fix(portal): synchronize destination presentation state
This commit is contained in:
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4b1bceefbb
commit
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42 changed files with 2815 additions and 288 deletions
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@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using AcDream.App.Rendering.Wb;
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using AcDream.Core.Terrain;
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using AcDream.Core.World;
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@ -17,11 +18,12 @@ namespace AcDream.App.Streaming;
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/// </summary>
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public sealed class StreamingController
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{
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private readonly Action<uint, LandblockStreamJobKind> _enqueueLoad;
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private readonly Action<uint> _enqueueUnload;
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private readonly Action<uint, LandblockStreamJobKind, ulong> _enqueueLoad;
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private readonly Action<uint, ulong> _enqueueUnload;
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private readonly Func<int, IReadOnlyList<LandblockStreamResult>> _drainCompletions;
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private readonly Action<LandblockBuild, LandblockMeshData> _applyTerrain;
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private readonly Action<uint>? _removeTerrain;
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private readonly Action<uint>? _demoteNearLayer;
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private readonly Action? _clearPendingLoads;
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/// <summary>
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@ -34,8 +36,16 @@ public sealed class StreamingController
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/// tests that don't exercise re-hydration.
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/// </summary>
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private readonly Action<uint>? _onLandblockLoaded;
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// Invoked only after LandblockSpawnAdapter has pinned every synthetic
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// EnvCell geometry id. This re-arms the schema-aware preparation path if
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// an unowned cached mesh was evicted between worker schedule and publish.
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private readonly Action<EnvCellLandblockBuild>? _ensureEnvCellMeshes;
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private readonly GpuWorldState _state;
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private StreamingRegion? _region;
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// Hard streaming boundaries advance this token. Worker completions carry
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// the generation captured at enqueue time, so an old overlapping load or
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// unload cannot mutate the replacement window after a portal recenter.
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private ulong _generation;
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// True while streaming is collapsed to the single dungeon landblock the
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// player stands in (the dungeon gate, #133 FPS). AC dungeons have NO
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@ -127,6 +137,43 @@ public sealed class StreamingController
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// GPU-upload tail draining at MaxCompletionsPerFrame. Removable probe surface.
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public int DeferredApplyBacklog => _deferredApply.Count;
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/// <summary>
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/// True once every in-bounds landblock in the requested Chebyshev ring has
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/// crossed the render-thread publication barrier. Worker completion and
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/// world-state registration are not sufficient: all static GfxObj and
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/// EnvCell shell meshes must have completed their render-thread upload.
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/// Portal-space exit uses this alongside physics residency so the world
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/// cannot be revealed while its render slots are still absent.
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/// </summary>
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public bool IsRenderNeighborhoodResident(uint cellOrLandblockId, int radius)
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{
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if (radius < 0)
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throw new ArgumentOutOfRangeException(nameof(radius));
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// LandDefs::InboundValidCellId validates both map axes and the low-word
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// class (outdoor cell, EnvCell, or canonical landblock sentinel).
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if (!AcDream.Core.Physics.LandDefs.InboundValidCellId(cellOrLandblockId))
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return false;
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int cx = (int)((cellOrLandblockId >> 24) & 0xFFu);
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int cy = (int)((cellOrLandblockId >> 16) & 0xFFu);
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for (int dx = -radius; dx <= radius; dx++)
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for (int dy = -radius; dy <= radius; dy++)
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{
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int nx = cx + dx;
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int ny = cy + dy;
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// Match PhysicsEngine.IsNeighborhoodTerrainResident: the outer
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// 0xFF coordinate has no loadable neighbour beyond it.
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if (nx < 0 || nx > 254 || ny < 0 || ny > 254)
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continue;
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uint canonical = ((uint)nx << 24) | ((uint)ny << 16) | 0xFFFFu;
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if (!_state.IsNearTier(canonical) || !_state.IsRenderReady(canonical))
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return false;
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}
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return true;
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}
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// [FRAME-DIAG]: how many times ForceReloadWindow has fired (each one drops +
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// re-uploads the WHOLE window) and the landblock count it dropped last time.
