acdream/src/AcDream.App/Streaming/StreamingController.cs
Erik 9bd4d1eed8 feat(app): Phase B.3 — wire PhysicsEngine into streaming pipeline
Populates the collision engine with TerrainSurface + CellSurface
entries when landblocks stream in, removes them when they stream
out. CellSurface vertices are transformed from cell-local to world
space using EnvCell.Position orientation + origin.

Phase B.2 (player movement mode) will call PhysicsEngine.Resolve()
to get collision-validated positions before sending them to the
server.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 09:58:07 +02:00

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C#
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using System;
using System.Collections.Generic;
using AcDream.Core.World;
namespace AcDream.App.Streaming;
/// <summary>
/// Called once per frame from <c>GameWindow.OnUpdate</c>. Owns the
/// <see cref="StreamingRegion"/> and uses delegates into
/// <see cref="LandblockStreamer"/> so tests can inject fakes. All work
/// happens on the render thread; the streamer itself is background.
///
/// <remarks>
/// Threading: not thread-safe. All calls must happen on the render thread.
/// </remarks>
/// </summary>
public sealed class StreamingController
{
private readonly Action<uint> _enqueueLoad;
private readonly Action<uint> _enqueueUnload;
private readonly Func<int, IReadOnlyList<LandblockStreamResult>> _drainCompletions;
private readonly Action<LoadedLandblock> _applyTerrain;
private readonly Action<uint>? _removeTerrain;
private readonly GpuWorldState _state;
private StreamingRegion? _region;
public int Radius { get; set; }
/// <summary>
/// Cap on completions drained per <see cref="Tick"/> call. The cap is
/// the GPU upload budget for one frame: terrain mesh + per-entity GfxObj
/// sub-mesh uploads + texture uploads for one landblock take a few ms;
/// applying 25 of them in a single frame produces a memory spike
/// (observed: out-of-memory crash on the 5×5 first-frame load).
///
/// <para>
/// 4 is the original async-streamer value; it spreads a 5×5 first-frame
/// load over ~7 frames (~116ms at 60fps), which is below the human
/// perception threshold. Spawn races that previously dropped entities
/// while landblocks were in flight are now handled by
/// <see cref="GpuWorldState"/>'s pending-spawn list, so spreading
/// completions doesn't lose any data.
/// </para>
/// </summary>
public int MaxCompletionsPerFrame { get; set; } = 4;
public StreamingController(
Action<uint> enqueueLoad,
Action<uint> enqueueUnload,
Func<int, IReadOnlyList<LandblockStreamResult>> drainCompletions,
Action<LoadedLandblock> applyTerrain,
GpuWorldState state,
int radius,
Action<uint>? removeTerrain = null)
{
_enqueueLoad = enqueueLoad;
_enqueueUnload = enqueueUnload;
_drainCompletions = drainCompletions;
_applyTerrain = applyTerrain;
_removeTerrain = removeTerrain;
_state = state;
Radius = radius;
}
/// <summary>
/// Advance one frame. <paramref name="observerCx"/>/<paramref name="observerCy"/>
/// are landblock coordinates (0..255) of the current viewer — the camera
/// in offline mode, the server-sent player position in live.
/// </summary>
public void Tick(int observerCx, int observerCy)
{
// First-tick bootstrap: no region yet, so the whole visible window
// is a load diff.
if (_region is null)
{
_region = new StreamingRegion(observerCx, observerCy, Radius);
foreach (var id in _region.Visible)
_enqueueLoad(id);
}
else if (_region.CenterX != observerCx || _region.CenterY != observerCy)
{
var diff = _region.RecenterTo(observerCx, observerCy);
foreach (var id in diff.ToLoad) _enqueueLoad(id);
foreach (var id in diff.ToUnload) _enqueueUnload(id);
}
// Drain up to N completions per frame so a big diff doesn't spike
// GPU upload time. Remaining completions wait for the next frame.
var drained = _drainCompletions(MaxCompletionsPerFrame);
foreach (var result in drained)
{
switch (result)
{
case LandblockStreamResult.Loaded loaded:
_applyTerrain(loaded.Landblock);
_state.AddLandblock(loaded.Landblock);
break;
case LandblockStreamResult.Unloaded unloaded:
_state.RemoveLandblock(unloaded.LandblockId);
_removeTerrain?.Invoke(unloaded.LandblockId);
break;
case LandblockStreamResult.Failed failed:
Console.WriteLine(
$"streaming: load failed for 0x{failed.LandblockId:X8}: {failed.Error}");
break;
case LandblockStreamResult.WorkerCrashed crashed:
Console.WriteLine(
$"streaming: worker CRASHED: {crashed.Error}");
break;
}
}
}
}