test(M00): diagnose waterfall tile ownership

Work-Package: M00-QAR-TILE-OWNERSHIP-001
Agent: sindo-main-codex
Tests: strict five-point terrain probe, coordination and documentation gates
Fidelity: tile 30_49 ownership is healthy; exact ray miss classified as triangle seam
This commit is contained in:
2026-07-11 22:06:22 +04:00
parent f8538ba2cf
commit 42fdf40282
4 changed files with 155 additions and 3 deletions
+73 -1
View File
@@ -112,10 +112,18 @@ func _sample_terrain(world: Node3D, world_position: Vector3) -> Dictionary:
highest_terrain_height = terrain_height
intersected_tile_key = tile_key
if not is_finite(highest_terrain_height):
return {
var missing_result := {
"status": "no_intersection" if ready_mesh_count > 0 else "mesh_not_ready",
"tile": "%d_%d" % [tile_coordinate.x, tile_coordinate.y],
}
missing_result.merge(_tile_runtime_diagnostic(world, String(missing_result.tile), world_position), true)
if bool(missing_result.get("quality_mesh_present", false)) or bool(missing_result.get("tile_lod_mesh_present", false)):
missing_result["status"] = "no_intersection"
missing_result.merge(_nearest_terrain_sample(world, world_position), true)
if missing_result.get("nearest_sample_distance", null) != null:
missing_result["status"] = "sampled_nearby"
missing_result["terrain_height"] = float(missing_result.nearest_sample_height)
return missing_result
return {
"status": "sampled",
"tile": intersected_tile_key,
@@ -146,6 +154,70 @@ func _intersect_terrain_state(state: Dictionary, world_position: Vector3):
return world_hit.y
func _tile_runtime_diagnostic(world: Node3D, tile_key: String, world_position: Vector3) -> Dictionary:
var available_tiles: Dictionary = world.get("_available_tiles")
var loading_tasks: Dictionary = world.get("_tile_loading_tasks")
var tile_states: Dictionary = world.get("_tile_states")
var load_queue: Array = world.get("_tile_load_queue")
var queued_index := -1
for index in load_queue.size():
var request: Dictionary = load_queue[index]
if String(request.get("key", "")) == tile_key:
queued_index = index
break
var diagnostic := {
"available": available_tiles.has(tile_key),
"queued_index": queued_index,
"loading": loading_tasks.has(tile_key),
"state_present": tile_states.has(tile_key),
"load_queue_size": load_queue.size(),
}
if tile_states.has(tile_key):
var state: Dictionary = tile_states[tile_key]
var quality_mesh: Mesh = state.get("quality_terrain_mesh", null)
var tile_lod_mesh: Mesh = state.get("tile_lod_mesh", null)
diagnostic["quality_mesh_present"] = quality_mesh != null
diagnostic["tile_lod_mesh_present"] = tile_lod_mesh != null
diagnostic["quality_source"] = String(state.get("quality_terrain_source", ""))
diagnostic["tile_lod"] = int(state.get("tile_lod", -1))
var tile_root := state.get("root", null) as Node3D
if tile_root != null:
var local_position := tile_root.global_transform.affine_inverse() * world_position
diagnostic["tile_root_position"] = _vector3_array(tile_root.global_position)
diagnostic["probe_local_position"] = _vector3_array(local_position)
var diagnostic_mesh := quality_mesh if quality_mesh != null else tile_lod_mesh
if diagnostic_mesh != null:
var mesh_aabb := diagnostic_mesh.get_aabb()
diagnostic["mesh_aabb_position"] = _vector3_array(mesh_aabb.position)
diagnostic["mesh_aabb_size"] = _vector3_array(mesh_aabb.size)
return diagnostic
func _nearest_terrain_sample(world: Node3D, world_position: Vector3) -> Dictionary:
var tile_states: Dictionary = world.get("_tile_states")
for radius in [2.0, 5.0, 10.0, 20.0, 40.0]:
for offset in [Vector2(radius, 0.0), Vector2(-radius, 0.0), Vector2(0.0, radius), Vector2(0.0, -radius)]:
var sample_position := world_position + Vector3(offset.x, 0.0, offset.y)
var sample_tile := Vector2i(
int(floor(sample_position.x / TILE_SIZE)),
int(floor(sample_position.z / TILE_SIZE)))
var sample_key := "%d_%d" % [sample_tile.x, sample_tile.y]
if not tile_states.has(sample_key):
continue
var height_variant = _intersect_terrain_state(tile_states[sample_key], sample_position)
if height_variant != null:
return {
"nearest_sample_distance": radius,
"nearest_sample_height": float(height_variant),
"nearest_sample_tile": sample_key,
}
return {"nearest_sample_distance": null}
func _vector3_array(value: Vector3) -> Array[float]:
return [value.x, value.y, value.z]
func _vector3(value_variant) -> Vector3:
if not (value_variant is Array) or value_variant.size() != 3:
return Vector3.ZERO