test(streaming): expose world reveal lifecycle
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docs/plans/2026-07-20-automated-world-lifecycle-gate.md
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docs/plans/2026-07-20-automated-world-lifecycle-gate.md
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# Automated world-lifecycle gate
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**Status:** In progress (2026-07-20)
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**Owner:** M3 stabilization / R6 rendering-lifecycle rebaseline
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**Depends on:** `WorldRevealReadinessBarrier`, retained-UI automation,
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`FrameProfiler`, connected local ACE
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## Outcome
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Create a deterministic connected Release gate that catches the structural
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failures which previously required someone to stare at the client for several
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minutes:
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- the first login frame cannot expose world geometry before the destination's
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render meshes, composite textures, and collision data are all ready;
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- every portal/recall lifetime crosses the same readiness edge, materializes
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once, and returns to the normal viewport once;
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- dungeon entry and exit use the same lifecycle without grey frames,
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stale-source geometry, or an uncollidable destination;
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- graceful logout followed by a fresh reconnect starts a new reveal lifetime
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and cannot inherit readiness or resources from the previous process;
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- repeated destinations do not cause cumulative memory, owner-count,
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allocation, update-time, or GPU-time growth;
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- each stable checkpoint produces machine-readable state plus a screenshot for
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later human comparison.
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This is a correctness and resource-lifetime gate. Screenshots preserve visual
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evidence, but automation does **not** claim retail visual equivalence. Color,
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composition, animation feel, and subtle geometry artifacts remain user gates.
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## Canonical runtime contract
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`WorldRevealReadinessBarrier` remains the only definition of destination
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readiness. It will expose a structured snapshot rather than forcing telemetry
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to repeat the readiness formula. A snapshot records the destination cell,
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indoor/outdoor classification, required radius, render publication, composite
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texture readiness, collision readiness, an impossible/unhydratable claim, and
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the final `Ready` result.
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A focused App-layer `WorldRevealLifecycleTelemetry` owns diagnostic reveal
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generations. It has no GL calls and no knowledge of `GameWindow`. For each
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login or portal generation it records:
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1. begin;
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2. destination acquisition;
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3. each distinct readiness transition;
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4. the first frame where the normal world viewport is actually eligible to
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draw;
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5. completion or cancellation.
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Making the normal viewport visible before `Ready` is a hard invariant failure,
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not a warning. A newer generation retires the older one, so stale asynchronous
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completion cannot satisfy the new destination.
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`GameWindow` only supplies facts and invokes the controller at existing
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lifecycle seams. It does not gain a new feature body.
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## Production automation seam
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The retained-UI automation runner gains runtime commands through an injected
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interface:
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- `wait world-ready [timeout-ms]` waits on canonical lifecycle state instead
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of a guessed sleep;
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- `wait materialized <occurrence> [timeout-ms]` waits for the authoritative
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portal completion count;
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- `checkpoint <name>` emits one JSON record containing reveal state,
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landblock/entity/animation and resource-owner counts, managed memory, and
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the latest frame-profiler summary;
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- `screenshot <name> [timeout-ms]` queues a default-framebuffer capture after
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the complete world and retained UI have drawn, then waits for the render
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thread to finish the PNG;
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- existing `input` commands perform deterministic turns and movement through
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`InputDispatcher`.
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All state mutation and GL readback stay on the update/render thread. The
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external gate only launches the process, observes files/logs and OS process
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metrics, and requests normal `WM_CLOSE` shutdown.
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## Connected route
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The gate runs two capped/uncapped-aware sessions against local ACE:
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1. fresh login → wait for canonical readiness → checkpoint + screenshot;
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2. outdoor dense scene → turn → stable checkpoint + screenshot;
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3. world-edge scene → turn → stable checkpoint;
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4. known dungeon destination → checkpoint + screenshot → local movement;
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5. return outdoors → checkpoint + screenshot;
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6. revisit the first dense scene → stable resource comparison;
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7. graceful close;
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8. reconnect the same account → repeat the fresh-login readiness and
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screenshot gate → graceful close.
