acdream/src/AcDream.App/Streaming
Erik 707d2803a4 feat(render): S2 chunk 2 - render statics borrow the registry's retail cell array
WalkProductionWorldData no longer floods; its indoor and outdoor static
sweeps read ShadowObjectRegistry.TryGetRetailCellArray (retail's
calc_cross_cells_static @0x00515160 -> AddPartsShadow @0x00517e40
CELLARRAY, computed once at registration). The App-owned render flood
(ResolveStaticRenderCells, its fingerprint cache, the primitive-Setup
special case) and Core's ComputeStaticRenderCells are deleted. The one
remaining fallback, an entity the physics publisher has not registered yet
while the projection journal already published it, buckets to the authored
parent cell and is counted per frame (UnregisteredStaticRenderFallbackCount)
for chunk 5 to judge on the connected route.

The Facility stair pin now registers at the projection's own entity id
(the old pure-function test never carried identity) and reads the retail
array; the installed-DAT comparator compares retail against collision.

Gates (run in the implementer's isolated worktree at identical content):
Release build 0/0; Core Physics 2,202/2,202; App hermetic 6,760/6,760 (the
two added WalkProductionWorldData tests); installed-DAT walk/flood/stair
family 24/24; Runtime 1,884/1,884.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 22:31:46 +02:00
..
DatSpawnClaimHydrationClassifier.cs refactor(app): compose session and player startup 2026-07-22 18:28:32 +02:00
DungeonStreamingGate.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
EntityVanishProbe.cs fix(streaming): #138-B avatar vanishes after teleporting out — don't relocate during PortalSpace 2026-06-24 12:30:20 +02:00
GpuLandblockRetirement.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
GpuWorldState.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
GraphicalRemotePlacementServiceWindow.cs feat(physics): C4 route 4b-1 — remote placement infrastructure (dormant) 2026-08-04 04:08:19 +02:00
LandblockBuild.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
LandblockBuildFactory.cs feat(core): S1 one CellStruct interpretation, installed-DAT scan, retire AP-234 2026-09-02 19:11:17 +02:00
LandblockBuildRequest.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
LandblockPhysicsPublisher.cs feat(render): S2 chunk 2 - render statics borrow the registry's retail cell array 2026-09-02 22:31:46 +02:00
LandblockPresentationPipeline.cs feat(render) Campaign FW3.2b-2 step 1b: walk registry plumbing to the renderer 2026-08-30 14:43:37 +02:00
LandblockPresentationRetirementOwner.cs feat(runtime): atomically replace collision generations 2026-08-01 17:33:34 +02:00
LandblockRenderPublisher.cs feat(render) Campaign FW3.1: production walk world data behind the seam 2026-08-30 13:19:22 +02:00
LandblockRetirementCoordinator.cs feat(runtime): atomically replace collision generations 2026-08-01 17:33:34 +02:00
LandblockStaticPresentationPublisher.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
LandblockStreamer.cs perf #418: parallelize landblock builds across a striped worker pool 2026-08-17 19:34:20 +02:00
LandblockStreamJob.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
LandblockStreamResultCost.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
LandblockStreamTier.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
LocalPlayerTeleportController.cs fix(client): restore retail interaction parity 2026-08-26 20:45:11 +02:00
PublicationTimingProbe.cs perf #418: publish landblocks under the meter, not one per streaming tick 2026-08-17 20:11:35 +02:00
ResidentStreamingWindowFact.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
RevealTimingProbe.cs fix(render): harden portal exit handoff 2026-08-25 17:39:44 +02:00
RuntimeTeleportDestinationAdapter.cs refactor(runtime): own teleport destination correlation 2026-07-26 17:52:34 +02:00
SealedDungeonCellClassifier.cs refactor(runtime): extract local teleport and player mode 2026-07-22 02:50:15 +02:00
StreamingCompletionQueue.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
StreamingController.cs test: stabilize load-sensitive release contracts 2026-08-18 11:50:23 +02:00
StreamingDiagnostics.cs fix(render): harden portal exit handoff 2026-08-25 17:39:44 +02:00
StreamingFrameController.cs refactor(runtime): close simulation ownership 2026-07-26 15:53:31 +02:00
StreamingMutationException.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
StreamingOriginRecenterCoordinator.cs fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
StreamingRegion.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
StreamingWorkBudget.cs perf #418: widen the destination-lane budget only while the reveal hold is active 2026-08-17 20:55:43 +02:00
StreamingWorkBudgetOptions.cs perf #418: widen the destination-lane budget only while the reveal hold is active 2026-08-17 20:55:43 +02:00
TeleportLandblockTransition.cs fix(world): remove non-retail portal exit fade 2026-07-15 23:20:52 +02:00
TwoTierDiff.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
WorldGenerationQuiescence.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
WorldRevealCoordinator.cs fix(render): harden portal exit handoff 2026-08-25 17:39:44 +02:00
WorldRevealReadinessBarrier.cs fix(streaming): make a demoted landblock render-ready like a published one (#280 D-1) 2026-08-06 07:27:28 +02:00