refactor(teleport A): O(N) deferred drain + never-arrives test (review fixes)

Replace RemoveAt(0)-in-a-loop drain idiom with RemoveRange(0, i) in both
Step-1 deferred drain and the post-found deferred drain inside DrainAndApply,
making each an O(N) single shift instead of O(N²) on the render-thread hot path.

Add PriorityNeverArrives_noThrow_noLoss_noDoubleApply test: sets a priority id
that never appears in the outbox, ticks several times, asserts no throw, no
loss of the non-priority completions, and no double-apply (applied count ==
completions enqueued). Comment above the priority-hunt explains the failure
mode: completions relocate to _deferredApply while the hunt is active and drain
at per-frame budget until the caller clears PriorityLandblockId.

Restyle test 2 to use named constructor arguments and break the compressed
lambda onto readable lines (matches test 1 style).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-22 13:03:20 +02:00
parent 1f6baa6cfc
commit f918b3ea2c
2 changed files with 75 additions and 20 deletions

View file

@ -336,15 +336,10 @@ public sealed class StreamingController
// --- Step 1: drain the deferred buffer first (items held from a prior // --- Step 1: drain the deferred buffer first (items held from a prior
// priority-hunt that overshot the cap). Apply up to `budget` of them. // priority-hunt that overshot the cap). Apply up to `budget` of them.
int deferredApplied = 0; int i1 = 0;
while (deferredApplied < budget && _deferredApply.Count > 0) while (i1 < budget && i1 < _deferredApply.Count) { ApplyResult(_deferredApply[i1]); i1++; }
{ if (i1 > 0) _deferredApply.RemoveRange(0, i1);
var item = _deferredApply[0]; budget -= i1;
_deferredApply.RemoveAt(0);
ApplyResult(item);
deferredApplied++;
}
budget -= deferredApplied;
if (budget <= 0) return; if (budget <= 0) return;
@ -385,13 +380,9 @@ public sealed class StreamingController
{ {
// Now apply up to remaining budget from deferred (mix from the // Now apply up to remaining budget from deferred (mix from the
// chunk we just buffered + any pre-existing deferred items). // chunk we just buffered + any pre-existing deferred items).
while (budget > 0 && _deferredApply.Count > 0) int i2 = 0;
{ while (i2 < budget && i2 < _deferredApply.Count) { ApplyResult(_deferredApply[i2]); i2++; }
var item = _deferredApply[0]; if (i2 > 0) _deferredApply.RemoveRange(0, i2);
_deferredApply.RemoveAt(0);
ApplyResult(item);
budget--;
}
return; return;
} }
// Priority not found in the outbox this frame: fall through to // Priority not found in the outbox this frame: fall through to

View file

@ -68,10 +68,19 @@ public class StreamingControllerPriorityApplyTests
var applied = new List<uint>(); var applied = new List<uint>();
var state = new GpuWorldState(); var state = new GpuWorldState();
var ctrl = new StreamingController( var ctrl = new StreamingController(
(_, _) => { }, _ => { }, enqueueLoad: (_, _) => { },
max => { var b = new List<LandblockStreamResult>(); while (b.Count < max && outbox.Count > 0) b.Add(outbox.Dequeue()); return b; }, enqueueUnload: _ => { },
(lb, _) => applied.Add(lb.LandblockId), drainCompletions: max =>
state, 4, 12) { MaxCompletionsPerFrame = 4 }; {
var batch = new List<LandblockStreamResult>();
while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
return batch;
},
applyTerrain: (lb, _) => applied.Add(lb.LandblockId),
state: state,
nearRadius: 4,
farRadius: 12)
{ MaxCompletionsPerFrame = 4 };
ctrl.PriorityLandblockId = priority; ctrl.PriorityLandblockId = priority;
ctrl.Tick(169, 180); // priority + some others ctrl.Tick(169, 180); // priority + some others
@ -82,4 +91,59 @@ public class StreamingControllerPriorityApplyTests
Assert.Contains(priority, applied); Assert.Contains(priority, applied);
Assert.Equal(6, applied.Count); // all six applied, none lost Assert.Equal(6, applied.Count); // all six applied, none lost
} }
[Fact]
public void PriorityNeverArrives_noThrow_noLoss_noDoubleApply()
{
// While a PriorityLandblockId is set but the matching completion never
// arrives (e.g. the load failed), the hunt moves outbox completions into
// _deferredApply and they drain at the per-frame budget — same backpressure
// as the normal throttle, just relocated — until the caller clears
// PriorityLandblockId (the TAS MaxContinue safety net does this on timeout).
uint priority = StreamingRegion.EncodeLandblockIdForTest(169, 180);
uint otherId0 = StreamingRegion.EncodeLandblockIdForTest(1, 0);
uint otherId1 = StreamingRegion.EncodeLandblockIdForTest(1, 1);
uint otherId2 = StreamingRegion.EncodeLandblockIdForTest(1, 2);
var outbox = new Queue<LandblockStreamResult>(new LandblockStreamResult[]
{
LoadedOf(otherId0),
LoadedOf(otherId1),
LoadedOf(otherId2),
});
var applied = new List<uint>();
var state = new GpuWorldState();
var ctrl = new StreamingController(
enqueueLoad: (_, _) => { },
enqueueUnload: _ => { },
drainCompletions: max =>
{
var batch = new List<LandblockStreamResult>();
while (batch.Count < max && outbox.Count > 0) batch.Add(outbox.Dequeue());
return batch;
},
applyTerrain: (lb, _) => applied.Add(lb.LandblockId),
state: state,
nearRadius: 4,
farRadius: 12)
{ MaxCompletionsPerFrame = 4 };
// Set a priority id that will NEVER appear in the outbox.
ctrl.PriorityLandblockId = priority;
// Tick several times — should not throw and every non-priority completion
// must still be applied without duplication.
ctrl.Tick(169, 180);
ctrl.Tick(169, 180);
ctrl.Tick(169, 180);
// (a) no throw — covered by reaching here without exception
// (b) every non-priority completion is applied (no loss)
Assert.Contains(otherId0, applied);
Assert.Contains(otherId1, applied);
Assert.Contains(otherId2, applied);
// (c) no double-apply: applied count matches completions enqueued
Assert.Equal(3, applied.Count);
}
} }