chore: ISS via standalone descriptor + per-asset bundles - #8805
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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- Append platform suffix to per-asset bundle URL in descriptor mode so it matches the deployed AB filename. - Use entry.hash as the in-bundle asset name in both bundle and descriptor modes — per-asset bundles are baked with the same name-by-hash convention. - Count AB-promise failures via AddFailedAsset so the LOD can still reach RESOLVED and UnloadLODForISS gets a chance to bridge the successful assets. - Expose InitialSceneStateLOD.SceneID for per-scene debug filtering. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Drop the per-asset IsISS flag. The descriptor owns a per-hash bridge-slot counter capped at metadata.assets.Count(a => a.hash == hash) — so the bridge never holds more copies of an asset than the scene actually needs. - ISSDescriptor: TryReserveBridgeSlot / ReleaseBridgeSlot, HashCapacity. - CleanUpGltfContainerSystem: putInBridge = partition close && slot successfully reserved. - ResolveISSLODSystem: releases the slot when popping from gltfCache. - GltfContainerAsset.IsISS and the bool isPartOfISS plumbing through Utils.TryCreateGltfObject and GltfContainerAsset.Create are gone. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This reverts commit 9e66ef8.
This reverts commit b05ca70.
Drops the IInitialSceneState/InitialSceneStateInfo indirection: the bundle ref and ISS-asset HashSet were duplicating what the descriptor already knows. ISSDescriptor now owns scene-lifetime cleanup via AttachAssetBundle(Action) + Dereference, exposes IsBundleAsset for O(1) hash redirects, and surfaces Assets directly (drops the redundant Metadata property). Callback is typed as Action rather than AssetBundleData to keep DCL.Network clear of the ECS asmdef (would otherwise cycle through SceneRunner.Scene). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
ISSDescriptor moves out of DCL.Network into ECS InitialSceneState folder so it can hold the typed AssetBundleData ref directly. Field is removed from SceneEntityDefinition (which is a JSON DTO, not a state holder) and replaced with a static ISSDescriptorCache.INSTANCE keyed by scene id. A LoadISSDescriptorSystem (LoadSystemBase) owns the JSON fetch + HEAD probe and the v49 manifest gate; pre-v49 short-circuits to NONE without HTTP work. Two trigger sites lazily fire promises: LoadSceneSystemLogicBase before its bundle prefetch, and UpdateSceneLODInfoSystem at level 0 (new AWAITING_DESCRIPTOR state on InitialSceneStateLOD avoids re-spawning entities per tick). Cache dedupes the two via GetISSDescriptor.Equals by scene id. Sync consumers (TransformsPlugin, CleanUpGltfContainerSystem, ResolveISSLODSystem, PrepareAssetBundleLoadingParametersSystem, EarlySceneRequestSystem, SceneFacade.Dispose) read via the cache; GetISSDescriptor is registered with GlobalDeferredLoadingSystem so its state transitions to Allowed. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
…n cache ISSDescriptor's typed AssetBundleData ref forced an asmdef cycle if the field lived on SceneEntityDefinition / SceneData. The fix mirrors the old IInitialSceneState shape: an IISSDescriptor interface in SceneRunner.Scene that the concrete ISSDescriptor (in ECS InitialSceneState) implements. ISceneData/SceneData now carries an IISSDescriptor? — scene-runtime consumers (plugins, CleanUp, SceneFacade.Dispose) read through it. LoadISSDescriptorSystem takes IStreamableCache via DI (a NoCache with useOngoingRequestCache so concurrent triggers share the resolved instance). The singleton ISSDescriptorCache is gone. For global-world LOD systems that don't have ISceneData, the resolved descriptor settles onto SceneDefinitionComponent via a new ResolveISSDescriptorSystem that lazily spawns + consumes the promise per definition entity. UpdateSceneLODInfoSystem and ResolveISSLODSystem read from SceneDefinitionComponent.ISSDescriptor directly. EarlySceneRequestSystem drops its pre-warm branch — descriptor resolution is now lazy so the early-warm always missed. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
LoadISSDescriptorSystem now writes resolved descriptors through a typed IDiskCache<ISSDescriptor>: GetISSDescriptor.DiskHashCompute keys by scene id, ISSDescriptorDiskSerializer stores a single JSON document carrying both state (Bundle/Descriptor/None) and assets so the cache files open in any text editor. ISSDescriptorDiskCache wraps the disk cache to skip writes for NONE results — non-ISS scenes incur a quiet 404 on revisit instead of littering the cache with empty stubs. Descriptor URL is hardcoded to the LOD manifest bucket (https://lod-unity-bucket-dev-0871c25.s3.us-east-1.amazonaws.com/lods-unity/manifests/ {sceneId}_StaticSceneDescriptor.json); StreamingAssets path is gone. 404s suppress their underlying log (expected case for non-ISS scenes). ResolveISSDescriptorSystem gains an ISSDescriptorResolved flag on SceneDefinitionComponent so the resolved-to-NONE case doesn't keep re-spawning the promise every tick. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Signed-off-by: Juan Ignacio Molteni <juanignaciomolteni@gmail.com>
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| bundleReachable ? IISSDescriptor.State.Bundle : IISSDescriptor.State.Descriptor, | ||
| metadata.Value); | ||
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| UnityEngine.Debug.Log($"[JUANI] ISS resolved for {intention.SceneId}: {descriptor.CurrentState} ({descriptor.Assets.Count} assets)"); |
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CLAUDE.md violation: Debug.Log must be replaced with ReportHub. This also includes the [JUANI] prefix which is developer-personal debug output.
