docs(roadmap): mark Phase A.1 (streaming) shipped; note sync-loader caveat

Move A.1 from "ahead" to "shipped" per the roadmap discipline rule.
The shipped row notes that the loader currently runs synchronously
(the original async-worker design hit DatCollection's lack of thread
safety) and that the Channel-based outbox API is preserved so async
loading can return cleanly when Phase A.3 lands a thread-safe dat
wrapper. Pending-spawn list in GpuWorldState handles live spawn /
streaming races without dropping data.

Quick-lookup table updated:
- "Can't walk past the loaded 3×3 window" → A.1 FIXED ✓
- "Frame hitch crossing landblock boundary" → Phase A.3
  (synchronous loader for now; async returns when DatCollection is
  thread-safe)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-11 23:31:20 +02:00
parent 133c22ed2f
commit bb9ff774dc

View file

@ -28,6 +28,7 @@
| 7.1 | EnvCell room geometry — walls/floors/ceilings via CellStruct + Environment dats | Visual ✓ |
| 9.1 | Translucent render pass (AlphaBlend / Additive / InvAlpha + per-kind blend funcs) | Visual ✓ |
| 9.2 | Back-face culling in translucent pass (fixes lifestone crystal) | Visual ✓ |
| A.1 | Streaming landblock loader — runtime-configurable visible window (default 5×5, `ACDREAM_STREAM_RADIUS`), camera-centered offline / player-centered live, hysteresis-based unloads, pending-spawn list for late CreateObject events | Live ✓ |
Plus polish that doesn't get its own phase number:
- FlyCamera default speed lowered + Shift-to-boost
@ -39,12 +40,12 @@ Plus polish that doesn't get its own phase number:
## Phases ahead — agreed order
### Phase A — Foundation (next)
### Phase A — Foundation (in progress)
**Goal:** walk across 10+ landblocks without crashes, without hitches at landblock boundaries, and without framerate cratering.
**Sub-pieces:**
- **A.1 — Streaming landblock loader.** Runtime-configurable visible window (default 5×5, `ACDREAM_STREAM_RADIUS` env var override). Center follows the camera offline and the player in live mode. Background worker thread loads landblocks CPU-side (dats, scenery, interior, entities); the render thread drains a completion outbox and performs GPU upload. Unloads happen at `radius + 1` distance to avoid churn.
- **✓ SHIPPED — A.1 — Streaming landblock loader.** Runtime-configurable visible window (default 5×5, `ACDREAM_STREAM_RADIUS` env var override). Center follows the fly camera offline and the server-sent player position in live mode. Currently runs **synchronously** on the render thread — the original async-worker design hit DatCollection's lack of thread safety and was reverted for correctness. The Channel-based outbox API is preserved so async loading can return cleanly when `Phase A.3` introduces a thread-safe dat wrapper. Pending-spawn list in `GpuWorldState` parks live `CreateObject` events whose target landblock hasn't been streamed in yet and back-fills them when it arrives, so spawn-vs-streaming races are no longer racy at all. `MaxCompletionsPerFrame=4` spreads the 5×5 first-frame load over ~7 frames (~116ms) to avoid GPU OOM.
- **A.2 — Frustum culling + LOD.** Per-landblock AABB test against the view frustum in `StaticMeshRenderer.Draw`, skipping drawn entities in culled landblocks. Per-entity culling deferred. No LOD mesh levels yet — that's Phase C or later.
- **A.3 — Background net I/O thread.** `WorldSession` runs its receive loop on a dedicated thread; parsed game messages are posted to a concurrent queue the render thread drains from `OnUpdate`. Event invocations still happen on the render thread (preserves existing handler assumptions). Removes packet drops under frame stalls.
- **A.4 — Async dat decoding.** Folded into the streaming worker — it's the worker's read path, not a separate subsystem. Called out here because regressions in dat caching could land on this surface.
@ -156,8 +157,8 @@ Not detailed here; each gets its own brainstorm when it becomes relevant.
| Character clothing missing / wrong | **5 FIXED** ✓ |
| Statue wrong color / wrong scale | **5 FIXED** ✓ |
| Holtburg sign half-buried | **5 FIXED** ✓ |
| Can't walk past the loaded 3×3 window | **Phase A (Foundation)** |
| Frame hitch crossing landblock boundary | **Phase A** |
| Can't walk past the loaded 3×3 window | **A.1 FIXED** ✓ (5×5 default, `ACDREAM_STREAM_RADIUS` to tune) |
| Frame hitch crossing landblock boundary | **Phase A.3** (synchronous loader for now; async returns when DatCollection is thread-safe) |
| Walking around doesn't move me on the server | **Phase B (Gameplay)** |
| Can't talk to NPCs | **Phase B** |
| Can't open a door | **Phase B** |