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public int ForceReloadCount { get; private set; }
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@ -135,8 +182,40 @@ public sealed class StreamingController
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// Completions that were drained past a priority item get buffered here
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// so they still apply over subsequent frames without loss.
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private readonly List<LandblockStreamResult> _deferredApply = new();
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public StreamingController(
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Action<uint, LandblockStreamJobKind, ulong> enqueueLoad,
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Action<uint, ulong> enqueueUnload,
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Func<int, IReadOnlyList<LandblockStreamResult>> drainCompletions,
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Action<LandblockBuild, LandblockMeshData> applyTerrain,
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GpuWorldState state,
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int nearRadius,
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int farRadius,
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Action<uint>? removeTerrain = null,
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Action<uint>? demoteNearLayer = null,
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Action? clearPendingLoads = null,
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Action<uint>? onLandblockLoaded = null,
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Action<EnvCellLandblockBuild>? ensureEnvCellMeshes = null)
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{
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_enqueueLoad = enqueueLoad;
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_enqueueUnload = enqueueUnload;
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_drainCompletions = drainCompletions;
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_applyTerrain = applyTerrain;
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_removeTerrain = removeTerrain;
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_demoteNearLayer = demoteNearLayer;
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_clearPendingLoads = clearPendingLoads;
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_onLandblockLoaded = onLandblockLoaded;
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_ensureEnvCellMeshes = ensureEnvCellMeshes;
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_state = state;
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NearRadius = nearRadius;
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FarRadius = farRadius;
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}
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/// <summary>
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/// Compatibility constructor for deterministic tests and callers that do
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/// not own an asynchronous worker. Production must use the generation-aware
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/// overload above so hard-recenter results can be rejected by incarnation.
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/// </summary>
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internal StreamingController(
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Action<uint, LandblockStreamJobKind> enqueueLoad,
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Action<uint> enqueueUnload,
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Func<int, IReadOnlyList<LandblockStreamResult>> drainCompletions,
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@ -145,19 +224,44 @@ public sealed class StreamingController
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int nearRadius,
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int farRadius,
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Action<uint>? removeTerrain = null,
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Action<uint>? demoteNearLayer = null,
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Action? clearPendingLoads = null,
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Action<uint>? onLandblockLoaded = null)
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Action<uint>? onLandblockLoaded = null,
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Action<EnvCellLandblockBuild>? ensureEnvCellMeshes = null)
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: this(
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(id, kind, _) => enqueueLoad(id, kind),
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(id, _) => enqueueUnload(id),
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drainCompletions,
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applyTerrain,
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state,
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nearRadius,
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farRadius,
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removeTerrain,
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demoteNearLayer,
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clearPendingLoads,
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onLandblockLoaded,
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ensureEnvCellMeshes)
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{
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_enqueueLoad = enqueueLoad;
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_enqueueUnload = enqueueUnload;
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_drainCompletions = drainCompletions;
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_applyTerrain = applyTerrain;
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_removeTerrain = removeTerrain;
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_clearPendingLoads = clearPendingLoads;
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_onLandblockLoaded = onLandblockLoaded;
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_state = state;
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NearRadius = nearRadius;
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FarRadius = farRadius;
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}
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private void EnqueueLoad(uint id, LandblockStreamJobKind kind) =>
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_enqueueLoad(id, kind, _generation);
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private void EnqueueUnload(uint id) => _enqueueUnload(id, _generation);
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private void DemoteLandblock(uint id)
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{
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uint canonical = (id & 0xFFFF0000u) | 0xFFFFu;
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// App-owned Near resources need the still-present static entity list
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// for exact light/translucency owner cleanup. Retire them before
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// GpuWorldState drops the static layer and its render pins.
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_demoteNearLayer?.Invoke(canonical);
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_state.RemoveEntitiesFromLandblock(canonical);
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}
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private void AdvanceGeneration()
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{
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_generation = unchecked(_generation + 1);
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}
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/// <summary>
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@ -263,18 +367,18 @@ public sealed class StreamingController
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{
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_region = new StreamingRegion(observerCx, observerCy, NearRadius, FarRadius);
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var bootstrap = _region.ComputeFirstTickDiff();
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foreach (var id in bootstrap.ToLoadNear) _enqueueLoad(id, LandblockStreamJobKind.LoadNear);
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foreach (var id in bootstrap.ToLoadFar) _enqueueLoad(id, LandblockStreamJobKind.LoadFar);
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foreach (var id in bootstrap.ToLoadNear) EnqueueLoad(id, LandblockStreamJobKind.LoadNear);
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foreach (var id in bootstrap.ToLoadFar) EnqueueLoad(id, LandblockStreamJobKind.LoadFar);
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_region.MarkResidentFromBootstrap();
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}
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else if (_region.CenterX != observerCx || _region.CenterY != observerCy)
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{
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var diff = _region.RecenterTo(observerCx, observerCy);
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foreach (var id in diff.ToPromote) _enqueueLoad(id, LandblockStreamJobKind.PromoteToNear);
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foreach (var id in diff.ToLoadNear) _enqueueLoad(id, LandblockStreamJobKind.LoadNear);
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foreach (var id in diff.ToLoadFar) _enqueueLoad(id, LandblockStreamJobKind.LoadFar);
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foreach (var id in diff.ToDemote) _state.RemoveEntitiesFromLandblock(id);
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foreach (var id in diff.ToUnload) _enqueueUnload(id);
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foreach (var id in diff.ToPromote) EnqueueLoad(id, LandblockStreamJobKind.PromoteToNear);
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foreach (var id in diff.ToLoadNear) EnqueueLoad(id, LandblockStreamJobKind.LoadNear);
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foreach (var id in diff.ToLoadFar) EnqueueLoad(id, LandblockStreamJobKind.LoadFar);
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foreach (var id in diff.ToDemote) DemoteLandblock(id);
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foreach (var id in diff.ToUnload) EnqueueUnload(id);
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}
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}
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@ -293,10 +397,12 @@ public sealed class StreamingController
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Console.WriteLine($"streaming: dungeon collapse -> 0x{centerId:X8}");
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_collapsed = true;
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_collapsedCenter = centerId;
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AdvanceGeneration();
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_clearPendingLoads?.Invoke();
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_deferredApply.Clear();
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foreach (var id in _state.LoadedLandblockIds)
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if (id != centerId) _enqueueUnload(id);
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if (id != centerId) EnqueueUnload(id);
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// Pin a radius-0 region so RecenterTo never re-expands while inside,
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// and so the post-exit rebuild starts from a clean, consistent state.
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@ -306,7 +412,9 @@ public sealed class StreamingController
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// The dungeon landblock itself must be (or become) loaded. If a prior
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// ClearPendingLoads cancelled its queued load, re-enqueue it.
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if (!_state.IsLoaded(centerId))
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_enqueueLoad(centerId, LandblockStreamJobKind.LoadNear);
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EnqueueLoad(centerId, LandblockStreamJobKind.LoadNear);
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else if (!_state.IsNearTier(centerId))
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EnqueueLoad(centerId, LandblockStreamJobKind.PromoteToNear);
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}
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/// <summary>
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@ -321,7 +429,7 @@ public sealed class StreamingController
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// Always preserve the true dungeon landblock (_collapsedCenter), never the
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// per-frame observer landblock — a CurrCell flicker must not unload the dungeon.
