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

@ -1605,14 +1605,13 @@ public sealed class GameWindow : IDisposable
_streamer.Start();
_streamingController = new AcDream.App.Streaming.StreamingController(
// Use a lambda so the Action<uint> delegate matches the method
// signature (EnqueueLoad has an optional 'kind' parameter).
enqueueLoad: id => _streamer.EnqueueLoad(id, AcDream.App.Streaming.LandblockStreamJobKind.LoadNear),
enqueueLoad: (id, kind) => _streamer.EnqueueLoad(id, kind),
enqueueUnload: _streamer.EnqueueUnload,
drainCompletions: _streamer.DrainCompletions,
applyTerrain: ApplyLoadedTerrain,
state: _worldState,
radius: _streamingRadius,
nearRadius: _streamingRadius,
farRadius: _streamingRadius,
removeTerrain: id =>
{
// Phase G.2: release any LightSources attached to entities

View file

@ -17,7 +17,7 @@ namespace AcDream.App.Streaming;
/// </summary>
public sealed class StreamingController
{
private readonly Action<uint> _enqueueLoad;
private readonly Action<uint, LandblockStreamJobKind> _enqueueLoad;
private readonly Action<uint> _enqueueUnload;
private readonly Func<int, IReadOnlyList<LandblockStreamResult>> _drainCompletions;
private readonly Action<LoadedLandblock, LandblockMeshData> _applyTerrain;
@ -25,7 +25,8 @@ public sealed class StreamingController
private readonly GpuWorldState _state;
private StreamingRegion? _region;
public int Radius { get; set; }
public int NearRadius { get; set; }
public int FarRadius { get; set; }
/// <summary>
/// Cap on completions drained per <see cref="Tick"/> call. The cap is
@ -46,12 +47,13 @@ public sealed class StreamingController
public int MaxCompletionsPerFrame { get; set; } = 4;
public StreamingController(
Action<uint> enqueueLoad,
Action<uint, LandblockStreamJobKind> enqueueLoad,
Action<uint> enqueueUnload,
Func<int, IReadOnlyList<LandblockStreamResult>> drainCompletions,
Action<LoadedLandblock, LandblockMeshData> applyTerrain,
GpuWorldState state,
int radius,
int nearRadius,
int farRadius,
Action<uint>? removeTerrain = null)
{
_enqueueLoad = enqueueLoad;
@ -60,28 +62,41 @@ public sealed class StreamingController
_applyTerrain = applyTerrain;
_removeTerrain = removeTerrain;
_state = state;
Radius = radius;
NearRadius = nearRadius;
FarRadius = farRadius;
}
/// <summary>
/// Advance one frame. <paramref name="observerCx"/>/<paramref name="observerCy"/>
/// are landblock coordinates (0..255) of the current viewer — the camera
/// in offline mode, the server-sent player position in live.
///
/// <para>Two-tier model (Phase A.5 T13):</para>
/// <list type="bullet">
/// <item><see cref="TwoTierDiff.ToLoadFar"/> → enqueue LoadFar (terrain only, no entities)</item>
/// <item><see cref="TwoTierDiff.ToLoadNear"/> → enqueue LoadNear (terrain + entities)</item>
/// <item><see cref="TwoTierDiff.ToPromote"/> → enqueue PromoteToNear (entity layer for already-loaded terrain)</item>
/// <item><see cref="TwoTierDiff.ToDemote"/> → drop entities on render thread immediately (terrain stays)</item>
/// <item><see cref="TwoTierDiff.ToUnload"/> → enqueue full unload</item>
/// </list>
/// </summary>
public void Tick(int observerCx, int observerCy)
{
// First-tick bootstrap: no region yet, so the whole visible window
// is a load diff.
if (_region is null)
{
_region = new StreamingRegion(observerCx, observerCy, Radius);
foreach (var id in _region.Visible)
_enqueueLoad(id);
_region = new StreamingRegion(observerCx, observerCy, NearRadius, FarRadius);
var bootstrap = _region.ComputeFirstTickDiff();
foreach (var id in bootstrap.ToLoadFar) _enqueueLoad(id, LandblockStreamJobKind.LoadFar);
foreach (var id in bootstrap.ToLoadNear) _enqueueLoad(id, LandblockStreamJobKind.LoadNear);
_region.MarkResidentFromBootstrap();
}
else if (_region.CenterX != observerCx || _region.CenterY != observerCy)
{
var diff = _region.RecenterToSingleTier(observerCx, observerCy);
foreach (var id in diff.ToLoad) _enqueueLoad(id);
var diff = _region.RecenterTo(observerCx, observerCy);
foreach (var id in diff.ToLoadFar) _enqueueLoad(id, LandblockStreamJobKind.LoadFar);
foreach (var id in diff.ToLoadNear) _enqueueLoad(id, LandblockStreamJobKind.LoadNear);
foreach (var id in diff.ToPromote) _enqueueLoad(id, LandblockStreamJobKind.PromoteToNear);
foreach (var id in diff.ToDemote) _state.RemoveEntitiesFromLandblock(id);
foreach (var id in diff.ToUnload) _enqueueUnload(id);
}
@ -96,6 +111,9 @@ public sealed class StreamingController
_applyTerrain(loaded.Landblock, loaded.MeshData);
_state.AddLandblock(loaded.Landblock);
break;
case LandblockStreamResult.Promoted promoted:
_state.AddEntitiesToExistingLandblock(promoted.LandblockId, promoted.Entities);
break;
case LandblockStreamResult.Unloaded unloaded:
_state.RemoveLandblock(unloaded.LandblockId);
_removeTerrain?.Invoke(unloaded.LandblockId);
@ -108,12 +126,6 @@ public sealed class StreamingController
Console.WriteLine(
$"streaming: worker CRASHED: {crashed.Error}");
break;
case LandblockStreamResult.Promoted:
// TODO(A.5 T13): merge promoted entities into existing
// GpuWorldState entry via AddEntitiesToExistingLandblock.
// Today the streamer never produces Promoted (only LoadNear /
// LoadFar), so this arm is unreachable and silently consumed.
break;
}
}
}

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)
}
}