render: add M2 build resource snapshot

This commit is contained in:
2026-07-18 02:47:10 +04:00
parent 0decd10e09
commit ec1b90f1e4
14 changed files with 655 additions and 52 deletions
+13
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@@ -42,6 +42,7 @@ Paired run 2026-07-11 подтвердил крупный coordinate/placement g
- `src/render/m2/m2_static_batch_materializer.gd` - main-thread static M2 MultiMesh construction, render settings and attachment.
- `src/render/m2/m2_build_queue.gd` / `m2_build_job.gd` - typed pending M2 jobs, FIFO/stale tile keys, grouped-transform references and progress cursors without engine destruction.
- `src/render/m2/m2_build_dispatch_planner.gd` - pure animation/static wait, materialization and missing-model advance decision.
- `src/render/m2/m2_build_resource_snapshot.gd` - typed per-step animated/static resource observations without engine destruction.
- `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.
@@ -1071,6 +1072,18 @@ $exe = Join-Path $env:TEMP 'godot-4.6.1-openwc\Godot_v4.6.1-stable_win64.exe'
- Resource lookup/request order, queue/cursor adoption, materialization, permits,
Node lifetime, cache formats, profiles and visible rules remain unchanged.
## 2026-07-18 M2 Build Resource Snapshot Extraction
- `M2BuildResourceSnapshot` now carries one build-step normalized path, optional
animated prototype, pending-animation state, optional static Mesh and terminal
missing-model state through typed accessors.
- Animation observation is captured first. Static observation is adopted only
for a positive non-animated batch after animation is no longer pending.
- The dispatch planner consumes the snapshot; the loader borrows the selected
prototype/Mesh for the existing materializer calls.
- ResourceLoader/cache requests, permit/cursor transitions, engine lifetime,
cache formats, profiles and visible rules remain unchanged.
## 2026-07-17 M2 Runtime Mesh Rebuild Classifier Extraction
- `M2RuntimeMeshRebuildClassifier` now owns the memoized decision used when a
+1
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@@ -22,6 +22,7 @@
| 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 build dispatch planner | Implemented extraction | [`m2-build-dispatch-planner.md`](m2-build-dispatch-planner.md) |
| M2 build resource snapshot | Implemented extraction | [`m2-build-resource-snapshot.md`](m2-build-resource-snapshot.md) |
| M2 build queue | Implemented extraction | [`m2-build-queue.md`](m2-build-queue.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) |
+11 -10
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@@ -50,17 +50,14 @@ SceneTree, files, workers, mutexes, gameplay, network and Editor APIs are forbid
| `ACTION_WAIT_FOR_STATIC_MESH` | Constant | Static resource is unresolved and queue must rotate | Immutable | None |
| `ACTION_MATERIALIZE_STATIC` | Constant | Build the selected slice from prepared static Mesh | Immutable | None |
| `ACTION_ADVANCE_WITHOUT_MATERIALIZATION` | Constant | Empty or terminally missing slice advances without a Node | Immutable | None |
| `plan_step(batch_count, animation_pending, has_animated, has_static_mesh, static_missing)` | Pure query | Return action, queue-rotation and serial-transition values | Any thread; call-local result | Raw booleans/count are accepted; non-positive count advances |
| `plan_step(batch_count, resource_snapshot)` | Pure query | Return action, queue-rotation and serial-transition values | Any thread; call-local result | Null snapshot waits for static Mesh; non-positive count advances |
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | Planned batch count | `M2BuildBatchPlanner` through loader | Dispatch planner | Integer copy | One call |
| Input | Animation request pending | Animation pipeline through loader | Dispatch planner | Boolean copy | One call |
| Input | Animated prototype available | Prototype cache/native loader adapter | Dispatch planner | Boolean copy; no Node reference | One call |
| Input | Static Mesh available | Mesh cache/request adapter | Dispatch planner | Boolean copy; no Mesh reference | One call |
| Input | Static model terminally missing | Prototype cache through loader | Dispatch planner | Boolean copy | One call |
| Input | Typed animated/static availability, pending and missing observations | Loader / `M2BuildResourceSnapshot` | Dispatch planner | Borrowed snapshot; engine references are not read | One call |
| Output | Action | Dispatch planner | Loader materializer/wait branch | Immutable StringName | One operation |
| Output | `rotate_queue` | Dispatch planner | Loader queue adapter | Detached boolean | One operation |
| Output | `increment_batch_serial` | Dispatch planner | Loader progress adapter | Detached boolean | One operation |
@@ -116,7 +113,7 @@ sequenceDiagram
L->>B: plan_batch
L->>L: lookup/request static Mesh when required
end
L->>D: plan_step(observed scalar state)
L->>D: plan_step(batch count, resource snapshot)
D-->>L: action, rotate flag, serial flag
alt wait action
L->>Q: rotate_front
@@ -138,6 +135,7 @@ flowchart TB
Loader --> Queue[M2BuildQueue]
Loader --> Caches[M2 cache/pipeline state]
Loader --> Materializers[M2 materializers]
Dispatch --> Snapshot[M2BuildResourceSnapshot accessors]
Dispatch --> Values[Integers + booleans + StringName]
Dispatch -. no dependency .-> Engine[Node / Mesh / ResourceLoader]
Dispatch -. no dependency .-> State[Queue / cache / scheduler state]
@@ -146,6 +144,8 @@ flowchart TB
## Ownership, threading and resources
- Planner owns call-local comparisons and the returned Dictionary only.
- `M2BuildResourceSnapshot` owns the typed call-local observation contract;
dispatch reads availability/pending/missing accessors but no engine references.
- Loader owns resource lookup/request order, action execution and permit use.
- `M2BuildQueue` owns pending jobs, FIFO keys and progress cursors.
- Materializers own main-thread scene construction under loader-owned roots.
@@ -190,9 +190,9 @@ remain unchanged.
