The GL root cause was fixed infcade06(the gpu_us query-ring stale errors). This closes the remaining design debt: a genuinely-failed UploadMeshData was dropped permanently. Exact mechanism (traced this session): UploadMeshData's catch returns null, the staged item is already consumed, and _renderData stays empty - but the prepared data lingers in _cpuMeshCache, so the #128 EnsureLoaded re-arm hits PrepareMeshDataAsync's CPU-cache short-circuit (ObjectMeshManager.cs:448-453) which returns the cached data WITHOUT re-staging it for upload. The mesh stays invisible until CPU-cache eviction - session-sticky under low cache pressure (the in-tower scenario). Fix: the per-frame Tick drain (WbMeshAdapter) now re-stages a failed upload for the NEXT frame via ObjectMeshManager.UploadOrRequeue, bounded by MaxUploadRetries (3). The attempt counter lives on the ObjectMeshData object so it resets to 0 naturally on re-prepare. Re-stages are collected and re-enqueued AFTER the drain loop, never inside it, so a deterministic failure cannot spin the queue within a single frame; past the cap it gives up with a loud [up-retry] ... giving up line - a genuine GL defect now surfaces instead of the old silent permanent drop or an unbounded retry storm. Retail loads content synchronously and has no such failure mode; this converges the async pipeline toward that guarantee. The uncaught GenerateMipmaps path (open-question c) is INTENTIONALLY left to surface errors - a blanket catch there would mask future real defects (no-workarounds rule), and its trigger (fcade06) is retired. No visual gate (robustness). Build green; App.Tests 264 + WbMeshAdapter tests green. No GL-context test seam exists for the upload path, so the bounded retry is verified by construction + the regression suite. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
337 lines
15 KiB
C#
337 lines
15 KiB
C#
using System;
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using System.Collections.Generic;
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using AcDream.Core.Meshing;
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using AcDream.Core.Rendering;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using Microsoft.Extensions.Logging;
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using Microsoft.Extensions.Logging.Abstractions;
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using Silk.NET.OpenGL;
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namespace AcDream.App.Rendering.Wb;
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/// <summary>
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/// Single seam between acdream and WB's render pipeline. Owns the
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/// <c>ObjectMeshManager</c> instance and exposes a stable acdream-shaped API
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/// so the rest of the renderer doesn't need to know about WB's types directly.
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///
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/// <para>
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/// As of Phase O-T7, all DAT I/O routes through <see cref="DatCollectionAdapter"/>
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/// (backed by our shared <see cref="DatCollection"/>) — the separate
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/// <c>DefaultDatReaderWriter</c> file-handle set has been removed.
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/// </para>
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/// </summary>
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public sealed class WbMeshAdapter : IDisposable, IWbMeshAdapter
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{
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private readonly OpenGLGraphicsDevice? _graphicsDevice;
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private readonly ObjectMeshManager? _meshManager;
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private readonly DatCollection? _dats;
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private readonly AcSurfaceMetadataTable _metadataTable = new();
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private readonly HashSet<ulong> _metadataPopulated = new();
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/// <summary>
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/// True when this instance was created via <see cref="CreateUninitialized"/>;
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/// all public methods no-op when uninitialized.
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/// </summary>
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private readonly bool _isUninitialized;
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private bool _disposed;
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/// <summary>
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/// Constructs the full WB pipeline: OpenGLGraphicsDevice → DatCollectionAdapter
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/// → ObjectMeshManager.
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/// </summary>
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/// <param name="gl">Active Silk.NET GL context. Must be bound to the current
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/// thread (construction runs GL queries; call from OnLoad).</param>
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/// <param name="dats">acdream's DatCollection, used to populate the surface
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/// metadata side-table via <c>GfxObjMesh.Build</c>. Shares file handles with
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/// the rest of the client; read-only access from the render thread.</param>
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/// <param name="logger">Logger for the adapter; ObjectMeshManager uses
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/// NullLogger internally.</param>
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public WbMeshAdapter(GL gl, DatCollection dats, ILogger<WbMeshAdapter> logger)
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{
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ArgumentNullException.ThrowIfNull(gl);
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ArgumentNullException.ThrowIfNull(dats);
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ArgumentNullException.ThrowIfNull(logger);
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_dats = dats;
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_graphicsDevice = new OpenGLGraphicsDevice(gl, logger, new DebugRenderSettings());
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_graphicsDevice.ParticleBatcher = new ParticleBatcher(_graphicsDevice);
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// ConsoleErrorLogger surfaces WB's silently-caught exceptions
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// (ObjectMeshManager.PrepareMeshData try/catch at line ~589).
