perf(streaming): quiesce retired generations and budget teardown

Publish the retail blocking-for-cells edge before deferred recenter work, freeze old-world presentation/simulation/audio, and advance full-window retirement from exact metered entity and owner cursors. This removes synchronous portal teardown without allowing retained owners to remain observable.
This commit is contained in:
Erik 2026-07-24 18:29:52 +02:00
parent b8f6317fe1
commit bb16f74fd4
38 changed files with 1691 additions and 170 deletions

View file

@ -1,5 +1,6 @@
using AcDream.App.Rendering.Selection;
using AcDream.App.Rendering.Vfx;
using AcDream.App.Streaming;
using AcDream.Core.Rendering;
namespace AcDream.App.Rendering;
@ -59,6 +60,7 @@ internal sealed class WorldSceneRenderer : IWorldSceneFramePhase
private readonly IWorldScenePassExecutor _passes;
private readonly IWorldRenderRangeSource _renderRange;
private readonly IWorldSceneDiagnostics _diagnostics;
private readonly IWorldGenerationAvailability _availability;
public WorldSceneRenderer(
IRenderFrameFoundationSource foundation,
@ -73,7 +75,8 @@ internal sealed class WorldSceneRenderer : IWorldSceneFramePhase
IRetailPViewCellSource pviewCells,
IWorldScenePassExecutor passes,
IWorldRenderRangeSource renderRange,
IWorldSceneDiagnostics diagnostics)
IWorldSceneDiagnostics diagnostics,
IWorldGenerationAvailability? availability = null)
{
_foundation = foundation ?? throw new ArgumentNullException(nameof(foundation));
_login = login ?? throw new ArgumentNullException(nameof(login));
@ -89,6 +92,7 @@ internal sealed class WorldSceneRenderer : IWorldSceneFramePhase
_passes = passes ?? throw new ArgumentNullException(nameof(passes));
_renderRange = renderRange ?? throw new ArgumentNullException(nameof(renderRange));
_diagnostics = diagnostics ?? throw new ArgumentNullException(nameof(diagnostics));
_availability = availability ?? AlwaysAvailableWorldGeneration.Instance;
}
public WorldRenderFrameOutcome Render(RenderFrameInput input)
@ -100,6 +104,13 @@ internal sealed class WorldSceneRenderer : IWorldSceneFramePhase
try
{
_selection?.BeginFrame();
if (!_availability.IsWorldAvailable)
{
_selection?.CompleteFrame();
selectionFrameStarted = false;
return default;
}
RenderFrameFoundation foundation = _foundation.Foundation;
if (foundation.PortalViewportVisible)
{