Files
VoxelForge/Source/VoxelForge/Private/VoxelDiffLayer.cpp
T
Fr0zkaandClaude Opus 5 8879045627 fix(correctness): cold-audit fixes -- tile-cache determinism bug, cache identities, lifetimes
Correctness round on AUDIT-COLD-2026-09-14.md (Codex; key fixes reviewed by me).

#7 (determinism, introduced by the tile-cache work): the refetch guard in GetDensityAt now
rebuilds on `bTileCacheContext != CP_UsesTileCacheWindow` or when the worker-local stack/core were
moved into a cache entry (`CP_ActiveTunnelDensityCache != nullptr`). A cache miss can no longer
evaluate a moved-from, empty operator stack. Test (VoxelForgeCorrectnessRoundTest): the pre-fix
binary CRASHED in the context-switch case (negative control); the fixed binary passes with 0/5
coarse and fine mismatches, and warm vs fresh origin-tile meshes are identical.

Also fixed, each with a focused test that passes:
- #3/#8: worker diff/surface/biome caches carry owner/layer identity (no cross-world reuse);
  #9: the shaft key gains LedgeSpacing/LedgeDepth and the island key BoundarySealThickness;
  #14: clearing passages bumps PassagesVersion; #21: HasAnyModInChunkRange is proportional to
  the queried range (the sealed-rock proof calls it per candidate).
- #1: the density-volume fill thread is paused/drained with generation; #2: each content manager
  joins its own decoration tasks before destruction; #15: non-finite/invalid modification
  geometry is rejected; #20: zero-width transition blend is guarded at runtime.
- Also #4-#6, #10-#13, #16-#18, #22. #19 is valid C++20 and unchanged.

Verified: canonical export b3e5f4c3..9b377; capability 20,830 / 10,909; fresh trace 841/841
identical, 0 origin-column mismatches; static mesher calls 18,078,130. Performance: two pairs
disagree in sign, and the means are final -2.5% static / -0.8% moving; no repeatable regression.

Known and NOT caused by this round: ClassifyTileSoundness and PassageLandsInOpenSpace were already
failing (15/17 in the grouped suite). Queued for investigation.

Ledger: first determinism launch hit the DDC fatal (crash folder 57DB6ADC, 23:21); the retry
exited 1 on the two known failures; one malformed multi-test launch was inconclusive; one
malformed trace launch was stopped; one launch with an unquoted project path found no test and its
retry passed. Everything else passed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
2026-09-15 00:29:46 +02:00

470 lines
17 KiB
C++

// VoxelDiffLayer.cpp
// Runtime terrain modification storage and evaluation.
#include "VoxelDiffLayer.h"
namespace
{
std::atomic<uint64> GNextDiffLayerLifetimeId{0};
bool IsFiniteVector(const FVector& Value)
{
return VoxelMath::IsFinite(Value.X)
&& VoxelMath::IsFinite(Value.Y)
&& VoxelMath::IsFinite(Value.Z);
}
bool IsValidModificationGeometry(const FVoxelModification& Mod)
{
if (!IsFiniteVector(Mod.Center) || !IsFiniteVector(Mod.BoxExtent)
|| !IsFiniteVector(Mod.CapsuleEnd)
|| !VoxelMath::IsFinite(Mod.Radius)
|| !VoxelMath::IsFinite(Mod.Strength)
|| !VoxelMath::IsFinite(Mod.Falloff)
|| Mod.Radius <= 0.0f || Mod.Falloff < 0.0f)
{
return false;
}
switch (Mod.Shape)
{
case EVoxelBrushShape::Sphere:
return true;
case EVoxelBrushShape::Box:
return Mod.BoxExtent.X > 0.0f
&& Mod.BoxExtent.Y > 0.0f
&& Mod.BoxExtent.Z > 0.0f;
case EVoxelBrushShape::Capsule:
return true; // A coincident pair of endpoints is a valid spherical capsule.
default:
return false;
}
}
double GetModificationBudgetVolume(const FVoxelModification& Mod)
{
switch (Mod.Shape)
{
case EVoxelBrushShape::Box:
{
// The SDF's falloff is a rounded outer band, so the expanded axis-aligned box is a
// conservative charge and remains cheap to compute.
