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>
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4 changed files with 79 additions and 29 deletions
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@ -1605,14 +1605,13 @@ public sealed class GameWindow : IDisposable
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_streamer.Start();
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_streamingController = new AcDream.App.Streaming.StreamingController(
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// Use a lambda so the Action<uint> delegate matches the method
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// signature (EnqueueLoad has an optional 'kind' parameter).
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enqueueLoad: id => _streamer.EnqueueLoad(id, AcDream.App.Streaming.LandblockStreamJobKind.LoadNear),
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enqueueLoad: (id, kind) => _streamer.EnqueueLoad(id, kind),
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enqueueUnload: _streamer.EnqueueUnload,
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drainCompletions: _streamer.DrainCompletions,
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applyTerrain: ApplyLoadedTerrain,
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state: _worldState,
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radius: _streamingRadius,
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nearRadius: _streamingRadius,
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farRadius: _streamingRadius,
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removeTerrain: id =>
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{
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// Phase G.2: release any LightSources attached to entities
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@ -17,7 +17,7 @@ namespace AcDream.App.Streaming;
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/// </summary>
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public sealed class StreamingController
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{
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private readonly Action<uint> _enqueueLoad;
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private readonly Action<uint, LandblockStreamJobKind> _enqueueLoad;
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private readonly Action<uint> _enqueueUnload;
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private readonly Func<int, IReadOnlyList<LandblockStreamResult>> _drainCompletions;
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private readonly Action<LoadedLandblock, LandblockMeshData> _applyTerrain;
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@ -25,7 +25,8 @@ public sealed class StreamingController
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private readonly GpuWorldState _state;
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private StreamingRegion? _region;
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public int Radius { get; set; }
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public int NearRadius { get; set; }
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public int FarRadius { get; set; }
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/// <summary>
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/// Cap on completions drained per <see cref="Tick"/> call. The cap is
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@ -46,12 +47,13 @@ public sealed class StreamingController
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public int MaxCompletionsPerFrame { get; set; } = 4;
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public StreamingController(
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Action<uint> enqueueLoad,
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Action<uint, LandblockStreamJobKind> enqueueLoad,
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Action<uint> enqueueUnload,
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Func<int, IReadOnlyList<LandblockStreamResult>> drainCompletions,
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Action<LoadedLandblock, LandblockMeshData> applyTerrain,
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GpuWorldState state,
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int radius,
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int nearRadius,
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int farRadius,
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Action<uint>? removeTerrain = null)
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{
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_enqueueLoad = enqueueLoad;
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@ -60,28 +62,41 @@ public sealed class StreamingController
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_applyTerrain = applyTerrain;
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_removeTerrain = removeTerrain;
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_state = state;
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Radius = radius;
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NearRadius = nearRadius;
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FarRadius = farRadius;
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}
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/// <summary>
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/// Advance one frame. <paramref name="observerCx"/>/<paramref name="observerCy"/>
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/// are landblock coordinates (0..255) of the current viewer — the camera
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/// in offline mode, the server-sent player position in live.
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///
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/// <para>Two-tier model (Phase A.5 T13):</para>
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/// <list type="bullet">
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/// <item><see cref="TwoTierDiff.ToLoadFar"/> → enqueue LoadFar (terrain only, no entities)</item>
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/// <item><see cref="TwoTierDiff.ToLoadNear"/> → enqueue LoadNear (terrain + entities)</item>
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/// <item><see cref="TwoTierDiff.ToPromote"/> → enqueue PromoteToNear (entity layer for already-loaded terrain)</item>
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/// <item><see cref="TwoTierDiff.ToDemote"/> → drop entities on render thread immediately (terrain stays)</item>
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/// <item><see cref="TwoTierDiff.ToUnload"/> → enqueue full unload</item>
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/// </list>
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/// </summary>
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public void Tick(int observerCx, int observerCy)
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{
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// First-tick bootstrap: no region yet, so the whole visible window
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// is a load diff.
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if (_region is null)
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{
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_region = new StreamingRegion(observerCx, observerCy, Radius);
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foreach (var id in _region.Visible)
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_enqueueLoad(id);
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_region = new StreamingRegion(observerCx, observerCy, NearRadius, FarRadius);
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var bootstrap = _region.ComputeFirstTickDiff();
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foreach (var id in bootstrap.ToLoadFar) _enqueueLoad(id, LandblockStreamJobKind.LoadFar);
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foreach (var id in bootstrap.ToLoadNear) _enqueueLoad(id, LandblockStreamJobKind.LoadNear);
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_region.MarkResidentFromBootstrap();
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}
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else if (_region.CenterX != observerCx || _region.CenterY != observerCy)
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{
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var diff = _region.RecenterToSingleTier(observerCx, observerCy);
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foreach (var id in diff.ToLoad) _enqueueLoad(id);
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var diff = _region.RecenterTo(observerCx, observerCy);
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foreach (var id in diff.ToLoadFar) _enqueueLoad(id, LandblockStreamJobKind.LoadFar);
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foreach (var id in diff.ToLoadNear) _enqueueLoad(id, LandblockStreamJobKind.LoadNear);
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foreach (var id in diff.ToPromote) _enqueueLoad(id, LandblockStreamJobKind.PromoteToNear);
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foreach (var id in diff.ToDemote) _state.RemoveEntitiesFromLandblock(id);
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foreach (var id in diff.ToUnload) _enqueueUnload(id);
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}
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@ -96,6 +111,9 @@ public sealed class StreamingController
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_applyTerrain(loaded.Landblock, loaded.MeshData);
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_state.AddLandblock(loaded.Landblock);
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break;
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case LandblockStreamResult.Promoted promoted:
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_state.AddEntitiesToExistingLandblock(promoted.LandblockId, promoted.Entities);
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break;
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case LandblockStreamResult.Unloaded unloaded:
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_state.RemoveLandblock(unloaded.LandblockId);
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_removeTerrain?.Invoke(unloaded.LandblockId);
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@ -108,12 +126,6 @@ public sealed class StreamingController
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Console.WriteLine(
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$"streaming: worker CRASHED: {crashed.Error}");
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break;
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case LandblockStreamResult.Promoted:
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// TODO(A.5 T13): merge promoted entities into existing
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// GpuWorldState entry via AddEntitiesToExistingLandblock.
