perf(streaming): reserve destination reveal capacity
Join destination scheduling to the canonical reveal generation, protect its share across every typed frame-budget dimension, and prevent stale work from clearing a replacement reservation. Remove forced incomplete materialization and project retail's centered portal wait cue while the authored tunnel remains active. Tests: Release build clean; 91 focused reservation/reveal tests; full solution 8,158 passed, 5 skipped. Co-authored-by: Codex <noreply@openai.com>
This commit is contained in:
parent
98f1ac8934
commit
2ff8f844b0
33 changed files with 870 additions and 230 deletions
|
|
@ -44,12 +44,14 @@ What does NOT go here:
|
|||
smooth and physics, collision, and wire state remain correct.
|
||||
- **Build hygiene:** `#228` records 17 clean-Release test-project warnings;
|
||||
production compilation and all tests pass.
|
||||
- **Performance side track:** Slices A–D and Slice E0–E4 are complete. Typed
|
||||
- **Performance side track:** Slices A–D and Slice E0–E5 are complete. Typed
|
||||
completion admission, immediate generation-scoped old-world quiescence, and
|
||||
budgeted full-window/recenter retirement are live. Publication now advances
|
||||
from retained render/physics/static/building/EnvCell cursors without replay;
|
||||
E5 destination reservation/reveal joining is next. The physical console is
|
||||
available and remains reserved for the E6 connected gate. Evidence:
|
||||
from retained render/physics/static/building/EnvCell cursors without replay.
|
||||
The canonical reveal generation now owns the destination reservation across
|
||||
every typed budget dimension; incomplete worlds remain in portal space with
|
||||
retail's centered wait cue. The physical console is available for E6
|
||||
deterministic and connected closeout. Evidence:
|
||||
[`research/2026-07-24-slice-d-unified-residency-report.md`](research/2026-07-24-slice-d-unified-residency-report.md).
|
||||
|
||||
The [documentation map](README.md) defines how this tactical ledger relates to
|
||||
|
|
@ -3507,7 +3509,12 @@ Tests: `DungeonStreamingGateTests` (4), `TeleportArrivalRulesTests` (4). Registe
|
|||
|
||||
**Files:** `GameWindow.cs` `OnLivePositionUpdated` (drop stale center) + `TeleportArrivalReadiness`; `src/AcDream.App/World/TeleportArrivalController.cs` (`TeleportArrivalRules`); `src/AcDream.App/Streaming/DungeonStreamingGate.cs`; `src/AcDream.Core/Physics/PhysicsEngine.cs` (`RemoveLandblock` CurrCell clear + NO-LANDBLOCK verbatim).
|
||||
|
||||
**Acceptance:** run into a portal, run out, re-enter — repeatedly in one session, each time placing + streaming correctly. Verify the dungeon→outdoor exit completes promptly (log `teleport complete`, not `teleport HOLD gave up … force-snapping`) with `streaming: dungeon EXIT-expand`, the outdoor world fully streamed, collision working. Also re-checks **#138**.
|
||||
**Acceptance:** run into a portal, run out, re-enter — repeatedly in one
|
||||
session, each time placing + streaming correctly. Verify the dungeon→outdoor
|
||||
exit remains in portal space until canonical destination readiness (with the
|
||||
centered retail wait cue if it exceeds five seconds), then completes with
|
||||
`streaming: dungeon EXIT-expand`, the outdoor world fully streamed, and
|
||||
collision working. Also re-checks **#138**.
|
||||
|
||||
---
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue