feat(A.5 T7): LandblockStreamResult.Loaded.Tier+MeshData; Promoted variant

Extends the Loaded result record with a LandblockStreamTier discriminator
and a LandblockMeshData payload (default! stub — T13 wires the real
off-thread mesh build). Adds the Promoted variant for Far→Near upgrades
that only need the entity layer, not a mesh rebuild.

LandblockStreamer.HandleJob passes Tier.Near + default! MeshData at the
existing synchronous load site; StreamingControllerTests updated to
match the new positional signature.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-09 22:53:07 +02:00
parent 1658882439
commit 295bce9bb2
3 changed files with 31 additions and 3 deletions

View file

@ -1,3 +1,5 @@
using System.Collections.Generic;
using AcDream.Core.Terrain;
using AcDream.Core.World; using AcDream.Core.World;
namespace AcDream.App.Streaming; namespace AcDream.App.Streaming;
@ -22,7 +24,29 @@ public abstract record LandblockStreamJob(uint LandblockId)
/// </summary> /// </summary>
public abstract record LandblockStreamResult(uint LandblockId) public abstract record LandblockStreamResult(uint LandblockId)
{ {
public sealed record Loaded(uint LandblockId, LoadedLandblock Landblock) : LandblockStreamResult(LandblockId); /// <summary>
/// A landblock load completed. <see cref="Tier"/> distinguishes Far
/// (terrain only) from Near (terrain + entities). <see cref="MeshData"/>
/// is built off the render thread on the streaming worker.
/// </summary>
public sealed record Loaded(
uint LandblockId,
LandblockStreamTier Tier,
LoadedLandblock Landblock,
LandblockMeshData MeshData
) : LandblockStreamResult(LandblockId);
/// <summary>
/// A previously-Far-resident landblock was promoted to Near. Terrain
/// mesh is already on the GPU; the result carries the entity layer
/// (stabs, buildings, scenery) to merge into the existing GpuWorldState
/// entry.
/// </summary>
public sealed record Promoted(
uint LandblockId,
IReadOnlyList<WorldEntity> Entities
) : LandblockStreamResult(LandblockId);
public sealed record Failed(uint LandblockId, string Error) : LandblockStreamResult(LandblockId); public sealed record Failed(uint LandblockId, string Error) : LandblockStreamResult(LandblockId);
public sealed record Unloaded(uint LandblockId) : LandblockStreamResult(LandblockId); public sealed record Unloaded(uint LandblockId) : LandblockStreamResult(LandblockId);

View file

@ -169,8 +169,12 @@ public sealed class LandblockStreamer : IDisposable
_outbox.Writer.TryWrite(new LandblockStreamResult.Failed( _outbox.Writer.TryWrite(new LandblockStreamResult.Failed(
load.LandblockId, "LandblockLoader.Load returned null")); load.LandblockId, "LandblockLoader.Load returned null"));
else else
// TEMPORARY: passes default! for MeshData — Task 13 wires the real mesh build.
_outbox.Writer.TryWrite(new LandblockStreamResult.Loaded( _outbox.Writer.TryWrite(new LandblockStreamResult.Loaded(
load.LandblockId, lb)); load.LandblockId,
LandblockStreamTier.Near,
lb,
MeshData: default! /* TODO(A.5 T13) */));
} }
catch (Exception ex) catch (Exception ex)
{ {

View file

@ -78,7 +78,7 @@ public class StreamingControllerTests
// Entities (positional record). Adjust if the first positional arg // Entities (positional record). Adjust if the first positional arg
// name differs. // name differs.
var lb = new LoadedLandblock(0x32320FFEu, new LandBlock(), System.Array.Empty<WorldEntity>()); var lb = new LoadedLandblock(0x32320FFEu, new LandBlock(), System.Array.Empty<WorldEntity>());
fake.Pending.Enqueue(new LandblockStreamResult.Loaded(0x32320FFEu, lb)); fake.Pending.Enqueue(new LandblockStreamResult.Loaded(0x32320FFEu, LandblockStreamTier.Near, lb, MeshData: default!));
controller.Tick(50, 50); controller.Tick(50, 50);