fix(rendering): publish scene deltas at update boundary
Move the ordinary shadow-scene drain out of the conditional spatial reconciler and into an explicit final update-frame commit phase. This publishes deltas after streaming, network, teleport, camera, and conditional reconciles even while world simulation is quiesced. Release gate: 3,733 App tests / 3 skips; 8,217 complete-solution tests / 5 skips. Co-Authored-By: OpenAI Codex <codex@openai.com>
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7 changed files with 57 additions and 9 deletions
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@ -106,6 +106,11 @@ internal interface ICameraFramePhase
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void Tick(UpdateFrameTiming timing);
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}
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internal interface IUpdateFrameCommitPhase
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{
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void Commit();
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}
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/// <summary>
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/// Owns the accepted acdream host-update phase graph.
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/// </summary>
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@ -127,6 +132,7 @@ internal sealed class UpdateFrameOrchestrator : AcDream.App.Rendering.IGameUpdat
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private readonly ILocalPlayerTeleportFramePhase _teleport;
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private readonly IPlayerModeAutoEntryFramePhase _playerModeAutoEntry;
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private readonly ICameraFramePhase _camera;
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private readonly IUpdateFrameCommitPhase _commit;
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private readonly IWorldGenerationAvailability _availability;
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public UpdateFrameOrchestrator(
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@ -141,6 +147,7 @@ internal sealed class UpdateFrameOrchestrator : AcDream.App.Rendering.IGameUpdat
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ILocalPlayerTeleportFramePhase teleport,
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IPlayerModeAutoEntryFramePhase playerModeAutoEntry,
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ICameraFramePhase camera,
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IUpdateFrameCommitPhase commit,
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IWorldGenerationAvailability? availability = null)
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{
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_teardown = teardown ?? throw new ArgumentNullException(nameof(teardown));
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@ -156,6 +163,7 @@ internal sealed class UpdateFrameOrchestrator : AcDream.App.Rendering.IGameUpdat
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_playerModeAutoEntry = playerModeAutoEntry
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?? throw new ArgumentNullException(nameof(playerModeAutoEntry));
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_camera = camera ?? throw new ArgumentNullException(nameof(camera));
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_commit = commit ?? throw new ArgumentNullException(nameof(commit));
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_availability = availability ?? AlwaysAvailableWorldGeneration.Instance;
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}
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@ -185,5 +193,6 @@ internal sealed class UpdateFrameOrchestrator : AcDream.App.Rendering.IGameUpdat
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_teleport.Tick(timing.SimulationDeltaSecondsSingle);
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_playerModeAutoEntry.TryEnter();
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_camera.Tick(timing);
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_commit.Commit();
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}
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}
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