Per Phase A.5 spec §4.6 Change #1: when an LB is invisible AND animatedEntityIds is non-empty, the inner loop walked every entity in the LB just to find the few animated ones. At ~10.7K entities (N1=4) that is wasted iteration cost per frame. Extracted a pure-CPU internal static WalkEntities helper. When LB is invisible: iterate animatedEntityIds directly and look each up in a per-LB AnimatedById dictionary (typically <50 animated vs ~10K total). When LB is visible: walk all entities as before. GpuWorldState.LandblockEntries now yields an AnimatedById map as a 5th tuple field alongside the AABB tuple. Dictionary is built on each yield (cheap — ~132 entities/LB max). A caching layer is out of A.5 scope. WbDrawDispatcher.Draw signature updated to consume the 5-tuple. GameWindow.cs call site passes _worldState.LandblockEntries which now yields the 5-tuple — no change needed there. 8 new tests in WbDrawDispatcherBucketingTests cover T17 Change #1 (invisible LB / animated set / neverCull / null frustum) and T18 Change #2 guard tests (cached AABB / dirty flag / animated bypass). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
429 lines
18 KiB
C#
429 lines
18 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using AcDream.App.Rendering.Wb;
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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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/// Render-thread-owned registry of currently-loaded landblocks and their
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/// entities. All mutation happens in <see cref="StreamingController.Tick"/>
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/// on the render thread; the renderer reads <see cref="Entities"/> once per
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/// frame.
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///
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/// <para>
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/// Replaces the pre-streaming flat <c>_entities</c> list. This class is the
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/// single point of truth for "what's in the world right now" and the only
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/// thing that mutates it.
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/// </para>
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///
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/// <para>
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/// <b>Pending live entities.</b> Live <c>CreateObject</c> spawns can race
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/// against streaming: the server may send a spawn for landblock X before
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/// X is loaded into <see cref="_loaded"/> (frequently true on the first
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/// frame after login, where the entire post-login spawn flood drains
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/// before the streaming controller has finished loading the visible
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/// window). To survive this race, <see cref="AppendLiveEntity"/> stores
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/// orphaned spawns in a per-landblock pending bucket. When
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/// <see cref="AddLandblock"/> later loads the landblock, the matching
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/// pending entries are merged into the loaded record before the flat
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/// view rebuild. <see cref="RemoveLandblock"/> drops pending entries for
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/// the same landblock — if the landblock just left the visible window,
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/// any spawns that came with it are no longer relevant.
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/// </para>
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///
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/// <remarks>
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/// Threading: not thread-safe. All calls must happen on the render thread.
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/// </remarks>
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/// </summary>
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public sealed class GpuWorldState
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{
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private readonly LandblockSpawnAdapter? _wbSpawnAdapter;
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private readonly EntitySpawnAdapter? _wbEntitySpawnAdapter;
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public GpuWorldState(
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LandblockSpawnAdapter? wbSpawnAdapter = null,
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EntitySpawnAdapter? wbEntitySpawnAdapter = null)
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{
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_wbSpawnAdapter = wbSpawnAdapter;
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_wbEntitySpawnAdapter = wbEntitySpawnAdapter;
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}
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private readonly Dictionary<uint, LoadedLandblock> _loaded = new();
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private readonly Dictionary<uint, (Vector3 Min, Vector3 Max)> _aabbs = new();
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/// <summary>
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/// Per-landblock buffer of live entities awaiting their landblock's
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/// arrival. Keyed by canonical landblock id (<c>0xAAAA0xFFFF</c>).
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/// Drained into <see cref="_loaded"/> in <see cref="AddLandblock"/>.
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/// </summary>
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private readonly Dictionary<uint, List<WorldEntity>> _pendingByLandblock = new();
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/// <summary>
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/// Entities that must survive landblock unloads (e.g. the player character).
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/// On RemoveLandblock, these are rescued and re-parked as pending for their
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/// current canonical landblock.
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/// </summary>
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private readonly HashSet<uint> _persistentGuids = new();
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// Cached flat view over all entities across all loaded landblocks,
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// rebuilt on each add/remove. The renderer holds a reference to this
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// list, so rebuilding it replaces the reference atomically.
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private IReadOnlyList<WorldEntity> _flatEntities = System.Array.Empty<WorldEntity>();
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public IReadOnlyList<WorldEntity> Entities => _flatEntities;
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public IReadOnlyCollection<uint> LoadedLandblockIds => _loaded.Keys;
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public bool IsLoaded(uint landblockId) => _loaded.ContainsKey(landblockId);
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/// <summary>
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/// Try to grab the loaded record for a landblock — useful for callers
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/// that need to enumerate entities before the landblock is dropped
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/// (e.g. unregistering dynamic lights on a RemoveLandblock).
