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.
This commit is contained in:
Erik 2026-07-20 23:33:50 +02:00
parent 68578fa5fa
commit a4ef57885c
4 changed files with 213 additions and 30 deletions

View file

@ -149,9 +149,7 @@ public sealed class GameWindow : IDisposable
private AcDream.App.Streaming.LandblockRetirementCoordinator? _landblockRetirements;
private AcDream.App.Rendering.EquippedChildRenderController? _equippedChildRenderer;
private AcDream.App.Streaming.StreamingController? _streamingController;
private AcDream.App.Streaming.WorldRevealReadinessBarrier? _worldRevealReadiness;
private readonly AcDream.App.Streaming.WorldRevealLifecycleTelemetry _worldRevealTelemetry =
new(message => Console.WriteLine(message));
private AcDream.App.Streaming.WorldRevealCoordinator? _worldReveal;
private int _streamingRadius = 2; // default 5×5 (kept for debug overlay getStreamingRadius callback)
private int _nearRadius = 4; // Phase A.5 T16: two-tier near ring (default 4 → 9×9)
private int _farRadius = 12; // Phase A.5 T16: two-tier far ring (default 12 → 25×25)
@ -2287,8 +2285,8 @@ public sealed class GameWindow : IDisposable
UiProbeLog);
_worldLifecycleAutomation =
new AcDream.App.Diagnostics.WorldLifecycleAutomationController(
() => _worldRevealTelemetry.Snapshot,
() => _worldRevealTelemetry.PortalMaterializationCount,
() => _worldReveal?.Snapshot ?? default,
() => _worldReveal?.PortalMaterializationCount ?? 0,
CaptureWorldLifecycleResourceSnapshot,
_frameScreenshots,
artifactDirectory,
@ -2867,7 +2865,7 @@ public sealed class GameWindow : IDisposable
retirementCoordinator: _landblockRetirements);
// A.5 T22.5: apply max-completions from resolved quality.
_streamingController.MaxCompletionsPerFrame = _resolvedQuality.MaxCompletionsPerFrame;
_worldRevealReadiness = new AcDream.App.Streaming.WorldRevealReadinessBarrier(
_worldReveal = new AcDream.App.Streaming.WorldRevealCoordinator(
isRenderNeighborhoodReady: _streamingController.IsRenderNeighborhoodResident,
isSpawnCellReady: _physicsEngine.IsSpawnCellReady,
isTerrainNeighborhoodReady: _physicsEngine.IsNeighborhoodTerrainResident,
@ -2880,7 +2878,8 @@ public sealed class GameWindow : IDisposable
radius),
invalidateCompositeTextures: () =>
_wbDrawDispatcher?.InvalidateCompositeWarmupReadiness(),
isSpawnClaimUnhydratable: IsSpawnClaimUnhydratable);
isSpawnClaimUnhydratable: IsSpawnClaimUnhydratable,
log: message => Console.WriteLine(message));
// Phase 4.7: optional live-mode startup. Connect to the ACE server,
// enter the world as the first character on the account, and stream
@ -3637,8 +3636,7 @@ public sealed class GameWindow : IDisposable
// the same shared reveal lifetime used by portal arrivals: initial
// login must not inherit the dispatcher's default/previous composite
// readiness and expose a terrain-only or partially uploaded world.
_worldRevealReadiness?.Begin();
_worldRevealTelemetry.Begin(AcDream.App.Streaming.WorldRevealKind.Login);
_worldReveal?.Begin(AcDream.App.Streaming.WorldRevealKind.Login);
// Streaming is normally gated until this point, so the next loaded-
// landblock callback will materialize deferred records. Also cover an
@ -7561,8 +7559,7 @@ public sealed class GameWindow : IDisposable
_pendingTeleportCell = p.LandblockId;
_teleportHoldSeconds = 0f;
_teleportForced = false;
_worldRevealReadiness?.Begin();
_worldRevealTelemetry.Begin(AcDream.App.Streaming.WorldRevealKind.Portal);
_worldReveal?.Begin(AcDream.App.Streaming.WorldRevealKind.Portal);
if (_streamingController is not null)
{
_streamingController.PriorityLandblockId =
@ -7588,7 +7585,7 @@ public sealed class GameWindow : IDisposable
if (clearSession)
{
_teleportTransit.ClearSession();
_worldRevealTelemetry.Cancel();
_worldReveal?.Cancel();
}
else
_teleportTransit.EndActive();
@ -7647,9 +7644,7 @@ public sealed class GameWindow : IDisposable
private AcDream.App.Streaming.WorldRevealReadinessSnapshot EvaluateWorldRevealReadiness(
uint destinationCell)
{
var snapshot = _worldRevealReadiness?.Evaluate(destinationCell) ?? default;
_worldRevealTelemetry.ObserveReadiness(snapshot);
return snapshot;
return _worldReveal?.Evaluate(destinationCell) ?? default;
}
private bool TryGetLoginWorldCell(out uint cell)
@ -9778,7 +9773,7 @@ public sealed class GameWindow : IDisposable
{
case AcDream.Core.World.TeleportAnimEvent.Place:
PlaceTeleportArrival(_pendingTeleportPos, _pendingTeleportCell, _teleportForced);
_worldRevealTelemetry.ObserveMaterialized();
_worldReveal?.ObserveMaterialized();
if (_streamingController is not null)
{
_streamingController.PriorityLandblockId = 0u;
@ -9798,7 +9793,7 @@ public sealed class GameWindow : IDisposable
// each portal transition.
_liveSession?.SendGameAction(
AcDream.Core.Net.Messages.GameActionLoginComplete.Build());
_worldRevealTelemetry.Complete();
_worldReveal?.Complete();
ResetTeleportTransitState();
break;
default:
@ -10157,8 +10152,7 @@ public sealed class GameWindow : IDisposable
: 0u;
if (revealCell != 0)
{
_worldRevealReadiness?.Prepare(revealCell);
EvaluateWorldRevealReadiness(revealCell);
_worldReveal?.PrepareAndEvaluate(revealCell);
}
_particleRenderer?.BeginFrame(_gpuFrameFlights.CurrentSlot);
}
@ -10219,8 +10213,8 @@ public sealed class GameWindow : IDisposable
if (!IsLiveModeWaitingForLogin)
{
_particleVisibility.UseWorldView();
_worldRevealTelemetry.ObserveWorldViewportVisible();
_worldRevealTelemetry.Complete();
_worldReveal?.ObserveWorldViewportVisible();
_worldReveal?.Complete();
}
// L.0 Audio tab: push the SettingsVM's live AudioDraft into the

View file

@ -0,0 +1,69 @@
namespace AcDream.App.Streaming;
/// <summary>
/// Owns one login/portal reveal lifetime across readiness and lifecycle
/// diagnostics. This keeps the destination barrier and its observations on a
/// single seam so callers cannot begin, prepare, or evaluate one owner while
/// forgetting the other.
/// </summary>
internal sealed class WorldRevealCoordinator
{
private readonly WorldRevealReadinessBarrier _readiness;
private readonly WorldRevealLifecycleTelemetry _lifecycle;
public WorldRevealCoordinator(
Func<uint, int, bool> isRenderNeighborhoodReady,
Func<uint, bool> isSpawnCellReady,
Func<uint, int, bool> isTerrainNeighborhoodReady,
Func<bool> areCompositeTexturesReady,
Action<uint, int> prepareCompositeTextures,
Action invalidateCompositeTextures,
Func<uint, bool> isSpawnClaimUnhydratable,
Action<string>? log = null)
{
_readiness = new WorldRevealReadinessBarrier(
isRenderNeighborhoodReady,
isSpawnCellReady,
isTerrainNeighborhoodReady,
areCompositeTexturesReady,
prepareCompositeTextures,
invalidateCompositeTextures,
isSpawnClaimUnhydratable);
_lifecycle = new WorldRevealLifecycleTelemetry(log);
}
public WorldRevealLifecycleSnapshot Snapshot => _lifecycle.Snapshot;
public int PortalMaterializationCount => _lifecycle.PortalMaterializationCount;
public long Begin(WorldRevealKind kind)
{
_readiness.Begin();
return _lifecycle.Begin(kind);
}
/// <summary>
/// Advances render-thread preparation and publishes the resulting
/// canonical readiness snapshot to lifecycle diagnostics.
/// </summary>
public WorldRevealReadinessSnapshot PrepareAndEvaluate(uint destinationCell)
{
_readiness.Prepare(destinationCell);
return Evaluate(destinationCell);
}
public WorldRevealReadinessSnapshot Evaluate(uint destinationCell)
{
WorldRevealReadinessSnapshot snapshot = _readiness.Evaluate(destinationCell);
_lifecycle.ObserveReadiness(snapshot);
return snapshot;
}
public void ObserveMaterialized() => _lifecycle.ObserveMaterialized();
public void ObserveWorldViewportVisible() =>
_lifecycle.ObserveWorldViewportVisible();
public void Complete() => _lifecycle.Complete();
public void Cancel() => _lifecycle.Cancel();
}