## Extension points
A later package may move resource observation/request execution behind a typed
service while preserving this scalar action contract. Generic callbacks, signals
and a shared state-machine framework remain intentionally excluded.
A later package may move resource observation/request execution behind a service
that produces `M2BuildResourceSnapshot`. Generic callbacks, signals and a shared
state-machine framework remain intentionally excluded.
## Capability status
@@ -205,7 +205,6 @@ and a shared state-machine framework remain intentionally excluded.
## Known gaps and risks
- Planner consumes raw booleans rather than a typed resource snapshot.
- Loader still performs synchronous/native prototype attempts and static request I/O.
- Synthetic timing does not measure ResourceLoader, Node or GPU work.
- Private traversal, leak, visual and p95/p99 evidence remains unavailable.
@@ -215,6 +214,7 @@ and a shared state-machine framework remain intentionally excluded.
| Path | Responsibility |
|---|---|
| `src/render/m2/m2_build_dispatch_planner.gd` | Pure action priority and transition plan |
| `src/render/m2/m2_build_resource_snapshot.gd` | Typed per-step resource observation contract |
| `src/scenes/streaming/streaming_world_loader.gd` | Resource observation, action execution, permits and engine lifetime |
| `src/render/m2/m2_build_batch_planner.gd` | Batch count and cursor plan |
| `src/render/m2/m2_build_queue.gd` | Pending jobs, FIFO and cursor ownership |
@@ -223,6 +223,7 @@ and a shared state-machine framework remain intentionally excluded.
## Related decisions and references
- [`m2-build-batch-planner.md`](m2-build-batch-planner.md)
- [`m2-build-resource-snapshot.md`](m2-build-resource-snapshot.md)
- [`m2-build-queue.md`](m2-build-queue.md)
- [`m2-static-batch-materializer.md`](m2-static-batch-materializer.md)
- [`m2-animated-instance-materializer.md`](m2-animated-instance-materializer.md)
+1
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@@ -257,6 +257,7 @@ queue base, signals and callbacks are intentionally excluded.
- [`m2-build-batch-planner.md`](m2-build-batch-planner.md)
- [`m2-build-dispatch-planner.md`](m2-build-dispatch-planner.md)
- [`m2-build-resource-snapshot.md`](m2-build-resource-snapshot.md)
- [`m2-static-batch-materializer.md`](m2-static-batch-materializer.md)
- [`m2-animated-instance-materializer.md`](m2-animated-instance-materializer.md)
- [`world-renderer.md`](world-renderer.md)
+226
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@@ -0,0 +1,226 @@
# M2 Build Resource Snapshot
## Metadata
| Field | Value |
|---|---|
| Status | Implemented extraction |
| Target/work package | M03 / `M03-RND-M2-BUILD-RESOURCE-SNAPSHOT-001` |
| Owners | Per-build-step observed M2 resource references and outcome flags |
| Last verified | Worktree `work/sindo-main-codex/m03-m2-build-resource-snapshot`, 2026-07-18 |
| Profiles/capabilities | Existing static MultiMesh and animated-instance build paths |
## Purpose
Carry the resource observations for one M2 build operation as a typed contract:
normalized path, optional animated prototype, pending-animation state, optional
static Mesh and terminal missing-model state. The snapshot never owns engine lifetime.
## Non-goals
- Locate, request, load, validate or cache M2 resources.
- Decide dispatch action, batch count, queue order or permit consumption.
- Create, attach or free Nodes, Meshes, MultiMeshes or animated instances.
- Change animation allowlists, native candidate rules or cache paths/formats.
- Persist observations beyond one build operation.
## Context and boundaries
```mermaid
flowchart LR
Loader[StreamingWorldLoader observations] --> Snapshot[M2BuildResourceSnapshot]
Snapshot --> Dispatch[M2BuildDispatchPlanner]
Snapshot --> Loader
Loader --> Animated[M2AnimatedInstanceMaterializer]
Loader --> Static[M2StaticBatchMaterializer]
```
The snapshot depends only on `RefCounted`, String, booleans and borrowed Node3D/
Mesh references. ResourceLoader, cache/pipeline state, SceneTree mutation,
RenderingServer/RIDs, files, workers, mutexes, gameplay, network and Editor APIs
are forbidden.
## Public API
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
| Constructor `(normalized_path, animated_prototype, animation_pending)` | Command | Capture first-phase animation observation | Main thread; one build operation | Values retained exactly |
| `normalized_relative_path()` | Query | Return observed normalized path | Snapshot lifetime | None |
| `animated_prototype()` | Query | Borrow exact animated prototype | Main thread; no ownership transfer | May be null |
| `has_animated_prototype()` | Query | Report prototype availability | Any serialized caller | None |
| `animation_request_pending()` | Query | Report pending animation request | Any serialized caller | None |
| `adopt_static_observation(mesh, missing)` | Command | Replace second-phase static observation | Main thread | Values retained exactly, including contradictory inputs |
| `static_mesh()` | Query | Borrow exact prepared Mesh | Main thread; no ownership transfer | May be null |
| `has_static_mesh()` | Query | Report static Mesh availability | Any serialized caller | None |
| `static_model_missing()` | Query | Report terminal missing outcome | Any serialized caller | None |
| `diagnostic_snapshot()` | Query | Return detached path/availability flags | Any serialized caller | Omits engine references |
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | Normalized relative path | Loader path adapter | Snapshot/diagnostics | Copied String | Snapshot lifetime |
| Input | Optional animated prototype | Prototype/native animation path | Snapshot/materializer adapter | Borrowed exact Node3D reference | One build operation |
| Input | Animation request pending | Animation pipeline state | Snapshot/dispatch planner | Boolean copy | One build operation |
| Input | Optional prepared static Mesh | Mesh cache/request path | Snapshot/materializer adapter | Borrowed exact Mesh reference | One build operation |
| Input | Static model terminally missing | Prototype cache state | Snapshot/dispatch planner | Boolean copy | One build operation |
| Output | Availability/pending/missing values | Snapshot | Dispatch planner | Scalar reads | One dispatch plan |
| Output | Borrowed prototype or Mesh | Snapshot | Loader materializer adapter | No ownership transfer | One materialization call |
| Output | Detached diagnostics | Snapshot | Tests/future metrics | Caller-owned Dictionary | Call result |
The snapshot is released after the build-loop operation. Releasing or replacing
it never frees the borrowed Node3D or Mesh.
