# Phase A — Foundation phase design **Status:** Spec, 2026-04-11, brainstormed from zero. **Scope:** Replace acdream's current one-shot 3×3 landblock preload with a streaming loader, add frustum culling, move UDP I/O off the render thread, and make dat reads happen on a background worker. These four sub-pieces ship together as Phase A. **Parent:** `docs/plans/2026-04-11-roadmap.md` (strategic roadmap) ## Goals 1. Walk across 10+ landblocks in any direction with no crashes and no empty voids. 2. Landblock-boundary crossings produce no visible hitch — background loading hides itself behind a queue the render thread drains. 3. Frame time stays usable on a 5×5 default visible window. 4. Visible window is runtime-configurable via `ACDREAM_STREAM_RADIUS` so the user can tune against their hardware without rebuilding. 5. No packet drops when the render thread stalls — UDP receive runs on its own thread. ## Non-goals - Per-entity frustum culling. Per-landblock coarse culling is enough for Phase A; per-entity is Phase C or later. - LOD mesh levels. Distant trees still use full vertex counts — that's a Phase C polish concern. - Dungeon landblock format (`0xAAAA0000` family). Only the surface `0xAAAA****` landblocks we already handle. Dungeons are Phase E. - Memory reclamation across _all_ uploaded dat assets. We reference-count GfxObj uploads per landblock; palettes, animations, and other shared dat assets are not GC'd. They grow monotonically until application exit — acceptable because individual assets are small and the working set is bounded by the visible window. - Live perf benchmarks / numeric acceptance. Acceptance is "no visible hitch" judged by eye, not "frame time < 5ms." ## High-level architecture Four new components, one existing renderer modified, one existing net-session modified. No changes to `WorldEntity`, `MeshRef`, shaders, or the mesh builders. ``` ┌──────────────┐ ┌──────────────┐ │ Net thread │ ── msg queue ──────────────────────────────> │ │ ├──────────────┤ │ │ │ UDP.Receive │ │ │ │ Decode+Frag │ │ Render │ │ Parse msg │ │ thread │ └──────────────┘ │ │ │ OnUpdate │ ┌──────────────┐ │ drain msgs │ │ Load thread │ │ compute │ ├──────────────┤ ── completion outbox ──────────────────────> │ center │ │ pull job │ │ diff region │ │ read dats │ │ enqueue │ │ build meshes │ │ drain cmpl. │ │ (CPU-only) │ <── job queue ───────────────────────────────│ GPU upload │ └──────────────┘ │ │ │ OnRender │ │ cull │ │ draw opaque │ │ draw trans. │ └──────────────┘ ``` ## Components ### 1. `StreamingRegion` *(new, `src/AcDream.App/Streaming/StreamingRegion.cs`)* A pure value type / data holder. Given a center landblock `(x, y)` and a radius `r`, produces the set of landblock IDs in the `(2r+1) × (2r+1)` window. **API:** ```csharp public sealed class StreamingRegion { public int CenterX { get; } public int CenterY { get; } public int Radius { get; } public IReadOnlySet Visible { get; } // landblock IDs in `(lbX << 24) | (lbY << 16) | 0xFFFE` public StreamingRegion(int cx, int cy, int radius); // Diff-style recenter: returns the landblocks to load (new to visible set) // and to unload (fell outside `radius + 1` hysteresis). public RegionDiff RecenterTo(int newCx, int newCy); } public readonly record struct RegionDiff( IReadOnlyList ToLoad, IReadOnlyList ToUnload); ``` **Hysteresis:** unload only happens when a landblock falls further than `radius + 1` from the current center. Prevents load/unload churn at boundary crossings. Unit tests verify the hysteresis logic with a standing-still center (no loads, no unloads) and a one-step cross (one new load, no unloads because the departing row is still inside `r+1`). No threading. Pure data. Test-able in isolation. ### 2. `LandblockStreamer` *(new, `src/AcDream.App/Streaming/LandblockStreamer.cs`)* Owns a dedicated background thread + two channel-based queues (inbox for jobs, outbox for completions). **API:** ```csharp public sealed class LandblockStreamer : IDisposable { public LandblockStreamer( DatCollection dats, int centerX, int centerY, // for world-space offset computation inside completions ILogger? log = null); public void Start(); public void EnqueueLoad(uint landblockId); public void EnqueueUnload(uint landblockId); /// /// Drains up to completed loads and returns /// them to the caller. Non-blocking. Call from the render thread once per /// OnUpdate. The caller is responsible for GPU upload and world-state /// integration using the returned records. /// public IReadOnlyList DrainCompletions(int maxBatchSize = 4); public void Dispose(); } public sealed record LoadedLandblock( uint LandblockId, WorldView.LoadedLandblock Terrain, IReadOnlyList Entities); // scenery + interior + stabs pre-flattened ``` The load thread pulls jobs from the inbox, invokes the existing `WorldView.LoadLandblock` terrain path (unchanged), the scenery generator (unchanged), the EnvCell walker (unchanged), and `CellMesh.Build` / `GfxObjMesh.Build` (unchanged, CPU-only) to produce a `LoadedLandblock` record. The record is posted to the outbox. **Unloads** post an "unload" completion that tells the render thread which landblock's data to release. The render thread holds the authoritative `Dictionary` and references the GPU buffers. On unload, the render thread removes entries and decrements reference counts on GfxObj GPU bundles. **Thread safety:** jobs and completions go through `System.Threading.Channels.Channel` (unbounded, single-reader single-writer). `DatCollection` reads are thread-safe per DatReaderWriter docs; no extra locking. Cancellation via `CancellationTokenSource`; `Dispose` cancels and joins the thread. **Error handling:** if a dat read throws, the worker catches, logs the landblock ID + exception, and posts a `LoadFailed` completion. The controller marks the landblock as "failed" and does not retry until the region recenters past it and back. ### 3. `StreamingController` *(new, `src/AcDream.App/Streaming/StreamingController.cs`)* Glue between `GameWindow`, `StreamingRegion`, and `LandblockStreamer`. Called once per frame from `OnUpdate`. **API:** ```csharp public sealed class StreamingController { public StreamingController( LandblockStreamer streamer, int initialRadius, int initialCenterX, int initialCenterY); public int Radius { get; set; } // ACDREAM_STREAM_RADIUS env var seeds this /// /// Called every frame. Updates the streaming region based on the current /// observer position, enqueues loads/unloads as needed, and drains /// completed loads into . /// public void Tick( Vector3 observerWorldPosition, GpuWorldState worldState); } ``` `GpuWorldState` is a helper class (mutable) that owns the per-landblock GPU resources: the terrain renderer's uploaded landblocks, the static-mesh renderer's uploaded entities per landblock, and the per-landblock AABBs used by the frustum culler. The controller adds/removes entries in it as completions drain. It replaces the current flat `_entities` list `GameWindow` holds. The observer position is converted to landblock coordinates by taking the integer landblock-sized chunks of world X/Y (we already have `_liveCenterX` and `_liveCenterY` offset math; reuse it). The center is: - **live mode:** server-sent player position (latest `EntityPositionUpdate` for our own GUID), converted via the same lb-offset math as in `OnLiveEntitySpawned` / `OnLivePositionUpdated` - **offline mode:** camera position Selection between the two: a simple `_liveSession is { CurrentState: InWorld }` check. **Hotkey / env var:** `ACDREAM_STREAM_RADIUS` read at startup. Changing it mid-run is not required for the MVP — we can add a keybind later if it comes up. ### 4. `FrustumCuller` *(new, `src/AcDream.App/Rendering/FrustumCuller.cs`)* Per-frame view-frustum extraction from a view×projection matrix, plus AABB-vs-frustum intersection. **API:** ```csharp public readonly struct FrustumPlanes { public readonly Vector4 Left, Right, Bottom, Top, Near, Far; public static FrustumPlanes FromViewProjection(Matrix4x4 vp); } public static class FrustumCuller { /// /// Returns true if is potentially visible against /// . Conservative — returns true for partial /// intersections. Zero allocations; suitable for per-frame use. /// public static bool IsAabbVisible(FrustumPlanes planes, BoundingBox aabb); } ``` Used by `StaticMeshRenderer.Draw` and (optionally) `TerrainRenderer.Draw`: 1. At the start of each draw call, extract `FrustumPlanes` from `camera.View * camera.Projection`. 2. For each landblock's AABB (precomputed at load time — the terrain height range gives Z extent, the 192×192 landblock footprint gives X/Y extent), test against the frustum. 3. Skip entity iteration for any landblock whose AABB is fully outside. Opaque and translucent passes both benefit. AABBs are owned by `GpuWorldState` and refreshed only when a new landblock loads. They never change at runtime. ### 5. `NetIoThread` *(modification to `src/AcDream.Core.Net/WorldSession.cs`)* Move `WorldSession.PumpOnce` (or its eventual replacement) off the render thread. **Before:** ```csharp // called from GameWindow.OnUpdate _liveSession.Tick(); // blocking receive with 250ms timeout, then ProcessDatagram ``` **After:** ```csharp // started by Connect() var netThread = new Thread(NetReceiveLoop) { IsBackground = true, Name = "acdream.net" }; netThread.Start(); private void NetReceiveLoop() { while (!