Merge work package M03-RND-FACADE-001
Work-Package: M03-RND-FACADE-001 Agent: sindo-main-codex Tests: facade/focus/coordinate/manifest contracts, dry-run, coordination and documentation gates Fidelity: no renderer target, budget, cache or visual behavior change
This commit is contained in:
@@ -25,7 +25,8 @@ Paired run 2026-07-11 подтвердил крупный coordinate/placement g
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## Основные файлы
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- `src/scenes/streaming/streaming_world_loader.gd` - главный runtime streamer мира.
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- `src/render/world_render_facade.gd` - стабильная граница runtime/tools для focus и metrics.
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- `src/scenes/streaming/streaming_world_loader.gd` - внутренний runtime streamer мира.
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- `src/scenes/streaming/eastern_kingdoms_streaming.tscn` - текущая сцена для проверки Azeroth/Eastern Kingdoms.
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- `addons/mpq_extractor/loaders/adt_builder.gd` - сборка ADT terrain, control splat материалов и MH2O liquids.
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- `addons/mpq_extractor/loaders/m2_builder.gd` - сборка статического M2 mesh/material.
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@@ -873,6 +874,21 @@ $exe = Join-Path $env:TEMP 'godot-4.6.1-openwc\Godot_v4.6.1-stable_win64.exe'
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- This closes a coordinate/renderer integration criterion only. It does not
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claim TrinityCore row equivalence or visual parity with the original client.
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## 2026-07-15 WorldRenderFacade First Seam
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- Runtime streaming scenes, checkpoint capture and renderer probes now submit
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typed focus through `WorldRenderFacade`; those callers no longer call the
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monolithic streamer's focus methods or configure its focus source directly.
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- Baseline capture reads queue/cache/activity counts through
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`renderer_metrics_snapshot()`. The facade returns a deep copy, so diagnostics
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cannot mutate renderer-owned state.
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- `StreamingWorldLoader` remains the internal implementation and still owns all
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queues, tasks, caches, nodes and RIDs. The facade adds no parallel state or
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replacement scheduler.
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- This package does not alter targets, budgets, cache versions, placement,
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visibility, materials or animation. Environment, entity visuals and ground
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query remain explicit follow-up facade contracts in M03.
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## Practical Rule For Future Work
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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.
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@@ -0,0 +1,115 @@
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# M03-RND-FACADE-001 — Renderer facade first seam
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<!-- OPENWC_CLAIM:M03-RND-FACADE-001:sindo-main-codex:2026-07-17 -->
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## Ownership
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- Target: M03
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- Program: RND
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- Owner/Agent ID: sindo-main-codex
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- Branch: `work/sindo-main-codex/m03-renderer-facade`
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- Lease expires UTC: 2026-07-17
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- Integrator: M03 milestone integrator
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## Outcome
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Introduce `WorldRenderFacade` as the only runtime/tool caller surface for typed
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streaming focus updates and read-only renderer metrics, while retaining
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`StreamingWorldLoader` as the unchanged internal implementation.
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## Non-goals
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- Extract the pure target planner or budget scheduler in this package.
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- Add environment or entity-presentation commands before their contracts exist.
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- Replace the M02 `TerrainQuery` gameplay boundary in this package.
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- Change streaming radii, queues, cache formats, visuals or quality presets.
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- Mark M03 complete or edit its checklist/Evidence.
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## Paths
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- Exclusive: `src/render/world_render_facade.gd`,
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`src/tools/verify_world_render_facade.gd`, this claim
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- Shared/hotspots: both runtime streaming scenes, three renderer capture/probe
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tools, `src/tools/verify_streaming_focus.gd`, `docs/modules/world-renderer.md`,
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`docs/modules/README.md`, `RENDER.md`
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- Generated/ignored: local `.godot`, native build outputs, caches and proprietary
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renderer corpus
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## Contracts and data
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- Public API: `set_streaming_focus`, `refresh_streaming_focus`,
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`renderer_metrics_snapshot`
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- Scene adapter: explicit `streaming_focus_source_path` owned by the facade
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- Internal implementation seam: `streaming_world_loader_path`; callers must not
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read streamer queues or call its methods directly
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- Schema/cache/coordinate contracts: unchanged
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- Consumers: runtime scenes, capture tool and renderer probes
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## Dependencies
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- Requires: M01 `StreamingFocus` and merged M02 closeout on master `4f566b1`
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- Blocks: environment/entity/ground facade contracts and planner extraction
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- External state: none; contract verification uses a test double
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## Verification
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- Commands: dedicated facade verifier, streaming-focus regression, renderer
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baseline manifest/dry-run, coordinate boundary and repository gates
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- Fixtures: typed focus, source Node3D and read-only metrics test double
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- Fidelity evidence: no renderer configuration, planner, queue, placement,
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visibility, material, animation or cache behavior changes
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- Performance budget: one source position sample per process frame; target
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recomputation remains throttled inside the existing streamer
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## Documentation deliverables
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- Inline public API docs for facade properties and methods
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- Updated world-renderer module specification
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- Updated data-flow, sequence and dependency diagrams
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- Updated source map/status and renderer notes
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## Simplicity and naming
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- Important names: `WorldRenderFacade`, `renderer_metrics_snapshot`
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- Simplest approach: one small Node adapter delegating to the existing streamer
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- Rejected complexity: service container, generic command bus, streamer rewrite
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or duplicate queue/cache state
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- Unavoidable complexity: scene-relative source and implementation paths are
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resolved on the main thread with explicit diagnostics
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- Measured optimization evidence: not applicable; behavior-preserving seam
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## Status
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- State: ready-for-review
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- Done: introduced the facade, migrated two runtime scenes and three renderer
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tools, added regression coverage and updated renderer documentation
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- Next: M03 integrator reviews and merges `3d528e3`
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- Blocked by:
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<!-- OPENWC_HANDOFF:READY:M03-RND-FACADE-001:3d528e3 -->
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## Handoff
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- Commit: `3d528e3`
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- Results: `WorldRenderFacade` is the runtime/tool surface for typed focus and
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detached metrics; the existing streamer remains the sole owner of queues,
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caches, tasks, nodes and RIDs.
