feat(M03): add entity presentation facade
This commit is contained in:
@@ -15,6 +15,7 @@
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| Third-person camera | Implemented | [`third-person-camera.md`](third-person-camera.md) |
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| Character presentation | Implemented boundary / Partial fidelity | [`character-presentation.md`](character-presentation.md) |
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| Renderer | Partial | [`world-renderer.md`](world-renderer.md), [`../../RENDER.md`](../../RENDER.md) |
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| World entity presentation | Implemented boundary / Prototype visuals | [`world-entity-presentation.md`](world-entity-presentation.md) |
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| Streaming target planner | Implemented | [`streaming-target-planner.md`](streaming-target-planner.md) |
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| Render budget scheduler | Implemented | [`render-budget-scheduler.md`](render-budget-scheduler.md) |
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| Network/session | Planned | [`../../targets/roadmap/03-network-and-session.md`](../../targets/roadmap/03-network-and-session.md) |
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@@ -0,0 +1,254 @@
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# World Entity Presentation
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## Metadata
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| Field | Value |
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|---|---|
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| Status | Implemented boundary / Prototype visuals |
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| Target/work package | M03 / `M03-RND-FACADE-ENTITY-001` |
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| Owners | Renderer entity-presentation boundary and visual subtree lifecycle |
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| Last verified | Worktree `work/sindo-main-codex/m03-facade-entity`, 2026-07-16 |
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| Profiles/capabilities | Contract version 1; asset-free scene presentation only |
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## Purpose
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Accept immutable session-local entity visual snapshots through
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`WorldRenderFacade`, create or update renderer-owned visual subtrees idempotently,
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and remove them explicitly without making the renderer authoritative for entity,
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gameplay, network or content state.
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## Non-goals
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- Allocate `EntityId` or map it to `WowGuid`, display ID or server entry.
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- Present the separately composed local player through this service.
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- Define build-12340 model, equipment, animation, effects or visibility rules.
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- Own gameplay/world state, packet decoding, terrain or streaming decisions.
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- Provide asynchronous loading, pooling, batching, persistence or cache formats.
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## Context and boundaries
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```mermaid
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flowchart LR
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WorldState[Future authoritative WorldState] --> Adapter[Entity presentation adapter]
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Adapter --> Snapshot[EntityPresentationSnapshot v1]
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Snapshot --> Facade[WorldRenderFacade]
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Facade --> Presenter[WorldEntityPresenter]
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Asset[PackedScene visual path] --> Presenter
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Presenter --> Visual[Owned Node3D visual subtree]
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LocalPlayer[Local player composition] -. separate boundary .-> Viewport[Rendered world]
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Visual --> Viewport
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```
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Allowed dependencies:
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- immutable M01 `EntityId` and `GodotWorldPosition` values;
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- renderer-facing Godot transform and scene APIs;
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- an explicit repository/resource path selected outside the renderer;
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- `WorldRenderFacade` and main-thread runtime scene composition.
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Forbidden dependencies:
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- gameplay reducers, intents, combat/movement authority or entity allocation;
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- packet codecs, GUID interpretation, server DB access or Content Project writes;
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- streamer queues/tasks/caches, terrain query or camera/input state;
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- hidden autoload, SceneTree group service lookup or persisted session IDs.
