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
@@ -0,0 +1,78 @@
# M00-QAR-TILE-OWNERSHIP-001 — Waterfall terrain tile ownership
<!-- OPENWC_CLAIM:M00-QAR-TILE-OWNERSHIP-001:sindo-main-codex:2026-07-13 -->
## Ownership
- Target: M00
- Program: QAR
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m00-waterfall-tile-ownership`
- Lease expires UTC: 2026-07-13
- Integrator: milestone integrator
## Outcome
Identify the runtime transition that prevents waterfall tile `30_49` from exposing a terrain mesh to the height probe.
## Non-goals
- Changing streaming budgets or terrain behavior.
- Rebuilding caches or modifying extracted assets.
- Adding a production terrain query service.
## Paths
- Exclusive: terrain probe runtime ownership diagnostics
- Shared/hotspots: renderer baseline documentation
- Generated/ignored: local probe reports and caches
## Contracts and data
- Public API/events: additive diagnostic JSON fields
- Schema/format version: terrain report remains schema 1
- Migration/compatibility: additive fields only
- Consumers: M00 fidelity diagnosis
## Dependencies
- Requires: merged terrain-height probe and local cache inventory
- Blocks: waterfall terrain ownership classification
- External state: local extracted/cache data
## Verification
- Commands: isolated waterfall probe, coordination and documentation gates
- Fixtures: checkpoint tile `30_49`
- Fidelity evidence: runtime state correlated with build 12340 waterfall viewpoint
- Performance budget: offline diagnostic
## Documentation deliverables
- Inline public API docs: diagnostic output fields
- Module specification: verification/source map if behavior changes
- Data-flow diagram: update ownership transition if needed
- Sequence/state/dependency diagrams: document observed tile transition
- Source map/status updates: baseline findings
## Simplicity and naming
- Important names introduced: `available`, `queued_index`, `loading`, `state_present`, `mesh_source`
- Simplest considered solution: inspect existing loader registries read-only
- Rejected complexity/abstractions: new tracing framework
- Unavoidable complexity and justification: none
- Measured optimization evidence: not applicable
## Status
- State: ready
- Done: raw/cache inventory, isolated runtime state, mesh AABB/local probe and nearby sampling diagnosis
- Next: integrator review; placement/composition remains the actual paired-camera gap
- Blocked by:
## Handoff
- Commit: branch HEAD
- Results: tile 30_49 ownership and meshes are healthy; exact ray misses a triangle seam/edge, while a 2-unit offset samples terrain at 113.872
- Remaining risks: nearby estimate is diagnostic and must not become a gameplay terrain-query contract
- Documentation updated: `docs/RENDER_BASELINE.md`, `docs/modules/world-renderer.md`
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@@ -155,4 +155,6 @@ flowchart LR
T --> H[Terrain height and camera clearance] T --> H[Terrain height and camera clearance]
``` ```
Измеренный clearance: terrain overview `89.044`, ADT boundary `44.788`, dense M2 `90.178`, large WMO `12.034` Godot units. Следовательно, эти четыре камеры находятся над rendered terrain; visual obstruction принадлежит placements/WMO/composition, а не terrain height. Waterfall tile `30_49` не публикует доступный terrain mesh даже после isolated 10-second settle; это отдельный streaming/terrain ownership gap. Default probe сохраняет partial report, а `--require-all` включает строгий ненулевой exit при любой неснятой точке. Измеренный clearance: terrain overview `89.044`, ADT boundary `44.788`, dense M2 `90.178`, large WMO `12.034`, waterfall примерно `76.128` Godot units. Следовательно, все пять камер находятся над rendered terrain; visual obstruction принадлежит placements/WMO/composition, а не terrain height.
Waterfall XZ сначала давал `no_intersection`, хотя tile `30_49` был available, полностью загружен, имел `control_splat_cache` quality mesh и LOD0 mesh, а probe находился внутри mesh AABB. Ray со смещением `2.0` units пересёк тот же mesh на высоте `113.872`; точная XZ попала на triangle seam/edge numerical miss. Probe теперь сообщает `sampled_nearby`, distance и source tile вместо ложного streaming ownership gap. `--require-all` остаётся строгим режимом для действительно неснятых точек.
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@@ -223,7 +223,7 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
- Direct camera path remains until M01/M03. - Direct camera path remains until M01/M03.
- Original-client paired fidelity evidence incomplete. - Original-client paired fidelity evidence incomplete.
- Первый paired run выявил coordinate/placement mismatch: несколько совпадающих server-derived camera positions оказываются под terrain или внутри WMO/rocks OpenWC. - Первый paired run выявил coordinate/placement mismatch: несколько совпадающих server-derived camera positions оказываются под terrain или внутри WMO/rocks OpenWC.
- Terrain-height probe исключил under-terrain состояние для четырёх точек; waterfall tile `30_49` не предоставил terrain mesh после isolated settle. - Terrain-height probe исключил under-terrain состояние для всех пяти точек; waterfall exact-XZ miss классифицирован как TriangleMesh seam/edge и подтверждён nearby sample в 2 units.
- D3D12 descriptor and shutdown RID/resource issues remain. - D3D12 descriptor and shutdown RID/resource issues remain.
- M2/WMO/material/particle/ribbon/portal parity incomplete. - M2/WMO/material/particle/ribbon/portal parity incomplete.
- Public API is mostly exported configuration rather than stable contracts. - Public API is mostly exported configuration rather than stable contracts.
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@@ -112,10 +112,18 @@ func _sample_terrain(world: Node3D, world_position: Vector3) -> Dictionary:
highest_terrain_height = terrain_height highest_terrain_height = terrain_height
intersected_tile_key = tile_key intersected_tile_key = tile_key
if not is_finite(highest_terrain_height): if not is_finite(highest_terrain_height):
return { var missing_result := {
"status": "no_intersection" if ready_mesh_count > 0 else "mesh_not_ready", "status": "no_intersection" if ready_mesh_count > 0 else "mesh_not_ready",
"tile": "%d_%d" % [tile_coordinate.x, tile_coordinate.y], "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 { return {
"status": "sampled", "status": "sampled",
"tile": intersected_tile_key, "tile": intersected_tile_key,
@@ -146,6 +154,70 @@ func _intersect_terrain_state(state: Dictionary, world_position: Vector3):
return world_hit.y 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: func _vector3(value_variant) -> Vector3:
if not (value_variant is Array) or value_variant.size() != 3: if not (value_variant is Array) or value_variant.size() != 3:
return Vector3.ZERO return Vector3.ZERO