refactor(streaming): centralize world reveal lifetime
Compose destination readiness and lifecycle telemetry behind one App-layer coordinator so login and portal begin, preparation, materialization, visibility, completion, and cancellation cannot drift apart in GameWindow wiring.
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4 changed files with 213 additions and 30 deletions
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@ -239,7 +239,8 @@ src/
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Streaming/
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StreamingController.cs -> done
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GpuWorldState.cs -> done
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WorldRevealReadinessBarrier.cs -> shared login/portal reveal owner
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WorldRevealCoordinator.cs -> shared login/portal lifetime owner
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WorldRevealReadinessBarrier.cs -> canonical destination predicate
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Input/
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PlayerMovementController.cs -> active movement driver
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Plugins/
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@ -708,14 +709,16 @@ partially hydrated cell membership or shell placement to the renderer.
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### World-reveal readiness ownership
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`WorldRevealReadinessBarrier` is the single App-layer owner of the edge that
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allows normal world geometry to become visible at initial login or after a
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portal. It joins `StreamingController`/`GpuWorldState` static-mesh publication,
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`WbDrawDispatcher` composite-texture warmup, and `PhysicsEngine` destination
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residency. Login's sky-only gate and portal-space transit consume the same
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predicate; they differ only in presentation. Composite preparation advances
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after `WbMeshAdapter.Tick` on the render thread, never from the streaming
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worker. This is acdream's asynchronous equivalent of retail
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`WorldRevealCoordinator` is the single App-layer owner of each login or portal
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reveal lifetime. It composes the canonical `WorldRevealReadinessBarrier` with
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generation-scoped lifecycle observation, so begin, preparation, readiness,
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materialization, world visibility, completion, and cancellation cannot be
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wired independently. The barrier joins `StreamingController`/`GpuWorldState`
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static-mesh publication, `WbDrawDispatcher` composite-texture warmup, and
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`PhysicsEngine` destination residency. Login's sky-only gate and portal-space
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transit consume the same predicate; they differ only in presentation.
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Composite preparation advances after `WbMeshAdapter.Tick` on the render
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thread, never from the streaming worker. This is acdream's asynchronous equivalent of retail
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`SmartBox::UseTime` holding position completion while
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`CellManager::blocking_for_cells` is set.
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@ -149,9 +149,7 @@ public sealed class GameWindow : IDisposable
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private AcDream.App.Streaming.LandblockRetirementCoordinator? _landblockRetirements;
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private AcDream.App.Rendering.EquippedChildRenderController? _equippedChildRenderer;
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private AcDream.App.Streaming.StreamingController? _streamingController;
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private AcDream.App.Streaming.WorldRevealReadinessBarrier? _worldRevealReadiness;
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private readonly AcDream.App.Streaming.WorldRevealLifecycleTelemetry _worldRevealTelemetry =
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new(message => Console.WriteLine(message));
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private AcDream.App.Streaming.WorldRevealCoordinator? _worldReveal;
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private int _streamingRadius = 2; // default 5×5 (kept for debug overlay getStreamingRadius callback)
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private int _nearRadius = 4; // Phase A.5 T16: two-tier near ring (default 4 → 9×9)
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private int _farRadius = 12; // Phase A.5 T16: two-tier far ring (default 12 → 25×25)
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@ -2287,8 +2285,8 @@ public sealed class GameWindow : IDisposable
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UiProbeLog);
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_worldLifecycleAutomation =
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new AcDream.App.Diagnostics.WorldLifecycleAutomationController(
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() => _worldRevealTelemetry.Snapshot,
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() => _worldRevealTelemetry.PortalMaterializationCount,
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() => _worldReveal?.Snapshot ?? default,
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() => _worldReveal?.PortalMaterializationCount ?? 0,
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CaptureWorldLifecycleResourceSnapshot,
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_frameScreenshots,
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artifactDirectory,
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@ -2867,7 +2865,7 @@ public sealed class GameWindow : IDisposable
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retirementCoordinator: _landblockRetirements);
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// A.5 T22.5: apply max-completions from resolved quality.
