feat(M03): add entity presentation facade
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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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| 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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| 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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| 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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| `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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