acdream/src/AcDream.App/Streaming/LandblockStreamJob.cs
Erik 5dc4140c11 feat(render): Phase A8 — indoor visibility + streaming fixes batch
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>
2026-05-29 10:14:50 +02:00

67 lines
2.8 KiB
C#

using System.Collections.Generic;
using AcDream.Core.Terrain;
using AcDream.Core.World;
namespace AcDream.App.Streaming;
/// <summary>
/// A job posted to <see cref="LandblockStreamer"/>'s inbox. Either a load
/// (fetch this landblock from the dats and build its CPU-side mesh data)
/// or an unload (release any state tied to this landblock on the render
/// thread's next Tick drain).
/// </summary>
public abstract record LandblockStreamJob(uint LandblockId)
{
public sealed record Load(uint LandblockId, LandblockStreamJobKind Kind) : LandblockStreamJob(LandblockId);
public sealed record Unload(uint LandblockId) : LandblockStreamJob(LandblockId);
}
/// <summary>
/// Outbox record the render thread drains. Either a successful load, a
/// failed load (logged and ignored until region recenters off/back), or
/// an unload notification (tells the render thread to release GPU state
/// for this landblock id).
/// </summary>
public abstract record LandblockStreamResult(uint LandblockId)
{
/// <summary>
/// A landblock load completed. <see cref="Tier"/> distinguishes Far
/// (terrain only) from Near (terrain + entities). <see cref="MeshData"/>
/// is built off the render thread on the streaming worker.
/// </summary>
public sealed record Loaded(
uint LandblockId,
LandblockStreamTier Tier,
LoadedLandblock Landblock,
LandblockMeshData MeshData
) : LandblockStreamResult(LandblockId);
/// <summary>
/// A previously-Far-resident landblock was promoted to Near. The result
/// carries the full near landblock plus mesh data so the render thread can
/// run the same near-tier side effects as a fresh LoadNear: cell visibility,
/// building registries, EnvCell finalization, lighting, and static collision.
/// GpuWorldState still merges only the entity layer so live entities already
/// attached to the landblock are preserved.
/// </summary>
public sealed record Promoted(
uint LandblockId,
LoadedLandblock Landblock,
LandblockMeshData MeshData
) : LandblockStreamResult(LandblockId)
{
public IReadOnlyList<WorldEntity> Entities => Landblock.Entities;
}
public sealed record Failed(uint LandblockId, string Error) : LandblockStreamResult(LandblockId);
public sealed record Unloaded(uint LandblockId) : LandblockStreamResult(LandblockId);
/// <summary>
/// The worker loop itself crashed with an unhandled exception. Not tied
/// to a specific landblock — distinguished from <see cref="Failed"/>
/// because consumers typically route this to a fatal-log path rather
/// than retrying a single landblock later. LandblockId is 0 by
/// convention; readers should pattern-match on the type, not the id.
/// </summary>
public sealed record WorkerCrashed(string Error) : LandblockStreamResult(0);
}