rnd(M03): introduce renderer facade seam

Work-Package: M03-RND-FACADE-001
Agent: sindo-main-codex
Tests: facade/focus/coordinate/manifest contracts, renderer dry-run, coordination and documentation gates
Fidelity: focus targets, budgets, queues, caches and visible renderer behavior remain unchanged
This commit is contained in:
2026-07-15 23:48:53 +04:00
parent a629bedccf
commit 3d528e3bbf
12 changed files with 335 additions and 37 deletions
+11 -7
View File
@@ -64,7 +64,12 @@ func _capture_async() -> void:
camera.far = 50000.0
camera.position = _vector3(first.get("camera", [0.0, 0.0, 0.0]))
(world as Node3D).add_child(camera)
world.set("streaming_focus_source_path", NodePath("CheckpointCamera"))
var render_facade := world.get_node_or_null("WorldRenderFacade")
if render_facade == null:
push_error("Streaming scene has no WorldRenderFacade")
quit(1)
return
render_facade.set("streaming_focus_source_path", NodePath("../CheckpointCamera"))
world.set("debug_streaming", true)
world.set("runtime_stats_enabled", true)
get_root().add_child(world)
@@ -126,8 +131,7 @@ func _capture_async() -> void:
if player != null:
player.global_position = _vector3(checkpoint.get("player", checkpoint.get("target", [0.0, 0.0, 0.0])))
_set_sky_time(world, float(checkpoint.get("time_hours", 13.0)))
if world.has_method("refresh_streaming_focus"):
world.call("refresh_streaming_focus", true)
render_facade.call("refresh_streaming_focus", true)
if dry_run:
print("RENDER_CHECKPOINT dry_run name=%s coverage=%s camera=%s target=%s yaw_offset=%.2f pitch_offset=%.2f time=%.2f" % [
@@ -148,7 +152,7 @@ func _capture_async() -> void:
var load_started := Time.get_ticks_usec()
await create_timer(maxf(wait_seconds, 0.0)).timeout
var load_time_ms := float(Time.get_ticks_usec() - load_started) / 1000.0
var metrics := await _measure_frames(maxf(measure_seconds, 0.1), world)
var metrics := await _measure_frames(maxf(measure_seconds, 0.1), render_facade)
await RenderingServer.frame_post_draw
var image := get_root().get_texture().get_image()
@@ -189,7 +193,7 @@ func _capture_async() -> void:
quit(0)
func _measure_frames(seconds: float, world: Node) -> Dictionary:
func _measure_frames(seconds: float, render_facade: Node) -> Dictionary:
var frame_times: Array[float] = []
var deadline := Time.get_ticks_usec() + int(seconds * 1000000.0)
var previous := Time.get_ticks_usec()
@@ -200,8 +204,8 @@ func _measure_frames(seconds: float, world: Node) -> Dictionary:
previous = now
frame_times.sort()
var snapshot := {}
if world.has_method("render_baseline_snapshot"):
snapshot = world.call("render_baseline_snapshot")
if render_facade.has_method("renderer_metrics_snapshot"):
snapshot = render_facade.call("renderer_metrics_snapshot")
return {
"frames": frame_times.size(),
"frame_ms_p50": _percentile(frame_times, 0.50),
+7 -3
View File
@@ -28,7 +28,12 @@ func _run_async() -> void:
camera.name = "OccluderProbeCamera"
camera.current = true
world.add_child(camera)
world.set("streaming_focus_source_path", NodePath(camera.name))
var render_facade := world.get_node_or_null("WorldRenderFacade")
if render_facade == null:
push_error("CAMERA_OCCLUDER_PROBE: streaming scene has no WorldRenderFacade")
quit(1)
return
render_facade.set("streaming_focus_source_path", NodePath("../%s" % camera.name))
world.set("debug_streaming", false)
get_root().add_child(world)
await process_frame
@@ -47,8 +52,7 @@ func _run_async() -> void:
var camera_position := _vector3(checkpoint.get("camera", []))
var target_position := _vector3(checkpoint.get("target", []))
camera.global_position = camera_position
if world.has_method("refresh_streaming_focus"):
world.call("refresh_streaming_focus", true)
render_facade.call("refresh_streaming_focus", true)
await create_timer(maxf(0.1, wait_seconds)).timeout