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_streamingController.MaxCompletionsPerFrame = _resolvedQuality.MaxCompletionsPerFrame;
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_worldRevealReadiness = new AcDream.App.Streaming.WorldRevealReadinessBarrier(
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_worldReveal = new AcDream.App.Streaming.WorldRevealCoordinator(
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isRenderNeighborhoodReady: _streamingController.IsRenderNeighborhoodResident,
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isSpawnCellReady: _physicsEngine.IsSpawnCellReady,
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isTerrainNeighborhoodReady: _physicsEngine.IsNeighborhoodTerrainResident,
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@ -2880,7 +2878,8 @@ public sealed class GameWindow : IDisposable
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radius),
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invalidateCompositeTextures: () =>
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_wbDrawDispatcher?.InvalidateCompositeWarmupReadiness(),
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isSpawnClaimUnhydratable: IsSpawnClaimUnhydratable);
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isSpawnClaimUnhydratable: IsSpawnClaimUnhydratable,
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log: message => Console.WriteLine(message));
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// Phase 4.7: optional live-mode startup. Connect to the ACE server,
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// enter the world as the first character on the account, and stream
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@ -3637,8 +3636,7 @@ public sealed class GameWindow : IDisposable
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// the same shared reveal lifetime used by portal arrivals: initial
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// login must not inherit the dispatcher's default/previous composite
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// readiness and expose a terrain-only or partially uploaded world.
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_worldRevealReadiness?.Begin();
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_worldRevealTelemetry.Begin(AcDream.App.Streaming.WorldRevealKind.Login);
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_worldReveal?.Begin(AcDream.App.Streaming.WorldRevealKind.Login);
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// Streaming is normally gated until this point, so the next loaded-
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// landblock callback will materialize deferred records. Also cover an
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@ -7561,8 +7559,7 @@ public sealed class GameWindow : IDisposable
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_pendingTeleportCell = p.LandblockId;
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_teleportHoldSeconds = 0f;
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_teleportForced = false;
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_worldRevealReadiness?.Begin();
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_worldRevealTelemetry.Begin(AcDream.App.Streaming.WorldRevealKind.Portal);
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_worldReveal?.Begin(AcDream.App.Streaming.WorldRevealKind.Portal);
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if (_streamingController is not null)
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{
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_streamingController.PriorityLandblockId =
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@ -7588,7 +7585,7 @@ public sealed class GameWindow : IDisposable
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if (clearSession)
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{
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_teleportTransit.ClearSession();
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_worldRevealTelemetry.Cancel();
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_worldReveal?.Cancel();
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}
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else
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_teleportTransit.EndActive();
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@ -7647,9 +7644,7 @@ public sealed class GameWindow : IDisposable
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private AcDream.App.Streaming.WorldRevealReadinessSnapshot EvaluateWorldRevealReadiness(
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uint destinationCell)
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{
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var snapshot = _worldRevealReadiness?.Evaluate(destinationCell) ?? default;
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_worldRevealTelemetry.ObserveReadiness(snapshot);
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return snapshot;
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return _worldReveal?.Evaluate(destinationCell) ?? default;
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}
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private bool TryGetLoginWorldCell(out uint cell)
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@ -9778,7 +9773,7 @@ public sealed class GameWindow : IDisposable
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{
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case AcDream.Core.World.TeleportAnimEvent.Place:
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PlaceTeleportArrival(_pendingTeleportPos, _pendingTeleportCell, _teleportForced);
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_worldRevealTelemetry.ObserveMaterialized();
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_worldReveal?.ObserveMaterialized();
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if (_streamingController is not null)
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{
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_streamingController.PriorityLandblockId = 0u;
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@ -9798,7 +9793,7 @@ public sealed class GameWindow : IDisposable
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// each portal transition.