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foreach (var id in _state.LoadedLandblockIds)
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if (id != _collapsedCenter) _enqueueUnload(id);
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if (id != _collapsedCenter) EnqueueUnload(id);
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}
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/// <summary>Chebyshev distance in landblock cells between two landblock ids.</summary>
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@ -354,16 +462,17 @@ public sealed class StreamingController
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$"streaming: dungeon EXIT-expand -> ({observerCx},{observerCy}) " +
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$"(was collapsed on 0x{_collapsedCenter:X8})");
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_collapsed = false;
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AdvanceGeneration();
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var rebuilt = new StreamingRegion(observerCx, observerCy, NearRadius, FarRadius);
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foreach (var id in _state.LoadedLandblockIds)
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if (!rebuilt.Resident.Contains(id)) _enqueueUnload(id);
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if (!rebuilt.Resident.Contains(id)) EnqueueUnload(id);
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var boot = rebuilt.ComputeFirstTickDiff();
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foreach (var id in boot.ToLoadNear)
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if (!_state.IsLoaded(id)) _enqueueLoad(id, LandblockStreamJobKind.LoadNear);
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if (!_state.IsLoaded(id)) EnqueueLoad(id, LandblockStreamJobKind.LoadNear);
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foreach (var id in boot.ToLoadFar)
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if (!_state.IsLoaded(id)) _enqueueLoad(id, LandblockStreamJobKind.LoadFar);
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if (!_state.IsLoaded(id)) EnqueueLoad(id, LandblockStreamJobKind.LoadFar);
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rebuilt.MarkResidentFromBootstrap();
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_region = rebuilt;
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}
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@ -383,6 +492,9 @@ public sealed class StreamingController
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public void ForceReloadWindow()
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{
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_collapsed = false;
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AdvanceGeneration();
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_clearPendingLoads?.Invoke();
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_deferredApply.Clear();
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// Snapshot — RemoveLandblock mutates the loaded set we're iterating.
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var ids = new List<uint>(_state.LoadedLandblockIds);
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ForceReloadCount++; // [FRAME-DIAG] churn counter
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@ -424,6 +536,11 @@ public sealed class StreamingController
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if (chunk.Count == 0) break;
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foreach (var result in chunk)
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{
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// Reject obsolete hard-window work before it can occupy the
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// metered deferred queue. ApplyResult repeats this invariant
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// for direct callers and future drain paths.
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if (IsStaleGeneration(result))
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continue;
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if (result is LandblockStreamResult.Unloaded
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|| IsWithinPriorityRing(ResultLandblockId(result)))
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ApplyResult(result); // free (unload) or behind-the-fade near ring
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@ -449,19 +566,120 @@ public sealed class StreamingController
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/// </summary>
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private void ApplyResult(LandblockStreamResult result)
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{
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if (IsStaleGeneration(result))
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{
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// A worker can finish one old load/unload after a hard recenter.
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// Landblock id membership cannot distinguish overlapping windows;
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// generation is the logical streaming incarnation boundary.
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return;
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}
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if (result is LandblockStreamResult.Unloaded
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&& _region?.TryGetDesiredTier(result.LandblockId, out _) == true)
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{
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// Normal recenter does not advance the hard-window generation. A
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// rapid away->back can therefore re-own an id while its same-
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// generation unload is already in the worker outbox. Current
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// region ownership wins; the old unload must not tear it down.
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return;
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}
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if (result is LandblockStreamResult.Loaded
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or LandblockStreamResult.Promoted)
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{
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if (_region is null
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|| !_region.TryGetDesiredTier(result.LandblockId, out var desiredTier))
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{
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// A hard recenter/collapse can leave one worker job already in
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// flight. Its completion belongs to the old region and must not
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// resurrect a landblock the new StreamingRegion never owns.
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return;
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}
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bool isNearCompletion = result is LandblockStreamResult.Promoted
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or LandblockStreamResult.Loaded { Tier: LandblockStreamTier.Near };
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if (isNearCompletion && _state.IsNearTier(result.LandblockId))
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{
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// Normal recenter can enqueue a second high-priority Near job
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// while an earlier one is already in flight. The streamer
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// supersedes Far/Unload work but intentionally does not dedupe
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// high-priority jobs. Publication is idempotent at this owner:
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// never append statics, replay defaults, or reapply the complete
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// Near transaction to an already-Near landblock.
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return;
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}
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if (desiredTier == LandblockStreamTier.Far && isNearCompletion)
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{
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// Recenter can demote a Near job before its first completion.
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// StreamingRegion already considers that landblock Far, so it
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// deliberately emits no second LoadFar job. If no terrain is
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// resident yet, publish the completed heightmap/mesh as a Far
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// result while discarding its entity and EnvCell layers. This
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// is the same payload a fresh LoadFar would have produced and
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// closes the in-flight Near -> desired Far lifecycle without a
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// duplicate worker read or a permanent terrain hole.