var geometry_nodes: Array[Node3D] = []
_collect_geometry_nodes(world, geometry_nodes)
+7 -3
View File
@@ -37,7 +37,12 @@ func _run_async() -> void:
var camera := Camera3D.new()
camera.current = true
world.add_child(camera)
world.set("streaming_focus_source_path", NodePath(camera.name))
var render_facade := world.get_node_or_null("WorldRenderFacade")
if render_facade == null:
push_error("TERRAIN_HEIGHT_PROBE: streaming scene has no WorldRenderFacade")
quit(1)
return
render_facade.set("streaming_focus_source_path", NodePath("../%s" % camera.name))
world.set("debug_streaming", false)
get_root().add_child(world)
await process_frame
@@ -54,8 +59,7 @@ func _run_async() -> void:
continue
var camera_position := _vector3(checkpoint.get("camera", []))
camera.global_position = camera_position
if world.has_method("refresh_streaming_focus"):
world.call("refresh_streaming_focus", true)
render_facade.call("refresh_streaming_focus", true)
await create_timer(maxf(0.1, wait_seconds)).timeout
var terrain_sample := _sample_terrain(world, camera_position)
terrain_sample["name"] = checkpoint.get("name", "checkpoint")
+15 -3
View File
@@ -6,6 +6,7 @@ const StreamingFocusScript = preload("res://src/domain/streaming/streaming_focus
const GodotWorldPositionScript = preload("res://src/domain/coordinates/godot_world_position.gd")
const LOADER_PATH := "res://src/scenes/streaming/streaming_world_loader.gd"
const FACADE_PATH := "res://src/render/world_render_facade.gd"
const RUNTIME_SCENE_PATHS: Array[String] = [
"res://src/scenes/streaming/eastern_kingdoms_streaming.tscn",
"res://src/scenes/streaming/kalimdor_streaming.tscn",
@@ -21,6 +22,7 @@ func _initialize() -> void:
var failures: Array[String] = []
_verify_scene_free_focus_value(failures)
_verify_loader_boundary(failures)
_verify_facade_boundary(failures)
_verify_runtime_scene_wiring(failures)
_verify_capture_tool_wiring(failures)
@@ -65,11 +67,21 @@ func _verify_loader_boundary(failures: Array[String]) -> void:
_expect_true(not loader_source.contains(forbidden_text), "loader omits %s" % forbidden_text, failures)
func _verify_facade_boundary(failures: Array[String]) -> void:
var facade_source := _read_text(FACADE_PATH, failures)
for required_text in [
"class_name WorldRenderFacade",
"func set_streaming_focus(streaming_focus: StreamingFocus) -> void:",
"func refresh_streaming_focus(force: bool = false) -> bool:",
]:
_expect_true(facade_source.contains(required_text), "facade contains %s" % required_text, failures)
func _verify_runtime_scene_wiring(failures: Array[String]) -> void:
for scene_path in RUNTIME_SCENE_PATHS:
var scene_source := _read_text(scene_path, failures)
_expect_true(
scene_source.contains('streaming_focus_source_path = NodePath("ThirdPersonPlayer")'),
scene_source.contains('streaming_focus_source_path = NodePath("../ThirdPersonPlayer")'),
"%s uses player focus" % scene_path,
failures
)
@@ -78,8 +90,8 @@ func _verify_runtime_scene_wiring(failures: Array[String]) -> void:
func _verify_capture_tool_wiring(failures: Array[String]) -> void:
for tool_path in CAPTURE_TOOL_PATHS:
var tool_source := _read_text(tool_path, failures)
_expect_true(tool_source.contains('world.set("streaming_focus_source_path"'), "%s sets explicit focus source" % tool_path, failures)
_expect_true(tool_source.contains('world.call("refresh_streaming_focus", true)'), "%s uses public refresh" % tool_path, failures)
_expect_true(tool_source.contains('render_facade.set("streaming_focus_source_path"'), "%s sets explicit focus source" % tool_path, failures)
_expect_true(tool_source.contains('render_facade.call("refresh_streaming_focus", true)'), "%s uses facade refresh" % tool_path, failures)
_expect_true(not tool_source.contains('world.call("_refresh_streaming_targets_at"'), "%s avoids private refresh" % tool_path, failures)
+117
View File
@@ -0,0 +1,117 @@
extends SceneTree
## Headless contract and wiring regression for the first M03 renderer facade seam.
const WORLD_RENDER_FACADE_SCRIPT := preload("res://src/render/world_render_facade.gd")
const GODOT_WORLD_POSITION_SCRIPT := preload("res://src/domain/coordinates/godot_world_position.gd")
const STREAMING_FOCUS_SCRIPT := preload("res://src/domain/streaming/streaming_focus.gd")
const RUNTIME_SCENE_PATHS: Array[String] = [
"res://src/scenes/streaming/eastern_kingdoms_streaming.tscn",
"res://src/scenes/streaming/kalimdor_streaming.tscn",
]
const TOOL_PATHS: Array[String] = [
"res://src/tools/capture_render_checkpoints.gd",
"res://src/tools/probe_render_camera_occluders.gd",
"res://src/tools/probe_render_terrain_height.gd",
]
class StreamingWorldLoaderDouble extends Node:
var current_focus: StreamingFocus
var refresh_count := 0
var metrics := {"tiles": 2, "queues": {"tile": 1}}
func set_streaming_focus(streaming_focus: StreamingFocus) -> void:
current_focus = streaming_focus
func refresh_streaming_focus(_force: bool = false) -> bool:
refresh_count += 1
return current_focus != null
func render_baseline_snapshot() -> Dictionary:
return metrics
func _initialize() -> void:
var failures: Array[String] = []
await _verify_delegation_and_snapshot_isolation(failures)
_verify_repository_wiring(failures)
if not failures.is_empty():
for failure in failures:
push_error("WORLD_RENDER_FACADE: %s" % failure)
quit(1)
return
print("WORLD_RENDER_FACADE PASS delegation=3 runtime_scenes=2 tools=3")
quit(0)
func _verify_delegation_and_snapshot_isolation(failures: Array[String]) -> void:
var test_root := Node.new()
var loader := StreamingWorldLoaderDouble.new()
loader.name = "StreamingWorldLoaderDouble"
var source := Node3D.new()
source.name = "FocusSource"
source.position = Vector3(10.0, 20.0, 30.0)
var facade = WORLD_RENDER_FACADE_SCRIPT.new()
facade.name = "WorldRenderFacade"
facade.streaming_world_loader_path = NodePath("../StreamingWorldLoaderDouble")
facade.streaming_focus_source_path = NodePath("../FocusSource")
test_root.add_child(loader)
test_root.add_child(source)
test_root.add_child(facade)
get_root().add_child(test_root)
await process_frame
_expect_true(loader.current_focus != null, "ready captures explicit source", failures)
if loader.current_focus != null:
_expect_near(loader.current_focus.world_position.x_units, 10.0, "source X", failures)
_expect_near(loader.current_focus.world_position.y_units, 20.0, "source Y", failures)
_expect_near(loader.current_focus.world_position.z_units, 30.0, "source Z", failures)
var typed_focus = STREAMING_FOCUS_SCRIPT.new(GODOT_WORLD_POSITION_SCRIPT.new(40.0, 50.0, 60.0))
facade.streaming_focus_source_path = NodePath()
facade.set_streaming_focus(typed_focus)
_expect_true(facade.refresh_streaming_focus(true), "typed focus refresh delegates", failures)
_expect_true(loader.current_focus == typed_focus, "typed focus reference delegates", failures)
var snapshot: Dictionary = facade.renderer_metrics_snapshot()
snapshot["tiles"] = 999
(snapshot["queues"] as Dictionary)["tile"] = 999
_expect_true(int(loader.metrics.tiles) == 2, "top-level metrics are detached", failures)
_expect_true(int(loader.metrics.queues.tile) == 1, "nested metrics are detached", failures)
test_root.queue_free()
func _verify_repository_wiring(failures: Array[String]) -> void:
for scene_path in RUNTIME_SCENE_PATHS:
var scene_source := _read_text(scene_path, failures)
_expect_true(scene_source.contains('path="res://src/render/world_render_facade.gd"'), "%s loads facade" % scene_path, failures)
_expect_true(scene_source.contains('[node name="WorldRenderFacade" type="Node" parent="."]'), "%s owns facade node" % scene_path, failures)
_expect_true(scene_source.contains('streaming_focus_source_path = NodePath("../ThirdPersonPlayer")'), "%s facade uses player focus" % scene_path, failures)
for tool_path in TOOL_PATHS:
var tool_source := _read_text(tool_path, failures)
_expect_true(tool_source.contains('get_node_or_null("WorldRenderFacade")'), "%s resolves facade" % tool_path, failures)
_expect_true(not tool_source.contains('world.call("refresh_streaming_focus"'), "%s avoids direct streamer refresh" % tool_path, failures)
_expect_true(not tool_source.contains('world.set("streaming_focus_source_path"'), "%s avoids direct streamer focus config" % tool_path, failures)
func _read_text(path: String, failures: Array[String]) -> String:
var file := FileAccess.open(path, FileAccess.READ)
if file == null:
failures.append("cannot open %s" % path)
return ""
return file.get_as_text()
func _expect_near(actual_value: float, expected_value: float, label: String, failures: Array[String]) -> void:
if not is_equal_approx(actual_value, expected_value):
failures.append("%s expected %.3f, got %.3f" % [label, expected_value, actual_value])
func _expect_true(actual_value: bool, label: String, failures: Array[String]) -> void:
if not actual_value:
failures.append("%s expected true" % label)
@@ -0,0 +1 @@
uid://baoiewiesd02u