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_liveSession?.SendGameAction(
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AcDream.Core.Net.Messages.GameActionLoginComplete.Build());
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_worldRevealTelemetry.Complete();
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_worldReveal?.Complete();
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ResetTeleportTransitState();
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break;
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default:
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@ -10157,8 +10152,7 @@ public sealed class GameWindow : IDisposable
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: 0u;
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if (revealCell != 0)
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{
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_worldRevealReadiness?.Prepare(revealCell);
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EvaluateWorldRevealReadiness(revealCell);
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_worldReveal?.PrepareAndEvaluate(revealCell);
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}
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_particleRenderer?.BeginFrame(_gpuFrameFlights.CurrentSlot);
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}
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@ -10219,8 +10213,8 @@ public sealed class GameWindow : IDisposable
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if (!IsLiveModeWaitingForLogin)
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{
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_particleVisibility.UseWorldView();
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_worldRevealTelemetry.ObserveWorldViewportVisible();
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_worldRevealTelemetry.Complete();
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_worldReveal?.ObserveWorldViewportVisible();
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_worldReveal?.Complete();
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}
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// L.0 Audio tab: push the SettingsVM's live AudioDraft into the
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69
src/AcDream.App/Streaming/WorldRevealCoordinator.cs
Normal file
69
src/AcDream.App/Streaming/WorldRevealCoordinator.cs
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@ -0,0 +1,69 @@
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namespace AcDream.App.Streaming;
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/// <summary>
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/// Owns one login/portal reveal lifetime across readiness and lifecycle
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/// diagnostics. This keeps the destination barrier and its observations on a
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/// single seam so callers cannot begin, prepare, or evaluate one owner while
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/// forgetting the other.
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/// </summary>
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internal sealed class WorldRevealCoordinator
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{
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private readonly WorldRevealReadinessBarrier _readiness;
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private readonly WorldRevealLifecycleTelemetry _lifecycle;
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public WorldRevealCoordinator(
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Func<uint, int, bool> isRenderNeighborhoodReady,
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Func<uint, bool> isSpawnCellReady,
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Func<uint, int, bool> isTerrainNeighborhoodReady,
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Func<bool> areCompositeTexturesReady,
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Action<uint, int> prepareCompositeTextures,
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Action invalidateCompositeTextures,
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Func<uint, bool> isSpawnClaimUnhydratable,
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Action<string>? log = null)
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{
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_readiness = new WorldRevealReadinessBarrier(
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isRenderNeighborhoodReady,
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isSpawnCellReady,
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isTerrainNeighborhoodReady,
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areCompositeTexturesReady,
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prepareCompositeTextures,
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invalidateCompositeTextures,
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isSpawnClaimUnhydratable);
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_lifecycle = new WorldRevealLifecycleTelemetry(log);
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}
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public WorldRevealLifecycleSnapshot Snapshot => _lifecycle.Snapshot;
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public int PortalMaterializationCount => _lifecycle.PortalMaterializationCount;
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public long Begin(WorldRevealKind kind)
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{
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_readiness.Begin();
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return _lifecycle.Begin(kind);
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}
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/// <summary>
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/// Advances render-thread preparation and publishes the resulting
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/// canonical readiness snapshot to lifecycle diagnostics.
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/// </summary>
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public WorldRevealReadinessSnapshot PrepareAndEvaluate(uint destinationCell)
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{
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_readiness.Prepare(destinationCell);
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return Evaluate(destinationCell);
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}
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public WorldRevealReadinessSnapshot Evaluate(uint destinationCell)
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{
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WorldRevealReadinessSnapshot snapshot = _readiness.Evaluate(destinationCell);
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_lifecycle.ObserveReadiness(snapshot);
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return snapshot;
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}
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public void ObserveMaterialized() => _lifecycle.ObserveMaterialized();
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public void ObserveWorldViewportVisible() =>
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_lifecycle.ObserveWorldViewportVisible();
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public void Complete() => _lifecycle.Complete();
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public void Cancel() => _lifecycle.Cancel();
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}
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117
tests/AcDream.App.Tests/Streaming/WorldRevealCoordinatorTests.cs
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117
tests/AcDream.App.Tests/Streaming/WorldRevealCoordinatorTests.cs
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@ -0,0 +1,117 @@
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using AcDream.App.Streaming;
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namespace AcDream.App.Tests.Streaming;
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public sealed class WorldRevealCoordinatorTests
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{
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private sealed class State