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- Verification: facade `delegation=3 runtime_scenes=2 tools=3`; streaming focus
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`contract=1 runtime_scenes=2 capture_tools=3`; coordinate boundary
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`files=105 native_boundary=1 oracle=1 consumers=5 classifier_cases=6`;
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render manifest `checkpoints=7 coverage=7 caches=7`; seven-checkpoint headless
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dry-run; coordination/documentation/diff gates passed.
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- Fidelity: no changes to renderer target calculation, budgets, queue order,
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cache versions, placement, visibility, materials or animation. The dry-run
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retained all seven checkpoint plans. No build-12340 parity claim is added.
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- External/local inputs: ignored native DLL and generated ADT resource scripts
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were copied from master only to run the worktree smoke. Proprietary extracted
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ADT and character GLB data were unavailable, producing the expected dry-run
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degraded-data diagnostics.
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- Remaining risks: environment, entity visuals and ground query are not yet
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facade contracts; streamer exported configuration remains transitional scene
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composition; focus-source sampling adds one small main-thread adapter step per
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process frame while target refresh remains streamer-throttled.
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- Documentation updated: inline facade API, `docs/modules/world-renderer.md`
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public API/inputs/outputs/data-flow/sequence/ownership/recovery/status/source
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map, and `RENDER.md` file map plus implementation note.
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@@ -5,9 +5,9 @@
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| Field | Value |
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| Status | Partial |
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| Target/work package | M00 baseline; `M01-RND-STREAMING-FOCUS-001`; `M01-QAR-SERVER-SPAWN-RENDERER-001`; декомпозиция M02–M03 |
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| Target/work package | M00 baseline; `M01-RND-STREAMING-FOCUS-001`; `M01-QAR-SERVER-SPAWN-RENDERER-001`; `M03-RND-FACADE-001` |
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| Owners | Renderer workstream / milestone integrator |
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| Last verified | Worktree `work/sindo-main-codex/m01-server-spawn-renderer`, 2026-07-13 |
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| Last verified | Worktree `work/sindo-main-codex/m03-renderer-facade`, 2026-07-15 |
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| Profiles/capabilities | `Performance`, `Balanced`, `High`, `Custom`; Blizzlike fidelity incomplete |
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## Purpose
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@@ -32,7 +32,8 @@ flowchart LR
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SpawnFixture[Pinned server spawn fixture] --> SpawnManifest[Spawn render manifest]
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SpawnManifest --> Capture
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Adapter --> Focus
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Focus --> Loader[StreamingWorldLoader]
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Focus --> Facade[WorldRenderFacade]
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Facade --> Loader[StreamingWorldLoader internal]
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Assets[Extracted WDT/ADT/M2/WMO/BLP] --> Native[Native loaders]
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Cache[Baked terrain/M2/WMO caches] --> Loader
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Native --> Parsed[Parsed tile/model data]
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@@ -60,36 +61,43 @@ Forbidden dependencies:
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## Public API
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Текущая система ещё не имеет стабильного facade. Фактический integration surface — `StreamingWorldLoader` Node3D и exported properties. M03 должен заменить этот surface на `WorldRenderFacade`.
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Runtime, capture and probe callers use `WorldRenderFacade` for focus and metrics.
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`StreamingWorldLoader` remains the internal scene implementation while later M03
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packages add environment, entity-visual and ground-query contracts.
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| Symbol | Kind | Purpose | Thread/lifetime | Errors |
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|---|---|---|---|---|
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| `map_name` | Exported property | WDT/map directory name | Set before world load | Missing WDT produces diagnostic/empty world |
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| `extracted_dir` | Exported property | Root of legally extracted client data | Session lifetime | Missing files reported per loader path |
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| `StreamingFocus` | Immutable value | Typed Godot-basis position without Node/Camera dependency | Any thread; caller-owned reference | Null position is a caller contract violation |
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| `streaming_focus_source_path` | Exported adapter property | Samples any explicit `Node3D` source into `StreamingFocus` | Main thread, scene lifetime | Missing/wrong node warns once and retains prior focus |
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| `set_streaming_focus` | Public method | Accepts focus from app/editor/tool composition | Main thread/session | Null focus is ignored by refresh until replaced |
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| `refresh_streaming_focus` | Public method | Samples configured source and applies refresh thresholds | Main thread/session | Returns `false` when no valid focus exists |
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| `WorldRenderFacade.streaming_focus_source_path` | Exported adapter property | Samples any explicit `Node3D` source into `StreamingFocus` | Main thread, scene lifetime | Missing/wrong node warns once and retains prior focus |
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| `WorldRenderFacade.set_streaming_focus` | Public method | Accepts focus from app/editor/tool composition | Main thread/session | Missing internal renderer is diagnosed; no state is duplicated |
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| `WorldRenderFacade.refresh_streaming_focus` | Public method | Samples configured source and delegates existing refresh thresholds | Main thread/session | Returns `false` when dependency/focus is unavailable |
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| `WorldRenderFacade.renderer_metrics_snapshot` | Public method | Returns a deep-detached queue/cache/activity snapshot | Main thread/caller-owned result | Missing/invalid implementation result returns empty snapshot with diagnostic |
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| `WorldRenderFacade.streaming_world_loader_path` | Internal adapter property | Resolves the existing implementation without exposing it to consumers | Main thread, scene lifetime | Missing method/path produces one diagnostic until recovery |
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| `camera_path` | Exported property | Camera used only by optional automatic overview positioning | Main thread, scene lifetime | Missing camera skips automatic positioning |
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| `quality_preset` | Exported property | Applies renderer budgets/radii | Before/at runtime depending property | Invalid combination should be diagnosed |
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| `runtime_stats_enabled` | Exported property | Enables periodic performance snapshot | Runtime mutable | Logging overhead only |
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| `hitch_profiler_enabled` | Exported property | Enables named hitch sections | Runtime mutable | Logging overhead only |
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Публичным contract не считаются внутренние dictionaries, queues, job records и generated node names.