| UnityEngine.Debug.Log($"[JUANI] ISS resolved for {intention.SceneId}: {descriptor.CurrentState} ({descriptor.Assets.Count} assets)"); | |
| ReportHub.Log(ReportCategory.SCENE_LOADING, $"ISS resolved for {intention.SceneId}: {descriptor.CurrentState} ({descriptor.Assets.Count} assets)"); |
| [Query] | ||
| private void ConvertFromAssetBundle(Entity entity, ISSAssetCreationHelper creationHelper, ref AssetBundlePromise assetBundleResult) | ||
| { | ||
| const string DEBUG_SCENE_ID = "bafkreift34mmemx7fvrf6mpoaab7qy2dceq5vwpwehq3wunv5dwulbjveu"; |
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Blocking: DEBUG_SCENE_ID and the isDebugScene conditional at line 150–162 are leftover debug scaffolding. This also contains a Debug.Log (line 161) which violates CLAUDE.md — must use ReportHub.
Remove DEBUG_SCENE_ID, isDebugScene, and the if (isDebugScene) branch. The else path already logs the meaningful warning via ReportHub.
| private readonly AssetBundleData[] Dependencies; | ||
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| public AssetBundleData(AssetBundle assetBundle, InitialSceneStateMetadata? initialSceneState, Object[] loadedAssets, Type? assetType, AssetBundleData[] dependencies, string version = "", string source = "") | ||
| //TODO: Rehook isISS |
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Blocking regression: isISS is never passed as true from LoadAssetBundleSystem.CreateAssetBundleDataAsync (the only call site), so every ISS bundle gets isISS = false and UnloadAB() is called on it. The original code used !InitialSceneStateMetadata.HasValue to guard the unload — this PR removes that guard without restoring it.
The PR description claims this flag is "plumbed through so ISS bundles aren't unloaded prematurely" but the code contradicts that. The //TODO: Rehook isISS comment confirms it's unfinished.
Wire isISS properly: LoadAssetBundleSystem.CreateAssetBundleDataAsync receives no ISS context right now. A simple fix would be to add an isISS parameter to CreateAssetBundleDataAsync, set by the caller via GetAssetBundleIntention (a new flag on the intention) or by detecting the bundle hash against the ISS URL.
| runtimeInstance.SetIsDisposing(); | ||
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| DisposeInternal(); |
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Resource leak: The synchronous Dispose() path does not call SceneData.ISSDescriptor?.Dereference(), while DisposeAsync() at line 112 does. ISceneFacade inherits IDisposable, so any caller using the synchronous path (e.g. in tests or future call sites) will leak the shared ISS bundle.
Add the dereference here:
| DisposeInternal(); | |
| DisposeInternal(); | |
| SceneData.ISSDescriptor?.Dereference(); |
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| // Hardcoded for this iteration — wire to DI once the dev/prod bucket split lands. | ||
| private static readonly URLDomain DESCRIPTOR_BASE_URL = | ||
| URLDomain.FromString("https://lod-unity-bucket-dev-0871c25.s3.us-east-1.amazonaws.com/lods-unity/manifests/"); |
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Hardcoded dev S3 URL: This URL points to lod-unity-bucket-dev-0871c25.s3.us-east-1.amazonaws.com (a dev bucket). Production builds will always fetch from dev, returning wrong (or missing) descriptors.
The inline comment acknowledges this, but shipping it as-is means Descriptor mode will be broken in prod/staging. This should be wired to DI before merging, or the entire Descriptor path should be gated behind a feature flag until the URL is configurable.
The GLTF container cache is keyed by "hash@digest" (ComposeCacheKey). Looking up by bare hash from the LOD path missed any bridged entry the SDK runtime left behind, so the LOD spawned a second instance of an asset already resident in the cache — the visible "double" overlap. Also populate DepsDigest on the per-asset ISS LOD AssetBundlePromise so both LOD and SDK paths land in the same (Hash, DepsDigest) AssetBundleCache slot. Without this, two parallel LoadAssetBundleSystem flows race for the same physical bundle and Unity refuses the second one with "asset bundle already loaded". Misc: switch descriptor URL suffix from _StaticSceneDescriptor to _InitialSceneState; drop suppressErrors on the descriptor GetAsync so real failures surface. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Signed-off-by: Juan Ignacio Molteni <juanignaciomolteni@gmail.com>
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| bundleReachable ? IISSDescriptor.State.Bundle : IISSDescriptor.State.Descriptor, | ||
| metadata.Value); | ||
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| UnityEngine.Debug.Log($"[JUANI] ISS resolved for {intention.SceneId}: {descriptor.CurrentState} ({descriptor.Assets.Count} assets)"); |
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Blocking (CLAUDE.md violation): Debug.Log with personal [JUANI] tag. Must use ReportHub.
| UnityEngine.Debug.Log($"[JUANI] ISS resolved for {intention.SceneId}: {descriptor.CurrentState} ({descriptor.Assets.Count} assets)"); | |
| ReportHub.Log(ReportCategory.SCENE_LOADING, $"ISS resolved for {intention.SceneId}: {descriptor.CurrentState} ({descriptor.Assets.Count} assets)"); |
| const string DEBUG_SCENE_ID = "bafkreift34mmemx7fvrf6mpoaab7qy2dceq5vwpwehq3wunv5dwulbjveu"; | ||
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| if (!instantiationFrameTimeBudget.TrySpendBudget() || !memoryBudget.TrySpendBudget()) | ||
| return; | ||
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| if (assetBundleResult.TryConsume(World, out StreamableLoadingResult<AssetBundleData> Result)) | ||
| if (!assetBundleResult.TryConsume(World, out StreamableLoadingResult<AssetBundleData> Result)) | ||
| return; | ||
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| bool isDebugScene = creationHelper.InitialSceneStateLOD.SceneID == DEBUG_SCENE_ID; | ||
| bool stillRelevant = creationHelper.Generation == creationHelper.InitialSceneStateLOD.Generation | ||
| && creationHelper.InitialSceneStateLOD.ParentContainer != null; | ||
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| if (Result.Succeeded) | ||
| { | ||
| if (Result.Succeeded) | ||
| if (stillRelevant) | ||
| { | ||
| if (creationHelper.Generation == creationHelper.InitialSceneStateLOD.Generation | ||
| && creationHelper.InitialSceneStateLOD.ParentContainer != null) | ||
| if (Utils.TryCreateGltfObject(Result.Asset, creationHelper.AssetNameInBundle, out GltfContainerAsset asset)) | ||
| { | ||
| if (Utils.TryCreateGltfObject(Result.Asset, creationHelper.AssetHash, out GltfContainerAsset asset)) | ||
| PositionAsset(creationHelper.InitialSceneStateLOD, creationHelper.AssetHash, asset, | ||
| creationHelper.InitialSceneStateLOD.ParentContainer.transform, Result.Asset.InitialSceneStateMetadata.Value, creationHelper.IndexToCreate); | ||
| else | ||
| { | ||
| ReportHub.LogWarning(GetReportData(), $"Failed to load {creationHelper.AssetHash} for LOD, the result may not look correct"); | ||
| creationHelper.InitialSceneStateLOD.AddFailedAsset(creationHelper.AssetHash); | ||
| } | ||
| if (isDebugScene) | ||
| UnityEngine.Debug.Log($"[Juani] ConvertFromAssetBundle OK {creationHelper.Entry.hash} (counted via AddResolvedAsset)"); |
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Blocking (CLAUDE.md violation): DEBUG_SCENE_ID, isDebugScene, and the if (isDebugScene) branch with Debug.Log("[Juani] ...") are leftover debug scaffolding with a personal tag. Remove entirely and make the ReportHub.LogWarning path unconditional.
| const string DEBUG_SCENE_ID = "bafkreift34mmemx7fvrf6mpoaab7qy2dceq5vwpwehq3wunv5dwulbjveu"; | |
| if (!instantiationFrameTimeBudget.TrySpendBudget() || !memoryBudget.TrySpendBudget()) | |
| return; | |
| if (assetBundleResult.TryConsume(World, out StreamableLoadingResult<AssetBundleData> Result)) | |
| if (!assetBundleResult.TryConsume(World, out StreamableLoadingResult<AssetBundleData> Result)) | |
| return; | |
| bool isDebugScene = creationHelper.InitialSceneStateLOD.SceneID == DEBUG_SCENE_ID; | |
| bool stillRelevant = creationHelper.Generation == creationHelper.InitialSceneStateLOD.Generation | |
| && creationHelper.InitialSceneStateLOD.ParentContainer != null; | |
| if (Result.Succeeded) | |
| { | |
| if (Result.Succeeded) | |
| if (stillRelevant) | |
| { | |
| if (creationHelper.Generation == creationHelper.InitialSceneStateLOD.Generation | |
| && creationHelper.InitialSceneStateLOD.ParentContainer != null) | |
| if (Utils.TryCreateGltfObject(Result.Asset, creationHelper.AssetNameInBundle, out GltfContainerAsset asset)) | |
| { | |
| if (Utils.TryCreateGltfObject(Result.Asset, creationHelper.AssetHash, out GltfContainerAsset asset)) | |
| PositionAsset(creationHelper.InitialSceneStateLOD, creationHelper.AssetHash, asset, | |
| creationHelper.InitialSceneStateLOD.ParentContainer.transform, Result.Asset.InitialSceneStateMetadata.Value, creationHelper.IndexToCreate); | |
| else | |
| { | |
| ReportHub.LogWarning(GetReportData(), $"Failed to load {creationHelper.AssetHash} for LOD, the result may not look correct"); | |
| creationHelper.InitialSceneStateLOD.AddFailedAsset(creationHelper.AssetHash); | |
| } | |
| if (isDebugScene) | |
| UnityEngine.Debug.Log($"[Juani] ConvertFromAssetBundle OK {creationHelper.Entry.hash} (counted via AddResolvedAsset)"); | |
| if (Result.Succeeded) | |
| { | |
| if (stillRelevant) | |
| { | |
| if (Utils.TryCreateGltfObject(Result.Asset, creationHelper.AssetNameInBundle, out GltfContainerAsset asset)) | |
| { | |
| PositionAsset(creationHelper.InitialSceneStateLOD, creationHelper.Entry, creationHelper.CacheKey, asset, | |
| creationHelper.InitialSceneStateLOD.ParentContainer.transform); | |
| } | |
| else | |
| { | |
| ReportHub.LogWarning(GetReportData(), $"Failed to load {creationHelper.Entry.hash} for LOD, the result may not look correct"); | |
| creationHelper.InitialSceneStateLOD.AddFailedAsset(creationHelper.Entry.hash); | |
| } | |
| } |
| private readonly AssetBundleData[] Dependencies; | ||
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| public AssetBundleData(AssetBundle assetBundle, InitialSceneStateMetadata? initialSceneState, Object[] loadedAssets, Type? assetType, AssetBundleData[] dependencies, string version = "", string source = "") | ||
| //TODO: Rehook isISS |
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Blocking (unfinished TODO): //TODO: Rehook isISS confirms this isn't wired. LoadAssetBundleSystem.CreateAssetBundleDataAsync (line 170) never passes isISS: true, so every ISS bundle is created with the default false and UnloadAB() is called on it immediately. The PR description says this flag is "plumbed through so ISS bundles aren't unloaded prematurely" — the code contradicts that.