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## Public API
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| Symbol | Kind | Purpose | Thread/lifetime | Errors |
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|---|---|---|---|---|
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| `EntityPresentationSnapshot.CONTRACT_VERSION` | Contract constant | Identifies additive snapshot contract version `1` | Compile/runtime constant | Incompatible changes require migration/ADR |
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| `EntityPresentationSnapshot.create(...)` | Immutable value factory | Captures identity, typed position, visual path, yaw, scale and visibility | Any thread to construct; caller-owned | Invalid value carries stable `entity_presentation_*` failure code |
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| `WorldRenderFacade.present_entity(snapshot)` | Command | Idempotently creates/updates/replaces one world visual | Main thread; world session | Returns `false` for invalid snapshot, missing service or failed scene creation |
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| `WorldRenderFacade.remove_entity(entity_id)` | Command | Removes one known session visual | Main thread; world session | Returns `false` for invalid or unknown identity |
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| `WorldRenderFacade.entity_presentation_snapshot()` | Diagnostic query | Returns detached scalar entity inventory | Main thread; caller-owned copy | Missing/invalid service returns empty snapshot with diagnostic |
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| `WorldEntityPresenter.present_entity(snapshot)` | Internal service command | Owns visual load, attach, transform update and replacement | Main thread; service lifetime | Failed replacement retains prior valid subtree |
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| `WorldEntityPresenter.remove_entity(entity_id)` | Internal service command | Detaches and schedules owned subtree deletion | Main thread | Unknown identity is unchanged/false |
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## Inputs and outputs
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| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
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|---|---|---|---|---|---|
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| Input | Valid session-local `EntityId` | Future entity registry/adapter | Snapshot/presenter index | Immutable caller reference | One runtime session |
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| Input | `GodotWorldPosition` | World-state presentation adapter | Snapshot/presenter transform | Immutable caller reference | One snapshot |
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| Input | PackedScene resource path | Asset-selection adapter | Presenter | Copied string; resource remains Godot-owned | Until visual replacement |
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| Input | Finite yaw radians, positive scale, visibility | Presentation adapter | Presenter | Scalar copies | One snapshot |
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| Output | Owned Node3D subtree | Presenter | SceneTree/viewport | Presenter child ownership | Until replacement/removal/world teardown |
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| Output | Detached inventory dictionary | Presenter/facade | Diagnostics/tests | Caller-owned deep copy | One query |
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Side effects:
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- synchronously loads a PackedScene only for first presentation or visual-path change;
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- instantiates, attaches, transforms, detaches and queues visual Node3D subtrees;
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- does not mutate authoritative state, streamer queues, caches, files, DB or network;
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- does not retain caller snapshots after an entity entry is replaced or removed.
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## Data flow
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```mermaid
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flowchart TD
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ReadModel[Entity visual read model] --> Validate[Validate typed immutable snapshot]
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Validate -->|invalid| Reject[Return false; no scene mutation]
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Validate -->|valid| Lookup[Lookup by EntityId debug key]
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Lookup -->|same visual path| Transform[Update world transform and visibility]
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Lookup -->|new or changed path| Instantiate[Load and instantiate Node3D]
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Instantiate -->|failure| Retain[Retain previous valid visual]
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Instantiate -->|success| Replace[Detach old, attach replacement]
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Replace --> Transform
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Transform --> Inventory[Detached diagnostics]
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Remove[remove_entity] --> Detach[Detach and queue_free owned root]
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```
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## Lifecycle/state
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```mermaid
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stateDiagram-v2
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[*] --> Absent
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Absent --> Presented: valid present + successful instantiate
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Absent --> Absent: invalid/missing visual
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Presented --> Presented: same-path snapshot update
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Presented --> Replacing: changed visual path
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Replacing --> Presented: replacement succeeds
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Replacing --> Presented: replacement fails; retain old
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Presented --> Absent: remove_entity
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Presented --> [*]: world/service teardown
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Absent --> [*]: world/service teardown
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```
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## Main sequence
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```mermaid
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sequenceDiagram
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participant Adapter as World-state adapter
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participant Facade as WorldRenderFacade
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participant Presenter as WorldEntityPresenter
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participant Loader as Godot ResourceLoader
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participant Tree as SceneTree
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Adapter->>Facade: present_entity(immutable snapshot)
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Facade->>Presenter: present_entity(snapshot)
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alt same identity and visual path
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Presenter->>Tree: update transform/visibility
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else new or changed visual
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Presenter->>Loader: load PackedScene
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Loader-->>Presenter: scene or failure
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alt scene is valid Node3D
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Presenter->>Tree: detach old, attach/configure new
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else load/shape failure
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Presenter-->>Facade: false; old visual retained
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end
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end
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Adapter->>Facade: remove_entity(EntityId)
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Facade->>Presenter: remove_entity(EntityId)
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Presenter->>Tree: detach + queue_free owned root
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```
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## Ownership, threading and resources
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- `EntityPresentationSnapshot` owns copied scalars/strings and immutable references
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to caller-owned identity/position values; it owns no Node, Resource or RID.
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- `WorldEntityPresenter` owns its dictionary and every visual root attached below it.
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- A dictionary entry retains the latest snapshot only while the entity is presented;
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diagnostics expose no Node, Resource or snapshot reference.