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The existing seven-destination R6 soak remains the longer performance route.
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The lifecycle gate is shorter and more diagnostic; it composes with that soak
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rather than replacing it.
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## Hard failures
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- world viewport observed before the active reveal snapshot is ready;
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- destination never reaches readiness or materialization within the bounded
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connected test timeout;
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- missing or duplicate reveal/materialization/completion edges;
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- missing checkpoint JSON or screenshot, zero-sized/corrupt screenshot;
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- absent required destination landblock/EnvCell/collision readiness;
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- retained per-owner resources after delete/session teardown in deterministic
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tests;
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- same-location resource counts or memory/per-frame allocation grow beyond the
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route's documented relative tolerance;
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- unhandled exception, access violation, OOM, GL/device loss, disconnect,
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unexpected WeenieError, nonzero exit, or failure of graceful shutdown.
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Absolute FPS is recorded, never compared across local and RDP sessions. The
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gate compares like-for-like samples within one process and reports CPU and GPU
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frame time separately.
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## Implementation sequence
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1. Add a structured readiness snapshot and exhaustive barrier tests.
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2. Add lifecycle telemetry as a pure App owner with stale-generation,
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cancellation, duplicate, and early-visible tests.
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3. Add the automation runtime interface, deterministic waits, checkpoints, and
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screenshot request/completion protocol.
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4. Add the render-thread screenshot owner and structured resource snapshots.
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5. Wire the owners at login, F751 portal start, TAS placement/completion, world
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draw eligibility, and session teardown.
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6. Add the connected route and PowerShell report/gate orchestration.
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7. Run capped and uncapped Release gates, fix root causes, and retain artifacts.
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8. Extract the now-protected streaming/portal/reveal frame orchestration from
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`GameWindow` without changing the accepted lifecycle trace.
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9. Run focused tests, full Release build/test, connected gates, graceful-close
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verification, and documentation reconciliation.
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## Completion evidence
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- focused App tests for every lifecycle invariant;
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- full Release solution build and test suite;
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- two-process connected lifecycle report with screenshots and JSONL timeline;
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- accepted capped and uncapped same-session metrics;
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- `GameWindow` extraction retains the exact accepted lifecycle trace;
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- roadmap, issues, architecture, divergence register, memory, `AGENTS.md`, and
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`CLAUDE.md` agree on the resulting ownership and remaining visual gates.
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@ -148,6 +148,8 @@ public sealed class GameWindow : IDisposable
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private AcDream.App.Rendering.EquippedChildRenderController? _equippedChildRenderer;
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private AcDream.App.Streaming.StreamingController? _streamingController;
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private AcDream.App.Streaming.WorldRevealReadinessBarrier? _worldRevealReadiness;
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private readonly AcDream.App.Streaming.WorldRevealLifecycleTelemetry _worldRevealTelemetry =
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new(message => Console.WriteLine(message));
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private int _streamingRadius = 2; // default 5×5 (kept for debug overlay getStreamingRadius callback)
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private int _nearRadius = 4; // Phase A.5 T16: two-tier near ring (default 4 → 9×9)
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private int _farRadius = 12; // Phase A.5 T16: two-tier far ring (default 12 → 25×25)
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@ -3615,6 +3617,7 @@ public sealed class GameWindow : IDisposable
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// login must not inherit the dispatcher's default/previous composite
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// readiness and expose a terrain-only or partially uploaded world.