## Data flow
```mermaid
flowchart TD
Path[Normalized M2 path] --> Construct[Create snapshot]
Animated[Animated prototype or null] --> Construct
Pending[Animation request pending] --> Construct
Construct --> PendingCheck{Animation pending?}
PendingCheck -->|yes| Dispatch[Dispatch planner]
PendingCheck -->|no| Batch[Batch planner]
Batch --> StaticNeeded{Positive static batch?}
StaticNeeded -->|yes| Adopt[Adopt Mesh and missing observation]
StaticNeeded -->|no| Dispatch
Adopt --> Dispatch
Dispatch --> Borrow[Loader borrows selected resource]
```
## Lifecycle/state
```mermaid
stateDiagram-v2
[*] --> AnimationObserved: construct
AnimationObserved --> AnimationObserved: animation pending or animated path
AnimationObserved --> StaticObserved: adopt static result
StaticObserved --> StaticObserved: replace static result
AnimationObserved --> Released: operation ends
StaticObserved --> Released: operation ends
Released --> [*]
```
## Main sequence
```mermaid
sequenceDiagram
participant L as StreamingWorldLoader
participant S as M2BuildResourceSnapshot
participant B as M2BuildBatchPlanner
participant D as M2BuildDispatchPlanner
participant M as M2 materializer
L->>L: resolve/request animated prototype
L->>S: construct(path, prototype, pending)
alt animation not pending
L->>B: plan batch using snapshot availability
opt positive static batch
L->>L: lookup/request static Mesh
L->>S: adopt_static_observation
end
end
L->>D: plan_step(batch count, snapshot)
D-->>L: action plan
opt materialization action
L->>S: borrow prototype or Mesh
L->>M: materialize selected slice
end
```
## Dependency diagram
```mermaid
flowchart TB
Loader[StreamingWorldLoader] --> Snapshot[M2BuildResourceSnapshot]
Dispatch[M2BuildDispatchPlanner] --> Snapshot
Snapshot --> Values[String and booleans]
Snapshot --> Borrowed[Borrowed Node3D and Mesh]
Snapshot -. no dependency .-> IO[ResourceLoader / FileAccess]
Snapshot -. no dependency .-> State[Cache / pipeline / queue / scheduler]
Snapshot -. no dependency .-> Mutation[SceneTree / RenderingServer]
```
## Ownership, threading and resources
- Snapshot owns only copied scalar state and temporary references.
- Prototype/cache services retain resource state; loader owns observation order.
- Scene roots remain loader/tile-owned; Mesh lifetime follows cache/resource refs.
- Dispatch planner reads only snapshot accessors and never mutates the snapshot.
- Current construction/adoption occurs on renderer main thread.
## Errors, cancellation and recovery
| Failure/state | Detection | Behavior | Diagnostic | Recovery |
|---|---|---|---|---|
| Empty path | Exact String retained | No validation or hidden normalization | Contract fixture | Loader already normalizes input |
| Null prototype/Mesh | Availability accessor false | Dispatch uses pending/missing state | Contract fixture | Loader request/cache path retries |
| Mesh and missing both true | Exact adoption | Both retained; dispatch gives ready Mesh priority | Contradiction fixture | Loader normally prevents combination |
| Static observation replaced | Explicit adoption | Latest Mesh/missing values win | Replacement fixture | None required |
| Borrowed Node externally freed | Outside snapshot | Loader validity/lifecycle gates remain authoritative | Shutdown regressions | Tile may cancel/requeue |
| Tile cancellation | Outside snapshot | Ephemeral snapshot releases references | Queue/shutdown regressions | Eligible tile may rebuild |
## Configuration and capabilities
The snapshot adds no setting. Existing animation enable/allow/deny rules, batch
limits, cache paths, render settings and scheduler permits remain external.
## Persistence, cache and migration
No observation is serialized. No ADT/M2 cache version changes and no rebake or
migration are required.
## Diagnostics and observability
`diagnostic_snapshot()` exposes normalized path and four availability/outcome
flags without Node/Mesh references. The module emits no logs. Existing loader
queue/hitch metrics remain unchanged.
## Verification
- `verify_m2_build_resource_snapshot.gd` covers exact path/reference identity,
defaults, static adoption/replacement/clear, contradictory flags, detached
diagnostics, engine lifetime, loader/dispatch boundaries and bounded timing.
- Dispatch, queue, batch, materializer, cache/pipeline, shutdown, facade,
internal-access and checkpoint regressions protect adjacent behavior.
- Fidelity evidence is exact observation transfer only; no private asset or
original-client visual claim is made.
## Extension points
A later resource-observation service may produce this snapshot while moving
ResourceLoader/cache request ownership out of the loader. The value contract
must remain independent of that service and of generic callback frameworks.
## Capability status
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
| Typed per-step M2 resource observation | Implemented extraction | Identity/adoption/lifetime/source/timing verifier | Asset-backed traversal pending |
| Dispatch decision | Implemented separately | Dispatch planner verifier | Asset-backed traversal pending |
| Resource lookup/request execution | Loader-owned | Cache/pipeline regressions | Service extraction pending |
| Engine lifetime/materialization | Loader/materializer-owned | Lifetime/materializer regressions | GPU/p95/p99 evidence pending |
## Known gaps and risks
- Static observation is mutable during its short two-phase construction.