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- Scene load, instantiation, transform mutation, replacement and removal are main-thread only.
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- Successful replacement instantiates first, then detaches the previous root, so an
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invalid/missing new asset cannot erase the last valid presentation.
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- Parent SceneTree teardown owns attached children; `_exit_tree` drops the index so
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no stale lookup survives world unload.
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## Errors, cancellation and recovery
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| Failure | Detection | Behavior | Diagnostic | Recovery |
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|---|---|---|---|---|
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| Invalid identity/type | Snapshot/service validation | Reject without mutation | `entity_presentation_invalid_entity_id` | Supply valid session `EntityId` |
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| Non-finite position/yaw | Snapshot validation | Reject without mutation | Stable position/yaw failure code | Repair adapter read model |
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| Empty path or invalid scale | Snapshot validation | Reject without mutation | Stable path/scale failure code | Supply valid visual descriptor |
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| Missing/non-PackedScene asset | Resource existence/load check | New visual absent; old replacement retained | Named presenter warning | Restore asset mapping and resend snapshot |
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| Non-Node3D scene root | Instance type check | Free invalid instance; retain old | Named presenter warning | Fix visual scene root |
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| Unknown remove | Dictionary lookup | No mutation; return `false` | Caller command result | Reconcile registry/presentation lifecycle |
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| World teardown | Scene lifecycle | SceneTree frees children; index clears | Shutdown regression | Recreate service with next world |
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There is no background job to cancel. Synchronous asset load is an explicit
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prototype limitation and must be replaced/budgeted before network-scale use.
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## Configuration and capabilities
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| Setting/capability | Default | Profile | Runtime mutable | Effect |
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|---|---|---|---|---|
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| Contract version | `1` | All | No | Identity/path/position/yaw/scale/visibility full snapshot |
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| Present semantics | Idempotent by `EntityId` | Runtime/tools | No | Duplicate snapshots do not duplicate roots |
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| Resource loading | Synchronous on create/replace | Prototype only | No | Not accepted as frame-critical production path |
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| Local player | Separate composition | Current sandbox | No | Prevents facade service from owning gameplay player root |
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## Persistence, cache and migration
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- No snapshot, entity key or resource instance is persisted.
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- `EntityId` remains session-local and must never enter content/cache schemas.
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- Resource paths are current renderer adapter inputs, not stable content identity.
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- Contract version 1 is additive. Changing identity lifetime, coordinate basis or
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persisted representation requires a migration and ADR.
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## Diagnostics and observability
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- `entity_presentation_snapshot()` reports contract version, entity count and a
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sorted list of `EntityId.to_debug_key`, visual path and visibility.
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- The snapshot is deep-detached by the facade and contains no Node/Resource/RID.
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- Load/type failures include the visual path but never proprietary bytes.
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- Future performance telemetry should measure create/replace duration and active
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entity/material/RID counts before introducing pooling or batching.
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## Verification
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- `src/tools/verify_world_entity_presentation.gd` covers eight value-contract and
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fourteen lifecycle/ownership cases with repository-owned asset-free scenes.
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- `src/tools/verify_world_render_facade.gd` covers command delegation, detached
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diagnostics and both runtime scene service paths.
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- Identity, coordinate, renderer-internal-access, shutdown, manifest, planner,
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scheduler and documentation gates remain required.
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- Fidelity boundary: runtime emits no entity commands yet, so existing seven
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checkpoint scenes remain unchanged. No build-12340 display/animation parity is claimed.
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## Extension points
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- AssetRepository/display-ID adapter that produces validated visual descriptors.
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- Async/budgeted load and main-thread finalize behind the same facade commands.
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- Animation/equipment/effect snapshots after build-12340 fixtures define behavior.
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- Spatial batching/MultiMesh only after profiling proves per-Node overhead.
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- Entity registry adapter that maps `WowGuid` to session `EntityId` outside render.
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## Capability status
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| Capability | Status | Evidence | Gap/next step |
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|---|---|---|---|
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| Typed entity visual input | Implemented contract | Versioned immutable validation fixtures | Asset/display mapping not implemented |
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| Present/update/remove lifecycle | Implemented boundary | Asset-free create/update/replace/remove tests | Network-scale async/budget path missing |
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| Deterministic ownership | Implemented | One presenter-owned root per EntityId; teardown checks | RID/material budgets remain future work |
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| WoW entity visual fidelity | Planned | No claim | Requires build-12340 display/equipment/animation fixtures |
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## Known gaps and risks
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- Synchronous PackedScene load may hitch and is not a production hot-path design.
