feat(A.5 T13): StreamingController two-tier Tick

Replaces the single-radius Tick with a two-tier model that consumes
StreamingRegion's TwoTierDiff (5-list) and routes to the appropriate
JobKind:

- ToLoadFar    -> _enqueueLoad(id, LoadFar)
- ToLoadNear   -> _enqueueLoad(id, LoadNear)
- ToPromote    -> _enqueueLoad(id, PromoteToNear)
- ToDemote     -> _state.RemoveEntitiesFromLandblock(id) on render thread
- ToUnload     -> _enqueueUnload(id)

Drain switch handles Loaded (terrain + entity layer), Promoted (entity
layer only -- terrain already loaded), Unloaded, Failed, WorkerCrashed.

Constructor signature: nearRadius/farRadius separate ints. Old single-
radius ctor removed; existing single-radius tests updated to pass
nearRadius=farRadius for backward-compat coverage.

GameWindow's enqueueLoad lambda updated from (id =>...) to (id, kind) =>
to match new Action<uint, LandblockStreamJobKind> signature; radius: arg
renamed to nearRadius:/farRadius: (both set to _streamingRadius until T16
wires the full two-tier env-var parsing).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-10 07:56:57 +02:00
parent aff35d2a76
commit b8d80fe282
4 changed files with 79 additions and 29 deletions

View file

@ -14,7 +14,7 @@ public class StreamingControllerTests
public List<uint> Unloads { get; } = new();
public Queue<LandblockStreamResult> Pending { get; } = new();
public void EnqueueLoad(uint id) => Loads.Add(id);
public void EnqueueLoad(uint id, LandblockStreamJobKind _) => Loads.Add(id);
public void EnqueueUnload(uint id) => Unloads.Add(id);
public IReadOnlyList<LandblockStreamResult> DrainCompletions(int max)
{
@ -36,12 +36,13 @@ public class StreamingControllerTests
drainCompletions: fake.DrainCompletions,
applyTerrain: (_, _) => { },
state: state,
radius: 2);
nearRadius: 2,
farRadius: 2);
// Center at (50, 50); no landblocks loaded yet.
controller.Tick(observerCx: 50, observerCy: 50);
// 5×5 window = 25 loads enqueued, 0 unloads.
// 5×5 window = 25 loads enqueued (nearRadius==farRadius so all go to ToLoadNear), 0 unloads.
Assert.Equal(25, fake.Loads.Count);
Assert.Empty(fake.Unloads);
}
@ -53,7 +54,7 @@ public class StreamingControllerTests
var fake = new FakeStreamer();
var controller = new StreamingController(
fake.EnqueueLoad, fake.EnqueueUnload, fake.DrainCompletions,
(_, _) => { }, state, radius: 2);
(_, _) => { }, state, nearRadius: 2, farRadius: 2);
controller.Tick(50, 50);
fake.Loads.Clear();
@ -72,7 +73,7 @@ public class StreamingControllerTests
var applied = new List<LoadedLandblock>();
var controller = new StreamingController(
fake.EnqueueLoad, fake.EnqueueUnload, fake.DrainCompletions,
(lb, _) => applied.Add(lb), state, radius: 2);
(lb, _) => applied.Add(lb), state, nearRadius: 2, farRadius: 2);
// Note: LoadedLandblock's actual fields are LandblockId, Heightmap,
// Entities (positional record). Adjust if the first positional arg
@ -99,7 +100,7 @@ public class StreamingControllerTests
var fake = new FakeStreamer();
var controller = new StreamingController(
fake.EnqueueLoad, fake.EnqueueUnload, fake.DrainCompletions,
(_, _) => { }, state, radius: 2);
(_, _) => { }, state, nearRadius: 2, farRadius: 2);
var lb = new LoadedLandblock(0x32320FFEu, new LandBlock(), System.Array.Empty<WorldEntity>());
state.AddLandblock(lb);

View file

@ -0,0 +1,38 @@
using System.Collections.Generic;
using AcDream.App.Streaming;
using AcDream.Core.Terrain;
using AcDream.Core.World;
using Xunit;
namespace AcDream.Core.Tests.Streaming;
public class StreamingControllerTwoTierTests
{
[Fact]
public void Tick_FirstCall_EnqueuesNearAndFarLoadsByTier()
{
var loads = new List<(uint Id, LandblockStreamJobKind Kind)>();
var unloads = new List<uint>();
var state = new GpuWorldState();
var ctrl = new StreamingController(
enqueueLoad: (id, kind) => loads.Add((id, kind)),
enqueueUnload: unloads.Add,
drainCompletions: _ => System.Array.Empty<LandblockStreamResult>(),
applyTerrain: (_, _) => { },
state: state,
nearRadius: 1,
farRadius: 3);
ctrl.Tick(observerCx: 100, observerCy: 100);
int nearCount = 0, farCount = 0;
foreach (var (_, kind) in loads)
{
if (kind == LandblockStreamJobKind.LoadNear) nearCount++;
else if (kind == LandblockStreamJobKind.LoadFar) farCount++;
}
Assert.Equal(9, nearCount); // 3x3 inner ring (radius=1)
Assert.Equal(40, farCount); // 7x7 - 3x3 outer ring (radius=3)
}
}