Wire it: add an isISS parameter to CreateAssetBundleDataAsync and detect ISS bundles at the call site (e.g. by checking whether intention.Hash starts with "staticscene_" or by adding an IsISS flag to GetAssetBundleIntention).
| DisposeInternal(); | ||
| SceneData.InitialSceneStateInfo.Dispose(); | ||
| // Release the shared ISS bundle (if any). Null when no ISS was active for this scene. | ||
| SceneData.ISSDescriptor?.Dereference(); |
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Blocking (resource leak): DisposeAsync() correctly calls Dereference() here, but the synchronous Dispose() method (around line 87) does not. ISceneFacade inherits IDisposable, so any consumer using the sync path leaks the shared ISS bundle.
Add SceneData.ISSDescriptor?.Dereference(); after DisposeInternal() in the synchronous Dispose() path as well.
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| // Hardcoded for this iteration — wire to DI once the dev/prod bucket split lands. | ||
| private static readonly URLDomain DESCRIPTOR_BASE_URL = | ||
| URLDomain.FromString("https://lod-unity-bucket-dev-0871c25.s3.us-east-1.amazonaws.com/lods-unity/manifests/"); |
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Blocking: Hardcoded dev S3 URL. The inline comment acknowledges this must be wired to DI, but as-is, production and staging builds will always fetch descriptors from the dev bucket — returning either wrong data or 404 for every production scene, silently making Descriptor mode dead in prod.
Either wire DESCRIPTOR_BASE_URL through DI before merging, or gate Descriptor mode behind a feature flag (FeatureFlagsConfiguration) until the URL is configurable.
| return; | ||
| // Descriptor is populated by ResolveISSDescriptorSystem (lazy). While unresolved | ||
| // CurrentState is None — wait by returning early; UpdateLODLevel re-fires next tick. | ||
| if (sceneDefinitionComponent.ISSDescriptorPromise.Entity != Entity.Null) return; |
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Warning (ordering race): This guard returns early when the promise is already in flight, but not when it hasn't been spawned yet. On the first frame a scene entity exists, if UpdateSceneLODInfoSystem executes before ResolveISSDescriptorSystem.SpawnPromise within the same RealmGroup tick, ISSDescriptorPromise.Entity == Entity.Null and ISSDescriptor.CurrentState == None, so the code falls through to legacy LOD — silently bypassing ISS for that scene permanently.
ISSDescriptorResolved already exists on the component for exactly this purpose. Add the guard:
| if (sceneDefinitionComponent.ISSDescriptorPromise.Entity != Entity.Null) return; | |
| if (!sceneDefinitionComponent.ISSDescriptorResolved) return; | |
| if (sceneDefinitionComponent.ISSDescriptorPromise.Entity != Entity.Null) return; |
Alternatively, add [UpdateAfter(typeof(ResolveISSDescriptorSystem))] to this class.
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| bundleReachable ? IISSDescriptor.State.Bundle : IISSDescriptor.State.Descriptor, | ||
| metadata.Value); | ||
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| UnityEngine.Debug.Log($"[JUANI] ISS resolved for {intention.SceneId}: {descriptor.CurrentState} ({descriptor.Assets.Count} assets)"); |
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Blocking (CLAUDE.md violation, 3rd flag): Debug.Log with personal [JUANI] tag still present. Must use ReportHub.
