merge: static M2 batch materializer

This commit is contained in:
2026-07-18 02:01:15 +04:00
13 changed files with 609 additions and 38 deletions
+1
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@@ -39,6 +39,7 @@ Paired run 2026-07-11 подтвердил крупный coordinate/placement g
- `src/render/m2/m2_animated_scene_finalizer.gd` - animated PackedScene candidate ownership, historical material repair and AnimationPlayer validation.
- `src/render/m2/m2_animation_playback_controller.gd` - deterministic per-instance phase, default animation selection and native/imported playback mutation.
- `src/render/m2/m2_animated_instance_materializer.gd` - main-thread animated instance duplication, render settings, playback startup and non-empty batch attachment.
- `src/render/m2/m2_static_batch_materializer.gd` - main-thread static M2 MultiMesh construction, render settings and attachment.
- `src/render/m2/m2_animation_load_pipeline_state.gd` - animated M2 threaded-load request records and completion-order finalize FIFO without I/O or Node ownership.
- `src/render/m2/m2_mesh_load_pipeline_state.gd` - static M2 threaded-load request records, terminal statuses and completion-order finalize FIFO without I/O or Mesh ownership.
- `src/render/m2/m2_mesh_resource_cache_state.gd` - normalized-path prepared static M2 Mesh references with final-shutdown lifetime.
@@ -73,15 +73,24 @@ and batch attachment from `StreamingWorldLoader`.
## Status
- State: active
- Done: contract and ownership boundary
- Next: implementation, verification and documentation
- State: ready for integration
- Done: materializer, loader adapter, verifier and required documentation
- Next: integrator merge and post-merge acceptance
- Blocked by:
## Handoff
- Commit:
- Results:
- Remaining risks:
- Documentation updated:
- Commit: `252927d`
- Results: materializer passes 11 invalid/node/Mesh/render/attachment/source
cases and 10,000 transform API writes in 0.552 ms; all 51 autonomous headless
verifiers pass, while the proprietary ADT placement probe is unavailable
without `data/extracted`; checkpoint dry-run passes 7/7; documentation and
coordination gates pass; loader-private inventory remains 30.
- Remaining risks: headless dummy timing excludes GPU upload cost; private asset
traversal/visual comparison, spatial-cell culling, descriptor pressure, leaks
and p95/p99 remain unavailable; no original-client comparison is claimed.
- Documentation updated: inline API; `m2-static-batch-materializer.md` with
data-flow, lifecycle, sequence and dependency diagrams; build/cache/world-
renderer specs, module registry and `RENDER.md`.
<!-- OPENWC_HANDOFF:READY:M03-RND-M2-STATIC-BATCH-MATERIALIZER-001:252927d -->
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@@ -21,6 +21,7 @@
| M2 placement transform resolver | Implemented | [`m2-placement-transform-resolver.md`](m2-placement-transform-resolver.md) |
| M2 placement grouper | Implemented extraction | [`m2-placement-grouper.md`](m2-placement-grouper.md) |
| M2 build batch planner | Implemented extraction | [`m2-build-batch-planner.md`](m2-build-batch-planner.md) |
| M2 static batch materializer | Implemented extraction | [`m2-static-batch-materializer.md`](m2-static-batch-materializer.md) |
| M2 runtime mesh rebuild classifier | Implemented extraction | [`m2-runtime-mesh-rebuild-classifier.md`](m2-runtime-mesh-rebuild-classifier.md) |
| M2 animated scene finalizer | Implemented extraction | [`m2-animated-scene-finalizer.md`](m2-animated-scene-finalizer.md) |
| M2 animation playback controller | Implemented extraction | [`m2-animation-playback-controller.md`](m2-animation-playback-controller.md) |
+3 -1
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@@ -174,7 +174,8 @@ queue depth, build activity and hitch observability.
| Path | Responsibility |
|---|---|
| `src/render/m2/m2_build_batch_planner.gd` | Pure limit/count/cursor planning |
| `src/scenes/streaming/streaming_world_loader.gd` | Build job, queue, resources, instance materialization and budgets |
| `src/scenes/streaming/streaming_world_loader.gd` | Build job, queue, resource readiness, materializer adapters and budgets |
| `src/render/m2/m2_static_batch_materializer.gd` | Planned static-slice MultiMesh construction and attachment |
| `src/render/m2/m2_animation_playback_controller.gd` | Animated-instance phase/selection/native/imported playback |
| `src/render/m2/m2_animated_instance_materializer.gd` | Planned animated-slice duplication, playback startup and attachment |
| `src/render/m2/m2_placement_grouper.gd` | Produces grouped transform arrays |
@@ -184,6 +185,7 @@ queue depth, build activity and hitch observability.
- [`m2-placement-grouper.md`](m2-placement-grouper.md)
- [`m2-placement-transform-resolver.md`](m2-placement-transform-resolver.md)
- [`m2-static-batch-materializer.md`](m2-static-batch-materializer.md)
- [`world-renderer.md`](world-renderer.md)
- [`../../RENDER.md`](../../RENDER.md)
- [`../../targets/roadmap/02-rendering-and-graphics.md`](../../targets/roadmap/02-rendering-and-graphics.md)
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@@ -36,7 +36,7 @@ flowchart LR
IO --> Extract[M2MeshResourceExtractor]
Extract --> Prepare[M2RuntimeMeshFinalizer]
Prepare --> Cache
Loader --> Build[M2 MultiMesh materialization]
Loader --> Build[M2StaticBatchMaterializer]
```
The cache may retain `Mesh` resources and copied normalized-path Strings. It has
@@ -118,7 +118,8 @@ flowchart TB
Loader[StreamingWorldLoader] --> Cache[M2MeshResourceCacheState]
Loader --> Pipeline[M2MeshLoadPipelineState]
Loader --> Finalizer[M2RuntimeMeshFinalizer]
Loader --> Builder[M2Builder and MultiMesh]
Loader --> Builder[M2Builder]
Loader --> Materializer[M2StaticBatchMaterializer]
Cache --> Mesh[Godot Mesh Resource]
Cache -. no dependency .-> Pipeline
Cache -. no dependency .-> Classifier
@@ -132,7 +133,8 @@ flowchart TB
- Borrowed Mesh lookups do not transfer ownership or duplicate resources.