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Публичным contract не считаются `StreamingWorldLoader` methods/properties,
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внутренние dictionaries, queues, job records и generated node names. Scene-owned
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loader configuration remains transitional composition data, not a caller API.
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## Inputs and outputs
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| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
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|---|---|---|---|---|---|
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| Input | `StreamingFocus` | Player/spectator/editor/capture adapter | `StreamingWorldLoader` | Immutable caller value | Main thread/session |
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| Input | Focus-source `NodePath` | Runtime/test scene composition | Loader source adapter | Scene-owned node, sampled position | Main thread/scene lifetime |
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| Input | `StreamingFocus` | Player/spectator/editor/capture adapter | `WorldRenderFacade` | Immutable caller value | Main thread/session |
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| Input | Focus-source `NodePath` | Runtime/test scene composition | `WorldRenderFacade` source adapter | Scene-owned node, sampled position | Main thread/scene lifetime |
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| Input | Map/configuration | Scene/app/editor | `StreamingWorldLoader` | Caller config, copied/read | Main thread/session |
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| Input | WDT/ADT/M2/WMO/BLP bytes | Extracted asset repository | Native loaders/builders | Loader result owns parsed data | Worker or controlled load |
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| Input | Baked resources | Cache build tools | Streamer/builders | Shared immutable resource/cache entry | Session/cache lifetime |
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| Test input | Server-spawn render manifest | Coordinate fixture/verifier | Checkpoint capture tool | Repository-owned diagnostic data | Test-process lifetime |
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| Output | Desired tile/detail operations | Streaming planner inside loader | Finalize queues | Loader-owned | Cross-frame |
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| Output | Terrain/M2/WMO/liquid instances | Loader/builders | Godot world/renderer | Loader/world owner | Main-thread attach |
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| Output | Metrics/diagnostics | Hitch/stat instrumentation | Logs/baseline tools | Immutable records | Periodic/frame |
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| Output | Detached renderer metrics | `WorldRenderFacade` | Capture/baseline tools | Caller-owned deep copy | On demand |
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| Output | Logs/diagnostics | Hitch/stat instrumentation | Logs/baseline tools | Immutable records | Periodic/frame |
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| Test output | Diagnostic spawn marker and cold/warm PNGs | Checkpoint capture tool | Human/integrator review | SceneTree marker; `user://` files | One capture process |
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Side effects:
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@@ -104,7 +112,7 @@ Side effects:
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```mermaid
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flowchart TD
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P[Player/spectator Node3D] --> A[Explicit scene adapter]
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PlayerSource[Player/spectator Node3D] --> A[Explicit scene adapter]
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C[Capture camera] --> A
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SF[Pinned server spawn] --> SM[Validated spawn manifest]
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SM --> C
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@@ -112,11 +120,12 @@ flowchart TD
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E[Editor viewport] --> EA[Editor adapter]
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A --> F[StreamingFocus]
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EA --> F
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F --> T[Compute desired ADT tiles]
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F --> RF[WorldRenderFacade]
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RF --> T[StreamingWorldLoader target refresh]
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WDT[WDT tile catalog] --> T
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T --> Q[Tile load queue]
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Q --> P[Worker parse/cache load]
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P --> R[Result queues]
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Q --> Parse[Worker parse/cache load]
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Parse --> R[Result queues]
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R --> B[Per-frame budget scheduler]
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B --> Terrain[Terrain attach/upgrade]
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B --> M2[M2 group/MultiMesh attach]
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@@ -155,12 +164,14 @@ stateDiagram-v2
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sequenceDiagram
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participant Source as Player/Editor/Capture source
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participant Focus as StreamingFocus adapter
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participant Stream as StreamingWorldLoader
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participant Facade as WorldRenderFacade
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participant Stream as StreamingWorldLoader internal
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participant Worker as Worker task
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participant Budget as Main-thread budget
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participant Render as SceneTree/RenderingServer
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Source->>Focus: sample explicit Godot position
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Focus->>Stream: set/refresh typed focus
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Focus->>Facade: set/refresh typed focus
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Facade->>Stream: delegate focus and refresh
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Stream->>Stream: desired tiles and priorities
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Stream->>Worker: parse/load tile and detail data
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Worker-->>Stream: immutable result
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@@ -176,6 +187,8 @@ sequenceDiagram
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## Ownership, threading and resources
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- `StreamingWorldLoader` владеет tile states, queues, task registries, active world instances и render caches session scope.
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- `WorldRenderFacade` owns only scene-relative adapter paths. It does not own the
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streamer, focus source, returned metrics, queues, caches, nodes or RIDs.
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- Focus producers own the immutable `StreamingFocus` reference; the loader retains
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the latest reference and converts it to `Vector3` only inside the render boundary.
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- Worker tasks не должны менять SceneTree и shared Resource concurrently.