const double Ex = static_cast<double>(Mod.BoxExtent.X) + static_cast<double>(Mod.Falloff);
const double Ey = static_cast<double>(Mod.BoxExtent.Y) + static_cast<double>(Mod.Falloff);
const double Ez = static_cast<double>(Mod.BoxExtent.Z) + static_cast<double>(Mod.Falloff);
return 8.0 * Ex * Ey * Ez;
}
case EVoxelBrushShape::Capsule:
{
// Charge the full capsule including its falloff shell: cylinder + two hemispheres.
const double OuterRadius = static_cast<double>(Mod.Radius) + static_cast<double>(Mod.Falloff);
const double SegmentLength = static_cast<double>(FVector::Dist(Mod.Center, Mod.CapsuleEnd));
return PI * OuterRadius * OuterRadius * SegmentLength
+ (4.0 / 3.0) * PI * OuterRadius * OuterRadius * OuterRadius;
}
case EVoxelBrushShape::Sphere:
default:
{
const double Radius = static_cast<double>(Mod.Radius);
return (4.0 / 3.0) * PI * Radius * Radius * Radius;
}
}
}
}
uint64 UVoxelDiffLayer::GetCacheLifetimeId() const
{
uint64 LifetimeId = CacheLifetimeId.load(std::memory_order_acquire);
if (LifetimeId != 0)
{
return LifetimeId;
}
const uint64 NewLifetimeId = GNextDiffLayerLifetimeId.fetch_add(1, std::memory_order_relaxed) + 1;
if (CacheLifetimeId.compare_exchange_strong(
LifetimeId,
NewLifetimeId,
std::memory_order_release,
std::memory_order_acquire))
{
return NewLifetimeId;
}
// Another worker initialized the identity first. Its value is written into LifetimeId by
// compare_exchange_strong on failure.
return LifetimeId;
}
//=============================================================================
// BUDGET CONFIGURATION
//=============================================================================
void UVoxelDiffLayer::SetBudget(int32 InMaxMods, float InMaxRadius, float InMaxVolume)
{
BudgetMaxMods = InMaxMods;
BudgetMaxRadius = InMaxRadius;
BudgetMaxVolume = InMaxVolume;
UE_LOG(LogTemp, Log, TEXT("[DiffLayer] Budget set: MaxMods=%d, MaxRadius=%.1f, MaxVolume=%.0f (0=unlimited)"),
BudgetMaxMods, BudgetMaxRadius, BudgetMaxVolume);
}
bool UVoxelDiffLayer::CanModify(float Radius) const
{
if (!VoxelMath::IsFinite(Radius) || Radius <= 0.0f)
{
return false;
}
// Check radius limit (always enforced, even if "unlimited" count/volume)
if (BudgetMaxRadius > 0.0f && Radius > BudgetMaxRadius)
{
return false;
}
// Check modification count limit
if (BudgetMaxMods > 0 && ModificationCount >= BudgetMaxMods)
{
return false;
}
// Check volume limit: would this brush push us over?
if (BudgetMaxVolume > 0.0f)
{
const double BrushVolume = (4.0 / 3.0) * PI
* static_cast<double>(Radius) * static_cast<double>(Radius) * static_cast<double>(Radius);
const double NewTotal = static_cast<double>(AccumulatedVolume) + BrushVolume;
if (!VoxelMath::IsFinite(BrushVolume) || BrushVolume > static_cast<double>(FLT_MAX)
|| !VoxelMath::IsFinite(NewTotal)
|| NewTotal > static_cast<double>(BudgetMaxVolume))
{
return false;
}
}
return true;
}
bool UVoxelDiffLayer::CanModify(const FVoxelModification& Mod) const
{
if (!IsValidModificationGeometry(Mod)) return false;
// Radius is the radial cap for spheres/capsules. A box's largest half-extent is its analogous
// brush radius; checking it separately prevents a direct API caller from hiding a huge box behind
// an unrelated small Radius field.