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_worldRevealReadiness?.Begin();
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_worldRevealTelemetry.Begin(AcDream.App.Streaming.WorldRevealKind.Login);
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// Streaming is normally gated until this point, so the next loaded-
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// landblock callback will materialize deferred records. Also cover an
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@ -7538,6 +7541,7 @@ public sealed class GameWindow : IDisposable
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_teleportHoldSeconds = 0f;
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_teleportForced = false;
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_worldRevealReadiness?.Begin();
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_worldRevealTelemetry.Begin(AcDream.App.Streaming.WorldRevealKind.Portal);
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if (_streamingController is not null)
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{
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_streamingController.PriorityLandblockId =
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@ -7561,7 +7565,10 @@ public sealed class GameWindow : IDisposable
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private void ResetTeleportTransitState(bool clearSession = false)
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{
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if (clearSession)
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{
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_teleportTransit.ClearSession();
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_worldRevealTelemetry.Cancel();
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}
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else
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_teleportTransit.EndActive();
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_pendingTeleportPos = default;
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@ -7608,12 +7615,20 @@ public sealed class GameWindow : IDisposable
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/// loudly rather than holding forever.
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/// </summary>
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private bool TeleportWorldReady(uint destCell)
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=> _worldRevealReadiness?.IsReady(destCell) == true;
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=> EvaluateWorldRevealReadiness(destCell).IsReady;
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private bool LoginWorldReady()
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{
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return TryGetLoginWorldCell(out uint cell)
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&& _worldRevealReadiness?.IsReady(cell) == true;
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&& EvaluateWorldRevealReadiness(cell).IsReady;
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}
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private AcDream.App.Streaming.WorldRevealReadinessSnapshot EvaluateWorldRevealReadiness(
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uint destinationCell)
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{
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var snapshot = _worldRevealReadiness?.Evaluate(destinationCell) ?? default;
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_worldRevealTelemetry.ObserveReadiness(snapshot);
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return snapshot;
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}
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private bool TryGetLoginWorldCell(out uint cell)
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@ -9742,6 +9757,7 @@ public sealed class GameWindow : IDisposable
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{
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case AcDream.Core.World.TeleportAnimEvent.Place:
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PlaceTeleportArrival(_pendingTeleportPos, _pendingTeleportCell, _teleportForced);
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_worldRevealTelemetry.ObserveMaterialized();
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if (_streamingController is not null)
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{
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_streamingController.PriorityLandblockId = 0u;
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@ -9761,6 +9777,7 @@ public sealed class GameWindow : IDisposable
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// each portal transition.
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_liveSession?.SendGameAction(
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AcDream.Core.Net.Messages.GameActionLoginComplete.Build());
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_worldRevealTelemetry.Complete();
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ResetTeleportTransitState();
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break;
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default:
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@ -10118,7 +10135,10 @@ public sealed class GameWindow : IDisposable
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? loginCell
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: 0u;
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if (revealCell != 0)
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{
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_worldRevealReadiness?.Prepare(revealCell);
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EvaluateWorldRevealReadiness(revealCell);
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}
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_particleRenderer?.BeginFrame(_gpuFrameFlights.CurrentSlot);
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}
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if (_frameDiag)
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@ -10176,7 +10196,11 @@ public sealed class GameWindow : IDisposable
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_particleVisibility.BeginFrame(camPos);
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_terrain?.BeginVisibilityFrame();
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if (!IsLiveModeWaitingForLogin)
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{
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_particleVisibility.UseWorldView();
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_worldRevealTelemetry.ObserveWorldViewportVisible();
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_worldRevealTelemetry.Complete();
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}
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// L.0 Audio tab: push the SettingsVM's live AudioDraft into the
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// engine each frame, so volume sliders preview audibly while
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158
src/AcDream.App/Streaming/WorldRevealLifecycleTelemetry.cs
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src/AcDream.App/Streaming/WorldRevealLifecycleTelemetry.cs
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using System.Globalization;
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namespace AcDream.App.Streaming;
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internal enum WorldRevealKind
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{
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Login,
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Portal,
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}
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internal readonly record struct WorldRevealLifecycleSnapshot(
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long Generation,
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WorldRevealKind Kind,
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WorldRevealReadinessSnapshot Readiness,
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bool Materialized,
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bool Completed,
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bool Cancelled,
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bool WorldViewportObserved,
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int InvariantFailureCount)
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{
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public bool IsActive => Generation != 0 && !Cancelled;
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public bool IsReady => Readiness.IsReady;
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}
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/// <summary>
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/// Observes logical login/portal reveal generations without owning rendering or
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/// changing gameplay state. The owner turns the canonical readiness decision
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/// into deterministic lifecycle markers for connected automation and records a
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/// hard diagnostic failure if normal world geometry becomes visible early.
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/// </summary>
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internal sealed class WorldRevealLifecycleTelemetry
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{
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private readonly Action<string> _log;
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private WorldRevealLifecycleSnapshot _snapshot;
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private long _nextGeneration;
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private int _portalMaterializationCount;
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public WorldRevealLifecycleTelemetry(Action<string>? log = null)
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{
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_log = log ?? (_ => { });
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}
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public WorldRevealLifecycleSnapshot Snapshot => _snapshot;
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public int PortalMaterializationCount => _portalMaterializationCount;
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public long Begin(WorldRevealKind kind)
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{
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if (_snapshot.Generation != 0
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&& !_snapshot.Cancelled
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&& !_snapshot.WorldViewportObserved)
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{
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Log("superseded", _snapshot);
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}
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long generation = checked(++_nextGeneration);
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_snapshot = new WorldRevealLifecycleSnapshot(
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generation,
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kind,
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default,
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Materialized: false,
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Completed: false,
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Cancelled: false,
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WorldViewportObserved: false,
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InvariantFailureCount: _snapshot.InvariantFailureCount);
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Log("begin", _snapshot);
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return generation;
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}
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public void ObserveReadiness(WorldRevealReadinessSnapshot readiness)
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{
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if (_snapshot.Generation == 0 || _snapshot.Cancelled)
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return;
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if (_snapshot.Readiness == readiness)
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return;
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if (_snapshot.Readiness.DestinationCell != 0u
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&& readiness.DestinationCell != 0u
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&& _snapshot.Readiness.DestinationCell != readiness.DestinationCell)
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{
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FailInvariant(
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"destination-changed",
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$"from=0x{_snapshot.Readiness.DestinationCell:X8} to=0x{readiness.DestinationCell:X8}");
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}
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_snapshot = _snapshot with { Readiness = readiness };
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Log("readiness", _snapshot);
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}
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public void ObserveMaterialized()
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{
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if (_snapshot.Generation == 0 || _snapshot.Cancelled || _snapshot.Materialized)
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return;
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_snapshot = _snapshot with { Materialized = true };
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if (_snapshot.Kind == WorldRevealKind.Portal)
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_portalMaterializationCount++;
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Log("materialized", _snapshot);
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}
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public void ObserveWorldViewportVisible()
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{
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if (_snapshot.Generation == 0 || _snapshot.Cancelled || _snapshot.WorldViewportObserved)
