Login publishes the 25x25 window at a flat 32 blocks/s (~27 s in the
tunnel). The reveal-timing probe A/B (695a27b4) showed the consumer
budget env ceilings change nothing, which was read as producer-limited:
one "acdream.streaming.worker" thread, ~31 ms/block. This replaces the
single worker with min(ProcessorCount-2, 8) workers, floor 1.
Design: striped/affinity dispatch. Each worker owns one unbounded lane
channel plus its own high/low priority queues; jobs route to
lane = ((id >> 16) * 2654435761) % N (the low word of a landblock id is
constant, so the id is mixed before reduction). Striping was chosen
over a shared queue + in-flight conflict tracker because it preserves
the per-landblock contract structurally rather than by bookkeeping:
every job for one id lives on one lane, so per-id enqueue order IS
execution and completion-arrival order, and the same-landblock
supersede rules (PromoteToNear removes queued LoadFar/Unload) keep
seeing every queued job for that id. Contract, point by point:
- Per-landblock ordering: same id -> same lane -> serial FIFO.
- ClearLoads: broadcast to every lane inside the same _inboxGate lock
that serializes enqueues, so any load enqueued before
ClearPendingLoads() returns sits ahead of its lane's ClearLoads copy
in that lane's FIFO and is dropped at read time, exactly like the
single-thread path. Already-dequeued builds still complete (now up
to one per worker instead of one total); StreamingController's
SweepCollapsed already unloads those uniformly.
- Priority: per-lane high/low split unchanged. Cross-lane, priority is
not globally ordered (a lane cannot run another lane's job), which
the contract permits; near-tier jobs hash-spread across lanes and
are preferred within each.
- Outbox: SingleWriter flipped to false; nothing assumed single-writer
(PublishResult already used TryWrite + an Interlocked backlog, and
the consumer's peek->read head-stability holds because only the
single reader ever moves the head). Cross-landblock arrival order
was verified arbitrary-tolerant before relying on it:
StreamingController.AdmitCompletions classifies each result
independently into per-priority FIFOs (generation staleness +
per-landblock retirement blocking); per-landblock arrival order is
preserved by striping.
- Crash surface: per-worker. The first real crash publishes
WorkerCrashed (prefixed "worker N:" in pools > 1), sets
_workerFailure, completes every lane, and cancels the pool (a crash
still ends all processing, as before); siblings that merely observe
the closed lanes (ChannelClosedException) exit quietly instead of
reporting spurious crashes; the outbox completes only when the LAST
worker exits so no in-flight completions are dropped.
- Disposal: joins every worker under the same _disposeGate; Start
stays idempotent and dispose-serialized.
Thread-safety audit of the production build closures
(SessionPlayerComposition), per shared object:
- DatCollection (every read in LandblockBuildFactory.BuildLocked:
LandblockLoader.Load, SceneryGenerator.Generate, SetupMesh.Flatten,
CellMesh.Build, GfxObjBounds.Get, GfxObjDegradeResolver): NOT
thread-safe; already serialized under the shared _datLock, which
BuildLocked holds for the whole read transaction. Unchanged; the
probe run measured hold 0-13 ms / wait <= 12 ms during the login
window, so the lock is not the new bottleneck and the build was NOT
serialized beyond it.
- PakPreparedAssetSource / PakReader (BuildPreparedCollisionClosure,
outside the lock): immutable TOC array + read-only
MemoryMappedViewAccessor random-access reads + ConcurrentDictionary
verdict caches - safe for N concurrent readers (Slice I3 design;
the headless SharedPreparedCollisionCache wrapper is fully
lock-protected).
- LandblockMesh.Build (outside the lock): pure math over the dat
record + the composition-time height table + the immutable
TerrainBlendingContext record; the shared SurfaceCache is a
ConcurrentDictionary and BuildSurface is deterministic, so its
lookup-or-build race is last-write-wins-benign (the code already
documented exactly this).
- PhysicsDiagnostics probe statics: read-only bools + thread-safe
Console writes.
