Commit 19b4465 broke build by omitting required-member init for
SourceGfxObjOrSetupId/Position/Rotation in the new ToDemote/ToPromote
tests. WorldEntity has [required] on those fields (CS9035). The lone
test run that reported 38 passing used pre-existing binaries built
before this break.
Added all three required initializers (zero / Identity defaults — these
test the routing path; entity content doesn't matter).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Code review on T13-T16 bundle (commits fb10c3f/aff35d2/b8d80fe/c4fd373/31d312a)
flagged 3 Important + 2 test-coverage gaps. Apply all 5:
Important #1: GpuWorldState.AddEntitiesToExistingLandblock didn't
canonicalize landblockId. Streaming callers always pass canonical
0xAAAA0xFFFF ids, but the public API silently key-missed for callers
that mirror AppendLiveEntity's cell-resolved-id pattern. Both new
methods now canonicalize the id on entry.
Important #2: RemoveEntitiesFromLandblock asymmetry with RemoveLandblock
re: persistent-entity rescue. Documented as intentional — demote-tier
entities are atlas-tier only (procedural scenery, dat-static stabs/
buildings; never ServerGuid != 0); the local player and live server
spawns live in their LB via RelocateEntity per frame and aren't
affected by atlas-layer demote.
Important #3: StreamingController.NearRadius / FarRadius were { get; set; }
but mutating them after the first Tick is a no-op (StreamingRegion
snapshots the values). Switched to { get; } only with XML doc warning.
Test gap #1: ToDemote routing through Tick — added test that walks
the player past hysteresis and asserts entities drop while terrain
stays.
Test gap #2: Promoted result routing through Tick — added test that
enqueues a Promoted and asserts AddEntitiesToExistingLandblock fires.
Deferred Minor: dead _streamingRadius write + style consistency on
fully-qualified IReadOnlyList — non-load-bearing, can roll into a later
cleanup.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Replaces the single-radius Tick with a two-tier model that consumes
StreamingRegion's TwoTierDiff (5-list) and routes to the appropriate
JobKind:
- ToLoadFar -> _enqueueLoad(id, LoadFar)
- ToLoadNear -> _enqueueLoad(id, LoadNear)
- ToPromote -> _enqueueLoad(id, PromoteToNear)
- ToDemote -> _state.RemoveEntitiesFromLandblock(id) on render thread
- ToUnload -> _enqueueUnload(id)
Drain switch handles Loaded (terrain + entity layer), Promoted (entity
layer only -- terrain already loaded), Unloaded, Failed, WorkerCrashed.
Constructor signature: nearRadius/farRadius separate ints. Old single-
radius ctor removed; existing single-radius tests updated to pass
nearRadius=farRadius for backward-compat coverage.
GameWindow's enqueueLoad lambda updated from (id =>...) to (id, kind) =>
to match new Action<uint, LandblockStreamJobKind> signature; radius: arg
renamed to nearRadius:/farRadius: (both set to _streamingRadius until T16
wires the full two-tier env-var parsing).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>