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@@ -192,6 +205,8 @@ sequenceDiagram
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|---|---|---|---|---|
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| Missing WDT/ADT | File/catalog check | Tile/map unavailable | Loader warning/error | Fix extraction/profile, reload |
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| Missing focus source | Explicit NodePath resolution | Retain current streamed content and prior valid focus | One warning until source recovers | Fix composition path or call `set_streaming_focus` |
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| Missing renderer implementation | Facade path/method validation | Focus/metrics call fails without mutation | One facade diagnostic until recovery | Fix scene composition path/implementation |
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| Invalid metrics result | Facade return-type validation | Return empty caller snapshot | Facade error | Restore `Dictionary` implementation contract |
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| No focus supplied | Refresh contract | No target recomputation; queues continue draining | `refresh_streaming_focus()` returns `false` | Supply player/editor/capture focus |
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| Cache version mismatch | Required format constant | Reject stale cache/fallback | Version diagnostic | Rebuild matching cache |
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| Worker failure | Task result/empty data | Skip/degrade affected asset | Queue/task warning | Retry/rebuild source |
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@@ -225,6 +240,8 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
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## Diagnostics and observability
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- Logs: `HITCH`, `PERF`, `TERRAIN_QUALITY`, `SKY_LIGHT`, `SKYBOX_MODEL`.
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- API snapshot: `WorldRenderFacade.renderer_metrics_snapshot()` returns detached
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queue/cache/activity counts without exposing mutable renderer state.
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- Metrics: queue depths, active tiles/assets, named finalize times, frame percentiles and max hitch.
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- Debug views: render checkpoint scenes/captures; future streaming/LOD/portal overlays.
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- Correlation IDs: currently mostly tile/path keys; target architecture adds session/job IDs.
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@@ -257,7 +274,7 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
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| Character presentation | Prototype | Character creator/player experiment | Full customization/equipment states |
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| Camera-independent streaming focus | Implemented | Typed contract, two player-focused runtime scenes and three explicitly camera-focused diagnostic tools | Multi-focus/direction/velocity belong to planner extraction |
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| Golden server-spawn visualization | Implemented | Pinned AzerothCore fixture, validated renderer manifest and diagnostic origin-marker capture at ADT `(32,48)`/MCNK `(3,12)` | No TrinityCore row or original-client visual-parity claim |
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| Stable renderer facade | Planned | M03 | Current caller uses monolithic Node API |
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| Stable renderer facade | Partial | `M03-RND-FACADE-001` contract/runtime/tool regressions | Focus and metrics migrated; environment/entity visuals/ground query remain |
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## Known gaps and risks
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@@ -283,9 +300,11 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
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| Path | Responsibility |
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|---|---|
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| `src/render/world_render_facade.gd` | Stable caller boundary for typed focus and detached renderer metrics |
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| `src/scenes/streaming/streaming_world_loader.gd` | Current runtime orchestration, queues, caches and attachment |
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| `src/domain/streaming/streaming_focus.gd` | Immutable camera-independent streaming position contract |
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| `src/tools/verify_streaming_focus.gd` | Headless contract, dependency and runtime/tool wiring regression |
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| `src/tools/verify_world_render_facade.gd` | Facade delegation, snapshot isolation and consumer wiring regression |
|
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| `addons/mpq_extractor/loaders/adt_builder.gd` | Terrain/material/liquid construction |
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| `addons/mpq_extractor/loaders/m2_builder.gd` | Static M2 mesh/material construction |
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| `addons/mpq_extractor/loaders/m2_native_animated_builder.gd` | Native animated M2 experiment |
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||||
@@ -0,0 +1,110 @@
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@tool
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class_name WorldRenderFacade
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||||
extends Node
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||||
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||||
## Stable main-thread boundary between runtime/tool callers and the monolithic
|
||||
## streaming renderer. The facade owns no queues, caches, nodes or RIDs.
|
||||
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||||
const GODOT_WORLD_POSITION_SCRIPT := preload("res://src/domain/coordinates/godot_world_position.gd")
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const STREAMING_FOCUS_SCRIPT := preload("res://src/domain/streaming/streaming_focus.gd")
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## Internal renderer implementation resolved relative to this node.
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## The referenced node remains owned by its scene parent.
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@export var streaming_world_loader_path: NodePath = NodePath("..")
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## Optional explicit Node3D source sampled in Godot world coordinates.
|
||||
## Runtime scenes use the player; capture and probe tools replace it with their camera.
|
||||
@export var streaming_focus_source_path: NodePath
|
||||
|
||||
var _streaming_world_loader: Node
|
||||
var _missing_loader_reported := false
|
||||
var _missing_focus_source_reported := false
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
_resolve_streaming_world_loader()
|
||||
set_process(streaming_focus_source_path != NodePath())
|
||||
if streaming_focus_source_path != NodePath():
|
||||
# Child nodes become ready before their parent StreamingWorldLoader. Only
|
||||
# publish the initial focus here; the loader applies it after initialization.
|
||||
_capture_streaming_focus_from_source()
|
||||
|
||||
|
||||
func _process(_delta_seconds: float) -> void:
|
||||
_capture_streaming_focus_from_source()
|
||||
|
||||
|
||||
## Replaces the renderer focus. The immutable value remains caller-owned; the
|
||||
## internal streamer retains the reference for its next throttled refresh.
|
||||
func set_streaming_focus(streaming_focus: StreamingFocus) -> void:
|
||||
var loader := _resolve_streaming_world_loader()
|
||||
if loader == null:
|
||||
return
|
||||
loader.call("set_streaming_focus", streaming_focus)
|
||||
|
||||
|
||||
## Samples the configured source and requests target refresh from the internal
|
||||
## streamer. Returns false when either dependency or a valid focus is unavailable.
|
||||
func refresh_streaming_focus(force: bool = false) -> bool:
|
||||
_capture_streaming_focus_from_source()
|
||||
var loader := _resolve_streaming_world_loader()
|
||||
if loader == null:
|
||||
return false
|
||||
return bool(loader.call("refresh_streaming_focus", force))
|
||||
|
||||
|
||||
## Returns a detached read-only metrics snapshot for diagnostics and baselines.
|
||||
## Mutating the returned Dictionary cannot mutate renderer-owned state.
|
||||
func renderer_metrics_snapshot() -> Dictionary:
|
||||
var loader := _resolve_streaming_world_loader()
|
||||
if loader == null:
|
||||
return {}
|
||||
var metrics_variant = loader.call("render_baseline_snapshot")
|
||||
if not (metrics_variant is Dictionary):
|
||||
push_error("WorldRenderFacade received a non-Dictionary renderer metrics snapshot.")
