feat(A.5 T4): StreamingRegion ComputeFirstTickDiff
Adds the first-tick bootstrap diff: ToLoadNear for the (2*near+1)^2 inner window, ToLoadFar for the outer annulus up to FarRadius. Uses Chebyshev distance, matching existing Recenter convention. Also renames the single-tier RecenterTo → RecenterToSingleTier to free the canonical name for the upcoming two-tier overload (T5). Updates StreamingRegionTests and StreamingController to call the renamed method. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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4 changed files with 54 additions and 6 deletions
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@ -79,7 +79,7 @@ public sealed class StreamingController
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}
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else if (_region.CenterX != observerCx || _region.CenterY != observerCy)
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{
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var diff = _region.RecenterTo(observerCx, observerCy);
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var diff = _region.RecenterToSingleTier(observerCx, observerCy);
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foreach (var id in diff.ToLoad) _enqueueLoad(id);
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foreach (var id in diff.ToUnload) _enqueueUnload(id);
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}
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@ -87,13 +87,47 @@ public sealed class StreamingRegion
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internal static uint EncodeLandblockId(int lbX, int lbY)
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=> ((uint)lbX << 24) | ((uint)lbY << 16) | 0xFFFFu;
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/// <summary>
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/// First-tick bootstrap: emit ToLoadNear for every LB in the inner ring,
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/// ToLoadFar for every LB in the outer ring (between near and far). Used
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/// by <see cref="StreamingController.Tick"/> on the first call before any
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/// RecenterTo.
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/// </summary>
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public TwoTierDiff ComputeFirstTickDiff()
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{
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var near = new List<uint>();
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var far = new List<uint>();
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for (int dx = -FarRadius; dx <= FarRadius; dx++)
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{
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for (int dy = -FarRadius; dy <= FarRadius; dy++)
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{
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int nx = CenterX + dx;
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int ny = CenterY + dy;
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if (nx < 0 || nx > 0xFF || ny < 0 || ny > 0xFF) continue;
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int absDx = System.Math.Abs(dx);
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int absDy = System.Math.Abs(dy);
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var id = EncodeLandblockId(nx, ny);
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if (absDx <= NearRadius && absDy <= NearRadius)
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near.Add(id);
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else
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far.Add(id);
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}
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}
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return new TwoTierDiff(
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ToLoadFar: far,
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ToLoadNear: near,
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ToPromote: System.Array.Empty<uint>(),
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ToDemote: System.Array.Empty<uint>(),
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ToUnload: System.Array.Empty<uint>());
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}
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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 + 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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public RegionDiff RecenterToSingleTier(int newCx, int newCy)
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{
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// Snapshot the old resident set so we can diff against it.
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var oldResident = new HashSet<uint>(_resident);
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