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- Resource path is renderer adapter data, not stable authored content identity.
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- Full snapshots currently cover transform/visibility only, not animation/equipment/effects.
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- One Node3D per entity is unprofiled at world scale; batching is deliberately deferred.
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- The local player remains separately composed until gameplay/network architecture is ready.
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## Source map
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| Path | Responsibility |
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|---|---|
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| `src/render/entities/entity_presentation_snapshot.gd` | Immutable versioned entity visual input and validation |
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| `src/render/entities/world_entity_presenter.gd` | Main-thread entity visual ownership and lifecycle |
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| `src/render/world_render_facade.gd` | Stable public present/remove/diagnostic commands |
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| `src/tools/verify_world_entity_presentation.gd` | Snapshot and scene lifecycle regression |
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| `src/tests/scenes/character_presentation_model_fixture.tscn` | Primary asset-free visual fixture |
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| `src/tests/scenes/world_entity_visual_replacement_fixture.tscn` | Replacement asset-free visual fixture |
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| `src/scenes/streaming/*_streaming.tscn` | Runtime facade/service composition |
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## Related decisions and references
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- [`world-renderer.md`](world-renderer.md)
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- [`domain-identities.md`](domain-identities.md)
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- [`coordinate-mapping.md`](coordinate-mapping.md)
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- [`../../targets/roadmap/02-rendering-and-graphics.md`](../../targets/roadmap/02-rendering-and-graphics.md)
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- [`../ARCHITECTURE.md`](../ARCHITECTURE.md)
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- [`../GODOT_BEST_PRACTICES.md`](../GODOT_BEST_PRACTICES.md)
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@@ -5,9 +5,9 @@
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| Field | Value |
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|---|---|
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| Status | Partial |
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| Target/work package | M00 baseline; `M01-RND-STREAMING-FOCUS-001`; `M01-QAR-SERVER-SPAWN-RENDERER-001`; `M03-RND-FACADE-001`; `M03-RND-STREAMING-PLANNER-001`; `M03-RND-SCHEDULER-001`; `M03-RND-INTERNAL-ACCESS-GATE-001`; `M03-RND-FACADE-GROUND-QUERY-001`; `M03-RND-FACADE-ENVIRONMENT-001` |
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| Target/work package | M00 baseline; `M01-RND-STREAMING-FOCUS-001`; `M01-QAR-SERVER-SPAWN-RENDERER-001`; `M03-RND-FACADE-001`; `M03-RND-STREAMING-PLANNER-001`; `M03-RND-SCHEDULER-001`; `M03-RND-INTERNAL-ACCESS-GATE-001`; `M03-RND-FACADE-GROUND-QUERY-001`; `M03-RND-FACADE-ENVIRONMENT-001`; `M03-RND-FACADE-ENTITY-001` |
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| Owners | Renderer workstream / milestone integrator |
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| Last verified | Worktree `work/sindo-main-codex/m03-facade-environment`, 2026-07-16 |
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| Last verified | Worktree `work/sindo-main-codex/m03-facade-entity`, 2026-07-16 |
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| Profiles/capabilities | `Performance`, `Balanced`, `High`, `Custom`; Blizzlike fidelity incomplete |
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## Purpose
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@@ -49,6 +49,10 @@ flowchart LR
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Facade --> SkyController[WowSkyController]
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Sky[DBC sky/light data] --> SkyController
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SkyController --> Scene
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EntityState[Entity visual read model] --> EntitySnapshot[EntityPresentationSnapshot]
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EntitySnapshot --> Facade
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Facade --> EntityPresenter[WorldEntityPresenter]
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EntityPresenter --> Scene
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```
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Allowed dependencies:
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@@ -69,9 +73,9 @@ Forbidden dependencies:
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## Public API
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Runtime, capture and probe callers use `WorldRenderFacade` for focus, immutable
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environment input, metrics and rendered-ground diagnostics. `StreamingWorldLoader`
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and `WowSkyController` remain internal scene implementations while a later M03
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package adds entity-visual commands.
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environment/entity presentation input, metrics and rendered-ground diagnostics.