- `M2MeshResourceExtractor` owns first-Mesh selection and temporary PackedScene
instances. `M2PrototypeCacheState` owns missing/prototype/animated state; the
loader owns MultiMeshes and adoption decisions.
static materializer owns MultiMesh construction/attachment; the loader owns
resource adoption and build-job decisions.
- The loader drains asynchronous work before the final cache clear.
## Errors, cancellation and recovery
@@ -0,0 +1,224 @@
# M2 Static Batch Materializer
## Metadata
| Field | Value |
|---|---|
| Status | Implemented |
| Target/work package | M03 / `M03-RND-M2-STATIC-BATCH-MATERIALIZER-001` |
| Owners | Static M2 MultiMesh construction, render settings and attachment |
| Last verified | Worktree `work/sindo-main-codex/m03-m2-static-batch-materializer`, 2026-07-18 |
| Profiles/capabilities | Existing static M2 placement path |
## Purpose
Build and attach one static M2 `MultiMeshInstance3D` from an already prepared
Mesh and an ordered transform slice. The service preserves the existing
transform format, Mesh identity, batch name, visibility and shadow behavior.
## Non-goals
- Group placements, size batches or advance build-job cursors.
- Load, refresh, build or cache Mesh resources.
- Consume render permits, rotate queues or decide retries/cancellation.
- Assign Editor owners or release tile roots.
- Materialize animated instances or introduce spatial-cell batching.
## Context and boundaries
```mermaid
flowchart LR
Groups[Ordered transform group] --> Loader[StreamingWorldLoader build adapter]
MeshCache[Prepared Mesh cache] --> Loader
Planner[M2BuildBatchPlanner] --> Slice[Start and count]
Slice --> Loader
Loader --> Materializer[M2StaticBatchMaterializer]
Materializer --> Batch[Attached MultiMeshInstance3D]
Loader --> EditorOwner[Editor owner adapter]
```
Allowed dependencies are Godot `Mesh`, `MultiMesh`, `MultiMeshInstance3D`,
`GeometryInstance3D` and main-thread SceneTree APIs. Files, ResourceLoader,
workers, RenderingServer calls, caches, build jobs, scheduler policy, gameplay,
network and Editor ownership are forbidden.
## Public API
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
| `materialize_batch(parent, path, mesh, transforms, start, count, serial, visibility_end, visibility_margin, cast_shadows)` | Command/query | Create, configure and attach one static MultiMesh batch | Main thread; borrowed inputs, parent owns result | Invalid/empty input returns null; transform bounds are a caller precondition |
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | M2 parent root | Loader build job | Batch attachment | Borrowed Node3D | Tile/job lifetime |
| Input | Relative model path and serial | Loader build adapter | Batch node name | Copied values | One call |
| Input | Prepared static Mesh | M2 Mesh resource cache/finalizer | MultiMesh | Borrowed Resource; exact reference retained by MultiMesh | Cache and batch lifetimes |
| Input | Ordered transforms, start and count | Placement group and batch plan | MultiMesh transform buffer | Borrowed Array/scalars | One call |
| Input | Visibility end/margin and shadow flag | Renderer configuration | MultiMeshInstance3D properties | Copied scalars | One call |
| Output | Attached `MultiMeshInstance3D` | Materializer | Parent SceneTree and loader Editor-owner adapter | Parent-owned node/resource | Tile lifetime |
Side effects are MultiMesh allocation, transform-buffer mutation,
MultiMeshInstance3D allocation/configuration and SceneTree attachment. The
service retains no direct reference after return.
## Data flow
```mermaid
flowchart TD
Validate[Validate parent, Mesh, transforms and count] --> MultiMesh[Allocate TRANSFORM_3D MultiMesh]
MultiMesh --> MeshIdentity[Assign exact prepared Mesh]
MeshIdentity --> Count[Set instance count]
Count --> Upload[Upload transforms start plus ordered batch offset]
Upload --> Node[Create named MultiMeshInstance3D]
Node --> Render[Apply shadow and optional visibility end/margin]
Render --> Attach[Attach once to supplied parent]
Attach --> Return[Return attached node]
Validate -->|invalid| Null[Return null without attachment]
```
## Lifecycle/state
```mermaid
stateDiagram-v2
[*] --> Validating
Validating --> Rejected: invalid or empty input
Validating --> Building: valid slice
Building --> Configured: transforms and render properties set
Configured --> Attached: parent add_child
Rejected --> [*]
Attached --> [*]: parent/tile owner releases subtree
```
The `RefCounted` service is stateless; states describe a single call.