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// Today the streamer never produces Promoted (only LoadNear /
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// LoadFar), so this arm is unreachable and silently consumed.
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break;
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}
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}
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}
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@ -14,7 +14,7 @@ public class StreamingControllerTests
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public List<uint> Unloads { get; } = new();
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public Queue<LandblockStreamResult> Pending { get; } = new();
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public void EnqueueLoad(uint id) => Loads.Add(id);
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public void EnqueueLoad(uint id, LandblockStreamJobKind _) => Loads.Add(id);
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public void EnqueueUnload(uint id) => Unloads.Add(id);
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public IReadOnlyList<LandblockStreamResult> DrainCompletions(int max)
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{
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@ -36,12 +36,13 @@ public class StreamingControllerTests
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drainCompletions: fake.DrainCompletions,
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applyTerrain: (_, _) => { },
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state: state,
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radius: 2);
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nearRadius: 2,
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farRadius: 2);
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// Center at (50, 50); no landblocks loaded yet.
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controller.Tick(observerCx: 50, observerCy: 50);
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// 5×5 window = 25 loads enqueued, 0 unloads.
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// 5×5 window = 25 loads enqueued (nearRadius==farRadius so all go to ToLoadNear), 0 unloads.
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Assert.Equal(25, fake.Loads.Count);
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Assert.Empty(fake.Unloads);
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}
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@ -53,7 +54,7 @@ public class StreamingControllerTests
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var fake = new FakeStreamer();
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var controller = new StreamingController(
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fake.EnqueueLoad, fake.EnqueueUnload, fake.DrainCompletions,
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(_, _) => { }, state, radius: 2);
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(_, _) => { }, state, nearRadius: 2, farRadius: 2);
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controller.Tick(50, 50);
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fake.Loads.Clear();
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@ -72,7 +73,7 @@ public class StreamingControllerTests
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var applied = new List<LoadedLandblock>();
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var controller = new StreamingController(
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fake.EnqueueLoad, fake.EnqueueUnload, fake.DrainCompletions,
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(lb, _) => applied.Add(lb), state, radius: 2);
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(lb, _) => applied.Add(lb), state, nearRadius: 2, farRadius: 2);
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// Note: LoadedLandblock's actual fields are LandblockId, Heightmap,
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// Entities (positional record). Adjust if the first positional arg
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@ -99,7 +100,7 @@ public class StreamingControllerTests
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var fake = new FakeStreamer();
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var controller = new StreamingController(
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fake.EnqueueLoad, fake.EnqueueUnload, fake.DrainCompletions,
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(_, _) => { }, state, radius: 2);
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(_, _) => { }, state, nearRadius: 2, farRadius: 2);
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var lb = new LoadedLandblock(0x32320FFEu, new LandBlock(), System.Array.Empty<WorldEntity>());
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state.AddLandblock(lb);
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@ -0,0 +1,38 @@
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using System.Collections.Generic;
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using AcDream.App.Streaming;
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using AcDream.Core.Terrain;
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using AcDream.Core.World;
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using Xunit;
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namespace AcDream.Core.Tests.Streaming;
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public class StreamingControllerTwoTierTests
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{
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[Fact]
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public void Tick_FirstCall_EnqueuesNearAndFarLoadsByTier()
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{
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var loads = new List<(uint Id, LandblockStreamJobKind Kind)>();
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var unloads = new List<uint>();
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var state = new GpuWorldState();
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var ctrl = new StreamingController(
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enqueueLoad: (id, kind) => loads.Add((id, kind)),
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enqueueUnload: unloads.Add,
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drainCompletions: _ => System.Array.Empty<LandblockStreamResult>(),
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applyTerrain: (_, _) => { },
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state: state,
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nearRadius: 1,
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farRadius: 3);
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ctrl.Tick(observerCx: 100, observerCy: 100);
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int nearCount = 0, farCount = 0;
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foreach (var (_, kind) in loads)
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{
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if (kind == LandblockStreamJobKind.LoadNear) nearCount++;
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else if (kind == LandblockStreamJobKind.LoadFar) farCount++;
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}
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Assert.Equal(9, nearCount); // 3x3 inner ring (radius=1)
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Assert.Equal(40, farCount); // 7x7 - 3x3 outer ring (radius=3)
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}
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}
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