MEASURED OUTCOME (gate 4): the timing acceptance did NOT pass, and per
the task contract that is reported, not tuned around. With 8 workers
on this 16-core machine all 625 builds complete in ~203 ms
(ACDREAM_PROBE_TELEPORT BUILD lines t=3475390..3475593) - the producer
is off the critical path - but loaded= still advances at exactly
+32/1000 ms and SUMMARY totalMs measured 27395 and 27503 across two
runs (baseline 26728). The 32/s pacer is in the consumer
admission/publication path and is not governed by the
StreamingWorkBudgetOptions env ceilings. #418 stays IN-PROGRESS on the
consumer side; see docs/ISSUES.md for the evidence chain.
Tests: per-landblock ordering under 4-worker contention, cross-lane
ClearLoads drop, per-lane near-before-far preference, pool-of-1 serial
equivalence, disposal joining every worker, lane-spread guard, and
worker-count validation (LandblockStreamerPoolTests). Two existing
tests asserted a GLOBAL cross-landblock execution order - a serial
implementation detail, not the contract - and now pin workerCount: 1
with justification comments (LoadNear_OvertakesQueuedFarLoads,
TwoQueuedLoads_RetainTheirDistinctOriginAndGeneration).
Gates: Release build 0 errors; App suite 5575 passed / 3 skipped
(5568 + 7 new); Runtime suite 1756/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
664 lines
28 KiB
C#
664 lines
28 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Threading;
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using System.Threading.Channels;
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using System.Threading.Tasks;
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using AcDream.Core.World;
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namespace AcDream.App.Streaming;
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/// <summary>
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/// Services landblock load/unload requests by invoking caller-supplied
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/// factory delegates (the production instance wraps
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/// <see cref="LandblockLoader.Load"/> for loading and
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/// <see cref="AcDream.Core.Terrain.LandblockMesh.Build"/> for the terrain
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/// mesh) and posting results to an outbox the render thread drains once
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/// per OnUpdate.
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///
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/// <para>
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/// <b>Thread model (#418):</b> <see cref="Start"/> spawns a small pool of
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/// dedicated background worker threads (default
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/// <see cref="DefaultWorkerCount"/>; the single-worker degenerate case is
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/// the pre-#418 Phase A.5 T11+ shape). Jobs are striped across per-worker
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/// lanes by landblock id, so every job for one landblock id executes on
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/// one lane in enqueue order — a Load and Unload for the same id can never
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/// race on two workers. <see cref="EnqueueLoad"/> and
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/// <see cref="EnqueueUnload"/> write non-blocking to the owning lane's
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/// inbox <see cref="Channel{T}"/>; each worker drains its lane and posts
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/// <see cref="LandblockStreamResult"/> records to the shared outbox.
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/// </para>
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///
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/// <para>
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/// <b>DatCollection thread safety</b> is provided by the caller:
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/// GameWindow's <c>_datLock</c> (Phase A.5 T10) serialises all
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/// <c>DatCollection.Get<T></c> calls. Both factory closures passed at
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/// construction acquire that lock before reading dats. The workers never
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/// touch <c>DatCollection</c> directly — they only call the factories.
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/// </para>
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///
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/// <para>
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/// Unloads pass through the outbox as <see cref="LandblockStreamResult.Unloaded"/>
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/// records so the render thread can release GPU state on the next drain —
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/// the streamer never touches GPU resources directly.
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/// </para>
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///
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/// <remarks>
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/// Threading: <see cref="DrainCompletions"/> must be called from a single
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/// consumer thread (the render thread in production). All other public
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/// methods are thread-safe. Completion arrival order is preserved per
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/// landblock id (per lane); across different landblocks it is arbitrary,
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/// which the single consumer already tolerates — the StreamingController's
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/// admission classifies each result independently into per-priority FIFOs.
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/// </remarks>
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/// </summary>
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public sealed class LandblockStreamer : IDisposable, ILandblockCompletionSource
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{
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/// <summary>
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/// Default drain batch size. Tuned to cap GPU upload work the render
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/// thread does per frame while still draining a moderate backlog in a
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/// few frames. Callers can override on a per-call basis.
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/// </summary>
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public const int DefaultDrainBatchSize = 4;
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/// <summary>
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/// Default build worker pool size: leave two cores for the render and
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/// update threads, cap at 8 (the login window's ~625 builds saturate
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/// well before that), floor 1 (the pre-#418 single-worker shape).