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return;
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if (!_snapshot.Readiness.IsReady)
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FailInvariant("viewport-before-ready", null);
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_snapshot = _snapshot with { WorldViewportObserved = true };
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Log("world-visible", _snapshot);
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}
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public void Complete()
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{
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if (_snapshot.Generation == 0 || _snapshot.Cancelled || _snapshot.Completed)
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return;
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_snapshot = _snapshot with { Completed = true };
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Log("complete", _snapshot);
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}
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public void Cancel()
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{
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if (_snapshot.Generation == 0 || _snapshot.Cancelled)
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return;
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_snapshot = _snapshot with { Cancelled = true };
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Log("cancel", _snapshot);
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}
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private void FailInvariant(string reason, string? detail)
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{
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_snapshot = _snapshot with
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{
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InvariantFailureCount = checked(_snapshot.InvariantFailureCount + 1),
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};
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string suffix = string.IsNullOrWhiteSpace(detail) ? string.Empty : $" {detail}";
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_log($"[world-reveal] event=invariant-failure reason={reason}{suffix} {Describe(_snapshot)}");
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}
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private void Log(string eventName, WorldRevealLifecycleSnapshot snapshot) =>
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_log($"[world-reveal] event={eventName} {Describe(snapshot)}");
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private static string Describe(WorldRevealLifecycleSnapshot snapshot)
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{
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WorldRevealReadinessSnapshot ready = snapshot.Readiness;
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return string.Create(
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CultureInfo.InvariantCulture,
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$"generation={snapshot.Generation} kind={snapshot.Kind} " +
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$"cell=0x{ready.DestinationCell:X8} indoor={ready.IsIndoor} " +
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$"radius={ready.RequiredRenderRadius} unhydratable={ready.IsUnhydratable} " +
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$"render={ready.IsRenderNeighborhoodReady} composites={ready.AreCompositeTexturesReady} " +
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$"collision={ready.IsCollisionReady} ready={ready.IsReady} " +
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$"materialized={snapshot.Materialized} completed={snapshot.Completed} " +
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$"cancelled={snapshot.Cancelled} visible={snapshot.WorldViewportObserved} " +
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$"failures={snapshot.InvariantFailureCount}");
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}
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}
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@ -1,5 +1,29 @@
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namespace AcDream.App.Streaming;
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/// <summary>
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/// One evaluation of the destination domains guarded by
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/// <see cref="WorldRevealReadinessBarrier"/>. Keeping the individual facts in
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/// the canonical owner lets diagnostics and automation observe readiness
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/// without duplicating (and eventually drifting from) the reveal predicate.
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/// </summary>
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internal readonly record struct WorldRevealReadinessSnapshot(
