merge(M03): integrate streamer internal access gate

This commit is contained in:
2026-07-16 00:37:29 +04:00
5 changed files with 222 additions and 7 deletions
+15
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@@ -919,6 +919,21 @@ $exe = Join-Path $env:TEMP 'godot-4.6.1-openwc\Godot_v4.6.1-stable_win64.exe'
- Defaults, quality presets, queue order, cache versions and visible rendering
rules are unchanged. Asset-backed p95/p99 comparison remains required.
## 2026-07-16 Streamer Internal Access Gate
- `verify_renderer_internal_access.gd` derives private queue, task, cache and
tile-state field names from `StreamingWorldLoader` declarations and rejects
external member/reflection access in gameplay and Godot `EditorPlugin` package sources.
- The gate follows the implementation inventory instead of duplicating a manual
list, so a newly named private renderer field is covered automatically when it
matches those ownership categories.
- Scene composition may still reference the loader script and the facade's
implementation path; those are composition details, not mutable queue access.
- Renderer diagnostic probes are outside this gameplay/editor checklist.
`probe_render_terrain_height.gd` remains a documented temporary exception until
readiness and ground-query facade contracts replace its internal inspection.
- This is a source-only boundary check and changes no renderer behavior or fidelity.
## Practical Rule For Future Work
If something improves quality but creates visible hitch, it is not done. Move it to bake/cache/background work, split finalization over frames, or prewarm it before the player can see it.
@@ -30,8 +30,9 @@ queue, task, cache or tile-state fields.
- Exclusive: `src/tools/verify_renderer_internal_access.gd`, this claim
- Shared/hotspots: `docs/modules/world-renderer.md`, `RENDER.md`,
`targets/03-renderer-facade.md`
- Read-only scan scope: `src/gameplay/**/*.gd`, Godot `EditorPlugin` scripts under
`src/**/*.gd` and `addons/**/*.gd`, and the streamer field declarations
- Read-only scan scope: `src/gameplay/**/*.gd`, `src/editor/**/*.gd`, Godot
`EditorPlugin` package scripts under `src/**/*.gd` and `addons/**/*.gd`, and
the streamer field declarations
## Contracts and data
@@ -66,12 +67,36 @@ queue, task, cache or tile-state fields.
- Simplest approach: derive forbidden fields from the current streamer instead
of maintaining a second hand-written queue list
- Rejected complexity: language plugin, custom linter framework or runtime proxy
- Unavoidable complexity: recursive source discovery distinguishes actual
`EditorPlugin` scripts from renderer/import addons
- Unavoidable complexity: recursive source discovery expands each actual
`EditorPlugin` root to its package scripts while excluding reference mirrors
## Status
- State: active
- Done: scope and exception boundary defined
- Next: implement gate, prove current consumers clean and document enforcement
- State: ready-for-review
- Done: derived 43 private renderer symbols, scanned seven gameplay and nine
EditorPlugin-package sources, added synthetic positive/negative fixtures and docs
- Next: M03 integrator reviews and merges `b58bf2c`
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M03-RND-INTERNAL-ACCESS-GATE-001:b58bf2c -->
## Handoff
- Commit: `b58bf2c`
- Results: repository gate derives private queue/task/cache/state declarations
from the streamer and rejects external member/reflection access in gameplay and
EditorPlugin package sources. Current scope passes with `43/7/9` inventory counts.
- Verification: internal access, facade and budget scheduler headless contracts;
Godot editor scan with local ignored dependencies; coordination, documentation
and diff gates passed.
- Fidelity: source-only enforcement changes no runtime configuration, queue order,
cache version, placement, material, animation or visibility behavior. No
build-12340 parity claim is added.
- External/local inputs: ignored native DLL and two generated ADT resource scripts
were copied from master only for facade/editor smoke and then removed. Proprietary
extracted world data was unavailable, producing expected degraded-data diagnostics.
- Remaining risks: renderer diagnostic terrain probe remains an explicit exception;
whitespace-obfuscated dynamic reflection is outside the lightweight source gate;
future non-EditorPlugin authoring code is already prohibited by repository policy.
- Documentation: world-renderer boundary/verification/capability/known-gap/source
map and `RENDER.md` implementation note updated; no new module was introduced.
+10
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@@ -68,6 +68,8 @@ Forbidden dependencies:
Runtime, capture and probe callers use `WorldRenderFacade` for focus and metrics.
`StreamingWorldLoader` remains the internal scene implementation while later M03
packages add environment, entity-visual and ground-query contracts.
Gameplay modules and Godot `EditorPlugin` package sources are repository-gated
from externally reading/writing loader-private queue, task, cache and tile-state fields.
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
@@ -271,6 +273,9 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
- Budget scheduler contract: exact lane exhaustion, shared chunk removal/create
priority, independent lanes, frame reset, invalid limits, terminal cancellation,
dependency boundaries and bounded permit timing without loading a world scene.