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/// </summary>
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public static int DefaultWorkerCount =>
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Math.Max(1, Math.Min(Environment.ProcessorCount - 2, 8));
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private readonly Func<LandblockBuildRequest, LandblockBuild?> _loadLandblock;
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private readonly bool _supportsRequestOrigin;
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private readonly Func<uint, LoadedLandblock?, AcDream.Core.Terrain.LandblockMeshData?> _buildMeshOrNull;
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private readonly Channel<LandblockStreamJob>[] _lanes;
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private readonly Channel<LandblockStreamResult> _outbox;
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private readonly CancellationTokenSource _cancel = new();
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private readonly object _inboxGate = new();
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private Thread[]? _workers;
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private int _activeWorkers;
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private Exception? _workerFailure;
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private int _completionBacklog;
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private int _disposed;
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private readonly object _disposeGate = new();
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private bool _disposeCompleted;
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/// <summary>
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/// Primary constructor. The factory receives the complete immutable
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/// request, including job kind and enqueue-time world origin. ISSUE #54
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/// uses the kind to skip entity hydration for heightmap-only far loads.
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/// </summary>
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private LandblockStreamer(
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Func<LandblockBuildRequest, LandblockBuild?> loadLandblock,
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Func<uint, LoadedLandblock?, AcDream.Core.Terrain.LandblockMeshData?>? buildMeshOrNull,
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bool supportsRequestOrigin,
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int? workerCount)
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{
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if (workerCount is < 1)
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{
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throw new ArgumentOutOfRangeException(
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nameof(workerCount),
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workerCount,
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"The landblock build pool needs at least one worker.");
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}
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_loadLandblock = loadLandblock;
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_supportsRequestOrigin = supportsRequestOrigin;
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// Default: no mesh build (returns null → Failed result). Production
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// wires in LandblockMesh.Build via the T12 construction site.
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_buildMeshOrNull = buildMeshOrNull ?? ((_, _) => null);
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int lanes = workerCount ?? DefaultWorkerCount;
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_lanes = new Channel<LandblockStreamJob>[lanes];
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for (int i = 0; i < lanes; i++)
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{
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_lanes[i] = Channel.CreateUnbounded<LandblockStreamJob>(
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new UnboundedChannelOptions { SingleReader = true, SingleWriter = false });
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}
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// SingleWriter = false: every pool worker posts completions.
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_outbox = Channel.CreateUnbounded<LandblockStreamResult>(
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new UnboundedChannelOptions { SingleReader = true, SingleWriter = false });
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}
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/// <summary>
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/// Creates the request-aware production streamer. A named factory keeps
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/// legacy one-parameter loader lambdas source-compatible without an
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/// ambiguous constructor overload.
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/// </summary>
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public static LandblockStreamer CreateForRequests(
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Func<LandblockBuildRequest, LandblockBuild?> loadLandblock,
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Func<uint, LoadedLandblock?, AcDream.Core.Terrain.LandblockMeshData?>? buildMeshOrNull = null,
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int? workerCount = null) =>
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new(loadLandblock, buildMeshOrNull, supportsRequestOrigin: true, workerCount);
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/// <summary>
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/// Compatibility constructor for build factories that predate the
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/// immutable request/origin seam.
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/// </summary>
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public LandblockStreamer(
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Func<uint, LandblockStreamJobKind, LandblockBuild?> loadLandblock,
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Func<uint, LoadedLandblock?, AcDream.Core.Terrain.LandblockMeshData?>? buildMeshOrNull = null,
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int? workerCount = null)
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: this(
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request => loadLandblock(request.LandblockId, request.Kind) is { } build
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? build
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: null,
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buildMeshOrNull,
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supportsRequestOrigin: false,
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workerCount)
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{
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}
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/// <summary>
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/// Compatibility constructor for loaders that have no App-owned cell payload.
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/// Production uses the <see cref="LandblockBuild"/> overload so render state
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/// remains attached to the exact streaming completion that produced it.
