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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