- Internal-access contract: derives the current streamer's private queue/task/
cache/state field inventory and rejects external member/reflection access from
gameplay or EditorPlugin package code.
- Integration/E2E: Eastern Kingdoms/Kalimdor streaming scenes, seven M00
cold/warm checkpoints and one dedicated mapped server-spawn checkpoint.
- Fidelity evidence: семь локальных build 12340 reference JPG покрывают terrain/ADT/M2/WMO/liquid/sky и реальный `GryphonRoost01`; automated cold/warm metrics имеют `compared=14`, `missing=0`. Sky использует приблизительно paired camera, а animated-M2 остаётся asset-paired/placement-unpaired из-за synthetic probe.
@@ -299,6 +304,7 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
| Stable renderer facade | Partial | `M03-RND-FACADE-001` contract/runtime/tool regressions | Focus and metrics migrated; environment/entity visuals/ground query remain |
| Pure streaming target planner | Implemented | `M03-RND-STREAMING-PLANNER-001` asset-free contract/performance regression | Queue scheduling and loaded-tile LOD application remain in streamer |
| Bounded render budget scheduler | Implemented | `M03-RND-SCHEDULER-001` asset-free permit/cancellation/performance regression | Queue storage, worker concurrency and operation execution remain in streamer/services |
| Gameplay/editor internal-access boundary | Implemented | `M03-RND-INTERNAL-ACCESS-GATE-001` scans actual private streamer declarations against gameplay and EditorPlugin sources | Renderer diagnostic probes remain a scoped exception pending ground-query/readiness facade contracts |
## Known gaps and risks
@@ -319,6 +325,9 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
- D3D12 descriptor issues remain. Explicit shutdown ownership removes the GUI capture's Node/resource/RID leaks in focused and seven-checkpoint runs; a timing-dependent ObjectDB warning for anonymous zero-reference `RefCounted` objects remains as a separate engine-teardown diagnostic.
- M2/WMO/material/particle/ribbon/portal parity incomplete.
- Public API is mostly exported configuration rather than stable contracts.
- `probe_render_terrain_height.gd` remains a renderer-only diagnostic exception
that reads tile readiness/terrain internals; it is excluded from the gameplay/
EditorPlugin gate until equivalent ground-query and readiness facade contracts exist.
## Source map
@@ -335,6 +344,7 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
| `src/tools/verify_world_render_facade.gd` | Facade delegation, snapshot isolation and consumer wiring regression |
| `src/tools/verify_streaming_target_planner.gd` | Planner behavior, dependency and bounded timing regression |
| `src/tools/verify_render_budget_scheduler.gd` | Scheduler bounds, shared-lane priority, cancellation and timing regression |
| `src/tools/verify_renderer_internal_access.gd` | Gameplay/EditorPlugin boundary gate derived from private streamer fields |
| `addons/mpq_extractor/loaders/adt_builder.gd` | Terrain/material/liquid construction |
| `addons/mpq_extractor/loaders/m2_builder.gd` | Static M2 mesh/material construction |
| `addons/mpq_extractor/loaders/m2_native_animated_builder.gd` | Native animated M2 experiment |
@@ -0,0 +1,164 @@
extends SceneTree
## M03 repository gate preventing gameplay/EditorPlugin coupling to streamer internals.
const STREAMING_WORLD_LOADER_PATH := "res://src/scenes/streaming/streaming_world_loader.gd"
const GAMEPLAY_ROOT := "res://src/gameplay"
const SOURCE_ROOTS: Array[String] = ["res://src", "res://addons"]
func _initialize() -> void:
var failures: Array[String] = []
var loader_source := _read_text(STREAMING_WORLD_LOADER_PATH, failures)
var private_renderer_symbols := _extract_private_renderer_symbols(loader_source, failures)
_verify_synthetic_detection(private_renderer_symbols, failures)
var gameplay_paths := _collect_gdscript_paths(GAMEPLAY_ROOT)
var editor_source_paths := _discover_editor_source_paths(failures)
var consumer_paths_by_path: Dictionary = {}
for gameplay_path in gameplay_paths:
consumer_paths_by_path[gameplay_path] = true
for editor_source_path in editor_source_paths:
consumer_paths_by_path[editor_source_path] = true
for consumer_path_variant in consumer_paths_by_path:
var consumer_path := String(consumer_path_variant)
var consumer_source := _read_text(consumer_path, failures)
for forbidden_symbol in _find_forbidden_symbols(consumer_source, private_renderer_symbols):
failures.append("%s accesses private renderer symbol %s" % [consumer_path, forbidden_symbol])
if not failures.is_empty():
for failure in failures:
push_error("RENDERER_INTERNAL_ACCESS: %s" % failure)
quit(1)
return
print("RENDERER_INTERNAL_ACCESS PASS private_symbols=%d gameplay=%d editor_sources=%d" % [