## Main sequence
```mermaid
sequenceDiagram
participant L as StreamingWorldLoader
participant P as M2BuildBatchPlanner
participant M as M2StaticBatchMaterializer
participant R as M2 parent root
L->>P: plan_batch(transform count, offset, static limits)
P-->>L: start/count and cursor transition
L->>L: resolve prepared Mesh or rotate pending job
L->>M: materialize_batch(parent, Mesh, transform slice, render settings)
M->>M: allocate MultiMesh and upload ordered transforms
M->>R: add_child(MultiMeshInstance3D)
M-->>L: attached node
L->>L: assign optional Editor owner
```
## Dependency diagram
```mermaid
flowchart TB
Loader[StreamingWorldLoader] --> Materializer[M2StaticBatchMaterializer]
Planner[M2BuildBatchPlanner] --> Loader
MeshState[M2MeshResourceCacheState] --> Loader
Materializer --> Engine[Mesh / MultiMesh / MultiMeshInstance3D]
Loader --> EditorOwner[Editor ownership]
Loader --> Scheduler[RenderBudgetScheduler]
Materializer -. no dependency .-> ResourceIO[ResourceLoader / files]
Materializer -. no dependency .-> BuildState[Build jobs / queues / caches]
```
## Ownership, threading and resources
- The caller borrows a prepared Mesh and transform Array for the synchronous call.
- The new MultiMesh retains the exact Mesh Resource reference.
- The new MultiMeshInstance3D retains the MultiMesh and transfers to the parent.
- Parent/tile teardown owns node and Resource release through the SceneTree.
- Loader assigns an Editor owner after successful attachment when configured.
- All Resource and SceneTree mutation is main-thread-only.
- No RID is acquired or released directly by this service.
## Errors, cancellation and recovery
| Failure | Detection | Behavior | Diagnostic | Recovery |
|---|---|---|---|---|
| Null parent or Mesh | Entry guard | Return null without allocation/attachment | Synthetic contract fixture | Correct build composition/cache state |
| Empty transforms or non-positive count | Entry guard | Return null | Synthetic contract fixture | Planner supplies non-empty slice |
| Invalid transform bounds | Caller precondition | Historical indexed access behavior remains | Build planner/source regression | Repair job cursor/group state |
| Mesh pending | Outside service | Loader rotates job without calling service | Existing build/cache diagnostics | Async completion retries job |
| Tile cancelled | Outside service | Loader cancels before materialization or releases parent later | Shutdown regression | Eligible tile may requeue |
The service does not swallow invalid bounds or silently clamp/reorder transforms,
because doing so would change the accepted build-planner contract.
## Configuration and capabilities
| Setting/capability | Default | Profile | Runtime mutable | Effect |
|---|---|---|---|---|
| Transform format | `MultiMesh.TRANSFORM_3D` | All | No | Preserves full 3D M2 placements |
| Static batch count | Loader `m2_multimesh_batch_size` through planner | Quality preset | Yes, between plans | Controls per-batch transform count |
| Visibility end/margin | Loader M2 range / chunk size | Quality preset | Yes, between calls | Applied only when end is positive |
| Shadow mode | Loader `m2_cast_shadows` | Quality preset | Yes, between calls | Selects ON/OFF casting setting |
## Persistence, cache and migration
No state is serialized and no cache/schema version changes. The service consumes
the accepted prepared Mesh cache contract; no rebake or migration is required.
## Diagnostics and observability
- The service emits no logs, metrics or debug views.
- Existing loader queue/hitch metrics continue to account for `m2build` work.
- Path/serial remain visible through the unchanged batch node name.
- Editor ownership remains observable through the existing loader adapter.
## Verification
- `verify_m2_static_batch_materializer.gd` covers invalid inputs, node naming,
exact Mesh identity, transform format/count, ordered slice source contract,
visibility, shadows, single attachment, ownership boundaries and timing.
- Build planner, Mesh cache/extractor/finalizer, prototype, animated materializer,
shutdown, materials, facade and internal-access regressions protect neighbors.
- The headless dummy renderer does not round-trip per-instance transforms through
`MultiMesh.get_instance_transform`; exact ordered upload is protected by the
source contract and render checkpoints remain the observable regression gate.
- Fidelity evidence is exact extraction only; no new build-12340 parity claim.
- Performance budget: 10,000 transform API writes under one second in headless.
## Extension points
Measured spatial-cell batching may later provide smaller transform slices while
reusing this materializer. A generic static/animated base class, async mutation
and callback framework are intentionally excluded.
## Capability status
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
| Static M2 MultiMesh materialization | Implemented extraction | Synthetic node/resource/render/source/timing verifier | Asset-backed traversal pending |
| Transform ordering | Implemented extraction | Exact source contract and existing checkpoints | Headless per-instance getter unavailable |
| Editor persistence | Existing loader-owned | Source boundary and editor helper | Editor integration fixture remains separate |
| Spatial-cell batching | Planned | Renderer roadmap | Culling/performance design and evidence pending |
## Known gaps and risks
- Materialization remains synchronous main-thread work under the existing permit.
- MultiMesh transform upload timing in a headless dummy renderer does not measure GPU cost.
- No private asset traversal, visual comparison, descriptor-pressure, leak or p95/p99 run exists.
- Current model-path batching is not culling-driven spatial-cell batching.
## Source map
| Path | Responsibility |
|---|---|
| `src/render/m2/m2_static_batch_materializer.gd` | Static MultiMesh allocation, transform upload, render setup and attachment |
| `src/render/m2/m2_build_batch_planner.gd` | Static/animated batch count and cursor planning |
| `src/render/m2/m2_mesh_resource_cache_state.gd` | Prepared static Mesh reference ownership |
| `src/scenes/streaming/streaming_world_loader.gd` | Resource readiness, job/budget adapter and Editor ownership |
| `src/tools/verify_m2_static_batch_materializer.gd` | Node/resource/render/source/timing regression |
## Related decisions and references
- [`m2-build-batch-planner.md`](m2-build-batch-planner.md)
- [`m2-mesh-resource-cache-state.md`](m2-mesh-resource-cache-state.md)
- [`m2-animated-instance-materializer.md`](m2-animated-instance-materializer.md)
- [`world-renderer.md`](world-renderer.md)
- [`../../RENDER.md`](../../RENDER.md)
- [`../../targets/roadmap/02-rendering-and-graphics.md`](../../targets/roadmap/02-rendering-and-graphics.md)
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@@ -54,6 +54,8 @@ flowchart LR
M2Transform --> Loader
Loader --> M2Batch[M2BuildBatchPlanner]
M2Batch --> Loader
Loader --> M2Static[M2StaticBatchMaterializer]
M2Static --> Scene
Loader --> WmoPlacement[WmoPlacementResolver]
WmoPlacement --> Loader
Loader --> WmoRegistry[WmoPlacementRegistry]
@@ -132,6 +134,7 @@ from externally reading/writing loader-private queue, task, cache and tile-state
| `M2PlacementTransformResolver.resolve_basis/resolve_origin_offset` | Internal pure M2 service | Resolves regular and calibrated model-specific ADT placement transforms | Worker/main thread; stateless | Unknown paths use regular basis and zero offset |
| `M2PlacementGrouper.group_placements` | Internal pure M2 service | Validates and groups ordered tile-local placement transforms by normalized path | Worker/main thread; stateless | Invalid variants/name IDs/empty paths are skipped |
| `M2BuildBatchPlanner.plan_batch` | Internal pure M2 service | Selects static/animated batch count and next group cursor | Main/any thread; stateless | Non-positive selected limit clamps to one; empty range completes |
| `M2StaticBatchMaterializer.materialize_batch` | Internal M2 scene-materialization service | Builds and attaches one prepared-Mesh MultiMesh transform slice | Renderer main thread; stateless after each call | Invalid/empty input returns null; bounds are caller precondition |
| `M2RuntimeMeshRebuildClassifier` | Internal memoized M2 service | Detects billboard/UV-rotation metadata requiring stale cached-mesh rebuild | Renderer main thread; cached until reset | Invalid variants/indices skipped; first path decision wins |
| `M2AnimationLoadPipelineState` | Internal M2 async-state service | Owns animated scene pending request records and terminal finalize FIFO | Renderer main thread; map/session | Empty/duplicate/unknown transitions rejected |
| `M2AnimatedSceneFinalizer` | Internal M2 scene-finalization service | Instantiates candidates, repairs materials and requires AnimationPlayer descendants | Renderer main thread; stateless after each call | Invalid/rejected detached roots are freed |
@@ -179,6 +182,7 @@ loader configuration remains transitional composition data, not a caller API.
| Internal transform | Rotation/path/scale | Loader or grouper / `M2PlacementTransformResolver` | Group/placeholder/instance transforms | Value-only Basis/Vector3 | One placement |
| Internal grouping | Tile origin, M2 names and placements | Loader / `M2PlacementGrouper` | Loader worker result/build job | Fresh Dictionary/Transform3D arrays | One grouping task |
| Internal batch plan | Transform count/offset, path kind and limits | Loader / `M2BuildBatchPlanner` | Loader materialization/cursor adapter | Fresh scalar Dictionary | One build operation |
| Internal static M2 materialization | Parent, prepared Mesh, ordered transform slice and render settings | Loader / `M2StaticBatchMaterializer` | Attached MultiMeshInstance3D | Parent owns node/MultiMesh; exact Mesh reference retained | One main-thread build batch |
| Internal WMO placement | Path, MODF placement, tile/index | Loader / `WmoPlacementResolver` | WMO caches, registry and three instance adapters | Value-only String/Transform3D | Lookup/placement lifetime |
| Internal WMO ownership | Resolved placement key and tile/global reference key | Loader / `WmoPlacementRegistry` | Loader create/retain/final-free decisions | Registry-owned String sets; detached diagnostics | Map session or final release |
| Internal WMO build step | Mesh/MultiMesh counts and job cursors | Loader / `WmoRenderBuildStepPlanner` | Loader materialization/cursor adapter | Fresh scalar Dictionary | One group operation |
@@ -239,7 +243,8 @@ flowchart TD
M2Registry --> M2Grouper[M2PlacementGrouper]
M2Transform[M2PlacementTransformResolver] --> M2Grouper
M2Grouper --> M2Batch[M2BuildBatchPlanner]
M2Batch --> M2
M2Batch --> M2Static[M2StaticBatchMaterializer]
M2Static --> M2
R --> WmoPlacement[WmoPlacementResolver]
WmoPlacement --> WmoRegistry[WmoPlacementRegistry]
WmoRegistry --> WmoBuildQueue[WmoRenderBuildQueue]
@@ -364,8 +369,10 @@ sequenceDiagram
transforms and every build/render side effect remain loader-owned.
- `M2PlacementGrouper` is stateless and owns only call-local grouped transforms.
The loader retains tasks, mutex/result queues, stale checks and build state.
- `M2BuildBatchPlanner` is stateless and owns only call-local scalar plans. The
loader retains queue/resource transitions, cursor adoption and materialization.
- `M2BuildBatchPlanner` is stateless and owns only call-local scalar plans.
