docs: refresh strategic roadmap + Foundation phase design spec
Output of a brainstorming session after Phase 6/7.1/9.1/9.2 shipped and the lifestone crystal bug was isolated. Two documents: 1. docs/plans/2026-04-11-roadmap.md — strategic roadmap replacing the stale post-Phase-5 version. Reflects what's actually shipped, reorganizes upcoming work into Phases A (Foundation), B (Gameplay), C (Polish — includes VFX/particles, dynamic lights, palette tuning, double-sided translucents), D (UI + Sound), and E (long-tail). Updates the "when will my complaint be fixed" quick-lookup with the correct phase for portals (VFX, not shader tricks as previously claimed), smoke, fireplace fire, and everything we fixed this session. Phase ordering: A → B → (C/D in parallel) → E. 2. docs/superpowers/specs/2026-04-11-foundation-phase-design.md — detailed implementation spec for Phase A only. Covers the four sub-pieces (streaming landblock loader, frustum culling, net I/O thread, async dat decoding folded into the streaming worker), their components, data flow, error handling, testing strategy, and commit-point ordering. Includes non-goals to prevent scope creep. No code changes yet. The spec goes to user review next, then into the writing-plans skill for a detailed implementation plan. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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# Phase A — Foundation phase design
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**Status:** Spec, 2026-04-11, brainstormed from zero.
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**Scope:** Replace acdream's current one-shot 3×3 landblock preload with a streaming loader, add frustum culling, move UDP I/O off the render thread, and make dat reads happen on a background worker. These four sub-pieces ship together as Phase A.
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**Parent:** `docs/plans/2026-04-11-roadmap.md` (strategic roadmap)
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## Goals
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1. Walk across 10+ landblocks in any direction with no crashes and no empty voids.
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2. Landblock-boundary crossings produce no visible hitch — background loading hides itself behind a queue the render thread drains.
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3. Frame time stays usable on a 5×5 default visible window.
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4. Visible window is runtime-configurable via `ACDREAM_STREAM_RADIUS` so the user can tune against their hardware without rebuilding.
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5. No packet drops when the render thread stalls — UDP receive runs on its own thread.
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## Non-goals
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- Per-entity frustum culling. Per-landblock coarse culling is enough for Phase A; per-entity is Phase C or later.
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- LOD mesh levels. Distant trees still use full vertex counts — that's a Phase C polish concern.
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- Dungeon landblock format (`0xAAAA0000` family). Only the surface `0xAAAA****` landblocks we already handle. Dungeons are Phase E.
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- Memory reclamation across _all_ uploaded dat assets. We reference-count GfxObj uploads per landblock; palettes, animations, and other shared dat assets are not GC'd. They grow monotonically until application exit — acceptable because individual assets are small and the working set is bounded by the visible window.
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- Live perf benchmarks / numeric acceptance. Acceptance is "no visible hitch" judged by eye, not "frame time < 5ms."
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## High-level architecture
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Four new components, one existing renderer modified, one existing net-session modified. No changes to `WorldEntity`, `MeshRef`, shaders, or the mesh builders.
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```
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┌──────────────┐ ┌──────────────┐
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│ Net thread │ ── msg queue ──────────────────────────────> │ │
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├──────────────┤ │ │
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│ UDP.Receive │ │ │
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│ Decode+Frag │ │ Render │
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│ Parse msg │ │ thread │
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└──────────────┘ │ │
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│ OnUpdate │
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┌──────────────┐ │ drain msgs │
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│ Load thread │ │ compute │
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├──────────────┤ ── completion outbox ──────────────────────> │ center │
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│ pull job │ │ diff region │
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│ read dats │ │ enqueue │
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│ build meshes │ │ drain cmpl. │
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│ (CPU-only) │ <── job queue ───────────────────────────────│ GPU upload │
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└──────────────┘ │ │
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│ OnRender │
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│ cull │
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│ draw opaque │
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│ draw trans. │
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└──────────────┘
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```
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## Components
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### 1. `StreamingRegion` *(new, `src/AcDream.App/Streaming/StreamingRegion.cs`)*
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A pure value type / data holder. Given a center landblock `(x, y)` and a radius `r`, produces the set of landblock IDs in the `(2r+1) × (2r+1)` window.
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**API:**
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```csharp
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public sealed class StreamingRegion
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{
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public int CenterX { get; }
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public int CenterY { get; }
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public int Radius { get; }
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public IReadOnlySet<uint> Visible { get; } // landblock IDs in `(lbX << 24) | (lbY << 16) | 0xFFFE`
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public StreamingRegion(int cx, int cy, int radius);
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// Diff-style recenter: returns the landblocks to load (new to visible set)
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// and to unload (fell outside `radius + 1` hysteresis).
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public RegionDiff RecenterTo(int newCx, int newCy);
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}
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public readonly record struct RegionDiff(
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IReadOnlyList<uint> ToLoad,
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IReadOnlyList<uint> ToUnload);
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```
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**Hysteresis:** unload only happens when a landblock falls further than `radius + 1` from the current center. Prevents load/unload churn at boundary crossings. Unit tests verify the hysteresis logic with a standing-still center (no loads, no unloads) and a one-step cross (one new load, no unloads because the departing row is still inside `r+1`).
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No threading. Pure data. Test-able in isolation.
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### 2. `LandblockStreamer` *(new, `src/AcDream.App/Streaming/LandblockStreamer.cs`)*
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Owns a dedicated background thread + two channel-based queues (inbox for jobs, outbox for completions).
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**API:**
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```csharp
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public sealed class LandblockStreamer : IDisposable
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{
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public LandblockStreamer(
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DatCollection dats,
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int centerX, int centerY, // for world-space offset computation inside completions
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ILogger? log = null);
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public void Start();
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public void EnqueueLoad(uint landblockId);
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public void EnqueueUnload(uint landblockId);
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/// <summary>
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/// Drains up to <paramref name="maxBatchSize"/> completed loads and returns
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/// them to the caller. Non-blocking. Call from the render thread once per
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/// OnUpdate. The caller is responsible for GPU upload and world-state
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/// integration using the returned <see cref="LoadedLandblock"/> records.
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/// </summary>
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public IReadOnlyList<LoadedLandblock> DrainCompletions(int maxBatchSize = 4);
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public void Dispose();
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}
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public sealed record LoadedLandblock(
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uint LandblockId,
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WorldView.LoadedLandblock Terrain,
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IReadOnlyList<WorldEntity> Entities); // scenery + interior + stabs pre-flattened
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```
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The load thread pulls jobs from the inbox, invokes the existing `WorldView.LoadLandblock` terrain path (unchanged), the scenery generator (unchanged), the EnvCell walker (unchanged), and `CellMesh.Build` / `GfxObjMesh.Build` (unchanged, CPU-only) to produce a `LoadedLandblock` record. The record is posted to the outbox.
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**Unloads** post an "unload" completion that tells the render thread which landblock's data to release. The render thread holds the authoritative `Dictionary<uint, LoadedLandblock>` and references the GPU buffers. On unload, the render thread removes entries and decrements reference counts on GfxObj GPU bundles.
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**Thread safety:** jobs and completions go through `System.Threading.Channels.Channel<T>` (unbounded, single-reader single-writer). `DatCollection` reads are thread-safe per DatReaderWriter docs; no extra locking. Cancellation via `CancellationTokenSource`; `Dispose` cancels and joins the thread.
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**Error handling:** if a dat read throws, the worker catches, logs the landblock ID + exception, and posts a `LoadFailed` completion. The controller marks the landblock as "failed" and does not retry until the region recenters past it and back.
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### 3. `StreamingController` *(new, `src/AcDream.App/Streaming/StreamingController.cs`)*
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Glue between `GameWindow`, `StreamingRegion`, and `LandblockStreamer`. Called once per frame from `OnUpdate`.
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**API:**
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```csharp
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public sealed class StreamingController
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{
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public StreamingController(
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LandblockStreamer streamer,
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int initialRadius,
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int initialCenterX, int initialCenterY);
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public int Radius { get; set; } // ACDREAM_STREAM_RADIUS env var seeds this
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/// <summary>
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/// Called every frame. Updates the streaming region based on the current
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/// observer position, enqueues loads/unloads as needed, and drains
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/// completed loads into <paramref name="worldState"/>.
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/// </summary>
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public void Tick(
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Vector3 observerWorldPosition,
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GpuWorldState worldState);
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}
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```
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`GpuWorldState` is a helper class (mutable) that owns the per-landblock GPU resources: the terrain renderer's uploaded landblocks, the static-mesh renderer's uploaded entities per landblock, and the per-landblock AABBs used by the frustum culler. The controller adds/removes entries in it as completions drain. It replaces the current flat `_entities` list `GameWindow` holds.
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The observer position is converted to landblock coordinates by taking the integer landblock-sized chunks of world X/Y (we already have `_liveCenterX` and `_liveCenterY` offset math; reuse it). The center is:
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- **live mode:** server-sent player position (latest `EntityPositionUpdate` for our own GUID), converted via the same lb-offset math as in `OnLiveEntitySpawned` / `OnLivePositionUpdated`
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- **offline mode:** camera position
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Selection between the two: a simple `_liveSession is { CurrentState: InWorld }` check.
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**Hotkey / env var:** `ACDREAM_STREAM_RADIUS` read at startup. Changing it mid-run is not required for the MVP — we can add a keybind later if it comes up.
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### 4. `FrustumCuller` *(new, `src/AcDream.App/Rendering/FrustumCuller.cs`)*
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Per-frame view-frustum extraction from a view×projection matrix, plus AABB-vs-frustum intersection.
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**API:**
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```csharp
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public readonly struct FrustumPlanes
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{
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public readonly Vector4 Left, Right, Bottom, Top, Near, Far;
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public static FrustumPlanes FromViewProjection(Matrix4x4 vp);
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}
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public static class FrustumCuller
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{
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/// <summary>
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/// Returns true if <paramref name="aabb"/> is potentially visible against
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/// <paramref name="planes"/>. Conservative — returns true for partial
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/// intersections. Zero allocations; suitable for per-frame use.
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/// </summary>
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public static bool IsAabbVisible(FrustumPlanes planes, BoundingBox aabb);
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}
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```
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Used by `StaticMeshRenderer.Draw` and (optionally) `TerrainRenderer.Draw`:
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1. At the start of each draw call, extract `FrustumPlanes` from `camera.View * camera.Projection`.
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2. For each landblock's AABB (precomputed at load time — the terrain height range gives Z extent, the 192×192 landblock footprint gives X/Y extent), test against the frustum.
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3. Skip entity iteration for any landblock whose AABB is fully outside. Opaque and translucent passes both benefit.
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AABBs are owned by `GpuWorldState` and refreshed only when a new landblock loads. They never change at runtime.
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### 5. `NetIoThread` *(modification to `src/AcDream.Core.Net/WorldSession.cs`)*
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Move `WorldSession.PumpOnce` (or its eventual replacement) off the render thread.
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**Before:**
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```csharp
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// called from GameWindow.OnUpdate
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_liveSession.Tick(); // blocking receive with 250ms timeout, then ProcessDatagram
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```
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**After:**
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```csharp
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// started by Connect()
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var netThread = new Thread(NetReceiveLoop) { IsBackground = true, Name = "acdream.net" };
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netThread.Start();
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private void NetReceiveLoop()
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{
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while (!_cancel.IsCancellationRequested)
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{
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var bytes = _net.Receive(TimeSpan.FromMilliseconds(250), out _);
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if (bytes is null) continue;
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// Decode + fragment assembly happens here too — everything CPU-bound
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// runs off the render thread.
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var parsed = DecodeAndParse(bytes);
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foreach (var msg in parsed)
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_incoming.Writer.TryWrite(msg);
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}
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}
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// called from GameWindow.OnUpdate
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public void Tick()
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{
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while (_incoming.Reader.TryRead(out var msg))
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Dispatch(msg); // fires EntitySpawned / MotionUpdated / PositionUpdated
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}
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```
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**Channel type:** `System.Threading.Channels.Channel<ParsedGameMessage>`, unbounded, MPSC (net thread writes, render thread reads). `TryWrite` is non-blocking.
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**Event handlers stay on the render thread.** `EntitySpawned`, `MotionUpdated`, `PositionUpdated` are fired from `Tick()` (render thread), so existing handler code continues to see a single-threaded world and doesn't need locks. The `_entitiesByServerGuid` dict, `_animatedEntities`, GPU upload calls — all still single-threaded.
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**Shutdown:** `Dispose()` cancels `_cancel`, waits for the net thread via `netThread.Join(TimeSpan.FromSeconds(1))`, closes the UDP socket.
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**ISAAC state:** `_inboundIsaac` and `_outboundIsaac` are owned by the net thread after handshake; `SendGameMessage` needs a lock if we keep it render-thread-owned, OR an outbound channel so the net thread drives all socket writes. The simpler option is a single `lock(_isaacOutboundLock)` around outbound sends — the send volume is low and contention is negligible.
