acdream/src/AcDream.App/Streaming/LandblockStreamJob.cs

112 lines
4.3 KiB
C#

using System.Collections.Generic;
using AcDream.Core.Terrain;
using AcDream.Core.World;
namespace AcDream.App.Streaming;
/// <summary>
/// A job posted to <see cref="LandblockStreamer"/>'s inbox. Either a load
/// (fetch this landblock from the dats and build its CPU-side mesh data)
/// or an unload (release any state tied to this landblock on the render
/// thread's next Tick drain).
/// </summary>
public abstract record LandblockStreamJob(uint LandblockId)
{
public sealed record Load(
uint LandblockId,
LandblockStreamJobKind Kind,
ulong Generation = 0) : LandblockStreamJob(LandblockId);
public sealed record Unload(
uint LandblockId,
ulong Generation = 0) : LandblockStreamJob(LandblockId);
/// <summary>
/// Control job: drop every queued (not-yet-started) Load from the worker's
/// priority queues, keeping Unloads. Posted by
/// <see cref="LandblockStreamer.ClearPendingLoads"/> when the player enters a
/// dungeon and the in-flight outdoor/neighbor window load must be cancelled
/// (#133 FPS — dungeons have no adjacent landblocks). LandblockId is 0 by
/// convention; readers pattern-match on the type.
/// </summary>
public sealed record ClearLoads() : LandblockStreamJob(0);
}
/// <summary>
/// Outbox record the render thread drains. Either a successful load, a
/// failed load (logged and ignored until region recenters off/back), or
/// an unload notification (tells the render thread to release GPU state
/// for this landblock id).
/// </summary>
public abstract record LandblockStreamResult(uint LandblockId, ulong Generation)
{
/// <summary>
/// A landblock load completed. <see cref="Tier"/> distinguishes Far
/// (terrain only) from Near (terrain + entities). <see cref="MeshData"/>
/// is built off the render thread on the streaming worker.
/// </summary>
public sealed record Loaded(
uint LandblockId,
LandblockStreamTier Tier,
LandblockBuild Build,
LandblockMeshData MeshData,
ulong Generation = 0
) : LandblockStreamResult(LandblockId, Generation)
{
public Loaded(
uint landblockId,
LandblockStreamTier tier,
LoadedLandblock landblock,
LandblockMeshData meshData,
ulong generation = 0)
: this(landblockId, tier, new LandblockBuild(landblock), meshData, generation)
{
}
public LoadedLandblock Landblock => Build.Landblock;
}
/// <summary>
/// A previously-Far-resident landblock was promoted to Near. The result
/// carries the full near landblock plus mesh data so the render thread can
/// run the same near-tier side effects as a fresh LoadNear: cell visibility,
/// building registries, EnvCell finalization, lighting, and static collision.
/// GpuWorldState still merges only the entity layer so live entities already
/// attached to the landblock are preserved.
/// </summary>
public sealed record Promoted(
uint LandblockId,
LandblockBuild Build,
LandblockMeshData MeshData,
ulong Generation = 0
) : LandblockStreamResult(LandblockId, Generation)
{
public Promoted(
uint landblockId,
LoadedLandblock landblock,
LandblockMeshData meshData,
ulong generation = 0)
: this(landblockId, new LandblockBuild(landblock), meshData, generation)
{
}
public LoadedLandblock Landblock => Build.Landblock;
public IReadOnlyList<WorldEntity> Entities => Landblock.Entities;
}
public sealed record Failed(
uint LandblockId,
string Error,
ulong Generation = 0) : LandblockStreamResult(LandblockId, Generation);
public sealed record Unloaded(
uint LandblockId,
ulong Generation = 0) : LandblockStreamResult(LandblockId, Generation);
/// <summary>
/// The worker loop itself crashed with an unhandled exception. Not tied
/// to a specific landblock — distinguished from <see cref="Failed"/>
/// because consumers typically route this to a fatal-log path rather
/// than retrying a single landblock later. LandblockId is 0 by
/// convention; readers should pattern-match on the type, not the id.
/// </summary>
public sealed record WorkerCrashed(string Error) : LandblockStreamResult(0, 0);
}