| UnityEngine.Debug.Log($"[JUANI] ISS resolved for {intention.SceneId}: {descriptor.CurrentState} ({descriptor.Assets.Count} assets)"); | |
| ReportHub.Log(GetReportData(), $"ISS resolved for {intention.SceneId}: {descriptor.CurrentState} ({descriptor.Assets.Count} assets)"); |
| const string DEBUG_SCENE_ID = "bafkreift34mmemx7fvrf6mpoaab7qy2dceq5vwpwehq3wunv5dwulbjveu"; | ||
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| if (!instantiationFrameTimeBudget.TrySpendBudget() || !memoryBudget.TrySpendBudget()) | ||
| return; | ||
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| if (assetBundleResult.TryConsume(World, out StreamableLoadingResult<AssetBundleData> Result)) | ||
| if (!assetBundleResult.TryConsume(World, out StreamableLoadingResult<AssetBundleData> Result)) | ||
| return; | ||
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| bool isDebugScene = creationHelper.InitialSceneStateLOD.SceneID == DEBUG_SCENE_ID; | ||
| bool stillRelevant = creationHelper.Generation == creationHelper.InitialSceneStateLOD.Generation | ||
| && creationHelper.InitialSceneStateLOD.ParentContainer != null; | ||
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| if (Result.Succeeded) | ||
| { | ||
| if (Result.Succeeded) | ||
| if (stillRelevant) | ||
| { | ||
| if (creationHelper.Generation == creationHelper.InitialSceneStateLOD.Generation | ||
| && creationHelper.InitialSceneStateLOD.ParentContainer != null) | ||
| if (Utils.TryCreateGltfObject(Result.Asset, creationHelper.AssetNameInBundle, out GltfContainerAsset asset)) | ||
| { | ||
| if (Utils.TryCreateGltfObject(Result.Asset, creationHelper.AssetHash, out GltfContainerAsset asset)) | ||
| PositionAsset(creationHelper.InitialSceneStateLOD, creationHelper.AssetHash, asset, | ||
| creationHelper.InitialSceneStateLOD.ParentContainer.transform, Result.Asset.InitialSceneStateMetadata.Value, creationHelper.IndexToCreate); | ||
| else | ||
| { | ||
| ReportHub.LogWarning(GetReportData(), $"Failed to load {creationHelper.AssetHash} for LOD, the result may not look correct"); | ||
| creationHelper.InitialSceneStateLOD.AddFailedAsset(creationHelper.AssetHash); | ||
| } | ||
| if (isDebugScene) | ||
| UnityEngine.Debug.Log($"[Juani] ConvertFromAssetBundle OK {creationHelper.Entry.hash} (counted via AddResolvedAsset)"); |
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Blocking (CLAUDE.md violation, 3rd flag): DEBUG_SCENE_ID, isDebugScene, and Debug.Log("[Juani] ...") are leftover debug scaffolding with a personal tag. Remove the const, the bool, and the if (isDebugScene) branch entirely.
| const string DEBUG_SCENE_ID = "bafkreift34mmemx7fvrf6mpoaab7qy2dceq5vwpwehq3wunv5dwulbjveu"; | |
| if (!instantiationFrameTimeBudget.TrySpendBudget() || !memoryBudget.TrySpendBudget()) | |
| return; | |
| if (assetBundleResult.TryConsume(World, out StreamableLoadingResult<AssetBundleData> Result)) | |
| if (!assetBundleResult.TryConsume(World, out StreamableLoadingResult<AssetBundleData> Result)) | |
| return; | |
| bool isDebugScene = creationHelper.InitialSceneStateLOD.SceneID == DEBUG_SCENE_ID; | |
| bool stillRelevant = creationHelper.Generation == creationHelper.InitialSceneStateLOD.Generation | |
| && creationHelper.InitialSceneStateLOD.ParentContainer != null; | |
| if (Result.Succeeded) | |
| { | |
| if (Result.Succeeded) | |
| if (stillRelevant) | |
| { | |
| if (creationHelper.Generation == creationHelper.InitialSceneStateLOD.Generation | |
| && creationHelper.InitialSceneStateLOD.ParentContainer != null) | |
| if (Utils.TryCreateGltfObject(Result.Asset, creationHelper.AssetNameInBundle, out GltfContainerAsset asset)) | |
| { | |
| if (Utils.TryCreateGltfObject(Result.Asset, creationHelper.AssetHash, out GltfContainerAsset asset)) | |
| PositionAsset(creationHelper.InitialSceneStateLOD, creationHelper.AssetHash, asset, | |
| creationHelper.InitialSceneStateLOD.ParentContainer.transform, Result.Asset.InitialSceneStateMetadata.Value, creationHelper.IndexToCreate); | |
| else | |
| { | |
| ReportHub.LogWarning(GetReportData(), $"Failed to load {creationHelper.AssetHash} for LOD, the result may not look correct"); | |
| creationHelper.InitialSceneStateLOD.AddFailedAsset(creationHelper.AssetHash); | |
| } | |
| if (isDebugScene) | |
| UnityEngine.Debug.Log($"[Juani] ConvertFromAssetBundle OK {creationHelper.Entry.hash} (counted via AddResolvedAsset)"); | |
| if (Result.Succeeded) | |
| { | |
| if (stillRelevant) | |
| { | |
| if (Utils.TryCreateGltfObject(Result.Asset, creationHelper.AssetNameInBundle, out GltfContainerAsset asset)) | |
| { | |
| PositionAsset(creationHelper.InitialSceneStateLOD, creationHelper.Entry, creationHelper.CacheKey, asset, | |
| creationHelper.InitialSceneStateLOD.ParentContainer.transform); | |
| } | |
| else | |
| { | |
| ReportHub.LogWarning(GetReportData(), $"Failed to load {creationHelper.Entry.hash} for LOD, the result may not look correct"); | |
| creationHelper.InitialSceneStateLOD.AddFailedAsset(creationHelper.Entry.hash); | |
| } | |
| } |
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| public AssetBundleData(AssetBundle assetBundle, InitialSceneStateMetadata? initialSceneState, Object[] loadedAssets, Type? assetType, AssetBundleData[] dependencies, string version = "", string source = "") | ||
| //TODO: Rehook isISS | ||
| public AssetBundleData(AssetBundle assetBundle , Object[] loadedAssets, Type? assetType, AssetBundleData[] dependencies, string version = "", string source = "", bool isISS = false) |
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Blocking (unfinished TODO, 3rd flag): //TODO: Rehook isISS still present. LoadAssetBundleSystem.CreateAssetBundleDataAsync at line 170 still passes no isISS argument, so every ISS bundle is constructed with isISS = false and UnloadAB() fires immediately on all of them. The PR description claims this flag is "plumbed through so ISS bundles aren't unloaded prematurely" — the code contradicts that.
