fix(streaming): commit EnvCell landblocks atomically (#214)

Carry one complete cell payload with each streaming completion and publish visibility, physics, and render state on the render thread. Remove the obsolete post-readiness login reload that triggered a duplicate dungeon build.

Co-Authored-By: Codex <noreply@openai.com>
This commit is contained in:
Erik 2026-07-13 18:45:24 +02:00
parent 85980fe13f
commit b0c175afc0
26 changed files with 973 additions and 617 deletions

View file

@ -26,6 +26,15 @@ our tree (see CLAUDE.md for the full breakdown):
`ObjectMeshManager`, `WbMeshAdapter`, `WbDrawDispatcher`, texture cache,
shader infra, EnvCell/portal/scenery/terrain-blending pipeline classes.
**EnvCell streaming seam:** `EnvCellLandblockBuildBuilder` is an acdream-owned
adapter around the extracted WB rendering path. One streaming job privately builds
the complete portal-cell + shell-placement payload, and `EnvCellRenderer.CommitLandblock`
publishes that completed snapshot on the render thread. WB's geometry-id arithmetic
and mesh preparation remain unchanged; the transaction wrapper exists because
acdream streams asynchronously while the WB editor's manager owned its own loading
loop. Do not reintroduce worker-side `RegisterCell` calls or shared pending cell
collections.
`DatCollectionAdapter` bridges our `IDatCollection` to the `IDatReaderWriter`
interface WB's internals expect (O-D7 fallback; `ObjectMeshManager` has 26
internal `_dats.*` call sites — above the 20-site inline-swap threshold).