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/// </summary>
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public bool TryGetLandblock(uint landblockId, out LoadedLandblock? lb)
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{
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if (_loaded.TryGetValue(landblockId, out var found))
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{
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lb = found;
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return true;
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}
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lb = null;
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return false;
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}
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/// <summary>
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/// Store the axis-aligned bounding box for a loaded landblock. Called from
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/// the render thread after the terrain mesh is built and uploaded.
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/// </summary>
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public void SetLandblockAabb(uint landblockId, Vector3 min, Vector3 max)
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{
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_aabbs[landblockId] = (min, max);
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}
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/// <summary>
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/// Per-landblock iteration with AABB data for use by the frustum-culling
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/// draw path. Landblocks without a stored AABB yield <see cref="Vector3.Zero"/>
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/// for both corners, which the culler will conservatively treat as visible.
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///
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/// <para>
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/// A.5 T17: also yields an <c>AnimatedById</c> dictionary built on the fly
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/// from the landblock's entity list. This lets <see cref="WbDrawDispatcher"/>
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/// skip the full entity walk when the landblock is frustum-culled but animated
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/// entities inside it must still be processed (Change #1).
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/// Building the dict per-yield is cheap (~132 entities/LB max). A caching
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/// layer is out of A.5 scope.
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/// </para>
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/// </summary>
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public IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax,
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IReadOnlyList<WorldEntity> Entities,
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IReadOnlyDictionary<uint, WorldEntity>? AnimatedById)> LandblockEntries
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{
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get
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{
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foreach (var kvp in _loaded)
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{
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// Build AnimatedById on the fly — cheap (~132 entities/LB max).
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var byId = new Dictionary<uint, WorldEntity>(kvp.Value.Entities.Count);
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foreach (var e in kvp.Value.Entities)
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byId[e.Id] = e;
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if (_aabbs.TryGetValue(kvp.Key, out var aabb))
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yield return (kvp.Key, aabb.Min, aabb.Max, kvp.Value.Entities, byId);
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else
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yield return (kvp.Key, Vector3.Zero, Vector3.Zero, kvp.Value.Entities, byId);
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}
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}
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}
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/// <summary>
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/// Total live entities currently parked in the pending bucket waiting
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/// for their landblock to arrive. Useful diagnostic for verifying the
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/// pending path is doing its job.
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/// </summary>
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public int PendingLiveEntityCount => _pendingByLandblock.Values.Sum(list => list.Count);
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public void AddLandblock(LoadedLandblock landblock)
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{
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// If pending live entities have been waiting for this landblock,
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// merge them into the LoadedLandblock record before storing. The
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// record's Entities field is IReadOnlyList; we replace the whole
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// list rather than try to mutate in place.
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if (_pendingByLandblock.TryGetValue(landblock.LandblockId, out var pending) && pending.Count > 0)
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{
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var merged = new List<WorldEntity>(landblock.Entities.Count + pending.Count);
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merged.AddRange(landblock.Entities);
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merged.AddRange(pending);
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landblock = new LoadedLandblock(landblock.LandblockId, landblock.Heightmap, merged);
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_pendingByLandblock.Remove(landblock.LandblockId);
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}
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_loaded[landblock.LandblockId] = landblock;
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if (_wbSpawnAdapter is not null)
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_wbSpawnAdapter.OnLandblockLoaded(_loaded[landblock.LandblockId]);
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RebuildFlatView();
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}
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/// <summary>
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/// Mark a server-GUID as persistent — this entity survives landblock unloads
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/// and gets re-parked as pending for its current canonical landblock.
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/// </summary>
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public void MarkPersistent(uint serverGuid)
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{
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_persistentGuids.Add(serverGuid);
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}
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/// <summary>
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/// Move a persistent entity from its current landblock slot to a new one.
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/// Called every frame for the player entity so it stays in the landblock
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/// matching its actual position (not its spawn landblock). Without this,
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/// the entity stays in the spawn landblock and gets frustum-culled when
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/// the player walks away.
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/// </summary>
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public void RelocateEntity(WorldEntity entity, uint newCanonicalLb)
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{
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if (entity.ServerGuid == 0) return;
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// Remove from current landblock (find it by scanning)
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foreach (var kvp in _loaded)
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{
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var entities = kvp.Value.Entities;
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for (int i = 0; i < entities.Count; i++)
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{
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if (ReferenceEquals(entities[i], entity))
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{
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if (kvp.Key == newCanonicalLb) return; // already in the right place
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// Remove from old
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var newList = new List<WorldEntity>(entities.Count - 1);
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for (int j = 0; j < entities.Count; j++)
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if (j != i) newList.Add(entities[j]);
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_loaded[kvp.Key] = new LoadedLandblock(kvp.Value.LandblockId, kvp.Value.Heightmap, newList);
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// Add to new (via AppendLiveEntity which handles pending)
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AppendLiveEntity(newCanonicalLb, entity);
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return;
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}
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}
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}
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}
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public void RemoveLandblock(uint landblockId)
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{
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if (_wbSpawnAdapter is not null)
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_wbSpawnAdapter.OnLandblockUnloaded(landblockId);
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// Rescue persistent entities before removal. These get appended
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// to the _persistentRescued list; the caller is responsible for
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// re-injecting them (via AppendLiveEntity) into whatever landblock
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// the player is currently on.