const float GeometryRadius = (Mod.Shape == EVoxelBrushShape::Box)
? FMath::Max3(Mod.BoxExtent.X, Mod.BoxExtent.Y, Mod.BoxExtent.Z)
: Mod.Radius;
if (BudgetMaxRadius > 0.0f && GeometryRadius > BudgetMaxRadius) return false;
if (BudgetMaxMods > 0 && ModificationCount >= BudgetMaxMods) return false;
const double BrushVolume = GetModificationBudgetVolume(Mod);
const double NewTotal = static_cast<double>(AccumulatedVolume) + BrushVolume;
if (!VoxelMath::IsFinite(BrushVolume) || BrushVolume > static_cast<double>(FLT_MAX)
|| !VoxelMath::IsFinite(NewTotal)) return false;
if (BudgetMaxVolume > 0.0f && NewTotal > static_cast<double>(BudgetMaxVolume)) return false;
return true;
}
int32 UVoxelDiffLayer::GetRemainingModifications() const
{
if (BudgetMaxMods <= 0) return -1; // Unlimited
return FMath::Max(0, BudgetMaxMods - ModificationCount);
}
float UVoxelDiffLayer::GetRemainingVolume() const
{
if (BudgetMaxVolume <= 0.0f) return -1.0f; // Unlimited
return FMath::Max(0.0f, BudgetMaxVolume - AccumulatedVolume);
}
//=============================================================================
// APPLY MODIFICATION
//=============================================================================
TArray<FIntVector> UVoxelDiffLayer::ApplyModification(const FVoxelModification& Mod)
{
TArray<FIntVector> AffectedChunks;
// Validate the complete geometry before radius clamping, budget accounting, or AABB math.
// FMath::Min(NaN, limit) and the shape switch's default sphere path would otherwise turn
// malformed API input into either a counter update or an invalid chunk range.
if (!IsValidModificationGeometry(Mod))
{
UE_LOG(LogTemp, Warning,
TEXT("[DiffLayer] Modification REJECTED — non-finite or invalid brush geometry"));
return AffectedChunks;
}
// --- Budget enforcement ---
// Preserve the historical radius clamp for spheres/capsules when a finite per-brush cap is set;
// the shape-aware check below still charges the resulting geometry and rejects oversized boxes.
const float ClampedRadius = (BudgetMaxRadius > 0.0f)
? FMath::Min(Mod.Radius, BudgetMaxRadius) : Mod.Radius;
FVoxelModification ClampedMod = Mod;
ClampedMod.Radius = ClampedRadius;
if (!CanModify(ClampedMod))
{
UE_LOG(LogTemp, Warning,
TEXT("[DiffLayer] Modification REJECTED — budget exceeded (count=%d/%d, volume=%.0f/%.0f)"),
ModificationCount, BudgetMaxMods, AccumulatedVolume, BudgetMaxVolume);
return AffectedChunks; // Empty = rejected
}
// Complete the world-AABB calculation before mutating the budget counters. Finite input can
// still overflow during Center +/- extent or address a chunk outside FIntVector's domain;
// neither case is a modification that this layer can store safely.
FVector BoundsMin, BoundsMax;
ClampedMod.GetWorldBounds(BoundsMin, BoundsMax);
auto WorldToChunk = [](float WorldCoord, int32& OutChunk) -> bool
{
if (!VoxelMath::IsFinite(WorldCoord))
{
return false;
}
const double ChunkCoord = FMath::FloorToDouble(
static_cast<double>(WorldCoord) / static_cast<double>(CHUNK_SIZE));
if (!VoxelMath::IsFinite(ChunkCoord)
|| ChunkCoord < static_cast<double>(MIN_int32)
|| ChunkCoord > static_cast<double>(MAX_int32))
{
return false;
}
OutChunk = static_cast<int32>(ChunkCoord);
return true;
};
int32 MinCX = 0, MaxCX = 0, MinCY = 0, MaxCY = 0, MinCZ = 0, MaxCZ = 0;
if (!WorldToChunk(BoundsMin.X, MinCX) || !WorldToChunk(BoundsMax.X, MaxCX)
|| !WorldToChunk(BoundsMin.Y, MinCY) || !WorldToChunk(BoundsMax.Y, MaxCY)
|| !WorldToChunk(BoundsMin.Z, MinCZ) || !WorldToChunk(BoundsMax.Z, MaxCZ))
{
UE_LOG(LogTemp, Warning,
TEXT("[DiffLayer] Modification REJECTED — brush bounds are not representable"));
return TArray<FIntVector>();
}
// Update budget counters
ModificationCount++;
const double BrushVolume = GetModificationBudgetVolume(ClampedMod);
AccumulatedVolume += static_cast<float>(BrushVolume);
{
// Write lock: blocks worker-thread readers (HasModifications / GetDensityOffset) while the map
// is mutated/rehashed. AffectedChunks is local; populate it in the same pass.