Wire it: add an isISS parameter to CreateAssetBundleDataAsync, detect ISS bundles at the call site (e.g. by checking intention.Hash starts with "staticscene_" or by adding an IsISS flag to GetAssetBundleIntention), and remove the TODO comment.
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| // Hardcoded for this iteration — wire to DI once the dev/prod bucket split lands. | ||
| private static readonly URLDomain DESCRIPTOR_BASE_URL = | ||
| URLDomain.FromString("https://lod-unity-bucket-dev-0871c25.s3.us-east-1.amazonaws.com/lods-unity/manifests/"); |
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Blocking (hardcoded dev S3 URL, 3rd flag): DESCRIPTOR_BASE_URL still points to lod-unity-bucket-dev-0871c25.s3.us-east-1.amazonaws.com. Production builds will silently receive 404s for every descriptor fetch, making Descriptor mode dead in prod. The inline comment acknowledges this is a known shortcut, but it cannot ship as-is.
Must be wired through DI before merging, or the entire Descriptor path must be gated behind a feature flag (FeatureFlagsConfiguration) until the URL is configurable.
| return; | ||
| // Descriptor is populated by ResolveISSDescriptorSystem (lazy). While unresolved | ||
| // CurrentState is None — wait by returning early; UpdateLODLevel re-fires next tick. | ||
| if (sceneDefinitionComponent.ISSDescriptorPromise.Entity != Entity.Null) return; |
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Warning (ordering race, 2nd flag): This guard only fires when a promise is already in flight (Entity != Null). On the first frame a scene entity exists — if this system runs before ResolveISSDescriptorSystem.SpawnPromise in the same RealmGroup tick — both ISSDescriptorPromise.Entity == Entity.Null and ISSDescriptor == NONE, so SupportsDescriptor() and SupportsBundle() both return false and the code falls through to legacy LOD at line 100. Because sceneLODInfo.HasLOD(0) will be true on subsequent frames, ISS is silently bypassed for that scene permanently.
ISSDescriptorResolved exists on the component precisely for this. Add it before the existing guard:
| if (sceneDefinitionComponent.ISSDescriptorPromise.Entity != Entity.Null) return; | |
| if (!sceneDefinitionComponent.ISSDescriptorResolved) return; | |
| if (sceneDefinitionComponent.ISSDescriptorPromise.Entity != Entity.Null) return; |
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Claude finished @dalkia's task in 3m 13s —— View job Code Review (re-review after sync)
SummaryWhat this PR fixes: Replaces the monolithic single-bundle ISS path with a dual-mode system (Bundle vs Descriptor). The root cause — ISS being tightly coupled to the shared bundle — is correctly addressed architecturally. Status: All four blocking issues from previous review rounds are still unfixed. This is now the 4th review cycle. The one change in this sync is that Blocking Issues1.
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| bundleReachable ? IISSDescriptor.State.Bundle : IISSDescriptor.State.Descriptor, | ||
| metadata.Value); | ||
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| UnityEngine.Debug.Log($"[JUANI] ISS resolved for {intention.SceneId}: {descriptor.CurrentState} ({descriptor.Assets.Count} assets)"); |
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Blocking (CLAUDE.md violation, 4th flag): Debug.Log with personal [JUANI] tag still present. Must use ReportHub.
| UnityEngine.Debug.Log($"[JUANI] ISS resolved for {intention.SceneId}: {descriptor.CurrentState} ({descriptor.Assets.Count} assets)"); | |
| ReportHub.Log(GetReportData(), $"ISS resolved for {intention.SceneId}: {descriptor.CurrentState} ({descriptor.Assets.Count} assets)"); |
| creationHelper.InitialSceneStateLOD.AddFailedAsset(creationHelper.AssetHash); | ||
| } | ||
| if (isDebugScene) | ||
| UnityEngine.Debug.Log($"[Juani] ConvertFromAssetBundle OK {creationHelper.Entry.hash} (counted via AddResolvedAsset)"); |
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Blocking (CLAUDE.md violation, 4th flag): DEBUG_SCENE_ID, isDebugScene, and Debug.Log("[Juani] ...") are leftover debug scaffolding with a personal tag — still here for the 4th review. Remove the const string DEBUG_SCENE_ID on line 157, the bool isDebugScene on line 165, and the if (isDebugScene) branch entirely. The success path should call PositionAsset unconditionally.