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uint DestinationCell,
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bool IsIndoor,
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bool IsUnhydratable,
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int RequiredRenderRadius,
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bool IsRenderNeighborhoodReady,
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bool AreCompositeTexturesReady,
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bool IsCollisionReady)
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{
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public bool HasDestination => DestinationCell != 0u;
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public bool IsReady => HasDestination
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&& (IsUnhydratable
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|| (IsRenderNeighborhoodReady
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&& AreCompositeTexturesReady
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&& IsCollisionReady));
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}
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/// <summary>
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/// Joins the render-publication, texture, and collision domains that must be
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/// complete before the normal world viewport is revealed. Retail keeps
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|
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@ -73,20 +97,46 @@ internal sealed class WorldRevealReadinessBarrier
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/// existing loud forced-placement path can expose the invalid server data.
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/// </summary>
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public bool IsReady(uint destinationCell)
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=> Evaluate(destinationCell).IsReady;
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/// <summary>
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/// Evaluates each readiness domain once and returns the complete decision.
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/// Consumers must use this snapshot rather than reimplementing the join.
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/// </summary>
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public WorldRevealReadinessSnapshot Evaluate(uint destinationCell)
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{
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if (destinationCell == 0)
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return false;
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if (_isSpawnClaimUnhydratable(destinationCell))
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return true;
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return default;
|
||||
|
||||
bool isIndoor = IsIndoor(destinationCell);
|
||||
int radius = RequiredRenderRadius(destinationCell);
|
||||
if (!_isRenderNeighborhoodReady(destinationCell, radius)
|
||||
|| !_areCompositeTexturesReady())
|
||||
return false;
|
||||
if (_isSpawnClaimUnhydratable(destinationCell))
|
||||
{
|
||||
return new WorldRevealReadinessSnapshot(
|
||||
destinationCell,
|
||||
isIndoor,
|
||||
IsUnhydratable: true,
|
||||
radius,
|
||||
IsRenderNeighborhoodReady: false,
|
||||
AreCompositeTexturesReady: false,
|
||||
IsCollisionReady: false);
|
||||
}
|
||||
|
||||
return IsIndoor(destinationCell)
|
||||
? _isSpawnCellReady(destinationCell)
|
||||
: _isTerrainNeighborhoodReady(destinationCell, radius);
|
||||
bool renderReady = _isRenderNeighborhoodReady(destinationCell, radius);
|
||||
bool compositesReady = renderReady && _areCompositeTexturesReady();
|
||||
bool collisionReady = renderReady && compositesReady
|
||||
&& (isIndoor
|
||||
? _isSpawnCellReady(destinationCell)
|
||||
: _isTerrainNeighborhoodReady(destinationCell, radius));
|
||||
|
||||
return new WorldRevealReadinessSnapshot(
|
||||
destinationCell,
|
||||
isIndoor,
|
||||
IsUnhydratable: false,
|
||||
radius,
|
||||
renderReady,
|
||||
compositesReady,
|
||||
collisionReady);
|
||||
}
|
||||
|
||||
private static int RequiredRenderRadius(uint destinationCell) =>
|
||||
|
|
|
|||
|
|
@ -0,0 +1,105 @@
|
|||
using AcDream.App.Streaming;
|
||||
|
||||
namespace AcDream.App.Tests.Streaming;
|
||||
|
||||
public sealed class WorldRevealLifecycleTelemetryTests
|
||||
{
|
||||
private static WorldRevealReadinessSnapshot Ready(uint cell = 0x11340021u) => new(
|
||||
cell,
|
||||
IsIndoor: false,
|
||||
IsUnhydratable: false,
|
||||
RequiredRenderRadius: 1,
|
||||
IsRenderNeighborhoodReady: true,
|
||||
AreCompositeTexturesReady: true,
|
||||
IsCollisionReady: true);
|
||||
|
||||
[Fact]
|
||||
public void Login_RecordsReadyThenFirstVisibleFrameExactlyOnce()
|
||||
{
|
||||
var logs = new List<string>();
|
||||
var telemetry = new WorldRevealLifecycleTelemetry(logs.Add);
|
||||
|
||||
long generation = telemetry.Begin(WorldRevealKind.Login);
|
||||
