalization, lighting, and static collision.
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/// GpuWorldState still merges only the entity layer so live entities already
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/// attached to the landblock are preserved.
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/// </summary>
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public sealed record Promoted(
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uint LandblockId,
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LoadedLandblock Landblock,
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LandblockMeshData MeshData
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) : LandblockStreamResult(LandblockId)
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{
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public IReadOnlyList<WorldEntity> Entities => Landblock.Entities;
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}
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public sealed record Failed(uint LandblockId, string Error) : LandblockStreamResult(LandblockId);
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public sealed record Unloaded(uint LandblockId) : LandblockStreamResult(LandblockId);
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/// <summary>
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/// The worker loop itself crashed with an unhandled exception. Not tied
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/// to a specific landblock — distinguished from <see cref="Failed"/>
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/// because consumers typically route this to a fatal-log path rather
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/// than retrying a single landblock later. LandblockId is 0 by
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/// convention; readers should pattern-match on the type, not the id.
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/// </summary>
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public sealed record WorkerCrashed(string Error) : LandblockStreamResult(0);
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}
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