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### Existing files touched
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- **`GameWindow.cs`** — replace the one-shot preload with `StreamingController.Tick` in `OnUpdate`. Remove the `_entities` field (migrates into `GpuWorldState`). Feed `FrustumPlanes` into `StaticMeshRenderer.Draw`.
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- **`StaticMeshRenderer.cs`** — accept a `FrustumPlanes?` parameter on `Draw`; if set, skip entity iteration for landblocks whose AABB fails the test. Entity-to-landblock mapping is provided by `GpuWorldState`.
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- **`TerrainRenderer.cs`** — same treatment: skip drawing landblocks that fail the frustum test.
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- **`WorldSession.cs`** — split the receive loop onto a background thread; add the channel; adjust `Tick` to drain the channel.
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- **`Program.cs` / `GameWindow.cs` startup** — read `ACDREAM_STREAM_RADIUS`, instantiate `LandblockStreamer` + `StreamingController`.
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## Data flow (steady state, one frame)
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1. **Net thread (continuous):** receives packet → decodes → fragment assembles → parses → writes `ParsedGameMessage` to `_incoming` channel.
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2. **Load thread (continuous):** pulls job from `LandblockStreamer._jobs` → reads dats → builds meshes → posts `LoadedLandblock` to `LandblockStreamer._completions`.
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3. **OnUpdate (render thread):**
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- `_liveSession.Tick()` drains `_incoming`, fires `EntitySpawned` / `MotionUpdated` / `PositionUpdated`. Handlers update `_entitiesByServerGuid`, `_animatedEntities`, world state.
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- `_streamingController.Tick(observerPos, worldState)`:
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- Computes observer landblock coordinates from world pos.
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- `StreamingRegion.RecenterTo(...)` → `RegionDiff`.
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- Enqueues `ToLoad` into `LandblockStreamer`.
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- Enqueues `ToUnload` into `LandblockStreamer`.
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- Drains `LandblockStreamer.DrainCompletions()` → GPU-uploads new terrain + meshes → adds entities to `worldState`.
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- Animation tick (`TickAnimations(dt)`) runs over the updated animated-entity set.
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- Fly camera input + keyboard.
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4. **OnRender (render thread):**
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- Compute `FrustumPlanes` from camera.
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- Draw terrain, skipping culled landblocks.
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- Draw static mesh pass 1 (opaque), skipping culled landblocks.
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- Draw static mesh pass 2 (translucent, with cull face on), skipping culled landblocks.
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## Error handling & edge cases
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- **Dat load fails for a landblock.** Worker logs, posts a `LoadFailed` record. Controller marks the landblock as "failed" in a small dict. The landblock stays out of the visible set until the region recenters off it and back — a crude self-heal that avoids a tight retry loop.
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- **Player teleports across the world** (live mode recalls, long-range recall spells). Region recomputes entirely on the next `Tick`; the old set unloads, the new set enqueues. A single multi-block hitch the first frame after teleport is acceptable — it's the unavoidable cost of landing in an unloaded area.
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- **Net thread dies** (socket exception, unhandled parse error). Catch, log, set `_liveSession` state to `Failed`. Render thread continues showing the last-known world. No auto-reconnect in Phase A.
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- **Shutdown mid-load.** `Dispose` cancels the load thread's token, drains any in-flight completion into `/dev/null` (actually: drops them so we don't GPU-upload after disposal), joins the thread, then disposes GPU resources.
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- **Observer outside the currently-loaded region** (first frame, before Tick has a chance to run). Fallback: load the 3×3 around the observer synchronously on first frame, then let streaming take over. This is the "initial preload" behavior and matches current startup semantics.
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- **`StreamingRegion` at map edges.** Clamp `(lbX, lbY)` to `[0, 255]` (AC landblock coordinates are 8-bit). Landblocks beyond the edge are skipped without error.
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## Testing strategy
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New test projects / files:
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- **`tests/AcDream.Core.Tests/Streaming/StreamingRegionTests.cs`**
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- Construct with center `(50, 50)` radius `2` → `Visible` is exactly the 25-cell window.
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- `RecenterTo(50, 50)` → empty diff.
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- `RecenterTo(51, 50)` → `ToLoad` has the new column (5 landblocks), `ToUnload` is empty (hysteresis keeps the departing column).
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- `RecenterTo(53, 50)` (three-step jump) → `ToLoad` has new columns (15 landblocks), `ToUnload` has one departing column (5 landblocks, now beyond `r+1`).
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- `RecenterTo(100, 100)` (full teleport) → entire old set unloads, entire new set loads.