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`StreamingWorldLoader`, `WowSkyController` and `WorldEntityPresenter` remain
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internal scene implementations.
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Gameplay modules and Godot `EditorPlugin` package sources are repository-gated
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from externally reading/writing loader-private queue, task, cache and tile-state fields.
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@@ -90,6 +94,11 @@ from externally reading/writing loader-private queue, task, cache and tile-state
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| `WorldRenderFacade.apply_environment_snapshot` | Public command | Delegates exact world time to the scene-owned DBC sky controller | Main thread; snapshot remains caller-owned | Returns `false` for invalid input or missing/incompatible controller |
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| `WorldRenderFacade.streaming_world_loader_path` | Internal adapter property | Resolves the existing implementation without exposing it to consumers | Main thread, scene lifetime | Missing method/path produces one diagnostic until recovery |
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| `WorldRenderFacade.world_environment_controller_path` | Internal adapter property | Resolves the existing `WowSkyController` without exposing it to consumers | Main thread, scene lifetime | Missing method/path produces one diagnostic until recovery |
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| `EntityPresentationSnapshot.create` | Immutable value factory | Validates contract-v1 identity, typed position, visual path, yaw, scale and visibility | Any thread; caller-owned | Stable invalid code; never mutates scene |
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| `WorldRenderFacade.present_entity` | Public command | Idempotently creates/updates/replaces one session entity visual | Main thread/session | Returns false for invalid input, missing service or visual load/type failure |
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| `WorldRenderFacade.remove_entity` | Public command | Removes one known session entity visual | Main thread/session | Invalid/unknown identity returns false |
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| `WorldRenderFacade.entity_presentation_snapshot` | Public diagnostic query | Returns detached scalar entity inventory | Main thread/caller-owned copy | Missing/invalid service returns empty dictionary with diagnostic |
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| `WorldRenderFacade.world_entity_presenter_path` | Internal adapter property | Resolves renderer-owned entity visual service | Main thread/scene lifetime | Missing methods/path produces one diagnostic until recovery |
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| `camera_path` | Exported property | Camera used only by optional automatic overview positioning | Main thread, scene lifetime | Missing camera skips automatic positioning |
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| `quality_preset` | Exported property | Applies renderer budgets/radii | Before/at runtime depending property | Invalid combination should be diagnosed |
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| `runtime_stats_enabled` | Exported property | Enables periodic performance snapshot | Runtime mutable | Logging overhead only |
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@@ -107,6 +116,8 @@ loader configuration remains transitional composition data, not a caller API.
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| Input | Focus-source `NodePath` | Runtime/test scene composition | `WorldRenderFacade` source adapter | Scene-owned node, sampled position | Main thread/scene lifetime |
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| Input | Ground-query `GodotWorldPosition` | Renderer probe/future adapter | `WorldRenderFacade` | Immutable caller-held value | One main-thread query |
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| Input | `WorldEnvironmentSnapshot` | World-state/capture adapter | `WorldRenderFacade` / `WowSkyController` | Immutable caller-held value; not retained | One main-thread update |
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| Input | `EntityPresentationSnapshot` | Future world-state/preview adapter | `WorldRenderFacade` / entity presenter | Immutable caller-held full visual snapshot | One main-thread present/update |
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| Input | `EntityId` removal command | Future entity registry/adapter | `WorldRenderFacade` / entity presenter | Immutable session-local value | One main-thread removal |
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| Input | Map/configuration | Scene/app/editor | `StreamingWorldLoader` | Caller config, copied/read | Main thread/session |
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| Input | WDT/ADT/M2/WMO/BLP bytes | Extracted asset repository | Native loaders/builders | Loader result owns parsed data | Worker or controlled load |
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| Input | Baked resources | Cache build tools | Streamer/builders | Shared immutable resource/cache entry | Session/cache lifetime |
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@@ -118,6 +129,8 @@ loader configuration remains transitional composition data, not a caller API.
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| Output | Detached renderer metrics | `WorldRenderFacade` | Capture/baseline tools | Caller-owned deep copy | On demand |
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| Output | `RenderedGroundSample` | `WorldRenderFacade`/loaded terrain | Renderer diagnostics | Immutable caller-held value | One query |
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| Output | Detached rendered-ground snapshot | `WorldRenderFacade` | Terrain-height probe | Caller-owned deep copy | One query |
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| Output | Entity visual Node3D subtree | `WorldEntityPresenter` | SceneTree/viewport | Presenter-owned child | Until replace/remove/teardown |
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| Output | Detached entity inventory | `WorldRenderFacade` | Diagnostics/tests | Caller-owned deep copy | One query |
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| Output | Logs/diagnostics | Hitch/stat instrumentation | Logs/baseline tools | Immutable records | Periodic/frame |
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| Test output | Diagnostic spawn marker and cold/warm PNGs | Checkpoint capture tool | Human/integrator review | SceneTree marker; `user://` files | One capture process |
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@@ -160,6 +173,11 @@ flowchart TD
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RF --> SkyController[WowSkyController]
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DBC[Light/Area/Skybox DBC] --> SkyController
|
||||
SkyController --> World
|
||||
EntityReadModel[Entity visual read model] --> EntitySnapshot[EntityPresentationSnapshot]
|
||||
EntitySnapshot --> RF
|
||||
RF --> EntityPresenter[WorldEntityPresenter]
|
||||
EntityAsset[PackedScene path] --> EntityPresenter
|
||||
EntityPresenter --> World
|
||||
Terrain --> World[Godot world]
|
||||
M2 --> World
|
||||
WMO --> World
|
||||
@@ -218,6 +236,11 @@ sequenceDiagram
|
||||
Source->>Facade: apply_environment_snapshot(exact time)
|
||||
Facade->>Render: delegate to WowSkyController
|
||||
Render->>Render: freeze local clock; retain DBC sampling/apply rules
|
||||
Source->>Facade: present_entity(full visual snapshot)
|
||||
Facade->>Render: delegate to WorldEntityPresenter
|
||||
Render->>Render: create/update/replace owned entity root
|
||||
Source->>Facade: remove_entity(EntityId)
|
||||
Facade->>Render: detach and queue_free owned root
|
||||
Stream->>Budget: shutdown: cancel permit issuance
|
||||
Stream->>Worker: shutdown: wait for WorkerThreadPool tasks
|
||||
Stream->>Stream: shutdown: finish registered ResourceLoader requests
|
||||
@@ -236,6 +259,10 @@ sequenceDiagram
|
||||
into its existing fixed-clock fields on the main thread.
|
||||
- `WowSkyController` continues to own DBC sampling state and mutations of its
|
||||
duplicated Godot `Environment`, sun, skybox node and world shader globals.
|
||||
- `WorldEntityPresenter` owns one optional visual Node3D subtree per presented
|
||||
`EntityId`; it owns no authoritative entity state and excludes the local player.
|
||||
- Entity presentation snapshots remain caller-owned inputs. Detached diagnostics
|
||||
expose only identity debug keys, paths and visibility, never Node/Resource/RID.
|
||||
- Rendered-ground query results and diagnostic snapshots are caller-owned values;
|
||||
the facade never returns Mesh, Node, tile-state or queue references.
|
||||
- Loaded-mesh ground sampling is renderer diagnostics, not authoritative gameplay
|
||||
@@ -264,6 +291,9 @@ sequenceDiagram
|
||||
| Invalid metrics result | Facade return-type validation | Return empty caller snapshot | Facade error | Restore `Dictionary` implementation contract |
|
||||
| Invalid environment time | Snapshot finite-value validation | Reject update; retain prior sky clock | `environment_time_not_finite` on invalid value | Supply a finite time snapshot |
|
||||
| Missing environment controller | Facade path/method validation | Reject environment update; other facade APIs remain available | One facade diagnostic until recovery | Fix scene composition path/implementation |
|
||||
| Invalid entity visual snapshot | Contract validation | Reject without scene mutation | Stable `entity_presentation_*` failure code | Repair adapter read model and resend |
|
||||
| Missing/invalid entity visual asset | Resource existence/load/root check | New entity absent or prior replacement retained | Named presenter warning | Restore asset mapping and resend snapshot |
|
||||
| Missing entity presenter | Facade path/method validation | Reject entity commands; other facade APIs remain available | One facade diagnostic until recovery | Fix runtime scene composition |
|
||||
| No focus supplied | Refresh contract | No target recomputation; queues continue draining | `refresh_streaming_focus()` returns `false` | Supply player/editor/capture focus |
|
||||
| Cache version mismatch | Required format constant | Reject stale cache/fallback | Version diagnostic | Rebuild matching cache |
|
||||
| Worker failure | Task result/empty data | Skip/degrade affected asset | Queue/task warning | Retry/rebuild source |
|
||||
@@ -344,8 +374,9 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
|
||||
| Character presentation | Prototype | Character creator/player experiment | Full customization/equipment states |
|
||||
| Camera-independent streaming focus | Implemented | Typed contract, two player-focused runtime scenes and three explicitly camera-focused diagnostic tools | Multi-focus/direction/velocity belong to planner extraction |
|
||||
| Golden server-spawn visualization | Implemented | Pinned AzerothCore fixture, validated renderer manifest and diagnostic origin-marker capture at ADT `(32,48)`/MCNK `(3,12)` | No TrinityCore row or original-client visual-parity claim |
|
||||
| Stable renderer facade | Partial | Facade contracts cover focus, environment time, metrics and loaded-mesh ground query | Entity visuals remain |
|
||||
| Stable renderer facade | Implemented boundary / Partial fidelity | Facade contracts cover focus, environment, entity visuals, metrics and loaded-mesh ground query | Production consumers and fidelity remain |
|
||||
| Environment snapshot input | Implemented boundary / Partial fidelity | Immutable time contract, facade/controller delegation and checkpoint migration | Weather/indoor state and paired zone-transition fidelity remain |
|
||||
| Entity presentation commands | Implemented boundary / Prototype visuals | Versioned typed snapshot plus present/remove lifecycle and runtime service composition | Display/equipment/animation/effects and async scale path remain |
|
||||
| Pure streaming target planner | Implemented | `M03-RND-STREAMING-PLANNER-001` asset-free contract/performance regression | Queue scheduling and loaded-tile LOD application remain in streamer |
|
||||
| Bounded render budget scheduler | Implemented | `M03-RND-SCHEDULER-001` asset-free permit/cancellation/performance regression | Queue storage, worker concurrency and operation execution remain in streamer/services |
|
||||
| Gameplay/editor/tool internal-access boundary | Implemented | Access gate scans gameplay, EditorPlugin packages and terrain probe against actual private streamer declarations | Add future renderer diagnostic tools explicitly to the protected list |
|
||||
@@ -380,6 +411,8 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
|
||||
|---|---|
|
||||
| `src/render/world_render_facade.gd` | Stable caller boundary for typed focus/environment, detached metrics and rendered-ground queries |
|
||||
| `src/render/environment/world_environment_snapshot.gd` | Immutable normalized world time input with explicit invalid state |
|
||||
| `src/render/entities/entity_presentation_snapshot.gd` | Immutable contract-v1 entity visual input and validation |
|
||||
| `src/render/entities/world_entity_presenter.gd` | Main-thread entity visual subtree ownership and lifecycle |
|
||||
| `src/render/terrain/rendered_ground_sample.gd` | Immutable renderer-owned available/unavailable ground query result |
|
||||
| `src/render/streaming/streaming_target_planner.gd` | Scene-free wanted/retained ADT target calculation |
|
||||
| `src/render/streaming/streaming_target_policy.gd` | Immutable renderer radius/prefetch policy |
|
||||
@@ -390,6 +423,7 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
|
||||
| `src/tools/verify_streaming_focus.gd` | Headless contract, dependency and runtime/tool wiring regression |
|
||||
| `src/tools/verify_world_render_facade.gd` | Focus/environment/metrics/ground delegation, snapshot isolation and consumer wiring regression |
|
||||
| `src/tools/verify_world_environment_snapshot.gd` | Cold-start environment value normalization and invalid-input regression |
|
||||
| `src/tools/verify_world_entity_presentation.gd` | Entity snapshot, create/update/replace/remove and ownership regression |
|
||||
| `src/tools/verify_rendered_ground_sample.gd` | Cold-start renderer ground result invariant regression |
|
||||
| `src/tools/verify_streaming_target_planner.gd` | Planner behavior, dependency and bounded timing regression |
|
||||
| `src/tools/verify_render_budget_scheduler.gd` | Scheduler bounds, shared-lane priority, cancellation and timing regression |
|
||||
|
||||
Reference in New Issue
Block a user