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/// </summary>
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public LandblockStreamer(
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Func<uint, LandblockStreamJobKind, LoadedLandblock?> loadLandblock,
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Func<uint, LoadedLandblock?, AcDream.Core.Terrain.LandblockMeshData?>? buildMeshOrNull = null,
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int? workerCount = null)
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: this(
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request => loadLandblock(request.LandblockId, request.Kind) is { } landblock
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? new LandblockBuild(landblock, Origin: request.Origin)
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: null,
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buildMeshOrNull,
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supportsRequestOrigin: false,
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workerCount)
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{
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}
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/// <summary>
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/// Back-compat overload — wraps a kind-agnostic factory so existing test code
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/// that doesn't care about the JobKind branch keeps compiling. The wrapper
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/// ignores the kind and calls the factory once per LB regardless of tier.
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/// New production code should use <see cref="CreateForRequests"/>.
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/// </summary>
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public LandblockStreamer(
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Func<uint, LoadedLandblock?> loadLandblock,
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Func<uint, LoadedLandblock?, AcDream.Core.Terrain.LandblockMeshData?>? buildMeshOrNull = null,
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int? workerCount = null)
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: this(
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request => loadLandblock(request.LandblockId) is { } landblock
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? new LandblockBuild(landblock, Origin: request.Origin)
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: null,
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buildMeshOrNull,
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supportsRequestOrigin: false,
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workerCount)
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{
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}
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/// <summary>Configured pool size (also the lane count).</summary>
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internal int WorkerCount => _lanes.Length;
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/// <summary>
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/// Lane (worker) that owns every job for <paramref name="landblockId"/>.
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/// Landblock ids carry their identity in the high 16 bits (0xXXYYFFFF —
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/// the low word is constant across ids), so the id is mixed with a
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/// Knuth multiplicative hash before reduction; a bare modulo would map
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/// every id to one lane. Internal so tests can construct deterministic
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/// per-lane contention.
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/// </summary>
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internal int LaneFor(uint landblockId)
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{
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if (_lanes.Length == 1)
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return 0;
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uint mixed = (landblockId >> 16) * 2654435761u;
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return (int)(mixed % (uint)_lanes.Length);
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}
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/// <summary>
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/// Activate the dedicated background worker threads. Idempotent and
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/// thread-safe: concurrent callers will only spawn one pool; subsequent
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/// calls are no-ops. Serialized with disposal so a worker can never start
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/// after the owning DAT lifetime has been released.
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/// </summary>
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public void Start()
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{
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lock (_disposeGate)
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{
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if (System.Threading.Volatile.Read(ref _disposed) != 0)
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throw new ObjectDisposedException(nameof(LandblockStreamer));
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if (_workers is not null)
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return;
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var workers = new Thread[_lanes.Length];
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// Armed before any worker can run so the last worker to exit —
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// however fast — is the one that completes the outbox.
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System.Threading.Volatile.Write(ref _activeWorkers, workers.Length);
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for (int i = 0; i < workers.Length; i++)
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{
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int lane = i;
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workers[i] = new Thread(() => WorkerLoop(lane))
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{
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IsBackground = true,
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Name = workers.Length == 1
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? "acdream.streaming.worker"
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: $"acdream.streaming.worker.{lane}",
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};
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}
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foreach (Thread worker in workers)
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worker.Start();
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_workers = workers;
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}
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}
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/// <summary>
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/// Non-blocking enqueue. The worker drains the inbox and posts a
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/// <see cref="LandblockStreamResult.Loaded"/> (or
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/// <see cref="LandblockStreamResult.Failed"/>) to the outbox.
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/// </summary>
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public void EnqueueLoad(
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uint landblockId,
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LandblockStreamJobKind kind = LandblockStreamJobKind.LoadNear,
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ulong generation = 0)
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{
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if (_supportsRequestOrigin)
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{
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throw new InvalidOperationException(
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"Request-aware landblock loaders require an explicit captured origin.");
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}
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EnqueueLoad(new LandblockBuildRequest(
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landblockId,
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kind,
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generation,
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default));
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}
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/// <summary>
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/// Non-blocking enqueue of the exact request captured by the update
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/// thread. The worker and completion retain its origin unchanged.