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if (!_state.IsLoaded(result.LandblockId))
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{
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switch (result)
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{
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case LandblockStreamResult.Loaded loaded:
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ApplyAsFar(loaded.Build, loaded.MeshData);
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break;
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case LandblockStreamResult.Promoted promoted:
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ApplyAsFar(promoted.Build, promoted.MeshData);
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break;
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}
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}
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return;
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}
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}
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switch (result)
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{
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case LandblockStreamResult.Loaded loaded:
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if (loaded.Tier == LandblockStreamTier.Far
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&& _state.IsNearTier(loaded.LandblockId))
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{
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// This Far completion was queued before a newer Near load
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// or promotion. Applying it would erase the entity/cell
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// layer that now owns the landblock.
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break;
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}
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_applyTerrain(loaded.Build, loaded.MeshData);
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_state.AddLandblock(loaded.Landblock);
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_state.AddLandblock(
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loaded.Landblock,
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loaded.Build.EnvCells?.Shells.Select(shell => shell.GeometryId),
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loaded.Tier);
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EnsureEnvCellMeshesAfterPin(loaded.Build);
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// #138: after the landblock is in _loaded (so live projection
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// hot-paths), restore any retained server objects ACE won't
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// re-send. Fired AFTER AddLandblock, never before.
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_onLandblockLoaded?.Invoke(loaded.Landblock.LandblockId);
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break;
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case LandblockStreamResult.Promoted promoted:
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// PromoteToNear carries a complete build and mesh because the
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// streamer deliberately lets it supersede a queued LoadFar. If
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// that Far job never started, publish this as the real Near
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// landblock; if the base is already resident, merge only the
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// Near layer so existing live projections retain identity.
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_applyTerrain(promoted.Build, promoted.MeshData);
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_state.AddEntitiesToExistingLandblock(promoted.LandblockId, promoted.Entities);
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var promotedRenderIds =
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promoted.Build.EnvCells?.Shells.Select(shell => shell.GeometryId);
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if (_state.IsLoaded(promoted.LandblockId))
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{
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_state.AddEntitiesToExistingLandblock(
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promoted.LandblockId,
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promoted.Entities,
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promotedRenderIds);
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}
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else
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{
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_state.AddLandblock(
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promoted.Landblock,
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promotedRenderIds,
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LandblockStreamTier.Near);
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}
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EnsureEnvCellMeshesAfterPin(promoted.Build);
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_onLandblockLoaded?.Invoke(promoted.LandblockId);
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break;
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case LandblockStreamResult.Unloaded unloaded:
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@ -479,6 +697,31 @@ public sealed class StreamingController
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}
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}
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private void ApplyAsFar(LandblockBuild completedBuild, LandblockMeshData meshData)
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{
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var completed = completedBuild.Landblock;
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var farLandblock = new LoadedLandblock(
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completed.LandblockId,
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completed.Heightmap,
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Array.Empty<WorldEntity>(),
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PhysicsDatBundle.Empty);
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||||
var farBuild = new LandblockBuild(farLandblock);
|
||||
|
||||
_applyTerrain(farBuild, meshData);
|
||||
_state.AddLandblock(farLandblock, tier: LandblockStreamTier.Far);
|
||||
_onLandblockLoaded?.Invoke(farLandblock.LandblockId);
|
||||
}
|
||||
|
||||
private void EnsureEnvCellMeshesAfterPin(LandblockBuild build)
|
||||
{
|
||||
if (build.EnvCells is { Shells.Length: > 0 } envCells)
|
||||
_ensureEnvCellMeshes?.Invoke(envCells);
|
||||
}
|
||||
|
||||
private bool IsStaleGeneration(LandblockStreamResult result) =>
|
||||
result is not LandblockStreamResult.WorkerCrashed
|
||||
&& result.Generation != _generation;
|
||||
|
||||
/// <summary>
|
||||
/// Returns the landblock id associated with <paramref name="result"/>.
|
||||
/// For <see cref="LandblockStreamResult.WorkerCrashed"/> this is 0 by
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue