refactor(runtime): own world reveal generation

This commit is contained in:
Erik 2026-07-26 17:09:54 +02:00
parent 4ab98b080e
commit a6860d5563
26 changed files with 1294 additions and 502 deletions

View file

@ -325,7 +325,6 @@ internal sealed class SessionPlayerCompositionPhase
content.Dats,
d.DatLock);
var worldQuiescence = new WorldGenerationQuiescence(
live.WorldAvailability,
d.Actions.Selection,
live.WorldState,
guid => live.LiveEntities.TryGetProjectionKey(
@ -340,6 +339,7 @@ internal sealed class SessionPlayerCompositionPhase
foundation.MeshAdapter.SetDestinationRevealUploadPriority,
foundation.TextureCache.SetDestinationRevealUploadPriority);
var worldReveal = new WorldRevealCoordinator(
live.WorldTransit,
streaming.IsRenderNeighborhoodResident,
d.PhysicsEngine.IsSpawnCellReady,
d.PhysicsEngine.IsNeighborhoodTerrainResident,
@ -359,7 +359,6 @@ internal sealed class SessionPlayerCompositionPhase
live.DrawDispatcher.InvalidateCompositeWarmupReadiness();
},
spawnClaimClassifier.IsUnhydratable,
d.Log,
worldQuiescence,
streaming,
revealRenderResources);
@ -880,7 +879,7 @@ internal sealed class SessionPlayerCompositionPhase
d.Actions,
d.PlayerController,
d.WorldEnvironment.Runtime,
worldReveal,
live.WorldTransit,
d.UpdateClock,
live.SelectionInteractions);
bindings.Adopt("current game runtime adapter", gameRuntime);