feat(rendering): port retail building degrade walk
Add exact retail building degrade selection, shared FPS/degrade ownership, complete-body gating, selected-shell submission, ordinary ladder mesh residency, frame-scoped retry rearm, Config controls, installed-DAT census, and lifecycle/allocation proofs. Reviews: OpenAI retail pass 3 PASS; OpenAI production pass 5 PASS. Gates: Release 0W/0E; focused 285/285; hermetic 16811/16811; InstalledDat 469 pass, 10 documented fail, 1 documented skip; both manifests 30/30.
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41 changed files with 1829 additions and 167 deletions
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using AcDream.App.Streaming;
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using AcDream.App.Rendering;
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using AcDream.App.Rendering.Wb;
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using AcDream.App.Rendering.Walk;
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using AcDream.Core.World;
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using DatReaderWriter.DBObjs;
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using System.Collections.Immutable;
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using System.Numerics;
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namespace AcDream.App.Tests.Streaming;
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public sealed class StreamingControllerReadinessTests
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{
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[Fact]
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public void NearPublication_OwnsWalkLadderAsOrdinaryReadinessAndReleasesOnRetirement()
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{
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const uint landblockId = 0x1236FFFFu;
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const ulong ladderId = 0x01001234ul;
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var meshes = new ReadinessMeshAdapter();
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var state = new GpuWorldState(new LandblockSpawnAdapter(meshes));
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var outbox = new Queue<LandblockStreamResult>();
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var building = new WalkBuilding
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{
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PositionCellId = 0x12360001u,
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DegradeLevels =
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[
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new WalkBuildingDegradeLevel((uint)ladderId, 1u, 0f, 10f, 20f, null),
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],
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};
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var envCells = new EnvCellLandblockBuild(
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landblockId,
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Array.Empty<LoadedCell>(),
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Array.Empty<EnvCellShellPlacement>(),
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[new WalkBuildingFactory.Entry(building, Matrix4x4.Identity, Matrix4x4.Identity)]);
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var build = new LandblockBuild(
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new LoadedLandblock(landblockId, new LandBlock(), Array.Empty<WorldEntity>()),
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envCells);
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outbox.Enqueue(new LandblockStreamResult.Loaded(
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landblockId,
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LandblockStreamTier.Near,
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build,
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new AcDream.Core.Terrain.LandblockMeshData([], [])));
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var controller = new StreamingController(
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enqueueLoad: (_, _) => { },
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enqueueUnload: _ => { },
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drainCompletions: maximum =>
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{
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var drained = new List<LandblockStreamResult>();
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while (drained.Count < maximum && outbox.TryDequeue(out var result))
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drained.Add(result);
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return drained;
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},
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applyTerrain: (_, _) => { },
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state: state,
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nearRadius: 0,
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farRadius: 0);
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for (int frame = 0; frame < 32 && !meshes.ReferenceCounts.ContainsKey(ladderId); frame++)
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controller.Tick(0x12, 0x36);
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Assert.Equal(1, meshes.ReferenceCounts[ladderId]);
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Assert.False(controller.IsRenderNeighborhoodResident(landblockId, 0, 0));
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meshes.ReadyIds.Add(ladderId);
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Assert.True(controller.IsRenderNeighborhoodResident(landblockId, 0, 0));
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state.RemoveEntitiesFromLandblock(landblockId);
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Assert.Empty(meshes.ReferenceCounts);
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GpuLandblockSpatialPublication revisit = state.CommitEntitiesToExistingLandblockSpatial(
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landblockId,
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Array.Empty<WorldEntity>(),
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additionalRenderIds: null,
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additionalOrdinaryRenderIds: envCells.WalkBuildingMeshDependencies);
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state.ActivateLandblockPresentation(revisit);
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Assert.Equal(1, meshes.ReferenceCounts[ladderId]);
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state.RemoveLandblock(landblockId);
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Assert.Empty(meshes.ReferenceCounts);
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GpuLandblockSpatialPublication resetPublication =
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state.CommitLandblockSpatial(
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build.Landblock,
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additionalRenderIds: null,
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tier: LandblockStreamTier.Near,
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additionalOrdinaryRenderIds:
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envCells.WalkBuildingMeshDependencies);
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state.ActivateLandblockPresentation(resetPublication);
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Assert.Equal(1, meshes.ReferenceCounts[ladderId]);
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GpuWorldRecenterRetirement reset = state.DetachAllForOriginRecenter();
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Assert.Equal(landblockId, Assert.Single(reset.Landblocks).LandblockId);
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state.ReleaseLandblockMeshReferences(landblockId);
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Assert.Empty(meshes.ReferenceCounts);
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}
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[Fact]
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public void RenderNeighborhoodResident_RequiresEveryPublishedLandblockInRing()
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{
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