112 lines
4.3 KiB
C#
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);
|
|
}
|