|
||||
return {}
|
||||
return (metrics_variant as Dictionary).duplicate(true)
|
||||
|
||||
|
||||
func _capture_streaming_focus_from_source() -> void:
|
||||
if streaming_focus_source_path == NodePath():
|
||||
return
|
||||
var focus_source := get_node_or_null(streaming_focus_source_path) as Node3D
|
||||
if focus_source == null:
|
||||
if not _missing_focus_source_reported:
|
||||
push_warning("WorldRenderFacade focus source is missing or is not Node3D: %s" % streaming_focus_source_path)
|
||||
_missing_focus_source_reported = true
|
||||
return
|
||||
|
||||
_missing_focus_source_reported = false
|
||||
var godot_position: Vector3 = focus_source.global_position
|
||||
var typed_world_position = GODOT_WORLD_POSITION_SCRIPT.new(
|
||||
godot_position.x,
|
||||
godot_position.y,
|
||||
godot_position.z
|
||||
)
|
||||
set_streaming_focus(STREAMING_FOCUS_SCRIPT.new(typed_world_position))
|
||||
|
||||
|
||||
func _resolve_streaming_world_loader() -> Node:
|
||||
if is_instance_valid(_streaming_world_loader):
|
||||
return _streaming_world_loader
|
||||
var candidate := get_node_or_null(streaming_world_loader_path)
|
||||
if candidate == null:
|
||||
if not _missing_loader_reported:
|
||||
push_error("WorldRenderFacade cannot resolve StreamingWorldLoader at %s" % streaming_world_loader_path)
|
||||
_missing_loader_reported = true
|
||||
return null
|
||||
for required_method in [
|
||||
&"set_streaming_focus",
|
||||
&"refresh_streaming_focus",
|
||||
&"render_baseline_snapshot",
|
||||
]:
|
||||
if not candidate.has_method(required_method):
|
||||
if not _missing_loader_reported:
|
||||
push_error("WorldRenderFacade renderer implementation lacks %s" % required_method)
|
||||
_missing_loader_reported = true
|
||||
return null
|
||||
_streaming_world_loader = candidate
|
||||
_missing_loader_reported = false
|
||||
return _streaming_world_loader
|
||||
@@ -0,0 +1 @@
|
||||
uid://sxn3ai2ic18r
|
||||
@@ -6,6 +6,7 @@
|
||||
[ext_resource type="Script" uid="uid://cq60al4uw0mgo" path="res://src/scenes/player/third_person_camera_rig.gd" id="4_camera_rig"]
|
||||
[ext_resource type="Script" uid="uid://bhqbo1ftrt3a3" path="res://src/scenes/character/character_appearance_presenter.gd" id="5_appearance"]
|
||||
[ext_resource type="Script" uid="uid://c2jnn0e3mmymc" path="res://src/scenes/character/character_animation_presenter.gd" id="6_animation"]
|
||||
[ext_resource type="Script" path="res://src/render/world_render_facade.gd" id="7_render_facade"]
|
||||
|
||||
[sub_resource type="CapsuleShape3D" id="PlayerCapsuleShape_1"]
|
||||
radius = 0.45
|
||||
@@ -56,7 +57,6 @@ fog_depth_end = 5200.0
|
||||
|
||||
[node name="StreamingWorld" type="Node3D" unique_id=1063159974]
|
||||
script = ExtResource("1_stream")
|
||||
streaming_focus_source_path = NodePath("ThirdPersonPlayer")
|
||||
camera_path = NodePath("ThirdPersonPlayer/CameraPivot/Camera3D")
|
||||
quality_preset = "High"
|
||||
update_interval = 0.1
|
||||
@@ -94,6 +94,11 @@ wmo_visibility_range = 3600.0
|
||||
debug_streaming = true
|
||||
hitch_profiler_enabled = true
|
||||
|
||||
[node name="WorldRenderFacade" type="Node" parent="."]
|
||||
script = ExtResource("7_render_facade")
|
||||
streaming_world_loader_path = NodePath("..")
|
||||
streaming_focus_source_path = NodePath("../ThirdPersonPlayer")
|
||||
|
||||
[node name="ThirdPersonPlayer" type="CharacterBody3D" parent="." unique_id=502573687]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 16800, 80, 26400)
|
||||
script = ExtResource("2_player")
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
[ext_resource type="Script" path="res://src/scenes/player/third_person_camera_rig.gd" id="4_camera_rig"]
|
||||
[ext_resource type="Script" path="res://src/scenes/character/character_appearance_presenter.gd" id="5_appearance"]
|
||||
[ext_resource type="Script" path="res://src/scenes/character/character_animation_presenter.gd" id="6_animation"]
|
||||
[ext_resource type="Script" path="res://src/render/world_render_facade.gd" id="7_render_facade"]
|
||||
|
||||
[sub_resource type="CapsuleShape3D" id="PlayerCapsuleShape_1"]
|
||||
radius = 0.45
|
||||
@@ -57,7 +58,6 @@ fog_depth_end = 5200.0
|
||||
[node name="StreamingWorld" type="Node3D" unique_id=1063159974]
|
||||
script = ExtResource("1_sisqv")
|
||||
map_name = "Kalimdor"
|
||||
streaming_focus_source_path = NodePath("ThirdPersonPlayer")
|
||||
camera_path = NodePath("ThirdPersonPlayer/CameraPivot/Camera3D")
|
||||
quality_preset = "High"
|
||||
update_interval = 0.1
|
||||
@@ -95,6 +95,11 @@ wmo_visibility_range = 3600.0
|
||||
debug_streaming = true
|
||||
hitch_profiler_enabled = true
|
||||
|
||||
[node name="WorldRenderFacade" type="Node" parent="."]