private_renderer_symbols.size(),
gameplay_paths.size(),
editor_source_paths.size(),
])
quit(0)
func _extract_private_renderer_symbols(loader_source: String, failures: Array[String]) -> Array[String]:
var declaration_pattern := RegEx.new()
var compile_error := declaration_pattern.compile(
"(?m)^var\\s+(_[A-Za-z0-9_]*(?:queue|tasks|cache|states)[A-Za-z0-9_]*)"
)
if compile_error != OK:
failures.append("cannot compile private renderer symbol pattern")
return []
var symbols_by_name: Dictionary = {}
for regex_match in declaration_pattern.search_all(loader_source):
symbols_by_name[regex_match.get_string(1)] = true
var symbols: Array[String] = []
for symbol_variant in symbols_by_name:
symbols.append(String(symbol_variant))
symbols.sort()
if symbols.is_empty():
failures.append("streamer private symbol inventory is empty")
return symbols
func _discover_editor_source_paths(failures: Array[String]) -> Array[String]:
var all_source_paths: Array[String] = []
for source_root in SOURCE_ROOTS:
all_source_paths.append_array(_collect_gdscript_paths(source_root))
var editor_roots_by_path: Dictionary = {}
var editor_source_paths_by_path: Dictionary = {}
for source_path in all_source_paths:
var source := _read_text(source_path, failures)
if source_path.contains("/editor/"):
editor_source_paths_by_path[source_path] = true
if source.contains("extends " + "EditorPlugin") or source_path.ends_with("/plugin.gd"):
editor_roots_by_path[source_path.get_base_dir()] = true
for source_path in all_source_paths:
for editor_root_variant in editor_roots_by_path:
var editor_root := String(editor_root_variant)
if source_path.begins_with(editor_root + "/"):
editor_source_paths_by_path[source_path] = true
var editor_source_paths: Array[String] = []
for editor_source_path_variant in editor_source_paths_by_path:
editor_source_paths.append(String(editor_source_path_variant))
editor_source_paths.sort()
return editor_source_paths
func _collect_gdscript_paths(root_path: String) -> Array[String]:
var paths: Array[String] = []
var directory := DirAccess.open(root_path)
if directory == null:
return paths
directory.list_dir_begin()
var entry_name := directory.get_next()
while not entry_name.is_empty():
if entry_name.begins_with(".") or entry_name == "reference":
entry_name = directory.get_next()
continue
var entry_path := root_path.path_join(entry_name)
if directory.current_is_dir():
paths.append_array(_collect_gdscript_paths(entry_path))
elif entry_name.ends_with(".gd"):
paths.append(entry_path)
entry_name = directory.get_next()
directory.list_dir_end()
paths.sort()
return paths
func _find_forbidden_symbols(source: String, private_renderer_symbols: Array[String]) -> Array[String]:
var found_symbols: Array[String] = []
for private_renderer_symbol in private_renderer_symbols:
if _contains_external_symbol_access(source, private_renderer_symbol):
found_symbols.append(private_renderer_symbol)
return found_symbols
func _contains_external_symbol_access(source: String, private_renderer_symbol: String) -> bool:
for access_text in [
"." + private_renderer_symbol,
'.get("%s"' % private_renderer_symbol,
".get('%s'" % private_renderer_symbol,
'.set("%s"' % private_renderer_symbol,
".set('%s'" % private_renderer_symbol,
'.call("%s"' % private_renderer_symbol,
".call('%s'" % private_renderer_symbol,
'["%s"]' % private_renderer_symbol,
"['%s']" % private_renderer_symbol,
]:
if source.contains(access_text):
return true
return false
func _verify_synthetic_detection(private_renderer_symbols: Array[String], failures: Array[String]) -> void:
if not private_renderer_symbols.has("_tile_states"):
failures.append("streamer inventory does not contain _tile_states fixture")
return
var forbidden_fixture := 'var tile_states = world.get("_tile_states")'
var detected_symbols := _find_forbidden_symbols(forbidden_fixture, private_renderer_symbols)
if detected_symbols != ["_tile_states"]:
failures.append("synthetic private access was not detected exactly")
var direct_member_fixture := "var tile_states = world._tile_states"
if _find_forbidden_symbols(direct_member_fixture, private_renderer_symbols) != ["_tile_states"]:
failures.append("synthetic direct member access was not detected exactly")
var unrelated_owner_fixture := "var _tile_states: Dictionary = {}"
if not _find_forbidden_symbols(unrelated_owner_fixture, private_renderer_symbols).is_empty():
failures.append("unrelated private declaration was rejected")
var safe_fixture := "var metrics = render_facade.renderer_metrics_snapshot()"
if not _find_forbidden_symbols(safe_fixture, private_renderer_symbols).is_empty():
failures.append("facade metrics fixture was rejected")
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()
@@ -0,0 +1 @@
uid://y11r5k0ve0md