- Raw Node3D/Mesh references remain necessary for current materializer APIs.
- Loader still owns synchronous/native prototype attempts and ResourceLoader requests.
- Synthetic timing does not measure resource, Node or GPU work.
## Source map
| Path | Responsibility |
|---|---|
| `src/render/m2/m2_build_resource_snapshot.gd` | Typed per-step resource observations and diagnostics |
| `src/render/m2/m2_build_dispatch_planner.gd` | Snapshot-to-action planning |
| `src/scenes/streaming/streaming_world_loader.gd` | Resource observation/request execution and materializer borrowing |
| `src/tools/verify_m2_build_resource_snapshot.gd` | Identity/adoption/lifetime/boundary/timing regression |
## Related decisions and references
- [`m2-build-dispatch-planner.md`](m2-build-dispatch-planner.md)
- [`m2-build-batch-planner.md`](m2-build-batch-planner.md)
- [`m2-build-queue.md`](m2-build-queue.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)
+12 -2
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@@ -56,6 +56,8 @@ flowchart LR
M2Batch --> Loader
Loader --> M2Dispatch[M2BuildDispatchPlanner]
M2Dispatch --> Loader
Loader --> M2Resources[M2BuildResourceSnapshot]
M2Resources --> M2Dispatch
Loader --> M2Queue[M2BuildQueue]
M2Queue --> Loader
Loader --> M2Static[M2StaticBatchMaterializer]
@@ -139,6 +141,7 @@ from externally reading/writing loader-private queue, task, cache and tile-state
| `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 |
| `M2BuildDispatchPlanner.plan_step` | Internal pure M2 service | Selects wait, animated/static materialization or no-Node advancement from observed resource state | Main/any thread; stateless | Pending animation has priority; unresolved static Mesh waits |
| `M2BuildResourceSnapshot` | Internal M2 value contract | Carries per-step normalized path, animated/static references and pending/missing observations | Renderer main thread; one build operation | Values retained exactly; release never frees resources |
| `M2BuildQueue` / `M2BuildJob` | Internal M2 pending-state service | Own typed root/groups/cursor jobs and FIFO/stale tile keys | Renderer main thread; map session | Invalid enqueue rejected; stale keys drain independently of jobs |
| `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 |
@@ -189,6 +192,7 @@ loader configuration remains transitional composition data, not a caller API.
| 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 M2 dispatch plan | Batch count and observed animation/static resource state | Loader / `M2BuildDispatchPlanner` | Loader queue/materializer/progress adapter | Fresh scalar/action Dictionary | One build operation |
| Internal M2 resource observation | Normalized path, optional prototype/Mesh and pending/missing flags | Loader / `M2BuildResourceSnapshot` | Dispatch planner and loader materializer adapter | Snapshot borrows exact engine references | One build operation |
| Internal M2 pending build | Tile key, M2 root, grouped transforms and cursors | Loader / `M2BuildQueue` | Loader readiness, planner and materializer adapters | Queue-owned job/keys and strong references | Until finish/cancel/clear/replacement |
| 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 |
@@ -253,7 +257,8 @@ flowchart TD
M2Grouper --> M2Batch[M2BuildBatchPlanner]
M2Grouper --> M2Queue[M2BuildQueue]
M2Queue --> M2Batch
M2Batch --> M2Dispatch[M2BuildDispatchPlanner]
M2Batch --> M2Resources[M2BuildResourceSnapshot]
M2Resources --> M2Dispatch[M2BuildDispatchPlanner]
M2Dispatch --> M2Static[M2StaticBatchMaterializer]
M2Static --> M2
R --> WmoPlacement[WmoPlacementResolver]
@@ -383,7 +388,9 @@ sequenceDiagram
groups enter `M2BuildQueue` as typed pending jobs.
- `M2BuildBatchPlanner` is stateless and owns only call-local scalar plans.
`M2BuildDispatchPlanner` is stateless and owns only call-local action/transition
plans after the loader observes resource availability.
plans after the loader observes resource availability. `M2BuildResourceSnapshot`
carries those per-step observations and borrows exact prototype/Mesh references
without controlling engine lifetime.
`M2BuildQueue` owns typed pending jobs, FIFO/stale keys, grouped-transform
references and group/offset/serial cursors without freeing engine objects.
`M2StaticBatchMaterializer` owns static MultiMesh construction/attachment;
@@ -571,6 +578,7 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
| 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 |
| M2 build batch planner | Implemented extraction | Scene-free limit/count/cursor/source/timing contract | Spatial cells and asset-backed p95/p99 remain pending |
| M2 build dispatch planner | Implemented extraction | Scene-free priority/action/transition/source/timing contract | Resource observation/orchestration and asset-backed traversal remain pending |
| M2 build resource snapshot | Implemented extraction | Typed identity/adoption/lifetime/source/timing contract | Resource observation service and asset-backed traversal remain pending |
| M2 build queue | Implemented extraction | Typed lifecycle/FIFO/progress/lifetime/source/timing contract | Resource dispatch and asset-backed traversal remain pending |
| M2 animation load pipeline state | Implemented extraction | Synthetic lifecycle/FIFO/source/timing contract | Asset-backed traversal/leak/animation-fidelity/p95/p99 pending |
| M2 animated scene finalizer | Implemented extraction | Synthetic type/lifetime/material/player/source/timing contract | Asset-backed GLB traversal/material/animation comparison pending |
@@ -643,6 +651,7 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
| `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_build_dispatch_planner.gd` | M2 wait/materializer/advance action priority and transition plan |
| `src/render/m2/m2_build_resource_snapshot.gd` | Typed per-step animated/static observations and borrowed references |
| `src/render/m2/m2_build_job.gd` | M2 root/groups references and group/offset/serial progress |
| `src/render/m2/m2_build_queue.gd` | Keyed pending jobs and FIFO/stale tile-key lifecycle |
| `src/render/m2/m2_mesh_load_pipeline_state.gd` | Static M2 pending Resource paths, terminal statuses and finalize FIFO |
@@ -672,6 +681,7 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
| `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_build_dispatch_planner.gd` | M2 dispatch priority/action/transition/boundary/timing regression |
| `src/tools/verify_m2_build_resource_snapshot.gd` | M2 observation identity/adoption/lifetime/boundary/timing regression |
| `src/tools/verify_m2_build_queue.gd` | M2 job/FIFO/progress/lifetime/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 |
+7 -8
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@@ -14,20 +14,19 @@ const ACTION_ADVANCE_WITHOUT_MATERIALIZATION := &"advance_without_materializatio