telemetry.ObserveReadiness(Ready());
|
||||
telemetry.ObserveWorldViewportVisible();
|
||||
telemetry.ObserveWorldViewportVisible();
|
||||
telemetry.Complete();
|
||||
|
||||
Assert.Equal(generation, telemetry.Snapshot.Generation);
|
||||
Assert.True(telemetry.Snapshot.IsReady);
|
||||
Assert.True(telemetry.Snapshot.WorldViewportObserved);
|
||||
Assert.True(telemetry.Snapshot.Completed);
|
||||
Assert.Equal(0, telemetry.Snapshot.InvariantFailureCount);
|
||||
Assert.Single(logs, line => line.Contains("event=world-visible", StringComparison.Ordinal));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void EarlyWorldViewport_IsARecordedHardInvariantFailure()
|
||||
{
|
||||
var logs = new List<string>();
|
||||
var telemetry = new WorldRevealLifecycleTelemetry(logs.Add);
|
||||
|
||||
telemetry.Begin(WorldRevealKind.Login);
|
||||
telemetry.ObserveReadiness(Ready() with { AreCompositeTexturesReady = false });
|
||||
telemetry.ObserveWorldViewportVisible();
|
||||
|
||||
Assert.Equal(1, telemetry.Snapshot.InvariantFailureCount);
|
||||
Assert.Contains(logs, line => line.Contains("reason=viewport-before-ready", StringComparison.Ordinal));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void NewGeneration_SupersedesOldStateAndRejectsDestinationMutation()
|
||||
{
|
||||
var logs = new List<string>();
|
||||
var telemetry = new WorldRevealLifecycleTelemetry(logs.Add);
|
||||
|
||||
long first = telemetry.Begin(WorldRevealKind.Login);
|
||||
telemetry.ObserveReadiness(Ready(0x11340021u));
|
||||
long second = telemetry.Begin(WorldRevealKind.Portal);
|
||||
telemetry.ObserveReadiness(Ready(0x3032001Cu));
|
||||
telemetry.ObserveReadiness(Ready(0xC95B0001u));
|
||||
|
||||
Assert.True(second > first);
|
||||
Assert.Equal(WorldRevealKind.Portal, telemetry.Snapshot.Kind);
|
||||
Assert.Equal(0xC95B0001u, telemetry.Snapshot.Readiness.DestinationCell);
|
||||
Assert.Equal(1, telemetry.Snapshot.InvariantFailureCount);
|
||||
Assert.Contains(logs, line => line.Contains("event=superseded", StringComparison.Ordinal));
|
||||
Assert.Contains(logs, line => line.Contains("reason=destination-changed", StringComparison.Ordinal));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PortalMaterialization_IsCountedOncePerGeneration()
|
||||
{
|
||||
var telemetry = new WorldRevealLifecycleTelemetry();
|
||||
|
||||
telemetry.Begin(WorldRevealKind.Portal);
|
||||
telemetry.ObserveReadiness(Ready());
|
||||
telemetry.ObserveMaterialized();
|
||||
telemetry.ObserveMaterialized();
|
||||
telemetry.Begin(WorldRevealKind.Portal);
|
||||
telemetry.ObserveReadiness(Ready(0x3032001Cu));
|
||||
telemetry.ObserveMaterialized();
|
||||
|
||||
Assert.Equal(2, telemetry.PortalMaterializationCount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CancelledGeneration_IgnoresLateAsyncObservations()
|
||||
{
|
||||
var telemetry = new WorldRevealLifecycleTelemetry();
|
||||
|
||||
telemetry.Begin(WorldRevealKind.Portal);
|
||||
telemetry.Cancel();
|
||||
telemetry.ObserveReadiness(Ready());
|
||||
telemetry.ObserveMaterialized();
|
||||
telemetry.ObserveWorldViewportVisible();
|
||||
telemetry.Complete();
|
||||
|
||||
Assert.True(telemetry.Snapshot.Cancelled);
|
||||
Assert.False(telemetry.Snapshot.IsReady);
|
||||
Assert.False(telemetry.Snapshot.Materialized);
|
||||
Assert.False(telemetry.Snapshot.WorldViewportObserved);
|
||||
Assert.False(telemetry.Snapshot.Completed);
|
||||
Assert.Equal(0, telemetry.PortalMaterializationCount);
|
||||
}
|
||||
}
|
||||
|
|
@ -121,4 +121,46 @@ public sealed class WorldRevealReadinessBarrierTests
|
|||
Assert.Equal(0, state.Preparations);
|
||||
Assert.Equal(-1, state.RenderRadius);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Evaluate_ExposesTheCanonicalOutdoorDecisionWithoutRepeatingDomains()
|
||||
{
|
||||
const uint outdoorCell = 0x11340021u;
|
||||
var state = new State
|
||||
{
|
||||
RenderReady = true,
|
||||
CompositeReady = true,
|
||||
TerrainReady = true,
|
||||
};
|
||||
|
||||
WorldRevealReadinessSnapshot snapshot = state.Build().Evaluate(outdoorCell);
|
||||
|
||||
Assert.Equal(outdoorCell, snapshot.DestinationCell);
|
||||
Assert.False(snapshot.IsIndoor);
|
||||
Assert.Equal(WorldRevealReadinessBarrier.OutdoorNeighborhoodRadius, snapshot.RequiredRenderRadius);
|
||||
Assert.True(snapshot.IsRenderNeighborhoodReady);
|
||||
Assert.True(snapshot.AreCompositeTexturesReady);
|
||||
Assert.True(snapshot.IsCollisionReady);
|
||||
Assert.True(snapshot.IsReady);
|
||||
Assert.Equal(-1, state.PreparedRadius);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Evaluate_ShortCircuitsDownstreamDomainsUntilRenderPublication()
|
||||
{
|
||||
var state = new State
|
||||
{
|
||||
CompositeReady = true,
|
||||
TerrainReady = true,
|
||||
SpawnCellReady = true,
|
||||
};
|
||||
|
||||
WorldRevealReadinessSnapshot snapshot = state.Build().Evaluate(0x11340100u);
|
||||
|
||||
Assert.False(snapshot.IsRenderNeighborhoodReady);
|
||||
Assert.False(snapshot.AreCompositeTexturesReady);
|
||||
Assert.False(snapshot.IsCollisionReady);
|
||||
Assert.False(snapshot.IsReady);
|
||||
Assert.Equal(-1, state.TerrainRadius);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue