Replace the flat deferred list, priority scan, unload bypass, and count-only execution cap with exact destination/control/unload/Near/Far FIFOs behind one typed frame meter. Price worker results before adoption, retain exact retry identity, reject stale generations without payload retention, and publish queue pressure through lifecycle diagnostics. Tests: dotnet build AcDream.slnx -c Release --no-restore; dotnet test AcDream.slnx -c Release --no-restore (8138 passed, 5 skipped)
16 KiB
Modern Runtime Slice E — Cost-budgeted streaming and retirement
Status: active — E0/E1/E2 complete; E3 quiesce and budgeted retirement next
Program: docs/plans/2026-07-24-modern-runtime-architecture.md
Baseline: Slice D closeout commit 66690805
Behavior contract: no visual-quality or retail-behavior reduction
1. Outcome
Slice E removes whole-window portal publication and retirement transactions
from a single update frame. It preserves the existing worker, canonical
GpuWorldState, presentation owners, retry receipts, world-reveal barrier,
and renderer resource owners.
The change is scheduling and lifecycle architecture:
- one immutable
StreamingWorkBudgetdefines real per-frame limits; - one single-writer scheduler admits and advances explicit work stages;
- destination-critical work receives reserved capacity across portal frames;
- old generations become unavailable and quiescent immediately;
- expensive owner/resource teardown resumes from exact cursors;
- publication advances through exact owner receipts under time, byte, entity, upload, and retirement-operation limits;
- the existing
WorldRevealCoordinatorremains the only reveal predicate.
No distance, texture, particle, cell, collision, or presentation quality is reduced.
2. Retail boundary
Retail teardown is synchronous:
CLandBlock::destroy_static_objects @ 0x0052FA50;CLandBlock::Destroy @ 0x0052FAA0;CObjectMaint::DestroyObjects @ 0x00508C30.
Retail portal/cell blocking freezes object maintenance, physics, landscape,
game time, and ambient sound while continuing scene/UI/event work:
SmartBox::UseTime @ 0x00455410.
Acdream's async adaptation may defer physical cleanup, but may not leave a
retired owner active. Full translation:
../research/2026-07-24-retail-streaming-retirement-pseudocode.md.
3. Existing-owner inventory
| Concern | Current owner | Current behavior | Slice E action |
|---|---|---|---|
| Worker inbox/outbox | LandblockStreamer |
unbounded channels; near jobs prioritized | retain worker; expose bounded, allocation-free single-consumer drain and backlog facts |
| Completion apply | StreamingController._deferredApply |
retained List; count-budgeted loads; unload and priority ring bypass |
replace with explicit generation/priority FIFO stage queues and exact retained-byte accounting |
| Full reload | BeginFullWindowRetirement |
snapshots and begins every resident retirement synchronously | retain stable snapshot/cursor and advance admissions under budget |
| Origin recenter | OriginRecenterRetirement |
has a cursor but drains it to completion in one call | make the cursor the canonical budgeted admission receipt |
| Logical/spatial detach | GpuWorldState.DetachLandblock/DetachNearLayer |
exact immediate bucket withdrawal; captures entity receipt | preserve; add destination-generation quiesce before cursored detaches |
| Retirement ledger | LandblockRetirementCoordinator |
retryable per-stage/per-entity state, but advances a complete ticket on begin/advance | expose one bounded atomic step at a time; stable FIFO |
| Retirement effects | LandblockPresentationRetirementOwner |
lights, translucency, plugin, terrain, physics, cells/buildings | preserve order; each entity/stage consumes measured budget |
| Publication ledger | LandblockPresentationPipeline |
retryable stage booleans, but Advance runs the complete transaction |
convert booleans/cursors into resumable atomic publication steps |
| Render publication | LandblockRenderPublisher |
terrain/visibility/AABB/buildings/EnvCells whole stages | retain receipts; meter GPU bytes and split iterable registries where needed |
| Physics publication | LandblockPhysicsPublisher |
rebuilds terrain/cells/buildings/statics/reflood in one call | cursor cell/building/static preparation and commit at safe mutation boundaries |
| Static presentation | LandblockStaticPresentationPublisher |
allocates dictionaries/sorts arrays, then loops prior/plugin entities | prepare stable ordered arrays once; cursor cleanup/light/plugin work |
| Mesh upload | ObjectMeshManager/WbMeshAdapter |
existing per-frame renderer owner/budgets | report exact upload bytes/operations to the streaming meter; never move GL ownership |
| Reveal | WorldRevealCoordinator + WorldRevealReadinessBarrier |
one correct login/portal predicate | add destination generation/readiness stage facts; never duplicate predicate |
| Portal wait cue | PortalTunnelPresentation |
authored tunnel and centered wait notice port exists | hold tunnel past five seconds and publish diagnostic; never early reveal |
| Audio | OpenAlAudioEngine/AudioHookSink |
one-shot owner is not retained in source slot | tag 3-D voices by owner; stop old-generation owners at quiesce |
4. Work model
4.1 Immutable budget
The App-layer type is equivalent to:
public readonly record struct StreamingWorkBudget(
TimeSpan MaxUpdateTime,
int MaxCompletionAdmissions,
long MaxAdoptedCpuBytes,
int MaxEntityOperations,
long MaxGpuUploadBytes,
int MaxGlRetireOperations,
float DestinationReserveFraction);
All fields are positive and validated as one profile. The initial High/default profile is evidence-tuned, not a reduction in quality:
- 2.0 ms update-thread streaming work;
- 64 completion admissions;
- 8 MiB retained CPU payload adoption;
- 256 entity operations;
- 8 MiB requested GPU upload;
- 64 logical GL-retirement admissions;
- 75% reserved for destination-critical work while a reveal is pending.
These are initial scheduling ceilings, not content ceilings. Work continues on later frames until exact convergence. Connected E gates may retune the profile as one atomic change.
The compatibility MaxCompletionsPerFrame setting maps to complete Low/Medium/
High/Ultra work profiles during migration. It does not remain an independent
hidden second throttle.
4.2 Meter
StreamingWorkMeter is stack/frame scoped and single-thread owned. It records:
- start/deadline timestamp;
- admitted results and retained CPU bytes;
- entity operations;
- GPU bytes requested;
- GL retirement operations;
- stage completions, yields, overruns, failures, and oldest-work age.
Reservation is checked before an atomic operation using its conservative known cost. Elapsed time is checked after every atomic operation. A first operation may run when a dimension is otherwise empty so progress cannot deadlock; any single-operation overrun is named in diagnostics and becomes a required split site.
4.3 Cost estimation
LandblockStreamResultCost is computed once from immutable payloads:
- terrain vertex/index bytes;
- entity count;
- mesh-reference count;
- EnvCell visibility/shell count;
- physics cell/building/GfxObj counts;
- prepared payload arrays retained by the completion.
It never uses process working set as a scheduling unit and never counts the memory-mapped package's address space as adopted bytes.
5. Queue and ordering contract
One scheduler owns queues by (generation, priority, stage).
Priorities:
- destination collision/required Near scene;
- visible Near;
- ordinary Near;
- Far/speculative;
- retirement cleanup after immediate quiesce.
Rules:
- FIFO is exact within one generation/priority.
- Generation supersession cancels stale unpublished work and releases its retained-byte charge.
- Destination reserve applies only while the canonical reveal generation is pending.
- Unreserved capacity is work-conserving: any queue may use it.
- At least one noncritical/retirement operation is admitted when capacity remains, preventing starvation during a slow destination.
- Failed stages retain their exact receipt and queue position.
- Callback reentrancy appends work; it never mutates the active cursor.
_deferredApply,MaxDrainIterations, the eager priority-radius bypass, and count-onlyMaxCompletionsPerFrameexecution disappear at cutover.
6. Immediate quiesce versus deferred release
At a hard destination-generation edge:
- The old world generation is marked unavailable to normal world drawing, picking, radar, status targeting, and collision queries.
- Object/static animation, PhysicsScript, particle emission, and ambient/ owner-tagged audio for that generation are frozen or silenced.
- The portal tunnel/UI/event path continues, matching retail's
blocking_for_cellsbranch. - Stable resident landblock IDs are captured once.
- Per-landblock spatial detach and owner/resource release advance from cursors.
Quiesce is idempotent and generation-scoped. It does not destroy live server identity, replay Hidden/UnHide, or clear the replacement generation.
For ordinary Near→Far demotion outside a hard portal edge, the exact landblock detach remains the immediate visibility/collision boundary; only its expensive owner cleanup is deferred.
7. Publication contract
One accepted completion progresses through:
Admitted
-> PreparedReceipt
-> RenderPrefix
-> PhysicsBase
-> RenderCellsBuildings
-> StaticEntityPresentationAndCollision
-> SpatialCommit
-> RenderPinsAndEnvCellReplay
-> LiveProjectionRecovery
-> Complete
Each transition owns a retry receipt and known cost. Mutation order remains the existing retail-rooted order. A stage cannot publish partial externally visible state unless its receipt describes and resumes that exact partial prefix.
Destination reveal consumes only Complete/renderer-upload facts belonging to
the active destination generation. Far-ring work may continue after reveal.
8. Threading
- Worker threads build immutable
LandblockBuild/prepared payloads and enqueue immutable completions only. - The update/render thread is the sole scheduler, meter, world-state, publication, and retirement writer.
- GL upload/non-residency/deletion remains with renderer resource owners.
- No update operation waits for the worker, a GPU fence, file I/O, or a lock held by render work.
- Back-pressure never blocks the update thread. Worker-side bounded queues may wait/cancel; update-side admission is non-blocking.
9. Delivery checkpoints
E0 — Oracle, inventory, and contract
- Record named-retail teardown/blocking pseudocode.
- Inventory every current publication/retirement owner and bypass.
- Define budget dimensions, atomic work, queue ordering, quiesce, retries, threading, diagnostics, and acceptance.
Complete 2026-07-24.
E1 — Typed budgets, meter, cost model, and diagnostics
- Add validated
StreamingWorkBudgetOptionstoRuntimeOptions. - Add pure
StreamingWorkMeterand deterministic injected-clock tests. - Add exact immutable completion-cost estimation.
- Publish per-stage backlog, bytes, oldest age, work/yield/overrun facts through lifecycle artifacts.
- Preserve current execution while measuring the would-yield decisions.
Complete 2026-07-24. RuntimeOptions now owns one validated scheduling
profile (time, admissions, retained CPU bytes, entity operations, requested GPU
bytes, GL retire operations, and destination reserve). The single-thread meter
has a deterministic clock seam, first-operation progress rule, explicit
yield/oversize/failure/overrun facts, and no effect on legacy execution at this
checkpoint. Immutable completion payloads receive deterministic charges for
their exact array data and logical retained entries; this is deliberately not
misreported as CLR heap size. Lifecycle JSON now includes last-frame work,
deferred retained bytes/age, and pending publication/retirement counts.
Validation: complete App suite 3,643 passed / 3 skipped; complete solution 8,124 passed / 5 skipped; Release solution build green. Existing priority, retry, stale-generation, and deferred-compaction tests remain green.
E2 — Explicit admission queues
- Replace
_deferredApplywith stable generation/priority queues. - Bound result admission by count and CPU bytes.
- Remove
MaxDrainIterations. - Preserve exact retry position and stale-generation rejection.
- Keep current publication atomic until E4, but execute only work admitted by the typed meter.
Complete 2026-07-24. Production now consumes the worker channel through
one allocation-free TryPeek/TryRead source, prices the exact immutable
result before adoption, and admits it through the typed completion-count and
retained-CPU dimensions. Accepted work lives in reusable stable FIFOs for
destination, control, unload, Near, and Far classes. FIFO order is exact inside
each class, a blocked publication head does not reorder its tail, callback
appends cannot invalidate an active receipt, and exact-reference compaction
cannot conflate equal records or GUID/landblock reuse.
_deferredApply, MaxDrainIterations, direct priority hunting, and the unload
budget bypass are gone. Destination and unload work win queue order but consume
the same execution meter. One indivisible publication may make progress after
admission work, but that privilege is granted only once per frame and every
oversize/overrun remains named. Stale generations consume a bounded admission
without retaining their payload. The old completion-count quality setting now
selects a complete scaled time/count/byte/operation profile rather than acting
as a hidden second throttle.
Validation: 240 focused App streaming tests and 58 focused Core streamer/ controller tests passed; the complete App suite passed 3,656 / 3 skipped, the complete solution passed 8,138 / 5 skipped, and the Release solution build was clean. Physical connected and visual gates are intentionally deferred until E6; the active desktop was RDP and is not valid performance evidence.
E3 — Quiesce and budgeted retirement
- Add destination-generation world quiesce.
- Tag/stop owner audio at the immediate edge.
- Make full-window and recenter retirement admission cursor/time/entity bounded.
- Make each retirement ticket advance by bounded atomic entity/stage work.
- Prove no old generation ticks, emits, collides, targets, or renders while its retained memory converges.
E4 — Cursor-budgeted publication
- Move stable ordered arrays/cost facts into retained receipts.
- Cursor static cleanup, static light/collision/plugin publication, physics cell/building work, and environment-cell publication at safe boundaries.
- Feed GPU requested-byte and retirement-operation facts from renderer owners.
- Prove every failure resumes the exact unfinished operation without replay.
E5 — Destination reservation and reveal generation
- Replace eager
PriorityRadiusexecution with destination reservations. - Join scheduler destination generation to the existing reveal coordinator.
- Keep the tunnel animating and surface the retail wait cue/diagnostic beyond five seconds.
- Remove the last count-only execution/bypass paths.
E6 — Gates and closeout
- Deterministic pressure, reentrancy, failure, cancellation, stale-generation, GUID reuse, dungeon, outdoor, and session-reset suites.
- Release build and full solution tests.
- Physical-local capped/uncapped nine-stop and pinned dense-Arwic routes.
- Compare portal p99 and maximum single-frame allocation to Slice A and Slice C.
- Require zero
viewport-before-ready, zero stranded old generation, staged upload, collision, effect, audio, or GPU owner. - Fixed-camera screenshots and subjective visual gate only if pixels change.
- Update architecture, inventory, issues, roadmap, divergence register, and durable memory.
10. Acceptance
Slice E closes only when:
- No priority or unload path bypasses all work budgets.
- No frame exceeds any configured count/byte/entity dimension.
- Every time overrun names one indivisible operation; none remain above the configured time ceiling at closeout.
- Old generations become unavailable, tick-frozen, and audio-silent at the hard transition edge.
- Retirement/publication retries resume exact cursors without replay.
- Deferred retained CPU bytes stay within their queue budget.
- Reveal is possible only for the active destination generation and the existing readiness predicate.
- Portal-window p99 and largest frame allocation materially improve over the post-Slice-A physical baseline.
- Complete connected routes end with zero pending publication, retirement, upload, effect, collision, audio, and stale-generation owners.
- Visual output/range/quality and retail gameplay behavior are unchanged.