## Returns a detached action/transition plan for one M2 build operation.
func plan_step(
batch_count: int,
animation_request_pending: bool,
has_animated_prototype: bool,
has_static_mesh: bool,
static_model_missing: bool
resource_snapshot: RefCounted
) -> Dictionary:
if animation_request_pending:
if resource_snapshot == null:
return _wait_plan(ACTION_WAIT_FOR_STATIC_MESH)
if bool(resource_snapshot.call("animation_request_pending")):
return _wait_plan(ACTION_WAIT_FOR_ANIMATION)
if batch_count <= 0:
return _advance_plan(ACTION_ADVANCE_WITHOUT_MATERIALIZATION, false)
if has_animated_prototype:
if bool(resource_snapshot.call("has_animated_prototype")):
return _advance_plan(ACTION_MATERIALIZE_ANIMATED, true)
if has_static_mesh:
if bool(resource_snapshot.call("has_static_mesh")):
return _advance_plan(ACTION_MATERIALIZE_STATIC, true)
if static_model_missing:
if bool(resource_snapshot.call("static_model_missing")):
return _advance_plan(ACTION_ADVANCE_WITHOUT_MATERIALIZATION, true)
return _wait_plan(ACTION_WAIT_FOR_STATIC_MESH)
@@ -0,0 +1,72 @@
class_name M2BuildResourceSnapshot
extends RefCounted
## Holds one M2 build-step resource observation without owning engine lifetime.
var _normalized_relative_path: String
var _animated_prototype: Node3D
var _animation_request_pending: bool
var _static_mesh: Mesh = null
var _static_model_missing: bool = false
func _init(
normalized_relative_path: String,
animated_prototype: Node3D,
animation_request_pending: bool
) -> void:
_normalized_relative_path = normalized_relative_path
_animated_prototype = animated_prototype
_animation_request_pending = animation_request_pending
## Returns the normalized M2 path observed by the loader.
func normalized_relative_path() -> String:
return _normalized_relative_path
## Returns the borrowed animated prototype without transferring ownership.
func animated_prototype() -> Node3D:
return _animated_prototype
## Returns whether an animated prototype was observed.
func has_animated_prototype() -> bool:
return _animated_prototype != null
## Returns whether the animation request remains pending.
func animation_request_pending() -> bool:
return _animation_request_pending
## Adopts the optional static Mesh and terminal missing-model observation.
func adopt_static_observation(static_mesh: Mesh, static_model_missing: bool) -> void:
_static_mesh = static_mesh
_static_model_missing = static_model_missing
## Returns the borrowed static Mesh without transferring ownership.
func static_mesh() -> Mesh:
return _static_mesh
## Returns whether a prepared static Mesh was observed.
func has_static_mesh() -> bool:
return _static_mesh != null
## Returns whether the static model lookup reached a terminal missing outcome.
func static_model_missing() -> bool:
return _static_model_missing
## Returns detached path/availability diagnostics without engine references.
func diagnostic_snapshot() -> Dictionary:
return {
"normalized_relative_path": _normalized_relative_path,
"has_animated_prototype": has_animated_prototype(),
"animation_request_pending": _animation_request_pending,
"has_static_mesh": has_static_mesh(),
"static_model_missing": _static_model_missing,
}
@@ -0,0 +1 @@
uid://cgleoy15rtmby
+25 -17
View File
@@ -63,6 +63,9 @@ const M2_BUILD_BATCH_PLANNER_SCRIPT := preload(
const M2_BUILD_DISPATCH_PLANNER_SCRIPT := preload(
"res://src/render/m2/m2_build_dispatch_planner.gd"
)
const M2_BUILD_RESOURCE_SNAPSHOT_SCRIPT := preload(
"res://src/render/m2/m2_build_resource_snapshot.gd"
)
const M2_BUILD_QUEUE_SCRIPT := preload("res://src/render/m2/m2_build_queue.gd")
const M2_STATIC_BATCH_MATERIALIZER_SCRIPT := preload(
"res://src/render/m2/m2_static_batch_materializer.gd"
@@ -4350,31 +4353,38 @@ func _process_m2_build_jobs() -> void:
enable_m2_animated_instances
and _m2_animation_load_pipeline_state.has_request(normalized_rel)
)
var resource_snapshot: RefCounted = M2_BUILD_RESOURCE_SNAPSHOT_SCRIPT.new(
normalized_rel,
animated_prototype,
animation_request_pending
)
var batch_plan: Dictionary = {}
var batch_count := 0
var static_mesh: Mesh = null
var static_model_missing := false
if not animation_request_pending:
if not bool(resource_snapshot.call("animation_request_pending")):
batch_plan = _m2_build_batch_planner.plan_batch(
transforms.size(),
offset,
animated_prototype != null,
bool(resource_snapshot.call("has_animated_prototype")),
m2_animated_instances_per_tick,
m2_multimesh_batch_size
)
batch_count = int(batch_plan["batch_count"])
if batch_count > 0 and animated_prototype == null:
static_mesh = _get_m2_mesh_or_request(rel_path)
static_model_missing = (
static_mesh == null
and _m2_prototype_cache_state.is_model_missing(normalized_rel)
if (
batch_count > 0
and not bool(resource_snapshot.call("has_animated_prototype"))
):
var static_mesh := _get_m2_mesh_or_request(rel_path)
resource_snapshot.call(
"adopt_static_observation",
static_mesh,
(
static_mesh == null
and _m2_prototype_cache_state.is_model_missing(normalized_rel)
)
)
var dispatch_plan: Dictionary = _m2_build_dispatch_planner.plan_step(
batch_count,