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_meshManager = new ObjectMeshManager(
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_graphicsDevice,
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new DatCollectionAdapter(dats),
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new ConsoleErrorLogger<ObjectMeshManager>());
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}
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/// <summary>
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/// Minimal Console-backed logger that fires only on
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/// <see cref="LogLevel.Error"/> and above. Format:
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/// <code>[wb-error] <message>
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/// [wb-error] <ExceptionType>: <ExceptionMessage>
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/// [wb-error] at <frame> (up to 5 frames)</code>
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/// Used to surface WB's silently-caught exceptions in
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/// <c>ObjectMeshManager.PrepareMeshData</c>.
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/// </summary>
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private sealed class ConsoleErrorLogger<T> : ILogger<T>
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{
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public IDisposable BeginScope<TState>(TState state) where TState : notnull => NullScope.Instance;
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public bool IsEnabled(LogLevel logLevel) => logLevel >= LogLevel.Error;
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public void Log<TState>(
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LogLevel logLevel, EventId eventId, TState state, Exception? exception,
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Func<TState, Exception?, string> formatter)
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{
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if (!IsEnabled(logLevel)) return;
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var message = formatter(state, exception);
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Console.WriteLine($"[wb-error] {message}");
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if (exception is not null)
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{
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Console.WriteLine($"[wb-error] {exception.GetType().Name}: {exception.Message}");
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var stack = (exception.StackTrace ?? "")
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.Split(new[] { '\r', '\n' }, StringSplitOptions.RemoveEmptyEntries)
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.Take(5);
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foreach (var s in stack) Console.WriteLine($"[wb-error] {s.Trim()}");
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}
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}
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private sealed class NullScope : IDisposable
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{
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public static readonly NullScope Instance = new();
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public void Dispose() { }
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}
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}
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private WbMeshAdapter()
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{
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// Uninitialized constructor — only for tests / flag-off cases where
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// the caller wants a Dispose-safe no-op instance.
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_isUninitialized = true;
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}
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/// <summary>Test/init helper — produces a Dispose-safe instance with no
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/// underlying mesh manager. Public methods are all no-ops.</summary>
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public static WbMeshAdapter CreateUninitialized() => new();
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/// <summary>
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/// The surface metadata side-table populated on each first
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/// <see cref="IncrementRefCount"/>. Queried by the draw dispatcher
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/// to determine translucency, luminosity, and fog behavior per batch.
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/// </summary>
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public AcSurfaceMetadataTable MetadataTable => _metadataTable;
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/// <summary>
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/// Phase A8 (2026-05-28): exposes the underlying <see cref="ObjectMeshManager"/>
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/// so <c>EnvCellRenderer</c> can share the same global mesh buffer (VAO/VBO/IBO).
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/// Returns null when the adapter is uninitialized.
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/// </summary>
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public ObjectMeshManager? MeshManager => _meshManager;
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/// <summary>
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/// Returns the WB render data for <paramref name="id"/>, or null if not
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/// yet uploaded or if this adapter is uninitialized. Increments WB's
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/// internal usage counter — use <see cref="TryGetRenderData"/> for
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/// render-loop lookups that should not affect lifecycle.
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/// </summary>
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public ObjectRenderData? GetRenderData(ulong id)
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{
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if (_isUninitialized || _meshManager is null) return null;
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return _meshManager.GetRenderData(id);
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}
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/// <summary>
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/// Returns the WB render data for <paramref name="id"/> without
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/// modifying reference counts. Returns null if the mesh is not yet
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/// uploaded. Safe for render-loop lookups.
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/// </summary>
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public ObjectRenderData? TryGetRenderData(ulong id)
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{
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if (_isUninitialized || _meshManager is null) return null;
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return _meshManager.TryGetRenderData(id);
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}
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/// <inheritdoc/>
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public void IncrementRefCount(ulong id)
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{
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if (_isUninitialized || _meshManager is null) return;
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_meshManager.IncrementRefCount(id);
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bool firstEver = _metadataPopulated.Add(id);
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if (firstEver)
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PopulateMetadata(id);
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// WB's IncrementRefCount alone only bumps a usage counter; it does
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// NOT trigger mesh loading. We must explicitly call PrepareMeshDataAsync
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// so the background workers actually decode the GfxObj. The result
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// auto-enqueues into _stagedMeshData (ObjectMeshManager line 510),
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// which Tick() drains onto the GPU. Until that completes,
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// TryGetRenderData(id) returns null and the dispatcher silently
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// skips the entity — standard streaming flicker.
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//
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// #128 (2026-06-11): Prepare must RE-ARM whenever the id has no render
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// data — NOT only on the first-ever registration. The old
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// first-ever-only gate (`if (_metadataPopulated.Add(id))`) permanently
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// lost any id whose initial decode was cancelled before completing
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// (landblock unload → CancelStagedUploads during login/teleport
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// churn) or whose upload was later LRU-evicted: every subsequent
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// registration skipped Prepare, so the mesh stayed invisible for the
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// session with zero log output — the dispatcher's slow path just
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// counted meshMissing forever (issue #55's 1.45M/5s mountain was this
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// bug's heartbeat). User-visible: the AAB3 tower staircase rendering
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// partially or not at all depending on the session's landblock
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// load/unload interleaving (#119/#128 "broken stairs"). Safe to call
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// unconditionally when data is absent: PrepareMeshDataAsync early-outs
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// on existing render data, returns the in-flight task when already
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// pending, and dedups via _preparationTasks.
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//
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// isSetup: false — acdream's MeshRefs already carry expanded
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// per-part GfxObj ids (0x01XXXXXX). WB's Setup-expansion path is
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// unused.
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if (firstEver || _meshManager.TryGetRenderData(id) is null)
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_meshManager.PrepareMeshDataAsync(id, isSetup: false);
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}
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/// <inheritdoc/>
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public void DecrementRefCount(ulong id)
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{
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if (_isUninitialized || _meshManager is null) return;
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_meshManager.DecrementRefCount(id);
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}
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/// <summary>
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/// #128 self-heal (2026-06-11): re-request a mesh load at the POINT OF
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/// USE. Registration-time re-arming was insufficient — a preparation
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/// cancelled by landblock churn AFTER the last registration event
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/// (running across blocks loads/unloads them repeatedly) left the mesh
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/// permanently unloadable with no later event to re-fire it. The draw
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/// dispatcher touches every missing-but-referenced mesh every frame (the
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/// meshMissing slow path) — that is the one place a retry can never be
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/// missed. Cheap and idempotent: PrepareMeshDataAsync early-outs on
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/// existing render data and returns the in-flight task when pending.
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/// Retail-equivalence: retail loads content synchronously — geometry is
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/// never permanently absent; this converges our async pipeline to the
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/// same guarantee.
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/// </summary>
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public void EnsureLoaded(ulong id)
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{
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if (_isUninitialized || _meshManager is null) return;
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_meshManager.PrepareMeshDataAsync(id, isSetup: false);
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}
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/// <summary>
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/// Per-frame drain of the WB pipeline's main-thread work queues. MUST be
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/// called once per frame from the render thread. Without this, the staged
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/// mesh data queue grows unbounded (memory leak) and queued GL actions
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/// never execute.
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///
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/// <para>
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/// Order matters: <c>ProcessGLQueue</c> runs first to apply any pending GL
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/// state changes (e.g., texture uploads queued by background workers
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/// during mesh prep). Then we drain staged mesh data, calling
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/// <c>UploadMeshData</c> on each item to materialize the actual GL VAO /
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/// VBO / IBO resources. After Tick, <c>GetRenderData</c> for any id
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/// previously passed to <c>IncrementRefCount</c> may return non-null.
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/// </para>
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///
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/// <para>
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/// No-op when the adapter is uninitialized (e.g., flag is off and the
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/// adapter was constructed via <c>CreateUninitialized</c>).
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/// </para>
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/// </summary>
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public void Tick()
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{
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if (_isUninitialized) return;
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if (_disposed) return;
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_graphicsDevice!.ProcessGLQueue();
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// #125: drain staged uploads; a FAILED upload (UploadMeshData returned
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// null from its catch) is re-staged for a LATER frame, not dropped. The
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// re-stages are collected and re-enqueued AFTER the loop — re-enqueuing
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// inside the while would let a deterministic failure spin the queue in a
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// single frame. UploadOrRequeue bounds the retries (MaxUploadRetries) so
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// a genuine defect surfaces loudly instead of the old silent sticky drop.
