Extends the Loaded result record with a LandblockStreamTier discriminator and a LandblockMeshData payload (default! stub — T13 wires the real off-thread mesh build). Adds the Promoted variant for Far→Near upgrades that only need the entity layer, not a mesh rebuild. LandblockStreamer.HandleJob passes Tier.Near + default! MeshData at the existing synchronous load site; StreamingControllerTests updated to match the new positional signature. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
61 lines
2.5 KiB
C#
61 lines
2.5 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) : LandblockStreamJob(LandblockId);
|
|
public sealed record Unload(uint LandblockId) : LandblockStreamJob(LandblockId);
|
|
}
|
|
|
|
/// <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)
|
|
{
|
|
/// <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,
|
|
LoadedLandblock Landblock,
|
|
LandblockMeshData MeshData
|
|
) : LandblockStreamResult(LandblockId);
|
|
|
|
/// <summary>
|
|
/// A previously-Far-resident landblock was promoted to Near. Terrain
|
|
/// mesh is already on the GPU; the result carries the entity layer
|
|
/// (stabs, buildings, scenery) to merge into the existing GpuWorldState
|
|
/// entry.
|
|
/// </summary>
|
|
public sealed record Promoted(
|
|
uint LandblockId,
|
|
IReadOnlyList<WorldEntity> Entities
|
|
) : LandblockStreamResult(LandblockId);
|
|
|
|
public sealed record Failed(uint LandblockId, string Error) : LandblockStreamResult(LandblockId);
|
|
public sealed record Unloaded(uint LandblockId) : LandblockStreamResult(LandblockId);
|
|
|
|
/// <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);
|
|
}
|