animation_request_pending,
animated_prototype != null,
static_mesh != null,
static_model_missing
resource_snapshot
)
if bool(dispatch_plan["rotate_queue"]):
_m2_build_queue_state.rotate_front()
@@ -4392,7 +4402,7 @@ func _process_m2_build_jobs() -> void:
_materialize_m2_animated_batch(
root as Node3D,
rel_path,
animated_prototype,
resource_snapshot.call("animated_prototype") as Node3D,
transforms,
offset,
batch_count,
@@ -4405,7 +4415,7 @@ func _process_m2_build_jobs() -> void:
_materialize_m2_group_batch(
root as Node3D,
rel_path,
static_mesh,
resource_snapshot.call("static_mesh") as Mesh,
transforms,
offset,
batch_count,
@@ -4431,8 +4441,6 @@ func _process_m2_build_jobs() -> void:
if next_group_index >= group_keys.size():
_finish_m2_build_job(key)
_m2_build_queue_state.pop_front()
func _materialize_m2_group_batch(
m2_root: Node3D,
rel_path: String,
+46 -13
View File
@@ -6,6 +6,9 @@ extends SceneTree
const PLANNER_SCRIPT := preload(
"res://src/render/m2/m2_build_dispatch_planner.gd"
)
const SNAPSHOT_SCRIPT := preload(
"res://src/render/m2/m2_build_resource_snapshot.gd"
)
const PLANNER_PATH := "res://src/render/m2/m2_build_dispatch_planner.gd"
const LOADER_PATH := "res://src/scenes/streaming/streaming_world_loader.gd"
@@ -32,8 +35,10 @@ func _initialize() -> void:
func _verify_wait_and_empty_actions(failures: Array[String]) -> void:
var planner: RefCounted = PLANNER_SCRIPT.new()
var prototype := Node3D.new()
var snapshot := _make_snapshot(prototype, true, ArrayMesh.new(), true)
var animation_wait: Dictionary = planner.call(
"plan_step", 4, true, true, true, true
"plan_step", 4, snapshot
)
_expect_plan(
animation_wait,
@@ -44,7 +49,7 @@ func _verify_wait_and_empty_actions(failures: Array[String]) -> void:
failures
)
var empty_batch: Dictionary = planner.call(
"plan_step", 0, false, true, true, true
"plan_step", 0, _make_snapshot(prototype, false, ArrayMesh.new(), true)
)
_expect_plan(
empty_batch,
@@ -55,7 +60,7 @@ func _verify_wait_and_empty_actions(failures: Array[String]) -> void:
failures
)
var negative_batch: Dictionary = planner.call(
"plan_step", -3, false, false, false, false
"plan_step", -3, _make_snapshot(null, false, null, false)
)
_expect_plan(
negative_batch,
@@ -65,12 +70,14 @@ func _verify_wait_and_empty_actions(failures: Array[String]) -> void:
"negative batch advances without serial",
failures
)
prototype.free()
func _verify_materialization_priority(failures: Array[String]) -> void:
var planner: RefCounted = PLANNER_SCRIPT.new()
var prototype := Node3D.new()
var animated: Dictionary = planner.call(
"plan_step", 3, false, true, true, true
"plan_step", 3, _make_snapshot(prototype, false, ArrayMesh.new(), true)
)
_expect_plan(
animated,
@@ -81,7 +88,7 @@ func _verify_materialization_priority(failures: Array[String]) -> void:
failures
)
var static_mesh: Dictionary = planner.call(
"plan_step", 3, false, false, true, true
"plan_step", 3, _make_snapshot(null, false, ArrayMesh.new(), true)
)
_expect_plan(
static_mesh,
@@ -91,12 +98,13 @@ func _verify_materialization_priority(failures: Array[String]) -> void:
"prepared static mesh wins over missing flag",
failures
)
prototype.free()
func _verify_static_retry_and_missing_actions(failures: Array[String]) -> void:
var planner: RefCounted = PLANNER_SCRIPT.new()
var static_wait: Dictionary = planner.call(
"plan_step", 2, false, false, false, false
"plan_step", 2, _make_snapshot(null, false, null, false)
)
_expect_plan(
static_wait,
@@ -107,7 +115,7 @@ func _verify_static_retry_and_missing_actions(failures: Array[String]) -> void:
failures
)
var missing: Dictionary = planner.call(
"plan_step", 2, false, false, false, true
"plan_step", 2, _make_snapshot(null, false, null, true)
)
_expect_plan(
missing,
@@ -121,10 +129,12 @@ func _verify_static_retry_and_missing_actions(failures: Array[String]) -> void:
func _verify_fresh_results(failures: Array[String]) -> void:
var planner: RefCounted = PLANNER_SCRIPT.new()
var first: Dictionary = planner.call("plan_step", 1, false, true, false, false)
var prototype := Node3D.new()
var snapshot := _make_snapshot(prototype, false, null, false)
var first: Dictionary = planner.call("plan_step", 1, snapshot)
first["action"] = &"mutated"
first["rotate_queue"] = true
var second: Dictionary = planner.call("plan_step", 1, false, true, false, false)
var second: Dictionary = planner.call("plan_step", 1, snapshot)
_expect_plan(
second,
PLANNER_SCRIPT.ACTION_MATERIALIZE_ANIMATED,
@@ -133,6 +143,7 @@ func _verify_fresh_results(failures: Array[String]) -> void:
"plan results are detached",
failures
)
prototype.free()
func _verify_loader_and_dependency_boundaries(failures: Array[String]) -> void:
@@ -176,15 +187,18 @@ func _verify_loader_and_dependency_boundaries(failures: Array[String]) -> void:
func _verify_bounded_timing(failures: Array[String]) -> float:
var planner: RefCounted = PLANNER_SCRIPT.new()
var snapshots := [
_make_snapshot(null, true, null, false),
_make_snapshot(null, false, null, false),
_make_snapshot(null, false, ArrayMesh.new(), false),