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List<ObjectMeshData>? requeue = null;
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while (_meshManager!.StagedMeshData.TryDequeue(out var meshData))
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{
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if (_meshManager.UploadOrRequeue(meshData))
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(requeue ??= new()).Add(meshData);
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}
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if (requeue is not null)
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foreach (var m in requeue)
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_meshManager.StagedMeshData.Enqueue(m);
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bool texProbe = AcDream.Core.Rendering.RenderingDiagnostics.ProbeTexFlushEnabled;
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var pendingBefore = texProbe
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? _meshManager.GetPendingTextureUpdateStats()
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: default;
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// #105 root cause (2026-06-10): TextureAtlasManager.AddTexture only STAGES
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// texture content (PBO write + ManagedGLTextureArray._pendingUpdates) — the
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// actual TexSubImage3D copies + mipmap regeneration happen in
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// ProcessDirtyUpdates, which WB drives ONCE PER FRAME from its render loop
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// (WB GameScene.cs:975 `_meshManager?.GenerateMipmaps()`, just before the
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// opaque pass). That call site lived in the GameScene file the N.4/O-T4
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// extraction replaced with GameWindow, so the driver was silently dropped:
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// staged updates only ever reached the GPU as a side effect of PBO growth,
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// and every layer staged after an array's LAST growth kept undefined
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// TexStorage3D content behind a valid resident bindless handle — the
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// intermittent white indoor walls (#105). Pre-fix evidence: 126 updates
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// stuck across 34/34 arrays at standstill (texflush-prefix.log). Tick()
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// runs before all draw passes (GameWindow OnRender), so this is the exact
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// WB-equivalent position.
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_meshManager.GenerateMipmaps();
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if (texProbe)
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EmitTexFlushProbe(pendingBefore);
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}
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// #105 apparatus state — see RenderingDiagnostics.ProbeTexFlushEnabled.
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private int _lastTexFlushBefore = -1;
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private int _texFlushHeartbeat;
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/// <summary>
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/// #105 apparatus: one <c>[tex-flush]</c> line on change of the staged-texture
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/// pending picture (plus a ~10 s heartbeat while anything is stuck). A healthy
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/// frame ends with <c>after=0</c>; <c>before==after>0</c> persisting at
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/// standstill is the white-walls mechanism live (staged uploads never applied).
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/// </summary>
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private void EmitTexFlushProbe((int PendingUpdates, int ArraysWithPending, int TotalArrays) before)
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{
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var after = _meshManager!.GetPendingTextureUpdateStats();
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bool changed = before.PendingUpdates != _lastTexFlushBefore;
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bool flushed = after.PendingUpdates != before.PendingUpdates;
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bool heartbeat = after.PendingUpdates > 0 && ++_texFlushHeartbeat >= 600;
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if (!changed && !flushed && !heartbeat) return;
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_texFlushHeartbeat = 0;
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_lastTexFlushBefore = before.PendingUpdates;
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Console.WriteLine(
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$"[tex-flush] before={before.PendingUpdates} after={after.PendingUpdates}" +
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$" arrays={after.ArraysWithPending}/{after.TotalArrays}" +
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$" (arraysBefore={before.ArraysWithPending})");
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}
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private void PopulateMetadata(ulong id)
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{
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if (_dats is null) return;
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if (!_dats.Portal.TryGet<GfxObj>((uint)id, out var gfxObj)) return;
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var subMeshes = GfxObjMesh.Build(gfxObj, _dats);
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for (int i = 0; i < subMeshes.Count; i++)
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{
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var sm = subMeshes[i];
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_metadataTable.Add(id, i, new AcSurfaceMetadata(
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sm.Translucency, sm.Luminosity, sm.Diffuse,
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sm.SurfOpacity, sm.NeedsUvRepeat, sm.DisableFog));
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}
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}
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/// <inheritdoc/>
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public void Dispose()
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{
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if (_disposed) return;
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_disposed = true;
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_meshManager?.Dispose();
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_graphicsDevice?.Dispose();
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}
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}
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