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{
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public bool RenderReady { get; set; }
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public bool CollisionReady { get; set; }
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public bool CompositesReady { get; set; }
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public int InvalidateCount { get; private set; }
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public int PrepareCount { get; private set; }
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public WorldRevealCoordinator Build(List<string>? logs = null) => new(
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isRenderNeighborhoodReady: (_, _) => RenderReady,
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isSpawnCellReady: _ => CollisionReady,
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isTerrainNeighborhoodReady: (_, _) => CollisionReady,
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areCompositeTexturesReady: () => CompositesReady,
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prepareCompositeTextures: (_, _) => PrepareCount++,
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invalidateCompositeTextures: () =>
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{
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InvalidateCount++;
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CompositesReady = false;
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},
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isSpawnClaimUnhydratable: _ => false,
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log: logs is null ? null : new Action<string>(logs.Add));
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}
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[Fact]
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public void Begin_InvalidatesPriorDestinationAndStartsOneGeneration()
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{
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var state = new State { CompositesReady = true };
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WorldRevealCoordinator coordinator = state.Build();
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long generation = coordinator.Begin(WorldRevealKind.Login);
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Assert.Equal(1, generation);
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Assert.Equal(1, state.InvalidateCount);
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Assert.False(state.CompositesReady);
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Assert.Equal(WorldRevealKind.Login, coordinator.Snapshot.Kind);
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}
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[Fact]
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public void PrepareAndEvaluate_UsesOneCanonicalSnapshotForLifecycle()
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{
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const uint outdoorCell = 0x11340021u;
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var state = new State
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{
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RenderReady = true,
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CollisionReady = true,
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};
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WorldRevealCoordinator coordinator = state.Build();
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coordinator.Begin(WorldRevealKind.Login);
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WorldRevealReadinessSnapshot first = coordinator.PrepareAndEvaluate(outdoorCell);
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state.CompositesReady = true;
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WorldRevealReadinessSnapshot ready = coordinator.PrepareAndEvaluate(outdoorCell);
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Assert.False(first.IsReady);
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Assert.True(ready.IsReady);
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Assert.Equal(2, state.PrepareCount);
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Assert.Equal(ready, coordinator.Snapshot.Readiness);
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}
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[Fact]
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public void PortalLifecycle_CountsMaterializationAndCompletesVisibleGeneration()
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{
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const uint outdoorCell = 0x3032001Cu;
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var logs = new List<string>();
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var state = new State
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{
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RenderReady = true,
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CollisionReady = true,
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CompositesReady = true,
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};
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WorldRevealCoordinator coordinator = state.Build(logs);
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coordinator.Begin(WorldRevealKind.Portal);
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state.CompositesReady = true;
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Assert.True(coordinator.Evaluate(outdoorCell).IsReady);
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coordinator.ObserveMaterialized();
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coordinator.ObserveMaterialized();
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coordinator.ObserveWorldViewportVisible();
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coordinator.Complete();
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Assert.Equal(1, coordinator.PortalMaterializationCount);
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Assert.True(coordinator.Snapshot.Materialized);
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Assert.True(coordinator.Snapshot.WorldViewportObserved);
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Assert.True(coordinator.Snapshot.Completed);
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Assert.Equal(0, coordinator.Snapshot.InvariantFailureCount);
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Assert.Single(logs, line => line.Contains("event=materialized", StringComparison.Ordinal));
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}
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[Fact]
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public void Cancel_PreventsLateDestinationWorkFromMutatingLifecycle()
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{
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var state = new State
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{
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RenderReady = true,
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CollisionReady = true,
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CompositesReady = true,
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};
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WorldRevealCoordinator coordinator = state.Build();
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coordinator.Begin(WorldRevealKind.Portal);
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coordinator.Cancel();
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coordinator.PrepareAndEvaluate(0x11340021u);
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coordinator.ObserveMaterialized();
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coordinator.ObserveWorldViewportVisible();
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coordinator.Complete();
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Assert.True(coordinator.Snapshot.Cancelled);
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Assert.Equal(default, coordinator.Snapshot.Readiness);
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Assert.Equal(0, coordinator.PortalMaterializationCount);
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}
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}
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