_make_snapshot(null, false, null, true),
]
var started_microseconds := Time.get_ticks_usec()
for iteration in range(20000):
planner.call(
"plan_step",
iteration % 5,
iteration % 11 == 0,
iteration % 3 == 0,
iteration % 3 == 1,
iteration % 7 == 0
snapshots[iteration % snapshots.size()]
)
var elapsed_milliseconds := (
float(Time.get_ticks_usec() - started_microseconds) / 1000.0
@@ -197,6 +211,25 @@ func _verify_bounded_timing(failures: Array[String]) -> float:
return elapsed_milliseconds
func _make_snapshot(
animated_prototype: Node3D,
animation_request_pending: bool,
static_mesh: Mesh,
static_model_missing: bool
) -> RefCounted:
var snapshot: RefCounted = SNAPSHOT_SCRIPT.new(
"world/test.m2",
animated_prototype,
animation_request_pending
)
snapshot.call(
"adopt_static_observation",
static_mesh,
static_model_missing
)
return snapshot
func _expect_plan(
plan: Dictionary,
expected_action: StringName,
@@ -0,0 +1,224 @@
extends SceneTree
## Asset-free M2 resource observation identity, adoption, lifetime, boundary and
## bounded-timing regression.
const SNAPSHOT_SCRIPT := preload(
"res://src/render/m2/m2_build_resource_snapshot.gd"
)
const SNAPSHOT_PATH := "res://src/render/m2/m2_build_resource_snapshot.gd"
const DISPATCH_PATH := "res://src/render/m2/m2_build_dispatch_planner.gd"
const LOADER_PATH := "res://src/scenes/streaming/streaming_world_loader.gd"
func _initialize() -> void:
var failures: Array[String] = []
_verify_initial_observation(failures)
_verify_static_adoption_and_replacement(failures)
_verify_detached_diagnostics(failures)
_verify_engine_lifetime(failures)
_verify_loader_and_dependency_boundaries(failures)
var elapsed_milliseconds := _verify_bounded_timing(failures)
if not failures.is_empty():
for failure in failures:
push_error("M2_BUILD_RESOURCE_SNAPSHOT: %s" % failure)
quit(1)
return
print(
"M2_BUILD_RESOURCE_SNAPSHOT PASS cases=12 iterations=20000 elapsed_ms=%.3f"
% elapsed_milliseconds
)
quit(0)
func _verify_initial_observation(failures: Array[String]) -> void:
var prototype := Node3D.new()
var snapshot: RefCounted = SNAPSHOT_SCRIPT.new(
"world/example.m2",
prototype,
true
)
_expect_string(
String(snapshot.call("normalized_relative_path")),
"world/example.m2",
"normalized path retained",
failures
)
_expect_same(
snapshot.call("animated_prototype"),
prototype,
"animated prototype identity retained",
failures
)
_expect_true(
bool(snapshot.call("has_animated_prototype")),
"animated availability",
failures
)
_expect_true(
bool(snapshot.call("animation_request_pending")),
"animation pending retained",
failures
)
_expect_false(bool(snapshot.call("has_static_mesh")), "static defaults empty", failures)
_expect_false(
bool(snapshot.call("static_model_missing")),
"missing defaults false",
failures
)
prototype.free()
func _verify_static_adoption_and_replacement(failures: Array[String]) -> void:
var snapshot: RefCounted = SNAPSHOT_SCRIPT.new("world/static.m2", null, false)
var first_mesh := ArrayMesh.new()
var second_mesh := ArrayMesh.new()
snapshot.call("adopt_static_observation", first_mesh, true)
_expect_same(snapshot.call("static_mesh"), first_mesh, "first Mesh identity", failures)
_expect_true(bool(snapshot.call("has_static_mesh")), "static available", failures)
_expect_true(
bool(snapshot.call("static_model_missing")),
"contradictory missing flag retained",
failures
)
snapshot.call("adopt_static_observation", second_mesh, false)
_expect_same(
snapshot.call("static_mesh"),
second_mesh,
"replacement Mesh identity",
failures
)
_expect_false(
bool(snapshot.call("static_model_missing")),
"replacement missing flag",
failures
)
snapshot.call("adopt_static_observation", null, true)
_expect_false(bool(snapshot.call("has_static_mesh")), "Mesh may clear", failures)
_expect_true(bool(snapshot.call("static_model_missing")), "terminal missing adopted", failures)
func _verify_detached_diagnostics(failures: Array[String]) -> void:
var prototype := Node3D.new()
var mesh := ArrayMesh.new()
var snapshot: RefCounted = SNAPSHOT_SCRIPT.new("world/diag.m2", prototype, false)
snapshot.call("adopt_static_observation", mesh, true)
var diagnostics: Dictionary = snapshot.call("diagnostic_snapshot")
_expect_true(
diagnostics == {
"normalized_relative_path": "world/diag.m2",
"has_animated_prototype": true,
"animation_request_pending": false,
"has_static_mesh": true,
"static_model_missing": true,
},
"diagnostic scalar contract",
failures
)
_expect_false(diagnostics.values().has(prototype), "diagnostics omit prototype", failures)
_expect_false(diagnostics.values().has(mesh), "diagnostics omit Mesh", failures)
diagnostics["has_static_mesh"] = false
var fresh: Dictionary = snapshot.call("diagnostic_snapshot")
_expect_true(bool(fresh["has_static_mesh"]), "diagnostics detached", failures)
prototype.free()
func _verify_engine_lifetime(failures: Array[String]) -> void:
var prototype := Node3D.new()
var snapshot: RefCounted = SNAPSHOT_SCRIPT.new("world/lifetime.m2", prototype, false)
snapshot = null
_expect_true(is_instance_valid(prototype), "snapshot release keeps Node valid", failures)
