docs(runtime): close cost-budgeted streaming slice
Record the exact physical-display evidence, ownership fixes, budget semantics, and performance deltas that close Slice E. Reconcile the architecture, roadmap, milestones, issues, documentation map, and session instructions before the explicit F/G approval gate. Co-authored-by: Erik Nilsson <erikn@users.noreply.github.com>
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12 changed files with 290 additions and 46 deletions
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@ -202,7 +202,9 @@ landblock: atlas-tier GfxObjs plus the synthetic geometry ids prepared by the
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independent EnvCell shell pipeline. `WbMeshAdapter.IsRenderDataReady` opens the
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gate only after `ObjectMeshManager` has real GPU render data. Its bounded CPU
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cache retains texture payloads and stages a missing GPU object through a
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deduplicated upload queue on cache hit, covering eviction and revisit churn.
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deduplicated upload queue on cache hit only when the exact renderer owner is
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still live, covering eviction and revisit churn without letting an unowned
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cache hit recreate stale staged work. Reacquiring an exact owner stages once.
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GPU upload is deliberately not an ownership acquire: atlas GfxObjs use their
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landblock/entity pins, while synthetic EnvCell geometry uses a no-generic-decode
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pin balanced from each landblock snapshot. A late upload after all owners have
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@ -216,6 +218,20 @@ rendering and landblock mesh pins while retaining the terrain slot. Core's
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matching physics demotion preserves the terrain surface but removes indoor
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cells, portals, buildings, and static shadow registrations.
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**Cost-budgeted publication seam (2026-07-24).** WorldBuilder's editor path
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publishes a complete manager-owned scene; acdream's live streamer instead
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advances prepared render, physics, static, building, EnvCell, and spatial
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receipts under one typed frame meter. Stable cursor work may span frames, while
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building/EnvCell replacement and the final `GpuWorldState` spatial identity
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swap remain observer-atomic. Destination live-object render ownership prepares
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while the world is quiesced. `GpuWorldState.IsLiveEntityProjectionResident`
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answers that spatial ownership question; availability-gated drawing,
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collision, picking, radar/status targeting, effects, and audio continue to use
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`IsLiveEntityVisible`. This is an acdream async-integration seam around the
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extracted WB pipeline, not a second mesh or DAT implementation. Connected
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evidence:
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`docs/research/2026-07-24-slice-e-cost-budgeted-streaming-report.md`.
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**Bounded residency and GPU retirement seam (2026-07-18).** Runtime DAT access
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keeps raw file payload caching disabled and layers bounded typed-object and
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decoded-pixel LRUs above the single `DatCollection`. `ObjectMeshManager`, the
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