acdream/src/AcDream.App/Rendering/Wb/BuildingRegistry.cs
Erik 9aaf97e785 Revert "Campaign V slice V4a" - it lost world multisampling
This reverts ceec3bc4. Two independent reasons, either sufficient.

The rendering regression. The slice deleted TextRenderGlStateScope, which
saved GL_MULTISAMPLE and GL_SAMPLE_ALPHA_TO_COVERAGE on entry, disabled them
for the text pass, and restored them on exit (TextRenderGlStateScope.cs:111-112
and 153-154 at the parent commit). Its replacement bakes that state into the
text pipeline but nothing restores it, and GlGpuPassEncoder.Dispose does not
either. Every world renderer is still raw GL at this point in the campaign, so
from the first UI frame onward the world drew with multisampling disabled.

The offline pixel gate caught it: 1,791 of 563,200 compared pixels differed,
0.318% against a 0.001 threshold. The commit message attributed this to
wall-clock-driven ambient animation shifting phase, and committed through the
failure. That explanation does not survive its own control: capturing twice at
the reverted-to commit differs by 19 pixels and twice at the slice's own commit
by 8, while base-versus-head differs by 1,791 - a 224x gap that no shared-noise
source explains. An amplified difference image settles it visually: the changed
pixels are the silhouette edges of every tree, building and rock, with terrain
interiors, water and the entire UI untouched. That is the signature of losing
edge antialiasing, not of animated sprites.

This is the exact failure mode two existing memory notes already warn about -
a mid-frame renderer must set every GL state it uses rather than inherit it,
and issue #52's lesson that a rendering migration must audit per-pass GL state
before declaring itself done.

The scope. The brief was three small leaf renderers plus additive frame-
lifecycle wiring, roughly ten files. The commit changed 334 files with 3,665
insertions and 3,845 deletions, including 323 public-to-internal visibility
conversions across the App assembly, 55 test files, two retired conformance
tests, and a self-described temporary escape hatch for bridging raw-GL viewport
textures. Even without the regression, that is not separable into the part
worth keeping and the part worth dropping.

Reverting rather than patching because the good work here - the RHI frame
lifecycle wiring and a genuine render-state-cache staleness fix - is small
enough to redo cleanly against a tightened spec, while untangling it from 300+
files of unrelated churn is not.

Post-revert: Release build clean, App suite back to 3,843 passed / 3 skipped,
offline pixel gate passing at 19 differing pixels.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 18:29:28 +02:00

73 lines
3.2 KiB
C#

using System;
using System.Collections.Generic;
namespace AcDream.App.Rendering.Wb;
/// <summary>
/// Phase A8 (2026-05-26): per-landblock registry of <see cref="Building"/>s.
/// Two-way indexed for O(1) cell→building and building-id→building lookups.
/// Built once per landblock at load time by <see cref="BuildingLoader"/>;
/// no mutations occur after initial population.
///
/// <para>The cell→building index uses a <c>List&lt;Building&gt;</c> value type
/// to handle the (rare but valid) case where two buildings share an EnvCell —
/// each building performs its own BFS so a shared boundary cell ends up in both
/// <c>EnvCellIds</c> sets. <see cref="GetBuildingsContainingCell"/> returns all
/// owners so RR7's render path can pick the correct one.</para>
///
/// <para>WB reference: <c>WorldBuilder.Shared/Services/PortalService.cs</c>
/// (<c>BuildingPortalGroup</c>). Design:
/// <c>docs/superpowers/specs/2026-05-26-phase-a8-wb-full-port-design.md</c>.</para>
/// </summary>
public sealed class BuildingRegistry
{
// Index 1: cell-id → list of buildings containing that cell.
// Cells may belong to multiple buildings (rare; handled via List<Building>).
private readonly Dictionary<uint, List<Building>> _byCellId = new();
// Index 2: building-id → Building.
private readonly Dictionary<uint, Building> _byBuildingId = new();
/// <summary>
/// Adds a building to both indexes. Idempotent if the exact same
/// <see cref="Building"/> instance is added twice with the same
/// <see cref="Building.BuildingId"/>.
/// </summary>
/// <param name="b">The building to register.</param>
public void Add(Building b)
{
if (_byBuildingId.TryGetValue(b.BuildingId, out var existing) && ReferenceEquals(existing, b))
return;
_byBuildingId[b.BuildingId] = b;
foreach (var cellId in b.EnvCellIds)
{
if (!_byCellId.TryGetValue(cellId, out var list))
{
list = new List<Building>();
_byCellId[cellId] = list;
}
if (!list.Contains(b)) list.Add(b);
}
}
/// <summary>
/// Returns the buildings containing <paramref name="cellId"/>.
/// Returns an empty read-only list when the cell isn't part of any
/// building (outdoor cells, dungeon cells not tagged by
/// <c>LandBlockInfo.Buildings</c>).
/// </summary>
/// <param name="cellId">Full 32-bit cell id.</param>
public IReadOnlyList<Building> GetBuildingsContainingCell(uint cellId) =>
_byCellId.TryGetValue(cellId, out var list) ? list : Array.Empty<Building>();
/// <summary>Returns the building with the given id, or <c>null</c> if not found.</summary>
/// <param name="buildingId">The building id as allocated by <see cref="BuildingLoader"/>.</param>
public Building? GetById(uint buildingId) =>
_byBuildingId.TryGetValue(buildingId, out var b) ? b : null;
/// <summary>Enumerates every registered building in unspecified order.</summary>
public IEnumerable<Building> All() => _byBuildingId.Values;
/// <summary>Number of registered buildings.</summary>
public int Count => _byBuildingId.Count;
}