feat(A.5 T12): inject mesh-build dependency into LandblockStreamer
Replaces the T7-temporary default! MeshData placeholder. Streamer now takes Func<uint, LoadedLandblock?, LandblockMeshData?> at construction; the worker calls it after _loadLandblock succeeds and passes the pre-built mesh into LandblockStreamResult.Loaded. GameWindow's buildMeshOrNull factory takes the already-loaded LoadedLandblock (lb.Heightmap is the LandBlock dat object), so no additional dat read is needed — _heightTable and _blendCtx are read-only after init, _surfaceCache is ConcurrentDictionary (T9). Zero dat lock needed inside the mesh-build closure. StreamingController._applyTerrain delegate signature widened to Action<LoadedLandblock, LandblockMeshData> so the pre-built mesh flows render-thread-side via the Loaded result. ApplyLoadedTerrainLocked now accepts meshData and calls _terrain.AddLandblock directly, skipping the per-frame LandblockMesh.Build that previously ran on the render thread (~5ms per LB at radius=12 first traversal). StreamingControllerTests updated: all four applyTerrain lambdas adapted to the two-arg Action signature. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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3 changed files with 43 additions and 27 deletions
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@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using AcDream.Core.Terrain;
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using AcDream.Core.World;
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namespace AcDream.App.Streaming;
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@ -19,7 +20,7 @@ public sealed class StreamingController
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private readonly Action<uint> _enqueueLoad;
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private readonly Action<uint> _enqueueUnload;
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private readonly Func<int, IReadOnlyList<LandblockStreamResult>> _drainCompletions;
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private readonly Action<LoadedLandblock> _applyTerrain;
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private readonly Action<LoadedLandblock, LandblockMeshData> _applyTerrain;
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private readonly Action<uint>? _removeTerrain;
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private readonly GpuWorldState _state;
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private StreamingRegion? _region;
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@ -48,7 +49,7 @@ public sealed class StreamingController
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Action<uint> enqueueLoad,
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Action<uint> enqueueUnload,
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Func<int, IReadOnlyList<LandblockStreamResult>> drainCompletions,
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Action<LoadedLandblock> applyTerrain,
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Action<LoadedLandblock, LandblockMeshData> applyTerrain,
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GpuWorldState state,
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int radius,
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Action<uint>? removeTerrain = null)
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@ -92,7 +93,7 @@ public sealed class StreamingController
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switch (result)
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{
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case LandblockStreamResult.Loaded loaded:
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_applyTerrain(loaded.Landblock);
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_applyTerrain(loaded.Landblock, loaded.MeshData);
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_state.AddLandblock(loaded.Landblock);
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break;
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case LandblockStreamResult.Unloaded unloaded:
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