|
||||
script = ExtResource("7_render_facade")
|
||||
streaming_world_loader_path = NodePath("..")
|
||||
streaming_focus_source_path = NodePath("../ThirdPersonPlayer")
|
||||
|
||||
[node name="ThirdPersonPlayer" type="CharacterBody3D" parent="." unique_id=502573687]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 16800, 80, 26400)
|
||||
script = ExtResource("2_puy8r")
|
||||
|
||||
@@ -64,7 +64,12 @@ func _capture_async() -> void:
|
||||
camera.far = 50000.0
|
||||
camera.position = _vector3(first.get("camera", [0.0, 0.0, 0.0]))
|
||||
(world as Node3D).add_child(camera)
|
||||
world.set("streaming_focus_source_path", NodePath("CheckpointCamera"))
|
||||
var render_facade := world.get_node_or_null("WorldRenderFacade")
|
||||
if render_facade == null:
|
||||
push_error("Streaming scene has no WorldRenderFacade")
|
||||
quit(1)
|
||||
return
|
||||
render_facade.set("streaming_focus_source_path", NodePath("../CheckpointCamera"))
|
||||
world.set("debug_streaming", true)
|
||||
world.set("runtime_stats_enabled", true)
|
||||
get_root().add_child(world)
|
||||
@@ -126,8 +131,7 @@ func _capture_async() -> void:
|
||||
if player != null:
|
||||
player.global_position = _vector3(checkpoint.get("player", checkpoint.get("target", [0.0, 0.0, 0.0])))
|
||||
_set_sky_time(world, float(checkpoint.get("time_hours", 13.0)))
|
||||
if world.has_method("refresh_streaming_focus"):
|
||||
world.call("refresh_streaming_focus", true)
|
||||
render_facade.call("refresh_streaming_focus", true)
|
||||
|
||||
if dry_run:
|
||||
print("RENDER_CHECKPOINT dry_run name=%s coverage=%s camera=%s target=%s yaw_offset=%.2f pitch_offset=%.2f time=%.2f" % [
|
||||
@@ -148,7 +152,7 @@ func _capture_async() -> void:
|
||||
var load_started := Time.get_ticks_usec()
|
||||
await create_timer(maxf(wait_seconds, 0.0)).timeout
|
||||
var load_time_ms := float(Time.get_ticks_usec() - load_started) / 1000.0
|
||||
var metrics := await _measure_frames(maxf(measure_seconds, 0.1), world)
|
||||
var metrics := await _measure_frames(maxf(measure_seconds, 0.1), render_facade)
|
||||
await RenderingServer.frame_post_draw
|
||||
|
||||
var image := get_root().get_texture().get_image()
|
||||
@@ -189,7 +193,7 @@ func _capture_async() -> void:
|
||||
quit(0)
|
||||
|
||||
|
||||
func _measure_frames(seconds: float, world: Node) -> Dictionary:
|
||||
func _measure_frames(seconds: float, render_facade: Node) -> Dictionary:
|
||||
var frame_times: Array[float] = []
|
||||
var deadline := Time.get_ticks_usec() + int(seconds * 1000000.0)
|
||||
var previous := Time.get_ticks_usec()
|
||||
@@ -200,8 +204,8 @@ func _measure_frames(seconds: float, world: Node) -> Dictionary:
|
||||
previous = now
|
||||
frame_times.sort()
|
||||
var snapshot := {}
|
||||
if world.has_method("render_baseline_snapshot"):
|
||||
snapshot = world.call("render_baseline_snapshot")
|
||||
if render_facade.has_method("renderer_metrics_snapshot"):
|
||||
snapshot = render_facade.call("renderer_metrics_snapshot")
|
||||
return {
|
||||
"frames": frame_times.size(),
|
||||
"frame_ms_p50": _percentile(frame_times, 0.50),
|
||||
|
||||
@@ -28,7 +28,12 @@ func _run_async() -> void:
|
||||
camera.name = "OccluderProbeCamera"
|
||||
camera.current = true
|
||||
world.add_child(camera)
|
||||
world.set("streaming_focus_source_path", NodePath(camera.name))
|
||||
var render_facade := world.get_node_or_null("WorldRenderFacade")
|
||||
if render_facade == null:
|
||||
push_error("CAMERA_OCCLUDER_PROBE: streaming scene has no WorldRenderFacade")
|
||||
quit(1)
|
||||
return
|
||||
render_facade.set("streaming_focus_source_path", NodePath("../%s" % camera.name))
|
||||
world.set("debug_streaming", false)
|
||||
get_root().add_child(world)
|
||||
await process_frame
|
||||
@@ -47,8 +52,7 @@ func _run_async() -> void:
|
||||
var camera_position := _vector3(checkpoint.get("camera", []))
|
||||
var target_position := _vector3(checkpoint.get("target", []))
|
||||
camera.global_position = camera_position
|
||||
if world.has_method("refresh_streaming_focus"):
|
||||
world.call("refresh_streaming_focus", true)
|
||||
render_facade.call("refresh_streaming_focus", true)
|
||||
await create_timer(maxf(0.1, wait_seconds)).timeout
|
||||
var geometry_nodes: Array[Node3D] = []
