fix(app): Phase A.1 — separate Visible from Resident in StreamingRegion
Review follow-up from commit 11df793. Three fixes:
1. Visible semantics: StreamingRegion.Visible now strictly describes the
current (2r+1)×(2r+1) window, not window + hysteresis retainees.
Added a parallel Resident property exposing the actual loaded set
(window + hysteresis buffer). This matters because StreamingController
(next task) reads these to decide what to render vs what to unload;
conflating them in one set would have forced awkward post-processing
downstream.
2. Doc/code disagreement: updated the RecenterTo and RegionDiff doc
comments from "radius + 1" to "radius + 2" to match the actual
implementation (which is what the tests require). Also updated the
plan doc so future readers don't hit the same contradiction.
3. Edge-clamping test coverage: added a single-axis edge test
(cx=0, cy=50 → 15 entries) and an ID-encoding test (radius=0 at
0x12,0x34 → 0x1234FFFE) so a swapped-shift bug in EncodeLandblockId
or an asymmetric off-by-one would fail a test instead of passing
silently.
9 tests green, full suite regressions-free.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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3 changed files with 67 additions and 29 deletions
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@ -4,7 +4,7 @@
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**Goal:** Replace acdream's one-shot 3×3 landblock preload with a streaming loader that follows the camera (offline) or player (live), loads new landblocks on a background worker, and unloads landblocks that fall outside a configurable visible window.
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**Architecture:** Four new classes (`StreamingRegion`, `LandblockStreamer`, `GpuWorldState`, `StreamingController`) plus incremental additions to `TerrainRenderer` and `GameWindow`. Loads run on a dedicated worker thread driven by `System.Threading.Channels.Channel<T>`; GPU upload stays on the render thread draining a completion outbox in `OnUpdate`. Window radius is runtime-configurable via `ACDREAM_STREAM_RADIUS` (default 2 → 5×5 visible window) with hysteresis of `radius + 1` to prevent churn at boundary crossings.
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**Architecture:** Four new classes (`StreamingRegion`, `LandblockStreamer`, `GpuWorldState`, `StreamingController`) plus incremental additions to `TerrainRenderer` and `GameWindow`. Loads run on a dedicated worker thread driven by `System.Threading.Channels.Channel<T>`; GPU upload stays on the render thread draining a completion outbox in `OnUpdate`. Window radius is runtime-configurable via `ACDREAM_STREAM_RADIUS` (default 2 → 5×5 visible window) with hysteresis of `radius + 2` to prevent churn at boundary crossings.
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**Tech Stack:** .NET 10, Silk.NET, DatReaderWriter, System.Threading.Channels, xUnit.
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@ -211,11 +211,11 @@ Append to `StreamingRegionTests.cs`:
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[Fact]
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public void RecenterTo_SingleStepEast_LoadsColumn_NoUnloadsDueToHysteresis()
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{
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// Radius 2 → unload threshold is radius+1 = 3.
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// Radius 2 → unload threshold is radius+2 = 4.
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// Starting center (50,50) covers X in [48..52]. Step to (51,50):
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// new coverage X in [49..53]. New column is x=53 (5 entries).
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// Departing column would be x=48, but |48-51| = 3 which equals the
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// threshold, so it stays loaded (hysteresis keeps radius+1).
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// Departing column would be x=48, but |48-51| = 3 which is less than
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// the threshold, so it stays loaded (hysteresis keeps radius+2).
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var region = new StreamingRegion(cx: 50, cy: 50, radius: 2);
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var diff = region.RecenterTo(51, 50);
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@ -229,7 +229,7 @@ Append to `StreamingRegionTests.cs`:
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{
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// Starting (50,50) covers X in [48..52]. Step to (53,50):
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// new coverage X in [51..55]. New columns: x=53,54,55 (15 entries).
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// x=48 is now 5 away → unload. x=49,50 still within radius+1 → keep.
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// x=48 is now 5 away → unload. x=49,50 still within radius+2 → keep.
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var region = new StreamingRegion(cx: 50, cy: 50, radius: 2);
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var diff = region.RecenterTo(53, 50);
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@ -264,7 +264,7 @@ Append to `StreamingRegion.cs` (inside the `AcDream.App.Streaming` namespace):
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/// <summary>
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/// Output of <see cref="StreamingRegion.RecenterTo"/>: the landblocks to
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/// start loading (newly entered the visible window) and the landblocks to
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/// unload (fell outside the unload threshold, which is <c>radius + 1</c>).
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/// unload (fell outside the unload threshold, which is <c>radius + 2</c>).
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/// Both lists are disjoint from the current <see cref="StreamingRegion.Visible"/>
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/// set; the caller hands them to <c>LandblockStreamer</c> as jobs.
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/// </summary>
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@ -279,7 +279,7 @@ Add to the `StreamingRegion` class body (below `Recenter`):
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/// <summary>
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/// Recompute the visible window around a new center and return the
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/// delta vs. the previous state. Hysteresis: landblocks aren't unloaded
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/// until they're further than <c>Radius + 1</c> from the new center,
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/// until they're further than <c>Radius + 2</c> from the new center,
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/// so boundary crossings don't thrash.
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/// </summary>
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public RegionDiff RecenterTo(int newCx, int newCy)
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@ -296,7 +296,7 @@ Add to the `StreamingRegion` class body (below `Recenter`):
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// Unloads = everything previously visible AND now outside the
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// hysteresis threshold (|dx| > r+1 OR |dy| > r+1).
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int unloadThreshold = Radius + 1;
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int unloadThreshold = Radius + 2;
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var toUnload = new List<uint>();
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foreach (var id in oldVisible)
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{
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@ -335,7 +335,7 @@ feat(app): Phase A.1 — StreamingRegion (window set + diff with hysteresis)
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Pure data type describing the set of landblocks inside the current
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streaming window, with a diff-style Recenter that returns (toLoad,
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toUnload) pairs the LandblockStreamer consumes as jobs. Hysteresis
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of radius+1 prevents load/unload churn at boundary crossings.
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of radius+2 prevents load/unload churn at boundary crossings.
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First piece of Phase A.1 per docs/superpowers/plans/2026-04-11-foundation-a1-streaming.md.
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