_cancel.IsCancellationRequested) { var bytes = _net.Receive(TimeSpan.FromMilliseconds(250), out _); if (bytes is null) continue; // Decode + fragment assembly happens here too — everything CPU-bound // runs off the render thread. var parsed = DecodeAndParse(bytes); foreach (var msg in parsed) _incoming.Writer.TryWrite(msg); } } // called from GameWindow.OnUpdate public void Tick() { while (_incoming.Reader.TryRead(out var msg)) Dispatch(msg); // fires EntitySpawned / MotionUpdated / PositionUpdated } ``` **Channel type:** `System.Threading.Channels.Channel`, unbounded, MPSC (net thread writes, render thread reads). `TryWrite` is non-blocking. **Event handlers stay on the render thread.** `EntitySpawned`, `MotionUpdated`, `PositionUpdated` are fired from `Tick()` (render thread), so existing handler code continues to see a single-threaded world and doesn't need locks. The `_entitiesByServerGuid` dict, `_animatedEntities`, GPU upload calls — all still single-threaded. **Shutdown:** `Dispose()` cancels `_cancel`, waits for the net thread via `netThread.Join(TimeSpan.FromSeconds(1))`, closes the UDP socket. **ISAAC state:** `_inboundIsaac` and `_outboundIsaac` are owned by the net thread after handshake; `SendGameMessage` needs a lock if we keep it render-thread-owned, OR an outbound channel so the net thread drives all socket writes. The simpler option is a single `lock(_isaacOutboundLock)` around outbound sends — the send volume is low and contention is negligible. ### Existing files touched - **`GameWindow.cs`** — replace the one-shot preload with `StreamingController.Tick` in `OnUpdate`. Remove the `_entities` field (migrates into `GpuWorldState`). Feed `FrustumPlanes` into `StaticMeshRenderer.Draw`. - **`StaticMeshRenderer.cs`** — accept a `FrustumPlanes?` parameter on `Draw`; if set, skip entity iteration for landblocks whose AABB fails the test. Entity-to-landblock mapping is provided by `GpuWorldState`. - **`TerrainRenderer.cs`** — same treatment: skip drawing landblocks that fail the frustum test. - **`WorldSession.cs`** — split the receive loop onto a background thread; add the channel; adjust `Tick` to drain the channel. - **`Program.cs` / `GameWindow.cs` startup** — read `ACDREAM_STREAM_RADIUS`, instantiate `LandblockStreamer` + `StreamingController`. ## Data flow (steady state, one frame) 1. **Net thread (continuous):** receives packet → decodes → fragment assembles → parses → writes `ParsedGameMessage` to `_incoming` channel. 2. **Load thread (continuous):** pulls job from `LandblockStreamer._jobs` → reads dats → builds meshes → posts `LoadedLandblock` to `LandblockStreamer._completions`. 3. **OnUpdate (render thread):** - `_liveSession.Tick()` drains `_incoming`, fires `EntitySpawned` / `MotionUpdated` / `PositionUpdated`. Handlers update `_entitiesByServerGuid`, `_animatedEntities`, world state. - `_streamingController.Tick(observerPos, worldState)`: - Computes observer landblock coordinates from world pos. - `StreamingRegion.RecenterTo(...)` → `RegionDiff`. - Enqueues `ToLoad` into `LandblockStreamer`. - Enqueues `ToUnload` into `LandblockStreamer`. - Drains `LandblockStreamer.DrainCompletions()` → GPU-uploads new terrain + meshes → adds entities to `worldState`. - Animation tick (`TickAnimations(dt)`) runs over the updated animated-entity set. - Fly camera input + keyboard. 4. **OnRender (render thread):** - Compute `FrustumPlanes` from camera. - Draw terrain, skipping culled landblocks. - Draw static mesh pass 1 (opaque), skipping culled landblocks. - Draw static mesh pass 2 (translucent, with cull face on), skipping culled landblocks. ## Error handling & edge cases - **Dat load fails for a landblock.** Worker logs, posts a `LoadFailed` record. Controller marks the landblock as "failed" in a small dict. The landblock stays out of the visible set until the region recenters off it and back — a crude self-heal that avoids a tight retry loop. - **Player teleports across the world** (live mode recalls, long-range recall spells). Region recomputes entirely on the next `Tick`; the old set unloads, the new set enqueues. A single multi-block hitch the first frame after teleport is acceptable — it's the unavoidable cost of landing in an unloaded area. - **Net thread dies** (socket exception, unhandled parse error). Catch, log, set `_liveSession` state to `Failed`. Render thread continues showing the last-known world. No auto-reconnect in Phase A. - **Shutdown mid-load.** `Dispose` cancels the load thread's token, drains any in-flight completion into `/dev/null` (actually: drops them so we don't GPU-upload after disposal), joins the thread, then disposes GPU resources. - **Observer outside the currently-loaded region** (first frame, before Tick has a chance to run). Fallback: load the 3×3 around the observer synchronously on first frame, then let streaming take over. This is the "initial preload" behavior and matches current startup semantics. - **`StreamingRegion` at map edges.** Clamp `(lbX, lbY)` to `[0, 255]` (AC landblock coordinates are 8-bit). Landblocks beyond the edge are skipped without error. ## Testing strategy New test projects / files: - **`tests/AcDream.Core.Tests/Streaming/StreamingRegionTests.cs`** - Construct with center `(50, 50)` radius `2` → `Visible` is exactly the 25-cell window. - `RecenterTo(50, 50)` → empty diff. - `RecenterTo(51, 50)` → `ToLoad` has the new column (5 landblocks), `ToUnload` is empty (hysteresis keeps the departing column). - `RecenterTo(53, 50)` (three-step jump) → `ToLoad` has new columns (15 landblocks), `ToUnload` has one departing column (5 landblocks, now beyond `r+1`). - `RecenterTo(100, 100)` (full teleport) → entire old set unloads, entire new set loads. - Edge clamping at `(0, 0)` and `(255, 255)`. - **`tests/AcDream.Core.Tests/Streaming/FrustumCullerTests.cs`** - Identity VP → all six planes at infinity, every AABB visible. - Known perspective with known camera pos → AABB directly in front visible, AABB directly behind not visible. - AABB straddling a plane → visible (conservative). - Edge cases: zero-size AABB on the near plane, huge AABB enclosing the camera. - **`tests/AcDream.App.Tests/Streaming/LandblockStreamerTests.cs`** (create project if missing, copy the small existing test-project pattern) - Fake `DatCollection` that returns canned landblocks on demand. - Enqueue three loads → drain three completions. Order-independent but arrival-order stable. - Enqueue a load that throws → `LoadFailed` arrives in the outbox; no thread crash. - Dispose mid-load → thread joins cleanly, subsequent operations are no-ops. - **`tests/AcDream.Core.Net.Tests/NetIoThreadTests.cs`** - Loopback UDP harness (already exists for `LiveHandshakeTests`). Spin up the session with net-thread mode on. - Server sends N packets → client's `Tick()` dispatches N events on the render thread (i.e., on the test thread, which we assert). - Dispose while a receive is in flight → clean shutdown, no thread leaks. - Existing `LiveHandshakeTests` continue to pass unchanged — proves the real handshake path still works. Total expected new test count: ~25. Bringing totals to roughly 120 Core / 100 Core.Net / new `AcDream.App.Tests` project. ## Implementation order Phase A is broken into four concrete increments, each independently commit-able and verifiable: 1. **A.1 Streaming (includes async dat read as its implementation, i.e., sub-piece A.4).** - Land `StreamingRegion`, `StreamingRegionTests`, `LandblockStreamer`, `StreamingController`, and the `GameWindow` wiring. - Verify: runtime window change via env var, walk 10 landblocks, no crashes. - Commit point. 2. **A.2 Frustum culling.** - Land `FrustumPlanes`, `FrustumCuller`, per-landblock AABB cache in `GpuWorldState`, wiring in `StaticMeshRenderer.Draw` and `TerrainRenderer.Draw`. - Verify: frame time with a `radius=3` window is at least as good as the baseline with unchanged visual output. - Commit point. 3. **A.3 Net I/O thread.** - Split `WorldSession.PumpOnce` onto a dedicated thread, add the `Channel`, keep event dispatch on the render thread. - Verify: `LiveHandshakeTests` still pass, live session still works, no packet drops under artificial render-thread stalls. - Commit point. 4. **A.4 (folded).** Already landed in A.1. No separate commit — call this out in the A.1 commit message. Each increment takes only one focused session. The whole phase fits in 2-3 sessions total. ## Acceptance Phase A is **done** when all of the following are true: 1. `ACDREAM_STREAM_RADIUS=4` produces a 9×9 window on startup; `=2` produces 5×5; default (unset) is 5×5. 2. Starting in Holtburg, flying (camera) or walking (player, later phase) 10 landblocks in any cardinal direction results in no crashes, no empty void tiles, and no missing entities. 3. At a typical landblock-boundary crossing, there is no visible frame hitch — loads are invisible behind the background worker. 4. Frame time with radius `2` (5×5 default) stays usable (judged by eye — no numeric threshold). 5. `LiveHandshakeTests` pass, proving the net-thread split doesn't regress handshake behavior. 6. All new unit tests pass. 7. Total test count is at least 220 (up from 194). ## Open questions for implementation None blocking. Items noted for the implementation plan: - **Observer position in live+offline:** exact fallback ordering when live is starting up but not yet InWorld. Minor — fall back to camera until first position update. - **GPU memory reclamation rhythm:** do we unload immediately on drain, or hold a small LRU? Start with immediate; upgrade to LRU if thrashing becomes visible. - **Channel bound size:** pick unbounded for simplicity; revisit if completions pile up. These get resolved during implementation; none changes the spec.