FWriteScopeLock Lock(ModsLock);
for (int32 CZ = MinCZ;; ++CZ)
{
for (int32 CY = MinCY;; ++CY)
{
for (int32 CX = MinCX;; ++CX)
{
FIntVector ChunkCoord(CX, CY, CZ);
// Store the modification in this chunk's list
ChunkMods.FindOrAdd(ChunkCoord).Add(ClampedMod);
// Track which chunks need re-meshing
AffectedChunks.Add(ChunkCoord);
if (CX == MaxCX) break;
}
if (CY == MaxCY) break;
}
if (CZ == MaxCZ) break;
}
// Publish: subsequent readers must now take the lock instead of fast-rejecting, and
// worker-side snapshots keyed on the version re-copy their chunk's list.
bHasAnyMods.store(true, std::memory_order_release);
ModsVersion.fetch_add(1, std::memory_order_release);
}
UE_LOG(LogTemp, Log,
TEXT("[DiffLayer] Modification #%d at (%.0f, %.0f, %.0f) R=%.1f S=%.1f -> %d chunks (budget: %d/%d mods, %.0f/%.0f vol)"),
ModificationCount,
ClampedMod.Center.X, ClampedMod.Center.Y, ClampedMod.Center.Z,
ClampedMod.Radius, ClampedMod.Strength,
AffectedChunks.Num(),
ModificationCount, BudgetMaxMods,
AccumulatedVolume, BudgetMaxVolume);
return AffectedChunks;
}
//=============================================================================
// DENSITY EVALUATION
//=============================================================================
float UVoxelDiffLayer::GetDensityOffset(const FIntVector& ChunkCoord,
float WorldX, float WorldY, float WorldZ) const
{
// Lock-free fast reject: no carves anywhere -> nothing to offset.
if (!bHasAnyMods.load(std::memory_order_acquire)) return 0.0f;
// Hold the read lock for the whole body: Mods points INTO the map and is dereferenced through the
// falloff loop, so the map must not be rehashed by a concurrent writer meanwhile. NOTE: hot-path
// callers (the generator) should prefer GetChunkModsSnapshot + EvaluateMods — one lock per chunk
// instead of one per voxel.
FReadScopeLock Lock(ModsLock);
const TArray<FVoxelModification>* Mods = ChunkMods.Find(ChunkCoord);
if (!Mods || Mods->Num() == 0) return 0.0f;
return EvaluateMods(*Mods, WorldX, WorldY, WorldZ);
}
void UVoxelDiffLayer::GetChunkModsSnapshot(const FIntVector& ChunkCoord, TArray<FVoxelModification>& Out) const
{
Out.Reset();
if (!bHasAnyMods.load(std::memory_order_acquire)) return;
FReadScopeLock Lock(ModsLock);
if (const TArray<FVoxelModification>* Mods = ChunkMods.Find(ChunkCoord))
{
Out = *Mods;
}
}
bool UVoxelDiffLayer::HasAnyModInChunkRange(const FIntVector& MinChunk, const FIntVector& MaxChunk) const
{
if (!bHasAnyMods.load(std::memory_order_acquire)) return false;
if (MinChunk.X > MaxChunk.X || MinChunk.Y > MaxChunk.Y || MinChunk.Z > MaxChunk.Z)
{
return false;
}
// ApplyModification registers a mod in every chunk its AABB overlaps, so looking up the keys in
// the queried range is conservative and proportional to that range. Do not walk ChunkMods:
// the edit history can grow without bound while a sealed-solid candidate is being proved.
