acdream/src/AcDream.App/Streaming/LandblockStreamJob.cs
Erik 295bce9bb2 feat(A.5 T7): LandblockStreamResult.Loaded.Tier+MeshData; Promoted variant
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>
2026-05-09 22:53:07 +02:00

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);
}