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/// </summary>
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public void EnqueueLoad(LandblockBuildRequest request)
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{
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if (System.Threading.Volatile.Read(ref _disposed) != 0)
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throw new ObjectDisposedException(nameof(LandblockStreamer));
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if (_supportsRequestOrigin && !request.Origin.IsSpecified)
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{
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throw new InvalidOperationException(
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"Request-aware landblock loaders require a specified captured origin.");
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}
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if (!_supportsRequestOrigin && request.Origin.IsSpecified)
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{
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throw new InvalidOperationException(
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"This compatibility landblock loader cannot consume a non-default build origin. " +
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"Use LandblockStreamer.CreateForRequests.");
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}
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AcDream.Core.Physics.PhysicsDiagnostics.LogTeleport(
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"ENQ",
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request.LandblockId,
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$"kind={request.Kind} origin=({request.Origin.CenterX:X2},{request.Origin.CenterY:X2})");
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WriteJob(new LandblockStreamJob.Load(
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request.LandblockId,
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request.Kind,
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request.Generation,
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request.Origin));
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}
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/// <summary>
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/// Non-blocking enqueue. The worker posts a
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/// <see cref="LandblockStreamResult.Unloaded"/> to the outbox.
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/// </summary>
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public void EnqueueUnload(uint landblockId, ulong generation = 0)
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{
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WriteJob(new LandblockStreamJob.Unload(landblockId, generation));
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}
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/// <summary>
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/// Cancel every queued-but-not-started Load. Posts a
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/// <see cref="LandblockStreamJob.ClearLoads"/> control job to EVERY lane
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/// (one atomic broadcast under the enqueue gate, so a load enqueued
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/// before this call is ordered ahead of its lane's ClearLoads copy and
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/// dropped) which each worker honours at read time, dropping all pending
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/// Loads from both of its priority queues (Unloads survive). Used on the
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/// dungeon-entry edge to abort the in-flight 25×25 neighbor window so the
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/// ~129 ocean-grid dungeons never finish loading (#133 FPS). Loads a
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/// worker has ALREADY dequeued still complete (up to one per worker);
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/// the StreamingController's collapsed-sweep unloads those few.
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/// </summary>
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public void ClearPendingLoads()
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{
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WriteJob(new LandblockStreamJob.ClearLoads());
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}
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private void WriteJob(LandblockStreamJob job)
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{
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// Serialize the writers' terminal transition with enqueue. Without
|
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// this small lifecycle gate a worker crash could complete a lane
|
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// between the caller's state check and TryWrite, silently dropping a
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// landblock request. The same gate makes the ClearLoads broadcast
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// atomic with respect to concurrent enqueues. Enqueues are
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// destination-boundary events, not a per-frame hot path.
|
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lock (_inboxGate)
|
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{
|
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if (System.Threading.Volatile.Read(ref _disposed) != 0)
|
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throw new ObjectDisposedException(nameof(LandblockStreamer));
|
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if (_workerFailure is { } failure)
|
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throw new InvalidOperationException("A landblock streaming worker has terminated.", failure);
|
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if (job is LandblockStreamJob.ClearLoads)
|
||
{
|
||
foreach (Channel<LandblockStreamJob> lane in _lanes)
|
||
{
|
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if (!lane.Writer.TryWrite(job))
|
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throw new InvalidOperationException("The landblock streaming inbox is no longer accepting work.");
|
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}
|
||
return;
|
||
}
|
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if (!_lanes[LaneFor(job.LandblockId)].Writer.TryWrite(job))
|
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throw new InvalidOperationException("The landblock streaming inbox is no longer accepting work.");
|
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}
|
||
}
|
||
|
||
/// <summary>
|
||
/// Drain up to <paramref name="maxBatchSize"/> completed results.
|
||
/// Non-blocking. Call from the render thread once per OnUpdate.
|
||
/// </summary>
|
||
/// <remarks>
|
||
/// Must be called from a single consumer thread. The outbox channel is
|
||
/// configured with SingleReader = true and will throw on concurrent reads.
|
||
/// </remarks>
|
||
public IReadOnlyList<LandblockStreamResult> DrainCompletions(int maxBatchSize = DefaultDrainBatchSize)
|
||
{
|
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var batch = new List<LandblockStreamResult>(maxBatchSize);
|
||
while (batch.Count < maxBatchSize && TryRead(out var result))
|
||
{
|
||
if (result is null)
|
||
throw new InvalidOperationException(
|
||
"The completion channel returned a null result.");
|
||
batch.Add(result);
|
||
}
|
||
return batch;
|
||
}
|
||
|
||
public int BacklogCount => Math.Max(
|
||
0,
|
||
System.Threading.Volatile.Read(ref _completionBacklog));
|
||
|
||
public bool TryPeek(out LandblockStreamResult? result) =>
|
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_outbox.Reader.TryPeek(out result);
|
||
|
||
public bool TryRead(out LandblockStreamResult? result)
|
||
{
|
||
if (!_outbox.Reader.TryRead(out result))
|
||
return false;
|
||
System.Threading.Interlocked.Decrement(ref _completionBacklog);
|
||
return true;
|
||
}
|
||
|
||
private void PublishResult(LandblockStreamResult result)
|
||
{
|
||
if (_outbox.Writer.TryWrite(result))
|
||
System.Threading.Interlocked.Increment(ref _completionBacklog);
|
||
}
|
||
|
||
private void WorkerLoop(int laneIndex)
|
||
{
|
||
ChannelReader<LandblockStreamJob> inbox = _lanes[laneIndex].Reader;
|
||
var highPriority = new Queue<LandblockStreamJob>();
|
||
var lowPriority = new Queue<LandblockStreamJob>();
|
||
|
||
try
|
||
{
|
||
// Safe to block: this is a dedicated worker thread with no
|
||
// SynchronizationContext, so .Result/.GetResult cannot deadlock
|
||
// against any captured continuation. Using the sync pattern
|
||
// here keeps the loop linear; an async-enumerable alternative
|
||
// would force WorkerLoop to be async Task and lose the
|
||
// simple thread-start shape.
|
||
while (!_cancel.Token.IsCancellationRequested)
|
||
{
|
||
if (highPriority.Count == 0 &&
|
||
lowPriority.Count == 0 &&
|
||
!inbox.WaitToReadAsync(_cancel.Token).AsTask().GetAwaiter().GetResult())
|
||
{
|
||
break;
|
||
}
|
||
|
||
while (inbox.TryRead(out var job))
|
||
{
|
||
if (job is LandblockStreamJob.ClearLoads)
|
||
{
|
||
// Dungeon-entry cancellation: drop every queued Load,
|
||
// keep Unloads. Handled at read time so it supersedes
|
||
// Loads sitting in the priority queues ahead of it.
|
||
DropLoadJobs(highPriority);
|
||
DropLoadJobs(lowPriority);
|
||
continue;
|
||
}
|
||
EnqueuePrioritized(job, highPriority, lowPriority);
|
||
}
|
||
|
||
if (highPriority.Count == 0 && lowPriority.Count == 0)
|
||
continue;
|
||
|
||
if (_cancel.Token.IsCancellationRequested) return;
|
||
var next = highPriority.Count > 0
|
||
? highPriority.Dequeue()
|
||
: lowPriority.Dequeue();
|
||
HandleJob(next);
|
||
}
|
||
}
|
||
catch (OperationCanceledException) { /* graceful shutdown */ }
|
||
catch (Exception ex)
|
||
{
|
||
// Last-ditch: surface via outbox so the caller at least sees
|
||
// something. We never retry a crashed worker; any worker crash
|
||
// terminates the pool (matching the single-worker contract that
|
||
// a crash ends all job processing). A sibling that merely
|
||
// observed the crashed worker's lane completion (the wrapped
|
||
// ChannelClosedException) exits quietly instead of reporting a
|
||
// second, spurious crash.
|
||
bool cascade;
|
||
lock (_inboxGate)
|
||
{
|
||
cascade = _workerFailure is not null && ex is ChannelClosedException;
|
||
_workerFailure ??= ex;
|
||
foreach (Channel<LandblockStreamJob> lane in _lanes)
|
||
lane.Writer.TryComplete(ex);
|
||
}
|
||
if (!cascade)
|
||
{
|
||
PublishResult(new LandblockStreamResult.WorkerCrashed(
|
||
_lanes.Length == 1
|
||
? ex.ToString()
|
||
: $"worker {laneIndex}: {ex}"));
|
||
// Stop the sibling workers. Safe against Dispose: its
|
||
// CTS disposal only happens after every worker (this one
|
||
// included) has been joined.
|
||
_cancel.Cancel();
|
||
}
|
||
}
|
||
finally
|
||
{
|
||
// The outbox has N writers; only the last worker out may
|
||
// complete it, or a crashed worker would silently drop the
|
||
// still-running workers' completions.
|
||
if (Interlocked.Decrement(ref _activeWorkers) == 0)
|
||
_outbox.Writer.TryComplete();
|
||
}
|
||
}
|
||
|
||
private static void EnqueuePrioritized(
|
||
LandblockStreamJob job,
|
||
Queue<LandblockStreamJob> highPriority,
|
||
Queue<LandblockStreamJob> lowPriority)
|
||
{
|
||
if (job is LandblockStreamJob.Load
|
||
{
|
||
Kind: LandblockStreamJobKind.LoadNear or LandblockStreamJobKind.PromoteToNear
|
||
} high)
|
||
{
|
||
// Near-tier jobs are visible-content critical. They supersede an
|
||
// older queued LoadFar for the same landblock: LoadNear obviously
|
||
// loads everything, and PromoteToNear now carries mesh data so the
|
||
// render thread can run the full near-tier apply side effects. If a
|
||
// LoadFar is already being processed, the owning lane's worker
|
||
// naturally finishes it before the promotion is dequeued (every
|
||
// job for one landblock id lives on one lane).
|
||
RemoveLowPriorityJobsForLandblock(
|
||
lowPriority,
|
||
high.LandblockId,
|
||
removeLoadFar: true,
|
||
removeUnload: true);
|
||
highPriority.Enqueue(job);
|
||
return;
|
||
}
|
||
|
||
lowPriority.Enqueue(job);
|
||
}
|
||
|
||
/// <summary>
|
||
/// Drop every <see cref="LandblockStreamJob.Load"/> from a priority queue,
|
||
/// preserving Unloads (and any other control jobs). Rotates the queue once
|
||
/// in place. Used by the <see cref="LandblockStreamJob.ClearLoads"/> path.
|
||
/// </summary>
|
||
private static void DropLoadJobs(Queue<LandblockStreamJob> queue)
|
||
{
|
||
int count = queue.Count;
|
||
for (int i = 0; i < count; i++)
|
||
{
|
||
var job = queue.Dequeue();
|
||
if (job is not LandblockStreamJob.Load)
|
||
queue.Enqueue(job);
|
||
}
|
||
}
|
||
|
||
private static void RemoveLowPriorityJobsForLandblock(
|
||
Queue<LandblockStreamJob> queue,
|
||
uint landblockId,
|
||
bool removeLoadFar,
|
||
bool removeUnload)
|
||
{
|
||
int count = queue.Count;
|
||
for (int i = 0; i < count; i++)
|
||
{
|
||
var job = queue.Dequeue();
|
||
bool remove = job.LandblockId == landblockId && job switch
|
||
{
|
||
LandblockStreamJob.Load { Kind: LandblockStreamJobKind.LoadFar } => removeLoadFar,
|
||
LandblockStreamJob.Unload => removeUnload,
|
||
_ => false
|
||
};
|
||
if (!remove)
|
||
queue.Enqueue(job);
|
||
}
|
||
}
|
||
|
||
private void HandleJob(LandblockStreamJob job)
|
||
{
|
||
switch (job)
|
||
{
|
||
case LandblockStreamJob.Load load:
|
||
// ISSUE #54 (post-A.5): JobKind is now plumbed through to the
|
||
// factory, so far-tier loads can skip LandBlockInfo + scenery
|
||
// + interior hydration on the worker thread (heightmap-only).
|
||
// The post-load entity-strip below is retained as a Debug
|
||
// assertion + Release safety net for the case where a buggy
|
||
// factory returns far-tier with entities anyway.
|
||
try
|
||
{
|
||
var build = _loadLandblock(load.Request);
|
||
if (build is null)
|
||
{
|
||
PublishResult(new LandblockStreamResult.Failed(
|
||
load.LandblockId, "LandblockLoader.Load returned null", load.Generation));
|
||
break;
|
||
}
|
||
if (build.Origin != load.Origin)
|
||
{
|
||
PublishResult(new LandblockStreamResult.Failed(
|
||
load.LandblockId,
|
||
$"Landblock build origin {build.Origin} did not match request origin {load.Origin}",
|
||
load.Generation));
|
||
break;
|
||
}
|
||
var lb = build.Landblock;
|
||
if (load.Kind == LandblockStreamJobKind.PromoteToNear)
|
||
{
|
||
var promotedMesh = _buildMeshOrNull(load.LandblockId, lb);
|
||
if (promotedMesh is null)
|
||
{
|
||
PublishResult(new LandblockStreamResult.Failed(
|
||
load.LandblockId, "buildMeshOrNull returned null", load.Generation));
|
||
break;
|
||
}
|
||
PublishResult(new LandblockStreamResult.Promoted(
|
||
load.LandblockId, build, promotedMesh, load.Generation));
|
||
break;
|
||
}
|
||
var mesh = _buildMeshOrNull(load.LandblockId, lb);
|
||
if (mesh is null)
|
||
{
|
||
PublishResult(new LandblockStreamResult.Failed(
|
||
load.LandblockId, "buildMeshOrNull returned null", load.Generation));
|
||
break;
|
||
}
|
||
var tier = load.Kind == LandblockStreamJobKind.LoadFar
|
||
? LandblockStreamTier.Far : LandblockStreamTier.Near;
|
||
if (tier == LandblockStreamTier.Far)
|
||
{
|
||
// Belt-and-suspenders: factory should have skipped
|
||
// entity hydration for LoadFar. If it didn't, fail
|
||
// loud in Debug builds and strip in Release.
|
||
bool hasNearPayload =
|
||
lb.Entities.Count > 0 ||
|
||
build.EnvCells is not null ||
|
||
lb.PhysicsDats is { } physicsDats &&
|
||
(physicsDats.Info is not null ||
|
||
physicsDats.EnvCells.Count > 0 ||
|
||
physicsDats.Environments.Count > 0 ||
|
||
physicsDats.Setups.Count > 0 ||
|
||
physicsDats.GfxObjs.Count > 0);
|
||
System.Diagnostics.Debug.Assert(
|
||
!hasNearPayload,
|
||
$"Far-tier factory returned Near payload for LB 0x{load.LandblockId:X8}");
|
||
lb = new LoadedLandblock(
|
||
lb.LandblockId,
|
||
lb.Heightmap,
|
||
System.Array.Empty<AcDream.Core.World.WorldEntity>(),
|
||
PhysicsDatBundle.Empty);
|
||
build = new LandblockBuild(lb, Origin: build.Origin);
|
||
}
|
||
PublishResult(new LandblockStreamResult.Loaded(
|
||
load.LandblockId, tier, build, mesh, load.Generation));
|
||
}
|
||
catch (Exception ex)
|
||
{
|
||
PublishResult(new LandblockStreamResult.Failed(
|
||
load.LandblockId, ex.ToString(), load.Generation));
|
||
}
|
||
break;
|
||
|
||
case LandblockStreamJob.Unload unload:
|
||
PublishResult(new LandblockStreamResult.Unloaded(
|
||
unload.LandblockId,
|
||
unload.Generation));
|
||
break;
|
||
}
|
||
}
|
||
|
||
public void Dispose()
|
||
{
|
||
lock (_disposeGate)
|
||
{
|
||
if (_disposeCompleted)
|
||
return;
|
||
|
||
System.Threading.Interlocked.Exchange(ref _disposed, 1);
|
||
_cancel.Cancel();
|
||
lock (_inboxGate)
|
||
{
|
||
foreach (Channel<LandblockStreamJob> lane in _lanes)
|
||
lane.Writer.TryComplete();
|
||
}
|
||
// The owner releases the memory-mapped DAT immediately after this
|
||
// object. Join every actual worker without a grace-period timeout
|
||
// so no native read can survive into that teardown.
|
||
if (_workers is { } workers)
|
||
{
|
||
foreach (Thread worker in workers)
|
||
worker.Join();
|
||
}
|
||
_cancel.Dispose();
|
||
_disposeCompleted = true;
|
||
}
|
||
}
|
||
}
|