coordination: claim M2 build queue

This commit is contained in:
2026-07-18 02:13:15 +04:00
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# M03-RND-M2-BUILD-QUEUE-001
<!-- OPENWC_CLAIM:M03-RND-M2-BUILD-QUEUE-001:sindo-main-codex:2026-07-20 -->
## Owner
- Agent ID: `sindo-main-codex`
- Target: M03 Renderer Facade and Safe Extraction
- Branch: `work/sindo-main-codex/m03-m2-build-queue`
- Worktree: `C:\Users\sindo\open-wc-worktrees\m03-m2-build-queue`
## Outcome
Replace loader-owned raw M2 build-job Dictionary/FIFO fields with typed job and
queue state while preserving cursor, rotation, stale-key and lifetime behavior.
## Non-goals
- Move tile eligibility, resource readiness/retry or scheduler policy.
- Create/free Nodes, Meshes, MultiMeshes or animated instances inside queue state.
- Change grouping, batch planning, materialization, transform order or visuals.
- Change M2 cache versions, diagnostics text or Editor persistence.
## Paths
- Exclusive: `src/render/m2/m2_build_job.gd`,
`src/render/m2/m2_build_queue.gd`,
`src/tools/verify_m2_build_queue.gd`,
`docs/modules/m2-build-queue.md`, this claim
- Shared/hotspots: `src/scenes/streaming/streaming_world_loader.gd`, M2 build/
materializer/cache/shutdown/facade/internal-access verifiers and specs,
`docs/modules/world-renderer.md`, `docs/modules/README.md`, `RENDER.md`,
`targets/03-renderer-facade.md`
- Generated/ignored: `.godot`, native DLL, generated resources/caches and proprietary corpus
## Contracts and data
- A job retains tile key, root, exact groups Dictionary, insertion-order
`groups.keys()` snapshot, group index, transform offset and batch serial.
- FIFO keeps duplicate/stale keys; front rotation moves exactly one key to tail.
- Job erase does not erase FIFO entries, preserving external-cancel stale cleanup.
- Progress adopts group index, transform offset and serial atomically.
- Queue release never frees engine objects; loader retains finish/cancel cleanup.
## Dependencies
- Requires: accepted static materializer package on master `81e33a9`
- Blocks: extracting remaining M2 build/resource orchestration
- External state: Node validity and SceneTree destruction remain loader APIs
## Verification
- Commands: dedicated invalid/FIFO/duplicate/stale/rotation/cursor/lifetime/
diagnostics/source/timing verifier; M2 planner/materializer/cache/prototype/
shutdown/facade/internal-access/manifest regressions; docs/coordination/dry-run gates
- Fixtures: synthetic Node3D roots and ordered transform-group Dictionaries
- Fidelity evidence: exact existing keyed state, FIFO and cursor transitions
- Performance budget: 100 cycles of 256 enqueue/rotate/erase operations under one second
## Documentation deliverables
- Inline API docs
- Module spec with inputs/outputs, ownership and source map
- Data-flow, lifecycle/state, sequence and dependency diagrams
- Adjacent build/world-renderer/module-registry/RENDER updates
## Simplicity and naming
- Important names: `M2BuildJob`, `M2BuildQueue`
- Simplest solution: two small RefCounted types mirroring accepted WMO queue pattern
- Rejected complexity: signals, generic queue base, callbacks and engine destruction
- Unavoidable complexity: keyed jobs and FIFO keys intentionally permit stale entries
- Measured optimization evidence: bounded synthetic lifecycle loop
## Status
- State: active
- Done: contract and ownership boundary
- Next: implementation, verification and documentation
- Blocked by:
## Handoff
- Commit:
- Results:
- Remaining risks:
- Documentation updated: