using AcDream.Core.World;
namespace AcDream.App.Streaming;
///
/// A job posted to 's inbox. Either a load
/// (fetch this landblock from the dats and build its CPU-side mesh data)
/// or an unload (release any state tied to this landblock on the render
/// thread's next Tick drain).
///
public abstract record LandblockStreamJob(uint LandblockId)
{
public sealed record Load(uint LandblockId) : LandblockStreamJob(LandblockId);
public sealed record Unload(uint LandblockId) : LandblockStreamJob(LandblockId);
}
///
/// Outbox record the render thread drains. Either a successful load, a
/// failed load (logged and ignored until region recenters off/back), or
/// an unload notification (tells the render thread to release GPU state
/// for this landblock id).
///
public abstract record LandblockStreamResult(uint LandblockId)
{
public sealed record Loaded(uint LandblockId, LoadedLandblock Landblock) : LandblockStreamResult(LandblockId);
public sealed record Failed(uint LandblockId, string Error) : LandblockStreamResult(LandblockId);
public sealed record Unloaded(uint LandblockId) : LandblockStreamResult(LandblockId);
///
/// The worker loop itself crashed with an unhandled exception. Not tied
/// to a specific landblock — distinguished from
/// because consumers typically route this to a fatal-log path rather
/// than retrying a single landblock later. LandblockId is 0 by
/// convention; readers should pattern-match on the type, not the id.
///
public sealed record WorkerCrashed(string Error) : LandblockStreamResult(0);
}