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