| UnityEngine.Debug.Log($"[Juani] ConvertFromAssetBundle OK {creationHelper.Entry.hash} (counted via AddResolvedAsset)"); | |
| if (Utils.TryCreateGltfObject(Result.Asset, creationHelper.AssetNameInBundle, out GltfContainerAsset asset)) | |
| { | |
| PositionAsset(creationHelper.InitialSceneStateLOD, creationHelper.Entry, creationHelper.CacheKey, asset, | |
| creationHelper.InitialSceneStateLOD.ParentContainer.transform); | |
| } |
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| public AssetBundleData(AssetBundle assetBundle, InitialSceneStateMetadata? initialSceneState, Object[] loadedAssets, Type? assetType, AssetBundleData[] dependencies, string version = "", string source = "") | ||
| //TODO: Rehook isISS | ||
| public AssetBundleData(AssetBundle assetBundle , Object[] loadedAssets, Type? assetType, AssetBundleData[] dependencies, string version = "", string source = "", bool isISS = false) |
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Blocking (unfinished TODO, 4th flag): //TODO: Rehook isISS still present and UnloadAB() at line 39 still fires unconditionally for all bundles. LoadAssetBundleSystem.CreateAssetBundleDataAsync (line 170) still never passes isISS: true, so every ISS bundle is constructed with isISS = false and UnloadAB() fires immediately — the ISS bundle is unloaded before any per-asset extraction can happen.
The PR description says this flag is "plumbed through so ISS bundles aren't unloaded prematurely". The code contradicts that claim.
Fix: add an isISS flag to GetAssetBundleIntention (or detect via the staticscene_ hash prefix), thread it through CreateAssetBundleDataAsync, pass isISS: true when constructing AssetBundleData, and uncomment the if (!isISS) guard around UnloadAB(). Remove the TODO comment.
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| DisposeInternal(); | ||
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| // TODO: DisposeAsync dereferences SceneData.ISSDescriptor here; the sync path skips it. |
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Blocking (resource leak, 4th flag): The synchronous Dispose() path still does not call SceneData.ISSDescriptor?.Dereference(). In this sync a TODO comment was added acknowledging the leak — but a comment does not fix a resource leak. DisposeAsync() at line 122 correctly calls Dereference(); this path must too.
ISceneFacade inherits IDisposable, so any consumer on the sync path leaks the shared ISS bundle.
| // TODO: DisposeAsync dereferences SceneData.ISSDescriptor here; the sync path skips it. | |
| DisposeInternal(); | |
| SceneData.ISSDescriptor?.Dereference(); |
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| // Hardcoded for this iteration — wire to DI once the dev/prod bucket split lands. | ||
| private static readonly URLDomain DESCRIPTOR_BASE_URL = | ||
| URLDomain.FromString("https://lod-unity-bucket-dev-0871c25.s3.us-east-1.amazonaws.com/lods-unity/manifests/"); |
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Blocking (hardcoded dev S3 URL, 4th flag): DESCRIPTOR_BASE_URL still points to lod-unity-bucket-dev-0871c25.s3.us-east-1.amazonaws.com. Every production and staging descriptor fetch silently returns 404, making Descriptor mode dead outside dev. The inline comment acknowledges this is a known shortcut; it cannot ship as-is.
Must be wired through DI before merging, or the entire Descriptor path must be gated behind a feature flag (FeatureFlagsConfiguration) until the URL is configurable.
| return; | ||
| // Descriptor is populated by ResolveISSDescriptorSystem (lazy). While unresolved | ||
| // CurrentState is None — wait by returning early; UpdateLODLevel re-fires next tick. | ||
| if (sceneDefinitionComponent.ISSDescriptorPromise.Entity != Entity.Null) return; |
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Warning (ordering race, 3rd flag): This guard only returns early when a promise is already in flight (Entity != Null). When UpdateSceneLODInfoSystem runs before ResolveISSDescriptorSystem.SpawnPromise on the first frame a scene entity exists, both ISSDescriptorPromise.Entity == Entity.Null and ISSDescriptorResolved == false — the guard does not fire, SupportsDescriptor()/SupportsBundle() both return false, and the code falls through to legacy LOD permanently.
ISSDescriptorResolved was added precisely for this. Add it before the existing guard:
| if (sceneDefinitionComponent.ISSDescriptorPromise.Entity != Entity.Null) return; | |
| if (!sceneDefinitionComponent.ISSDescriptorResolved) return; | |
| if (sceneDefinitionComponent.ISSDescriptorPromise.Entity != Entity.Null) return; |
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PR #8805, run #26470065303 Builds: Windows change, Windows baseline, macOS change, macOS baseline Framework 13 i7
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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Both systems and their flag types (EarlySceneFlag, EarlyAssetBundleFlag) become dead code once ISS descriptor resolution is lazy: the eagerly- resolved descriptor that justified prewarming the ISS bundle is gone, EarlySceneRequestSystem stops producing EarlyAssetBundleFlag entities, and EarlyAssetBundleRequestSystem then has nothing to consume. Also drops the corresponding using imports and InjectToWorld calls in AssetBundlesPlugin and GlobalWorldFactory. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Temporarily disables the IsBundleReachableAsync HEAD probe in LoadISSDescriptorSystem so every ISS-capable scene resolves to Descriptor mode. The helper is kept in place for a later PR that re-enables Bundle-mode selection; rationale lives in the PR description. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Mirrors the SupportsDepsDigests shape: cached version-number check on the manifest, short-circuited when the manifest fetch itself failed. LoadISSDescriptorSystem calls it directly. Also makes GetISSDescriptor.ManifestVersion non-nullable. By the time the intention is constructed the scene definition (and its manifest) has been loaded; a null manifest at this point means an upstream load already failed and should surface there rather than be silently swallowed here. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Pull Request Description
What does this PR change?