prototype.free()
func _verify_loader_and_dependency_boundaries(failures: Array[String]) -> void:
var loader_source := FileAccess.get_file_as_string(LOADER_PATH)
var dispatch_source := FileAccess.get_file_as_string(DISPATCH_PATH)
var snapshot_source := FileAccess.get_file_as_string(SNAPSHOT_PATH)
for delegated_token in [
"M2_BUILD_RESOURCE_SNAPSHOT_SCRIPT.new(",
"\"adopt_static_observation\"",
"resource_snapshot.call(\"animated_prototype\")",
"resource_snapshot.call(\"static_mesh\")",
]:
_expect_true(
loader_source.contains(delegated_token),
"loader uses %s" % delegated_token,
failures
)
_expect_true(
dispatch_source.contains("resource_snapshot.call(\"animation_request_pending\")")
and dispatch_source.contains("resource_snapshot.call(\"has_static_mesh\")"),
"dispatch planner consumes typed snapshot",
failures
)
for forbidden_token in [
"queue_free",
"free(",
"ResourceLoader",
"RenderingServer",
"FileAccess",
"WorkerThreadPool",
"Thread",
"Mutex",
]:
_expect_false(
snapshot_source.contains(forbidden_token),
"snapshot omits %s ownership" % forbidden_token,
failures
)
func _verify_bounded_timing(failures: Array[String]) -> float:
var mesh := ArrayMesh.new()
var started_microseconds := Time.get_ticks_usec()
for iteration in range(20000):
var snapshot: RefCounted = SNAPSHOT_SCRIPT.new(
"world/%d.m2" % (iteration % 64),
null,
iteration % 5 == 0
)
snapshot.call(
"adopt_static_observation",
mesh if iteration % 3 == 0 else null,
iteration % 7 == 0
)
snapshot.call("diagnostic_snapshot")
var elapsed_milliseconds := (
float(Time.get_ticks_usec() - started_microseconds) / 1000.0
)
_expect_true(
elapsed_milliseconds < 1000.0,
"20,000 snapshot cycles remain bounded",
failures
)
return elapsed_milliseconds
func _expect_string(
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)
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)
@@ -0,0 +1 @@
uid://cgx3uaof21ubs
+15 -2
View File
@@ -57,7 +57,8 @@ Runtime и Editor используют facade; planner/scheduler тестиру
`M03-RND-M2-ANIMATED-INSTANCE-MATERIALIZER-001`,
`M03-RND-M2-STATIC-BATCH-MATERIALIZER-001`,
`M03-RND-M2-BUILD-QUEUE-001`,
`M03-RND-M2-BUILD-DISPATCH-PLANNER-001`
`M03-RND-M2-BUILD-DISPATCH-PLANNER-001`,
`M03-RND-M2-BUILD-RESOURCE-SNAPSHOT-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
@@ -263,6 +264,13 @@ Runtime и Editor используют facade; planner/scheduler тестиру
materializers, animation/Mesh pipelines, Mesh/prototype state, shutdown, facade,
internal-access `30`, manifest and checkpoint dry-run `7/7`, documentation and
coordination remained green.
M2 build resource snapshot passed `cases=12 iterations=20000
elapsed_ms=42.995` with exact path/prototype/Mesh identity, animation defaults,
two-phase static adoption/replacement/clear, contradictory-state preservation,
detached diagnostics, engine lifetime and loader/dispatch boundaries. All 54
autonomous headless regressions and checkpoint dry-run `7/7` passed; the
proprietary ADT probe remained unavailable. Internal-access inventory remains
`30`; resource lookup/request execution remains loader-owned.
M02 terrain-query regression
remained green (13 pre-existing expired M00 claim warnings).
- Fidelity comparison: all 16 historical operation limits and drain sites were
@@ -297,6 +305,9 @@ Runtime и Editor используют facade; planner/scheduler тестиру
M2 build dispatch retains pending-animation priority before batch planning,
animated-before-static selection, unresolved-static rotation without progress,
and the historical serial increment for terminally missing positive batches.
One build operation now carries the exact normalized path, optional animated
prototype, pending-animation state, optional static Mesh and missing outcome in
a typed snapshot; releasing it never frees either borrowed engine resource.
WMO cache-key normalization, positive MODF identity with tile/index fallback
and world position/Euler/unclamped-scale transforms are unchanged across
lightweight render, cached-scene and live-prototype paths.
@@ -413,6 +424,7 @@ Runtime и Editor используют facade; planner/scheduler тестиру
M2 static batch materializer and loader readiness/cursor/Editor-owner adapter,
typed M2 build job/queue and loader enqueue/drain/progress/cancel/clear adapters,
stateless M2 build dispatch planner and loader resource-observation/action adapter,
typed M2 build resource snapshot and loader/dispatch/materializer adapters,
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
@@ -437,7 +449,8 @@ Runtime и Editor используют facade; planner/scheduler тестиру
headless timing does not measure transform upload GPU cost and spatial-cell
batching still needs culling/performance evidence; typed M2 pending state is
separated and dispatch decisions are explicit, while resource observation/
requests, action execution and root cleanup remain in loader;
requests, action execution and root cleanup remain in loader; resource state is
typed per operation but its producing service is not yet extracted;
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;