perf(streaming): scope reveal warmup spatially
Source composite warmup from the canonical published destination neighborhood, including quiesced static and live projections, instead of rescanning the retained Far-tier world after every membership edge.
This lifecycle correction applies to both draw paths, preserving ef1d263337 as the sole G4 visual rollback.
Co-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
parent
129dd77ddd
commit
03b10183e9
5 changed files with 212 additions and 6 deletions
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@ -327,17 +327,27 @@ internal sealed class SessionPlayerCompositionPhase
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d.Selection,
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live.WorldState,
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content.Audio?.Engine);
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var compositeWarmupSource =
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new CompositeWarmupEntitySource(live.WorldState);
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var worldReveal = new WorldRevealCoordinator(
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streaming.IsRenderNeighborhoodResident,
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d.PhysicsEngine.IsSpawnCellReady,
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d.PhysicsEngine.IsNeighborhoodTerrainResident,
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() => live.DrawDispatcher.CompositeTexturesReady,
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(destinationCell, radius) => live.DrawDispatcher.PrepareCompositeTextures(
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live.WorldState.Entities,
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live.WorldState.FlatViewGeneration,
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destinationCell,
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radius),
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live.DrawDispatcher.InvalidateCompositeWarmupReadiness,
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(destinationCell, radius) =>
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{
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compositeWarmupSource.Refresh(destinationCell, radius);
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live.DrawDispatcher.PrepareCompositeTextures(
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compositeWarmupSource.Entities,
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compositeWarmupSource.Generation,
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destinationCell,
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radius);
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},
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() =>
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{
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compositeWarmupSource.Reset();
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live.DrawDispatcher.InvalidateCompositeWarmupReadiness();
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},
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spawnClaimClassifier.IsUnhydratable,
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d.Log,
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worldQuiescence,
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59
src/AcDream.App/Rendering/Wb/CompositeWarmupEntitySource.cs
Normal file
59
src/AcDream.App/Rendering/Wb/CompositeWarmupEntitySource.cs
Normal file
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@ -0,0 +1,59 @@
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using AcDream.App.Streaming;
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using AcDream.Core.World;
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namespace AcDream.App.Rendering.Wb;
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/// <summary>
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/// Retains the exact published destination-neighborhood snapshot consumed by
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/// composite-texture reveal warmup. The source refreshes only when canonical
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/// spatial membership or its destination scope changes, avoiding a scan of
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/// the retained Far-tier world on every reveal tick.
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/// </summary>
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internal sealed class CompositeWarmupEntitySource
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{
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private readonly GpuWorldState _world;
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private readonly List<WorldEntity> _entities = [];
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private bool _initialized;
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private ulong _worldGeneration;
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private uint _destinationCell;
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private int _radius;
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public CompositeWarmupEntitySource(GpuWorldState world)
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{
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_world = world ?? throw new ArgumentNullException(nameof(world));
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}
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public IReadOnlyList<WorldEntity> Entities => _entities;
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public ulong Generation => _worldGeneration;
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public void Refresh(uint destinationCell, int radius)
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{
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ArgumentOutOfRangeException.ThrowIfNegative(radius);
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ulong worldGeneration = _world.FlatViewGeneration;
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if (_initialized
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&& _worldGeneration == worldGeneration
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&& _destinationCell == destinationCell
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&& _radius == radius)
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{
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return;
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}
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_world.CopyPublishedEntitiesNearLandblockForReadiness(
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destinationCell,
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radius,
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_entities);
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_worldGeneration = worldGeneration;
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_destinationCell = destinationCell;
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_radius = radius;
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_initialized = true;
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}
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public void Reset()
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{
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_entities.Clear();
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_initialized = false;
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_worldGeneration = 0;
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_destinationCell = 0;
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_radius = 0;
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}
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}
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@ -449,6 +449,46 @@ public sealed class GpuWorldState : ILiveEntitySpatialQuery
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}
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}
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/// <summary>
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/// Copies every published projection from a bounded destination
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/// neighborhood for presentation-readiness work. Unlike gameplay-facing
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/// spatial queries, this remains available while the world generation is
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/// quiesced: the reveal barrier must prepare destination resources before
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/// it makes that generation observable.
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/// </summary>
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internal void CopyPublishedEntitiesNearLandblockForReadiness(
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uint centerCellOrLandblockId,
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int landblockRadius,
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List<WorldEntity> destination)
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{
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ArgumentNullException.ThrowIfNull(destination);
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ArgumentOutOfRangeException.ThrowIfNegative(landblockRadius);
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destination.Clear();
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int centerX = (int)((centerCellOrLandblockId >> 24) & 0xFFu);
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int centerY = (int)((centerCellOrLandblockId >> 16) & 0xFFu);
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for (int dx = -landblockRadius; dx <= landblockRadius; dx++)
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for (int dy = -landblockRadius; dy <= landblockRadius; dy++)
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{
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int x = centerX + dx;
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int y = centerY + dy;
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if ((uint)x > 0xFFu || (uint)y > 0xFFu)
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continue;
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uint landblockId =
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((uint)x << 24) | ((uint)y << 16) | 0xFFFFu;
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if (!_loaded.TryGetValue(
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landblockId,
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out LoadedLandblock? landblock))
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{
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continue;
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}
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for (int i = 0; i < landblock.Entities.Count; i++)
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destination.Add(landblock.Entities[i]);
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}
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}
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public readonly ref struct MutationBatch
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{
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private readonly GpuWorldState _owner;
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