FReadScopeLock Lock(ModsLock);
for (int32 CZ = MinChunk.Z;; ++CZ)
{
for (int32 CY = MinChunk.Y;; ++CY)
{
for (int32 CX = MinChunk.X;; ++CX)
{
if (const TArray<FVoxelModification>* Mods = ChunkMods.Find(FIntVector(CX, CY, CZ)))
{
if (Mods->Num() > 0) return true;
}
if (CX == MaxChunk.X) break;
}
if (CY == MaxChunk.Y) break;
}
if (CZ == MaxChunk.Z) break;
}
return false;
}
float UVoxelDiffLayer::EvaluateMods(const TArray<FVoxelModification>& Mods,
float WorldX, float WorldY, float WorldZ)
{
float TotalOffset = 0.0f;
const FVector Pos(WorldX, WorldY, WorldZ);
// smoothstep helper (full strength when t<=0, zero when t>=1).
auto Smooth01 = [](float T) -> float
{
T = FMath::Clamp(T, 0.0f, 1.0f);
return 1.0f - T * T * (3.0f - 2.0f * T);
};
for (const FVoxelModification& Mod : Mods)
{
float Falloff = 0.0f;
switch (Mod.Shape)
{
case EVoxelBrushShape::Box:
{
// Box SDF (negative inside), then fade over the Falloff band outside.
const FVector Q = (Pos - Mod.Center).GetAbs() - Mod.BoxExtent;
const float Outside = FVector(FMath::Max(Q.X, 0.0f), FMath::Max(Q.Y, 0.0f), FMath::Max(Q.Z, 0.0f)).Size();
const float Inside = FMath::Min(FMath::Max3(Q.X, Q.Y, Q.Z), 0.0f);
const float S = Outside + Inside; // <=0 inside the box
const float Band = FMath::Max(Mod.Falloff, 0.01f);
if (S >= Band) continue;
Falloff = Smooth01(FMath::Max(S, 0.0f) / Band);
break;
}
case EVoxelBrushShape::Capsule:
{
// Distance to the segment minus the tube radius, faded over Falloff.
const FVector AB = Mod.CapsuleEnd - Mod.Center;
const FVector AP = Pos - Mod.Center;
const float T = FMath::Clamp(FVector::DotProduct(AP, AB) / FMath::Max(FVector::DotProduct(AB, AB), KINDA_SMALL_NUMBER), 0.0f, 1.0f);
const float SegDist = FVector::Dist(Pos, Mod.Center + AB * T);
const float S = SegDist - Mod.Radius; // <=0 inside the tube
const float Band = FMath::Max(Mod.Falloff, 0.01f);
if (S >= Band) continue;
Falloff = Smooth01(FMath::Max(S, 0.0f) / Band);
break;
}
case EVoxelBrushShape::Sphere:
default:
{
const float Dist = FVector::Dist(Pos, Mod.Center);
if (Dist >= Mod.Radius) continue;
Falloff = Smooth01(Dist / Mod.Radius);
break;
}
}
TotalOffset += Mod.Strength * Falloff;
}
return TotalOffset;
}
bool UVoxelDiffLayer::HasModifications(const FIntVector& ChunkCoord) const
{
// Lock-free fast reject: no carves anywhere -> the map is empty, skip lock + lookup entirely.
if (!bHasAnyMods.load(std::memory_order_acquire)) return false;
FReadScopeLock Lock(ModsLock); // worker threads read concurrently; serialised vs. writers
const TArray<FVoxelModification>* Mods = ChunkMods.Find(ChunkCoord);
return Mods && Mods->Num() > 0;
}
//=============================================================================
// MANAGEMENT
//=============================================================================
void UVoxelDiffLayer::Clear()
{
int32 Count = GetTotalModificationCount();
{
// Write lock: workers may be mid-read. Flip the fast-path flag false BEFORE emptying so any
// reader that loads it afterwards skips the map without locking.
FWriteScopeLock Lock(ModsLock);
bHasAnyMods.store(false, std::memory_order_release);
ChunkMods.Empty();
ModsVersion.fetch_add(1, std::memory_order_release); // invalidate worker snapshots
}
// Reset budget counters — player gets a fresh budget after clear/season reset
ModificationCount = 0;
AccumulatedVolume = 0.0f;
UE_LOG(LogTemp, Log, TEXT("[DiffLayer] Cleared %d modifications, budget reset"), Count);
}
int32 UVoxelDiffLayer::GetTotalModificationCount() const
{
FReadScopeLock Lock(ModsLock);
int32 Total = 0;
for (const auto& Pair : ChunkMods)
{
Total += Pair.Value.Num();
}
return Total;
}
int32 UVoxelDiffLayer::GetModifiedChunkCount() const
{
FReadScopeLock Lock(ModsLock);
return ChunkMods.Num();
}