Reworks the Initial Scene State (ISS) loading path so a scene's preview can be served either by:
staticscene_{sceneId}{platform}asset bundle, ORStreamingAssets/AssetBundles/iss_descriptors/{sceneId}_InitialSceneState.json) listing per-asset hashes + transforms, with each asset fetched as its own AB.Per scene we pick a mode based on a HEAD probe of the legacy ISS bundle URL. Both paths feed the same LOD pipeline; the difference is only in how the AB requests are shaped.
Highlights
ISSDescriptoris now the single source of ISS truth. Built during scene-definition loading and stored onSceneEntityDefinition. Owns: descriptorAssetslist, bridge-slot counters capped at per-hash multiplicity, bundle-asset hash set for O(1) AB-redirect lookups, and the scene-lifetime bundle release callback. Replaces both the oldInitialSceneStateInfostruct and theIInitialSceneStateindirection (deleted).PrepareAssetBundleLoadingParametersSystemstill rewrites per-asset AB requests whose hash is in the ISS set to the shared bundle URL — it now consultsISSDescriptor.IsBundleAsset(hash)directly instead of a separateHashSet.ResolveISSLODFromDescriptorSystemcompanion query inResolveISSLODSystemspawns one AB promise per descriptor entry, each with the platform suffix appended; positions per the descriptor transform; counts failures (AddFailedAsset) soAllAssetsInstantiatedsettles even on 404s.ISSDescriptor.TryReserveBridgeSlot(hash)caps at the descriptor's per-hash count, so SDK-instantiated copies of the same hash created at runtime never pollute the bridge.AssetBundleData.isISSflag plumbed through so ISS bundles aren't unloaded prematurely.Files of interest
Explorer/Assets/DCL/NetworkDefinitions/ISSDescriptor.cs— descriptor + bridge state + JSON DTOs +ResolveAsyncExplorer/Assets/DCL/Infrastructure/ECS/SceneLifeCycle/SceneFacade/Systems/LoadSceneSystemLogicBase.cs—LoadISSBundleAsynceagerly fetches the shared AB in Bundle mode and attaches itsDereferenceto the descriptorExplorer/Assets/DCL/Infrastructure/SceneRunner/SceneFacade.cs— disposal callsISSDescriptor.Dereference()Explorer/Assets/DCL/LOD/Systems/ResolveISSLODSystem.cs— both bundle and descriptor query pathsExplorer/Assets/DCL/Infrastructure/ECS/StreamableLoading/AssetBundles/PrepareAssetBundleLoadingParametersSystem.cs— descriptor-aware AB hash rewriteWhy callback-typed bundle release?
AssetBundleDatalives in the ECS asmdef;ISSDescriptorinDCL.Network. A typedAssetBundleData?field would cycle throughECS → SceneRunner.Scene → DCL.Network.AttachAssetBundle(Action)lets the loader supply the cleanup without dragging the type in.Removed: ISS bundle prewarm (
EarlySceneRequestSystem+EarlyAssetBundleRequestSystem)The prewarm chain — eagerly fetch the start parcel's scene definition, then kick off its ISS asset-bundle download before anything in the world asked for it — only made sense when the ISS descriptor was resolved synchronously as part of scene-definition loading. Once descriptor resolution moved behind a lazy
AssetPromise(driven by the LOD path / SDK runtime loader), the prewarm lost its anchor: there's no longer a deterministic point in the lifecycle where we know we'll need the ISS bundle far enough in advance to usefully prefetch it. The two systems stayed wired in but did nothing —EarlySceneRequestSystem.CompleteEarlySceneRequeststopped producingEarlyAssetBundleFlagentities, andEarlyAssetBundleRequestSystem's queries never matched. Both files, their flag types (EarlySceneFlag,EarlyAssetBundleFlag), and theirInjectToWorldwiring inAssetBundlesPluginandGlobalWorldFactoryare removed here.A follow-up PR will revive the prewarm in a form that fits the lazy pipeline — most likely by hooking it off the descriptor promise's resolution rather than off scene-definition load.
Temporarily forced: Descriptor mode in
LoadISSDescriptorSystemThe HEAD probe that decided between Bundle and Descriptor modes (
IsBundleReachableAsyncagainst the legacystaticscene_{sceneId}{platform}URL) is commented out, and every ISS-capable scene now resolves directly toIISSDescriptor.State.Descriptor. Bundle mode is the legacy single-AB path; while we validate the per-asset descriptor pipeline end-to-end (cache reuse, bridging, deps-digest correctness), we want a deterministic single path so investigations aren't muddied by Bundle/Descriptor selection. TheIsBundleReachableAsynchelper and its call-site are left in place — re-enabling Bundle mode is a one-line uncomment in a later PR.Test Instructions
Steps (standard run):
```bash
metaforge explorer run XXXX # ← replace with this PR number
```
Expected result:
StreamingAssets/AssetBundles/loads via Descriptor mode; assets appear at the descriptor's transforms.Prerequisites
StreamingAssets/AssetBundles/iss_descriptors/{sceneId}_InitialSceneState.jsonplus the per-asset AB files ({hash}{platform}).staticscene_{sceneId}{platform}AB still exists.Test Steps
Additional Testing Notes
Assets.Count(a => a.hash == h)— if a hash repeats in the descriptor, that many copies can bridge; SDK-instantiated extras shouldn't.AllAssetsInstantiated()settle soUnloadLODForISScan bridge the successful subset.Quality Checklist
Code Review Reference
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