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- Edge clamping at `(0, 0)` and `(255, 255)`.
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- **`tests/AcDream.Core.Tests/Streaming/FrustumCullerTests.cs`**
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- Identity VP → all six planes at infinity, every AABB visible.
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- Known perspective with known camera pos → AABB directly in front visible, AABB directly behind not visible.
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- AABB straddling a plane → visible (conservative).
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- Edge cases: zero-size AABB on the near plane, huge AABB enclosing the camera.
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- **`tests/AcDream.App.Tests/Streaming/LandblockStreamerTests.cs`** (create project if missing, copy the small existing test-project pattern)
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- Fake `DatCollection` that returns canned landblocks on demand.
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- Enqueue three loads → drain three completions. Order-independent but arrival-order stable.
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- Enqueue a load that throws → `LoadFailed` arrives in the outbox; no thread crash.
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- Dispose mid-load → thread joins cleanly, subsequent operations are no-ops.
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- **`tests/AcDream.Core.Net.Tests/NetIoThreadTests.cs`**
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- Loopback UDP harness (already exists for `LiveHandshakeTests`). Spin up the session with net-thread mode on.
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- Server sends N packets → client's `Tick()` dispatches N events on the render thread (i.e., on the test thread, which we assert).
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- Dispose while a receive is in flight → clean shutdown, no thread leaks.
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- Existing `LiveHandshakeTests` continue to pass unchanged — proves the real handshake path still works.
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Total expected new test count: ~25. Bringing totals to roughly 120 Core / 100 Core.Net / new `AcDream.App.Tests` project.
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## Implementation order
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Phase A is broken into four concrete increments, each independently commit-able and verifiable:
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1. **A.1 Streaming (includes async dat read as its implementation, i.e., sub-piece A.4).**
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- Land `StreamingRegion`, `StreamingRegionTests`, `LandblockStreamer`, `StreamingController`, and the `GameWindow` wiring.
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- Verify: runtime window change via env var, walk 10 landblocks, no crashes.
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- Commit point.
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2. **A.2 Frustum culling.**
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- Land `FrustumPlanes`, `FrustumCuller`, per-landblock AABB cache in `GpuWorldState`, wiring in `StaticMeshRenderer.Draw` and `TerrainRenderer.Draw`.
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- Verify: frame time with a `radius=3` window is at least as good as the baseline with unchanged visual output.
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- Commit point.
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||||
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3. **A.3 Net I/O thread.**
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- Split `WorldSession.PumpOnce` onto a dedicated thread, add the `Channel<ParsedGameMessage>`, keep event dispatch on the render thread.
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- Verify: `LiveHandshakeTests` still pass, live session still works, no packet drops under artificial render-thread stalls.
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- Commit point.
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4. **A.4 (folded).** Already landed in A.1. No separate commit — call this out in the A.1 commit message.
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|
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Each increment takes only one focused session. The whole phase fits in 2-3 sessions total.
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## Acceptance
|
||||
|
||||
Phase A is **done** when all of the following are true:
|
||||
|
||||
1. `ACDREAM_STREAM_RADIUS=4` produces a 9×9 window on startup; `=2` produces 5×5; default (unset) is 5×5.
|
||||
2. Starting in Holtburg, flying (camera) or walking (player, later phase) 10 landblocks in any cardinal direction results in no crashes, no empty void tiles, and no missing entities.
|
||||
3. At a typical landblock-boundary crossing, there is no visible frame hitch — loads are invisible behind the background worker.
|
||||
4. Frame time with radius `2` (5×5 default) stays usable (judged by eye — no numeric threshold).
|
||||
5. `LiveHandshakeTests` pass, proving the net-thread split doesn't regress handshake behavior.
|
||||
6. All new unit tests pass.
|
||||
7. Total test count is at least 220 (up from 194).
|
||||
|
||||
## Open questions for implementation
|
||||
|
||||
None blocking. Items noted for the implementation plan:
|
||||
|
||||
- **Observer position in live+offline:** exact fallback ordering when live is starting up but not yet InWorld. Minor — fall back to camera until first position update.
|
||||
- **GPU memory reclamation rhythm:** do we unload immediately on drain, or hold a small LRU? Start with immediate; upgrade to LRU if thrashing becomes visible.
|
||||
- **Channel bound size:** pick unbounded for simplicity; revisit if completions pile up.
|
||||
|
||||
These get resolved during implementation; none changes the spec.
|
||||
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