|
||||
_collect_geometry_nodes(world, geometry_nodes)
|
||||
|
||||
@@ -37,7 +37,12 @@ func _run_async() -> void:
|
||||
var camera := Camera3D.new()
|
||||
camera.current = true
|
||||
world.add_child(camera)
|
||||
world.set("streaming_focus_source_path", NodePath(camera.name))
|
||||
var render_facade := world.get_node_or_null("WorldRenderFacade")
|
||||
if render_facade == null:
|
||||
push_error("TERRAIN_HEIGHT_PROBE: streaming scene has no WorldRenderFacade")
|
||||
quit(1)
|
||||
return
|
||||
render_facade.set("streaming_focus_source_path", NodePath("../%s" % camera.name))
|
||||
world.set("debug_streaming", false)
|
||||
get_root().add_child(world)
|
||||
await process_frame
|
||||
@@ -54,8 +59,7 @@ func _run_async() -> void:
|
||||
continue
|
||||
var camera_position := _vector3(checkpoint.get("camera", []))
|
||||
camera.global_position = camera_position
|
||||
if world.has_method("refresh_streaming_focus"):
|
||||
world.call("refresh_streaming_focus", true)
|
||||
render_facade.call("refresh_streaming_focus", true)
|
||||
await create_timer(maxf(0.1, wait_seconds)).timeout
|
||||
var terrain_sample := _sample_terrain(world, camera_position)
|
||||
terrain_sample["name"] = checkpoint.get("name", "checkpoint")
|
||||
|
||||
@@ -6,6 +6,7 @@ const StreamingFocusScript = preload("res://src/domain/streaming/streaming_focus
|
||||
const GodotWorldPositionScript = preload("res://src/domain/coordinates/godot_world_position.gd")
|
||||
|
||||
const LOADER_PATH := "res://src/scenes/streaming/streaming_world_loader.gd"
|
||||
const FACADE_PATH := "res://src/render/world_render_facade.gd"
|
||||
const RUNTIME_SCENE_PATHS: Array[String] = [
|
||||
"res://src/scenes/streaming/eastern_kingdoms_streaming.tscn",
|
||||
"res://src/scenes/streaming/kalimdor_streaming.tscn",
|
||||
@@ -21,6 +22,7 @@ func _initialize() -> void:
|
||||
var failures: Array[String] = []
|
||||
_verify_scene_free_focus_value(failures)
|
||||
_verify_loader_boundary(failures)
|
||||
_verify_facade_boundary(failures)
|
||||
_verify_runtime_scene_wiring(failures)
|
||||
_verify_capture_tool_wiring(failures)
|
||||
|
||||
@@ -65,11 +67,21 @@ func _verify_loader_boundary(failures: Array[String]) -> void:
|
||||
_expect_true(not loader_source.contains(forbidden_text), "loader omits %s" % forbidden_text, failures)
|
||||
|
||||
|
||||
func _verify_facade_boundary(failures: Array[String]) -> void:
|
||||
var facade_source := _read_text(FACADE_PATH, failures)
|
||||
for required_text in [
|
||||
"class_name WorldRenderFacade",
|
||||
"func set_streaming_focus(streaming_focus: StreamingFocus) -> void:",
|
||||
"func refresh_streaming_focus(force: bool = false) -> bool:",
|
||||
]:
|
||||
_expect_true(facade_source.contains(required_text), "facade contains %s" % required_text, failures)
|
||||
|
||||
|
||||
func _verify_runtime_scene_wiring(failures: Array[String]) -> void:
|
||||
for scene_path in RUNTIME_SCENE_PATHS:
|
||||
var scene_source := _read_text(scene_path, failures)
|
||||
_expect_true(
|
||||
scene_source.contains('streaming_focus_source_path = NodePath("ThirdPersonPlayer")'),
|
||||
scene_source.contains('streaming_focus_source_path = NodePath("../ThirdPersonPlayer")'),
|
||||
"%s uses player focus" % scene_path,
|
||||
failures
|
||||
)
|
||||
@@ -78,8 +90,8 @@ func _verify_runtime_scene_wiring(failures: Array[String]) -> void:
|
||||
func _verify_capture_tool_wiring(failures: Array[String]) -> void:
|
||||
for tool_path in CAPTURE_TOOL_PATHS:
|
||||
var tool_source := _read_text(tool_path, failures)
|
||||
_expect_true(tool_source.contains('world.set("streaming_focus_source_path"'), "%s sets explicit focus source" % tool_path, failures)
|
||||
_expect_true(tool_source.contains('world.call("refresh_streaming_focus", true)'), "%s uses public refresh" % tool_path, failures)
|
||||
_expect_true(tool_source.contains('render_facade.set("streaming_focus_source_path"'), "%s sets explicit focus source" % tool_path, failures)
|
||||
_expect_true(tool_source.contains('render_facade.call("refresh_streaming_focus", true)'), "%s uses facade refresh" % tool_path, failures)
|
||||
_expect_true(not tool_source.contains('world.call("_refresh_streaming_targets_at"'), "%s avoids private refresh" % tool_path, failures)