`M2StaticBatchMaterializer` owns static MultiMesh construction/attachment;
the loader retains queue/resource transitions, cursor adoption, animated/static
dispatch, budgets and Editor ownership.
- `WmoPlacementResolver` is stateless and owns only call-local cache-key,
identity and transform values. `WmoPlacementRegistry` owns only placement-key
reference sets. `WmoRenderBuildStepPlanner` owns only a call-local operation
@@ -542,6 +549,7 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
|---|---|---|---|
| ADT streaming/terrain | Partial | M00 checkpoints and current scenes | Fidelity/performance gaps remain |
| Static M2 placement | Partial | MultiMesh/dedupe probes | Full materials/animation/effects |
| M2 static batch materializer | Implemented extraction | Synthetic node/Mesh/render/source/timing contract | Asset-backed traversal/visual/GPU p95/p99 pending |
| M2 unique placement registry | Implemented extraction | Scene-free ownership/lifecycle/timing contract and historical `uid:11785` smoke | Group/build/tasks/finalization and asset-backed p95/p99 remain pending |
| M2 placement transform resolver | Implemented extraction | Scene-free formula/source/timing contract across three consumers | Asset-backed visual recheck and general placement parity pending |
| M2 placement grouper | Implemented extraction | Scene-free validation/order/transform/source/timing contract | Worker/build state, spatial cells and asset-backed p95/p99 remain pending |
@@ -615,6 +623,7 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
| `src/render/m2/m2_animated_scene_finalizer.gd` | Animated scene candidate ownership, material repair and player validation |
| `src/render/m2/m2_animation_playback_controller.gd` | Per-instance phase, selection, native copy/start and imported playback |
| `src/render/m2/m2_animated_instance_materializer.gd` | Animated duplicate/render/playback startup and non-empty batch attachment |
| `src/render/m2/m2_static_batch_materializer.gd` | Static MultiMesh construction, render setup and attachment |
| `src/render/m2/m2_mesh_load_pipeline_state.gd` | Static M2 pending Resource paths, terminal statuses and finalize FIFO |
| `src/render/m2/m2_mesh_resource_cache_state.gd` | Prepared static M2 Mesh references and final-shutdown release |
| `src/render/m2/m2_mesh_resource_extractor.gd` | First-Mesh selection and temporary PackedScene instance lifetime |
@@ -640,6 +649,7 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
| `src/tools/verify_m2_animated_scene_finalizer.gd` | Animated M2 candidate/material/player/lifetime/boundary/timing regression |
| `src/tools/verify_m2_animation_playback_controller.gd` | Animated M2 phase/selection/playback/native/boundary/timing regression |
| `src/tools/verify_m2_animated_instance_materializer.gd` | Animated M2 order/render/playback/attachment/boundary/timing regression |
| `src/tools/verify_m2_static_batch_materializer.gd` | Static M2 node/Mesh/render/attachment/boundary/timing regression |
| `src/tools/verify_m2_mesh_load_pipeline_state.gd` | Static M2 request/terminal/FIFO/boundary/timing regression |
| `src/tools/verify_m2_mesh_resource_cache_state.gd` | Static M2 Mesh cache ownership/lifetime/boundary/timing regression |
| `src/tools/verify_m2_mesh_resource_extractor.gd` | M2 direct/PackedScene/subtree order/lifetime/boundary/timing regression |
@@ -0,0 +1,56 @@
class_name M2StaticBatchMaterializer
extends RefCounted
## Builds and attaches one static M2 MultiMesh batch from an ordered transform
## slice. All Resource and SceneTree mutation belongs on the main thread.
## Returns the attached MultiMeshInstance3D, or null for invalid/empty input.
## The supplied parent owns the returned node and its MultiMesh Resource.
## Transform bounds are a build-planner precondition and are not clamped.
func materialize_batch(
m2_parent_root: Node3D,
relative_path: String,
mesh: Mesh,
transforms: Array,
start_index: int,
instance_count: int,
batch_serial: int,
visibility_range_end: float,
visibility_range_margin: float,
cast_shadows: bool
) -> MultiMeshInstance3D:
if (
m2_parent_root == null
or mesh == null
or transforms.is_empty()
or instance_count <= 0
):
return null
var multimesh := MultiMesh.new()
multimesh.transform_format = MultiMesh.TRANSFORM_3D
multimesh.mesh = mesh
multimesh.instance_count = instance_count
for batch_offset in instance_count:
multimesh.set_instance_transform(
batch_offset,
transforms[start_index + batch_offset]
)
var multimesh_instance := MultiMeshInstance3D.new()
multimesh_instance.name = "%s_%d" % [
relative_path.get_file().get_basename(),
batch_serial,
]
multimesh_instance.multimesh = multimesh
multimesh_instance.cast_shadow = (
GeometryInstance3D.SHADOW_CASTING_SETTING_ON
if cast_shadows
else GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
)
if visibility_range_end > 0.0:
multimesh_instance.visibility_range_end = visibility_range_end
multimesh_instance.visibility_range_end_margin = visibility_range_margin
m2_parent_root.add_child(multimesh_instance)
return multimesh_instance
@@ -0,0 +1 @@
uid://bgiw27rkh8fbn
+17 -22
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@@ -60,6 +60,9 @@ const M2_PLACEMENT_GROUPER_SCRIPT := preload(
const M2_BUILD_BATCH_PLANNER_SCRIPT := preload(
"res://src/render/m2/m2_build_batch_planner.gd"
)
const M2_STATIC_BATCH_MATERIALIZER_SCRIPT := preload(
"res://src/render/m2/m2_static_batch_materializer.gd"
)
const M2_RUNTIME_MESH_FINALIZER_SCRIPT := preload(
"res://src/render/m2/m2_runtime_mesh_finalizer.gd"
)
@@ -273,6 +276,7 @@ var _m2_unique_placement_registry := (
var _m2_placement_transform_resolver := M2_PLACEMENT_TRANSFORM_RESOLVER_SCRIPT.new()
var _m2_placement_grouper := M2_PLACEMENT_GROUPER_SCRIPT.new()
var _m2_build_batch_planner := M2_BUILD_BATCH_PLANNER_SCRIPT.new()
var _m2_static_batch_materializer := M2_STATIC_BATCH_MATERIALIZER_SCRIPT.new()
var _m2_runtime_mesh_finalizer := M2_RUNTIME_MESH_FINALIZER_SCRIPT.new()
var _m2_raw_model_repository := M2_RAW_MODEL_REPOSITORY_SCRIPT.new()
var _m2_prototype_cache_state := M2_PROTOTYPE_CACHE_STATE_SCRIPT.new()
@@ -4396,29 +4400,20 @@ func _materialize_m2_group_batch(
start: int,
count: int,
serial: int) -> void:
if transforms.is_empty() or count <= 0 or mesh == null:
return
var mm := MultiMesh.new()
mm.transform_format = MultiMesh.TRANSFORM_3D
mm.mesh = mesh
mm.instance_count = count
for i in count:
mm.set_instance_transform(i, transforms[start + i])
var mmi := MultiMeshInstance3D.new()
mmi.name = "%s_%d" % [rel_path.get_file().get_basename(), serial]
mmi.multimesh = mm
mmi.cast_shadow = (
GeometryInstance3D.SHADOW_CASTING_SETTING_ON
if m2_cast_shadows
else GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
var multimesh_instance := _m2_static_batch_materializer.materialize_batch(
m2_root,
rel_path,
mesh,
transforms,
start,
count,
serial,
m2_visibility_range,
CHUNK_SIZE,
m2_cast_shadows
)
if m2_visibility_range > 0.0:
mmi.visibility_range_end = m2_visibility_range
mmi.visibility_range_end_margin = CHUNK_SIZE
m2_root.add_child(mmi)
_set_editor_owner_recursive(mmi)
if multimesh_instance != null:
_set_editor_owner_recursive(multimesh_instance)
func _materialize_m2_animated_batch(
@@ -0,0 +1,255 @@
extends SceneTree
## Synthetic MultiMesh identity, transform order, render settings, ownership
## boundary and bounded-timing regression for static M2 batch materialization.
const MATERIALIZER_SCRIPT := preload(
"res://src/render/m2/m2_static_batch_materializer.gd"
)
const MATERIALIZER_PATH := "res://src/render/m2/m2_static_batch_materializer.gd"
const LOADER_PATH := "res://src/scenes/streaming/streaming_world_loader.gd"
func _initialize() -> void:
var failures: Array[String] = []
_verify_batch_contract(failures)
_verify_zero_visibility_contract(failures)
_verify_invalid_inputs(failures)
_verify_ownership_boundaries(failures)
var elapsed_milliseconds := _verify_bounded_timing(failures)
if not failures.is_empty():
for failure in failures:
push_error("M2_STATIC_BATCH_MATERIALIZER: %s" % failure)
quit(1)
return
print(
"M2_STATIC_BATCH_MATERIALIZER PASS cases=11 instances=10000 elapsed_ms=%.3f"
% elapsed_milliseconds
)
quit(0)
func _verify_batch_contract(failures: Array[String]) -> void:
var materializer = MATERIALIZER_SCRIPT.new()
var parent_root := Node3D.new()
get_root().add_child(parent_root)
var mesh := ArrayMesh.new()
var transforms: Array = [
Transform3D(Basis.IDENTITY, Vector3.ZERO),
Transform3D(Basis.IDENTITY, Vector3(1.0, 2.0, 3.0)),
Transform3D(Basis.IDENTITY, Vector3(4.0, 5.0, 6.0)),
]
var multimesh_instance: MultiMeshInstance3D = materializer.materialize_batch(
parent_root,
"World\\Doodads\\StaticTree.m2",
mesh,
transforms,
1,
2,
7,
345.0,
16.0,
false
)
_expect_true(multimesh_instance != null, "valid batch returned", failures)
_expect_same(multimesh_instance.get_parent(), parent_root, "batch attached once", failures)
_expect_equal(parent_root.get_child_count(), 1, "one parent child", failures)
_expect_string_equal(multimesh_instance.name, "StaticTree_7", "batch name", failures)
_expect_equal(multimesh_instance.multimesh.transform_format, MultiMesh.TRANSFORM_3D, "3D transform format", failures)
_expect_same(multimesh_instance.multimesh.mesh, mesh, "exact Mesh identity", failures)
_expect_equal(multimesh_instance.multimesh.instance_count, 2, "instance count", failures)
_expect_equal(
multimesh_instance.cast_shadow,
GeometryInstance3D.SHADOW_CASTING_SETTING_OFF,
"shadow mode",
failures
)
_expect_float_equal(multimesh_instance.visibility_range_end, 345.0, "visibility end", failures)
_expect_float_equal(multimesh_instance.visibility_range_end_margin, 16.0, "visibility margin", failures)
parent_root.free()
func _verify_zero_visibility_contract(failures: Array[String]) -> void:
var materializer = MATERIALIZER_SCRIPT.new()
var parent_root := Node3D.new()
var multimesh_instance: MultiMeshInstance3D = materializer.materialize_batch(
parent_root,
"world/static.m2",
ArrayMesh.new(),
[Transform3D.IDENTITY],
0,
1,
0,
0.0,
99.0,
true
)
_expect_float_equal(multimesh_instance.visibility_range_end, 0.0, "disabled visibility unchanged", failures)
_expect_equal(
multimesh_instance.cast_shadow,
GeometryInstance3D.SHADOW_CASTING_SETTING_ON,
"enabled shadow mode",
failures
)
parent_root.free()
func _verify_invalid_inputs(failures: Array[String]) -> void:
var materializer = MATERIALIZER_SCRIPT.new()
var parent_root := Node3D.new()
var mesh := ArrayMesh.new()
var transforms: Array = [Transform3D.IDENTITY]
_expect_true(
materializer.materialize_batch(
null, "a.m2", mesh, transforms, 0, 1, 0, 0.0, 0.0, true
) == null,
"null parent rejected",
failures
)
_expect_true(
materializer.materialize_batch(
parent_root, "a.m2", null, transforms, 0, 1, 0, 0.0, 0.0, true
) == null,
"null Mesh rejected",
failures
)
_expect_true(
materializer.materialize_batch(
parent_root, "a.m2", mesh, [], 0, 1, 0, 0.0, 0.0, true
) == null,
"empty transforms rejected",
failures
)
_expect_true(
materializer.materialize_batch(
parent_root, "a.m2", mesh, transforms, 0, 0, 0, 0.0, 0.0, true
) == null,
"zero count rejected",
failures
)
_expect_equal(parent_root.get_child_count(), 0, "invalid input has no attachment", failures)
parent_root.free()
func _verify_ownership_boundaries(failures: Array[String]) -> void:
var materializer_source := FileAccess.get_file_as_string(MATERIALIZER_PATH)
var loader_source := FileAccess.get_file_as_string(LOADER_PATH)
var loader_adapter_source := _source_between(
loader_source,
"func _materialize_m2_group_batch(",
"func _materialize_m2_animated_batch(",
failures
)
_expect_true(
loader_source.contains("M2_STATIC_BATCH_MATERIALIZER_SCRIPT.new()"),
"loader composes materializer",
failures
)
_expect_equal(
loader_adapter_source.count("_m2_static_batch_materializer.materialize_batch("),
1,
"loader delegates once",
failures
)
_expect_false(loader_adapter_source.contains("MultiMesh.new()"), "loader adapter omits MultiMesh construction", failures)
_expect_false(loader_adapter_source.contains("set_instance_transform("), "loader adapter omits transform upload", failures)
_expect_true(loader_adapter_source.contains("_set_editor_owner_recursive(multimesh_instance)"), "loader retains Editor ownership", failures)
for required_materializer_rule in [
"MultiMesh.TRANSFORM_3D",
"multimesh.mesh = mesh",
"multimesh.instance_count = instance_count",
"multimesh.set_instance_transform(",
"transforms[start_index + batch_offset]",
"m2_parent_root.add_child(multimesh_instance)",
]:
_expect_true(
materializer_source.contains(required_materializer_rule),
"materializer owns %s" % required_materializer_rule,
failures
)
for forbidden_dependency in [
"ResourceLoader.",
"FileAccess.",
"WorkerThreadPool.",
"RenderingServer.",
".owner =",
"_m2_build_jobs",
"_render_budget_scheduler",
]:
_expect_false(
materializer_source.contains(forbidden_dependency),
"materializer omits %s ownership" % forbidden_dependency,
failures
)
func _verify_bounded_timing(failures: Array[String]) -> float:
var materializer = MATERIALIZER_SCRIPT.new()
var parent_root := Node3D.new()
get_root().add_child(parent_root)
var transforms: Array = []
for instance_index in 10000:
transforms.append(
Transform3D(Basis.IDENTITY, Vector3(float(instance_index), 0.0, 0.0))
)
var started_microseconds := Time.get_ticks_usec()
var multimesh_instance: MultiMeshInstance3D = materializer.materialize_batch(
parent_root,
"world/timing.m2",
ArrayMesh.new(),
transforms,
0,
10000,
1,
0.0,
0.0,
true
)
var elapsed_milliseconds := float(Time.get_ticks_usec() - started_microseconds) / 1000.0
_expect_equal(multimesh_instance.multimesh.instance_count, 10000, "timing batch complete", failures)
_expect_true(elapsed_milliseconds < 1000.0, "10000 transforms under one second", failures)
parent_root.free()
return elapsed_milliseconds
func _source_between(
source: String,
start_marker: String,
end_marker: String,
failures: Array[String]
) -> String:
var start_offset := source.find(start_marker)
var end_offset := source.find(end_marker, start_offset + start_marker.length())
if start_offset < 0 or end_offset <= start_offset:
failures.append("cannot isolate source between %s and %s" % [start_marker, end_marker])
return ""
return source.substr(start_offset, end_offset - start_offset)
func _expect_true(condition: bool, label: String, failures: Array[String]) -> void:
if not condition:
failures.append(label)
func _expect_false(condition: bool, label: String, failures: Array[String]) -> void:
_expect_true(not condition, label, failures)
func _expect_equal(actual: int, expected: int, label: String, failures: Array[String]) -> void:
if actual != expected:
failures.append("%s expected=%d actual=%d" % [label, expected, actual])
func _expect_float_equal(actual: float, expected: float, label: String, failures: Array[String]) -> void:
if not is_equal_approx(actual, expected):
failures.append("%s expected=%.6f actual=%.6f" % [label, expected, actual])
func _expect_string_equal(actual: String, expected: String, label: String, failures: Array[String]) -> void:
if actual != expected:
failures.append("%s expected=%s actual=%s" % [label, expected, actual])
func _expect_same(actual: Variant, expected: Variant, label: String, failures: Array[String]) -> void:
if not is_same(actual, expected):
failures.append(label)
@@ -0,0 +1 @@
uid://hdpp6alfpaa3
+16 -2
View File
@@ -27,7 +27,7 @@ Runtime и Editor используют facade; planner/scheduler тестиру
## Evidence
- Date: 2026-07-18
- Revision/worktree: master merges `7ece2ab`, `7e35de7`, `80cb084`, `d6e5b53`, `c69abd6`, `606770c`, `630a0c1`, `f36fabb`, `24aef13`, `2342430`, `396be5e`, `f88bf97`, `3f84717`, `d2cb52f`, `f9e5a4f`, `c06aed5`, `a878e7c`, `60603e1`, `b4955d6`, `ada0fd9`, `f470775`, `874fd0f`, `38f831e`, `83b3618`, `3094561`, `fa85985`, `1fafdde`, `7cd07dd`, `1de50f9`, `3dccd3e`, `e7a7c67`, `c0fc191`;
- Revision/worktree: master merges `7ece2ab`, `7e35de7`, `80cb084`, `d6e5b53`, `c69abd6`, `606770c`, `630a0c1`, `f36fabb`, `24aef13`, `2342430`, `396be5e`, `f88bf97`, `3f84717`, `d2cb52f`, `f9e5a4f`, `c06aed5`, `a878e7c`, `60603e1`, `b4955d6`, `ada0fd9`, `f470775`, `874fd0f`, `38f831e`, `83b3618`, `3094561`, `fa85985`, `1fafdde`, `7cd07dd`, `1de50f9`, `3dccd3e`, `e7a7c67`, `c0fc191`, `c251985`;
packages `M03-RND-SCHEDULER-001`, `M03-RND-INTERNAL-ACCESS-GATE-001`,
`M03-RND-FACADE-GROUND-QUERY-001`, `M03-RND-FACADE-ENVIRONMENT-001`,
`M03-RND-FACADE-ENTITY-001`, `M03-RND-TERRAIN-CACHE-SERVICE-001`,
@@ -53,7 +53,9 @@ Runtime и Editor используют facade; planner/scheduler тестиру
`M03-RND-M2-PROTOTYPE-CACHE-001`,
`M03-RND-M2-ANIMATION-LOAD-PIPELINE-001`,
`M03-RND-M2-ANIMATED-SCENE-FINALIZER-001`,
`M03-RND-M2-ANIMATION-PLAYBACK-001`
`M03-RND-M2-ANIMATION-PLAYBACK-001`,
`M03-RND-M2-ANIMATED-INSTANCE-MATERIALIZER-001`,
`M03-RND-M2-STATIC-BATCH-MATERIALIZER-001`
- Commands: dedicated scheduler/planner/facade/focus/coordinate/manifest/shutdown
headless verifiers; Godot cold editor parse; coordination, documentation and diff gates.
- Results: scheduler `cases=6 iterations=20000 elapsed_ms=10.216`; planner
@@ -227,6 +229,14 @@ Runtime и Editor используют facade; planner/scheduler тестиру
Post-merge materializer (`13.719ms`), playback/finalizer, shutdown, facade,
internal-access `30`, checkpoint dry-run `7/7`, documentation and coordination
gates remained green.
M2 static batch materializer passed `cases=11 instances=10000
elapsed_ms=0.552` with invalid-input guards, exact Mesh identity, 3D transform
format/count, ordered slice source contract, visibility, shadows, single
attachment and loader ownership boundaries. All 51 autonomous headless
regressions and checkpoint dry-run `7/7` passed; the proprietary ADT probe
remained unavailable. Documentation and coordination gates passed; internal-
access inventory remains `30` and static resource readiness/cursors/budgets/
Editor ownership remain in the loader adapter.
M02 terrain-query regression
remained green (13 pre-existing expired M00 claim warnings).
- Fidelity comparison: all 16 historical operation limits and drain sites were
@@ -368,6 +378,7 @@ Runtime и Editor используют facade; planner/scheduler тестиру
M2 animated scene finalizer and loader candidate/material/player traversal adapters,
M2 animation playback controller and loader native/imported playback adapters,
M2 animated instance materializer and loader log/Editor-owner adapter,
M2 static batch materializer and loader readiness/cursor/Editor-owner adapter,
expanded facade/internal-access/coordinate verifiers; work-package claims and this evidence.
- Remaining risks: worker concurrency and stale-result validation remain
streamer-owned; cancellation stops new permits but does not interrupt
@@ -388,6 +399,9 @@ Runtime и Editor используют facade; planner/scheduler тестиру
animation request state and Mesh adoption remain in the loader call path; raw
animated-instance materialization is now separated but remains synchronous
main-thread work; asset-backed traversal/visual/leak/p95/p99 evidence is pending;
static MultiMesh materialization is also separated but remains synchronous;
headless timing does not measure transform upload GPU cost and spatial-cell
batching still needs culling/performance evidence;
WMO ResourceLoader/FileAccess I/O, live fallback and group materialization
remain in the loader;
asset-backed WMO placement/portal/material/leak/p95/p99 evidence remains pending;