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if (_loaded.TryGetValue(landblockId, out var lb))
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{
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foreach (var entity in lb.Entities)
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{
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if (entity.ServerGuid != 0 && _persistentGuids.Contains(entity.ServerGuid))
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{
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_persistentRescued.Add(entity);
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}
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}
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}
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_pendingByLandblock.Remove(landblockId);
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_aabbs.Remove(landblockId);
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if (_loaded.Remove(landblockId))
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RebuildFlatView();
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}
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private readonly List<WorldEntity> _persistentRescued = new();
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/// <summary>
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/// Drain entities rescued from unloaded landblocks. The caller should
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/// re-inject each via <see cref="AppendLiveEntity"/> with its current position.
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/// </summary>
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public List<WorldEntity> DrainRescued()
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{
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if (_persistentRescued.Count == 0) return _persistentRescued;
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var result = new List<WorldEntity>(_persistentRescued);
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_persistentRescued.Clear();
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return result;
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}
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/// <summary>
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/// Remove every entity with the given <paramref name="serverGuid"/> from
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/// all loaded landblocks AND all pending buckets, then rebuild the flat
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/// view. Used by the live <c>CreateObject</c> handler to de-duplicate
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/// when the server re-sends a spawn (visibility refresh, landblock
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/// crossing, etc.). Without this, multiple copies of the same NPC
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/// accumulate in the renderer, each with its own <c>PaletteOverride</c>
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/// and <c>MeshRefs</c> — producing "NPC clothing flickers as I turn the
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/// camera" because the depth test picks different duplicates frame-to-frame.
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///
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/// Safe to call with a server guid that's not currently present — no-op.
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/// </summary>
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public void RemoveEntityByServerGuid(uint serverGuid)
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{
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if (serverGuid == 0) return;
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// Phase N.4 Task 17: release per-instance state for server-spawned
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// entities. No-op for atlas-tier entities (never registered).
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_wbEntitySpawnAdapter?.OnRemove(serverGuid);
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bool rebuiltLoaded = false;
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// Scan loaded landblocks. ToArray() so we can mutate _loaded inside.
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foreach (var kvp in _loaded.ToArray())
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{
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var lb = kvp.Value;
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int foundCount = 0;
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for (int i = 0; i < lb.Entities.Count; i++)
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if (lb.Entities[i].ServerGuid == serverGuid) foundCount++;
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if (foundCount == 0) continue;
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var newList = new List<WorldEntity>(lb.Entities.Count - foundCount);
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foreach (var e in lb.Entities)
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if (e.ServerGuid != serverGuid) newList.Add(e);
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_loaded[kvp.Key] = new LoadedLandblock(lb.LandblockId, lb.Heightmap, newList);
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rebuiltLoaded = true;
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}
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// Scrub pending buckets too — a duplicate CreateObject may arrive
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// while the landblock is still loading.
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foreach (var kvp in _pendingByLandblock)
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kvp.Value.RemoveAll(e => e.ServerGuid == serverGuid);
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if (rebuiltLoaded) RebuildFlatView();
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}
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/// <summary>
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/// Append an entity to a specific landblock's slot. Used by the live
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/// CreateObject path where the server spawns entities at a server-side
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/// position whose landblock may or may not be loaded yet.
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///
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/// <para>
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/// The server's <c>landblockId</c> is in cell-resolved form
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/// (<c>0xAAAA00CC</c>: high byte X, second byte Y, low 16 bits cell
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/// index within the landblock). The streaming system stores landblocks
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/// keyed by their canonical <c>0xAAAA0xFFFF</c> form. Canonicalize
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/// on the way in so callers don't have to think about it.
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/// </para>
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///
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/// <para>
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/// Outcome:
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/// <list type="bullet">
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/// <item>If the landblock is already loaded, the entity is appended
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/// to its <c>Entities</c> list and the flat view is rebuilt
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/// immediately.</item>
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/// <item>If the landblock is not yet loaded, the entity is parked
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/// in <see cref="_pendingByLandblock"/> and will be merged
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/// into the next <see cref="AddLandblock"/> for the same id.</item>
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/// </list>
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/// </para>
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/// </summary>
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public void AppendLiveEntity(uint landblockId, WorldEntity entity)
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{
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// Phase N.4 Task 17: route server-spawned entities through the
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// per-instance adapter. Atlas-tier entities (ServerGuid == 0) are
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// skipped by OnCreate — it returns null immediately for those.
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_wbEntitySpawnAdapter?.OnCreate(entity);
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uint canonicalLandblockId = (landblockId & 0xFFFF0000u) | 0xFFFFu;
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if (_loaded.TryGetValue(canonicalLandblockId, out var lb))
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{
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// Hot path — landblock is already loaded. Rebuild the record
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// with the new entity appended.
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var newEntities = new List<WorldEntity>(lb.Entities.Count + 1);
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newEntities.AddRange(lb.Entities);
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newEntities.Add(entity);
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_loaded[canonicalLandblockId] = new LoadedLandblock(lb.LandblockId, lb.Heightmap, newEntities);
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RebuildFlatView();
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return;
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}
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// Cold path — landblock not yet loaded. Park the entity in the
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// pending bucket; AddLandblock will pick it up when the streamer
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// delivers the matching landblock.
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if (!_pendingByLandblock.TryGetValue(canonicalLandblockId, out var bucket))
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{
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bucket = new List<WorldEntity>();
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_pendingByLandblock[canonicalLandblockId] = bucket;
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}
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bucket.Add(entity);
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}
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/// <summary>
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/// Drop all entities from a landblock without removing the terrain. Used
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/// by two-tier streaming when a landblock crosses Near→Far hysteresis.
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/// Per Phase A.5 spec §4.4.
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///
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/// <para>
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/// <b>Persistent-entity rescue is intentionally omitted</b> (unlike
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/// <see cref="RemoveLandblock"/>): demote-tier entities are atlas-tier
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/// only (procedural scenery, dat-static stabs/buildings) — they never
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/// have <c>ServerGuid != 0</c> and so can never be in <see cref="_persistentGuids"/>.
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/// The local player and other live server-spawned entities live in their
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/// landblock via <c>RelocateEntity</c> per frame and are not affected
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/// by Near→Far demotion of dat-static landblock layers.
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/// </para>
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/// </summary>
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public void RemoveEntitiesFromLandblock(uint landblockId)
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{
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// A.5 T14 follow-up: canonicalize for symmetry with AppendLiveEntity.
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// Streaming callers always pass canonical (0xAAAA0xFFFF) ids; this
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// protects against future callers that mirror AppendLiveEntity's
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// cell-resolved-id pattern.
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uint canonical = (landblockId & 0xFFFF0000u) | 0xFFFFu;
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if (!_loaded.TryGetValue(canonical, out var lb)) return;
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if (_wbSpawnAdapter is not null)
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_wbSpawnAdapter.OnLandblockUnloaded(canonical);
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_loaded[canonical] = new LoadedLandblock(lb.LandblockId, lb.Heightmap, System.Array.Empty<WorldEntity>());
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_pendingByLandblock.Remove(canonical);
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RebuildFlatView();
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}
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/// <summary>
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/// Merge entities into an existing-loaded landblock. Used by two-tier
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/// streaming for the Far→Near promotion case (terrain already loaded;
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/// entity layer streaming in). Falls back to the pending bucket if the
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/// landblock isn't loaded yet (handles the rare "promote arrives before
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/// far load completes" race).
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/// Per Phase A.5 spec §4.4.
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///
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/// <para>
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/// <b>Landblock id is canonicalized</b> (low 16 bits forced to 0xFFFF) —
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/// callers may pass cell-resolved ids and they will key correctly.
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/// </para>
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/// </summary>
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public void AddEntitiesToExistingLandblock(uint landblockId, IReadOnlyList<WorldEntity> entities)
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{
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// A.5 T14 follow-up: canonicalize for symmetry with AppendLiveEntity.
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uint canonical = (landblockId & 0xFFFF0000u) | 0xFFFFu;
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if (!_loaded.TryGetValue(canonical, out var lb))
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{
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// Park as pending — same pattern as AppendLiveEntity for not-yet-loaded LBs.
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if (!_pendingByLandblock.TryGetValue(canonical, out var bucket))
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{
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bucket = new List<WorldEntity>();
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_pendingByLandblock[canonical] = bucket;
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}
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bucket.AddRange(entities);
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return;
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}
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var merged = new List<WorldEntity>(lb.Entities.Count + entities.Count);
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merged.AddRange(lb.Entities);
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merged.AddRange(entities);
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_loaded[canonical] = new LoadedLandblock(lb.LandblockId, lb.Heightmap, merged);
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if (_wbSpawnAdapter is not null)
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_wbSpawnAdapter.OnLandblockLoaded(_loaded[canonical]);
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RebuildFlatView();
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}
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private void RebuildFlatView()
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{
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_flatEntities = _loaded.Values.SelectMany(lb => lb.Entities).ToArray();
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}
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}
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