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,117 @@
|
||||
extends SceneTree
|
||||
|
||||
## Headless contract and wiring regression for the first M03 renderer facade seam.
|
||||
|
||||
const WORLD_RENDER_FACADE_SCRIPT := preload("res://src/render/world_render_facade.gd")
|
||||
const GODOT_WORLD_POSITION_SCRIPT := preload("res://src/domain/coordinates/godot_world_position.gd")
|
||||
const STREAMING_FOCUS_SCRIPT := preload("res://src/domain/streaming/streaming_focus.gd")
|
||||
|
||||
const RUNTIME_SCENE_PATHS: Array[String] = [
|
||||
"res://src/scenes/streaming/eastern_kingdoms_streaming.tscn",
|
||||
"res://src/scenes/streaming/kalimdor_streaming.tscn",
|
||||
]
|
||||
const TOOL_PATHS: Array[String] = [
|
||||
"res://src/tools/capture_render_checkpoints.gd",
|
||||
"res://src/tools/probe_render_camera_occluders.gd",
|
||||
"res://src/tools/probe_render_terrain_height.gd",
|
||||
]
|
||||
|
||||
|
||||
class StreamingWorldLoaderDouble extends Node:
|
||||
var current_focus: StreamingFocus
|
||||
var refresh_count := 0
|
||||
var metrics := {"tiles": 2, "queues": {"tile": 1}}
|
||||
|
||||
func set_streaming_focus(streaming_focus: StreamingFocus) -> void:
|
||||
current_focus = streaming_focus
|
||||
|
||||
func refresh_streaming_focus(_force: bool = false) -> bool:
|
||||
refresh_count += 1
|
||||
return current_focus != null
|
||||
|
||||
func render_baseline_snapshot() -> Dictionary:
|
||||
return metrics
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
var failures: Array[String] = []
|
||||
await _verify_delegation_and_snapshot_isolation(failures)
|
||||
_verify_repository_wiring(failures)
|
||||
|
||||
if not failures.is_empty():
|
||||
for failure in failures:
|
||||
push_error("WORLD_RENDER_FACADE: %s" % failure)
|
||||
quit(1)
|
||||
return
|
||||
|
||||
print("WORLD_RENDER_FACADE PASS delegation=3 runtime_scenes=2 tools=3")
|
||||
quit(0)
|
||||
|
||||
|
||||
func _verify_delegation_and_snapshot_isolation(failures: Array[String]) -> void:
|
||||
var test_root := Node.new()
|
||||
var loader := StreamingWorldLoaderDouble.new()
|
||||
loader.name = "StreamingWorldLoaderDouble"
|
||||
var source := Node3D.new()
|
||||
source.name = "FocusSource"
|
||||
source.position = Vector3(10.0, 20.0, 30.0)
|
||||
var facade = WORLD_RENDER_FACADE_SCRIPT.new()
|
||||
facade.name = "WorldRenderFacade"
|
||||
facade.streaming_world_loader_path = NodePath("../StreamingWorldLoaderDouble")
|
||||
facade.streaming_focus_source_path = NodePath("../FocusSource")
|
||||
test_root.add_child(loader)
|
||||
test_root.add_child(source)
|
||||
test_root.add_child(facade)
|
||||
get_root().add_child(test_root)
|
||||
await process_frame
|
||||
|
||||
_expect_true(loader.current_focus != null, "ready captures explicit source", failures)
|
||||
if loader.current_focus != null:
|
||||
_expect_near(loader.current_focus.world_position.x_units, 10.0, "source X", failures)
|
||||
_expect_near(loader.current_focus.world_position.y_units, 20.0, "source Y", failures)
|
||||
_expect_near(loader.current_focus.world_position.z_units, 30.0, "source Z", failures)
|
||||
|
||||
var typed_focus = STREAMING_FOCUS_SCRIPT.new(GODOT_WORLD_POSITION_SCRIPT.new(40.0, 50.0, 60.0))
|
||||
facade.streaming_focus_source_path = NodePath()
|
||||
facade.set_streaming_focus(typed_focus)
|
||||
_expect_true(facade.refresh_streaming_focus(true), "typed focus refresh delegates", failures)
|
||||
_expect_true(loader.current_focus == typed_focus, "typed focus reference delegates", failures)
|
||||
|
||||
var snapshot: Dictionary = facade.renderer_metrics_snapshot()
|
||||
snapshot["tiles"] = 999
|
||||
(snapshot["queues"] as Dictionary)["tile"] = 999
|
||||
_expect_true(int(loader.metrics.tiles) == 2, "top-level metrics are detached", failures)
|
||||
_expect_true(int(loader.metrics.queues.tile) == 1, "nested metrics are detached", failures)
|
||||
test_root.queue_free()
|
||||
|
||||
|
||||
func _verify_repository_wiring(failures: Array[String]) -> void:
|
||||
for scene_path in RUNTIME_SCENE_PATHS:
|
||||
var scene_source := _read_text(scene_path, failures)
|
||||
_expect_true(scene_source.contains('path="res://src/render/world_render_facade.gd"'), "%s loads facade" % scene_path, failures)
|
||||
_expect_true(scene_source.contains('[node name="WorldRenderFacade" type="Node" parent="."]'), "%s owns facade node" % scene_path, failures)
|
||||
_expect_true(scene_source.contains('streaming_focus_source_path = NodePath("../ThirdPersonPlayer")'), "%s facade uses player focus" % scene_path, failures)
|
||||
|
||||
for tool_path in TOOL_PATHS:
|
||||
var tool_source := _read_text(tool_path, failures)
|
||||
_expect_true(tool_source.contains('get_node_or_null("WorldRenderFacade")'), "%s resolves facade" % tool_path, failures)
|
||||
_expect_true(not tool_source.contains('world.call("refresh_streaming_focus"'), "%s avoids direct streamer refresh" % tool_path, failures)
|
||||
_expect_true(not tool_source.contains('world.set("streaming_focus_source_path"'), "%s avoids direct streamer focus config" % tool_path, failures)
|
||||
|
||||
|
||||
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()
|
||||
|
||||
|
||||
func _expect_near(actual_value: float, expected_value: float, label: String, failures: Array[String]) -> void:
|
||||
if not is_equal_approx(actual_value, expected_value):
|
||||
failures.append("%s expected %.3f, got %.3f" % [label, expected_value, actual_value])
|
||||
|
||||
|
||||
func _expect_true(actual_value: bool, label: String, failures: Array[String]) -> void:
|
||||
if not actual_value:
|
||||
failures.append("%s expected true" % label)
|
||||
@@ -0,0 +1 @@
|
||||
uid://baoiewiesd02u
|
||||
Reference in New Issue
Block a user