refactor(M03): extract terrain chunk queue planner
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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`; M03 facade/planner/scheduler/internal-access/ground/environment/entity packages; `M03-RND-TERRAIN-CACHE-SERVICE-001`; `M03-RND-TERRAIN-LOD-PLANNER-001` |
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| Target/work package | M00 baseline; `M01-RND-STREAMING-FOCUS-001`; `M01-QAR-SERVER-SPAWN-RENDERER-001`; M03 facade/planner/scheduler/internal-access/ground/environment/entity packages; M03 terrain cache/LOD/geometry-queue packages |
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| Owners | Renderer workstream / milestone integrator |
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| Last verified | Worktree `work/sindo-main-codex/m03-terrain-chunk-lod-planner`, 2026-07-16 |
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| Last verified | Worktree `work/sindo-main-codex/m03-terrain-chunk-queue`, 2026-07-16 |
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| Profiles/capabilities | `Performance`, `Balanced`, `High`, `Custom`; Blizzlike fidelity incomplete |
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## Purpose
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@@ -44,6 +44,8 @@ flowchart LR
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TerrainCache --> Loader
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Loader --> ChunkLod[TerrainChunkLodPlanner]
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ChunkLod --> Loader
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Loader --> ChunkQueue[TerrainChunkGeometryQueuePlanner]
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ChunkQueue --> Loader
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Native --> Parsed[Parsed tile/model data]
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Parsed --> Loader
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Loader --> Scene[SceneTree nodes]
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@@ -109,6 +111,7 @@ from externally reading/writing loader-private queue, task, cache and tile-state
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| `hitch_profiler_enabled` | Exported property | Enables named hitch sections | Runtime mutable | Logging overhead only |
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| `TerrainQualityMeshCache.store/restore/clear` | Internal terrain service | Owns admitted full-quality revisit Mesh references and LRU | Renderer thread/map session | Rejected/missed entry leaves loader fallback unchanged |
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| `TerrainChunkLodPlanner.plan` | Internal pure terrain query | Maps populated parsed chunk indices to desired LOD 0/1/2 | Synchronous per target refresh | Invalid/disabled input returns empty for existing tile-LOD fallback |
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| `TerrainChunkGeometryQueuePlanner.plan` | Internal pure terrain query | Produces chunk create/remove requests from current and desired state | Synchronous per queue rebuild | Invalid focus returns empty arrays |
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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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@@ -132,6 +135,7 @@ loader configuration remains transitional composition data, not a caller API.
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| Internal control | Per-frame lane limits and boolean permits | Streamer configuration / `RenderBudgetScheduler` | Ordered streamer drains | Scheduler-owned counters | Main thread/frame |
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| Internal cache | Full-quality terrain Mesh/source | Loader terrain upgrade / `TerrainQualityMeshCache` | Revisited tile state | Cache-retained Mesh reference | Map session until eviction/reset |
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| Internal plan | Parsed chunks, typed focus and immutable chunk-LOD policy | Loader / `TerrainChunkLodPlanner` | Loader desired state | Fresh dictionary; no retained resources | One target refresh |
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| Internal plan | Current/desired chunk state and typed focus | Loader / `TerrainChunkGeometryQueuePlanner` | Loader chunk queues | Fresh request arrays; no retained resources | One queue rebuild |
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| Output | Desired tile/detail operations | Streamer plan application | 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 | Detached renderer metrics | `WorldRenderFacade` | Capture/baseline tools | Caller-owned deep copy | On demand |
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@@ -173,6 +177,8 @@ flowchart TD
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TerrainCache --> Revisit[Revisited tile state restore]
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R --> ChunkLod[TerrainChunkLodPlanner]
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ChunkLod --> DesiredChunkLod[Desired chunk LOD state]
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DesiredChunkLod --> ChunkQueue[TerrainChunkGeometryQueuePlanner]
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ChunkQueue --> B
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R --> B[RenderBudgetScheduler permits]
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B --> Terrain[Terrain attach/upgrade]
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B --> M2[M2 group/MultiMesh attach]
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@@ -281,6 +287,9 @@ sequenceDiagram
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- `TerrainChunkLodPlanner` is stateless and owns only call-local horizontal
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distance calculations. The loader retains parsed chunks, desired state,
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queues, budgets and all Mesh/Node/RID application side effects.
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- `TerrainChunkGeometryQueuePlanner` is stateless and owns only call-local
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create/remove request calculation and sorting. The loader adopts the fresh
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arrays and retains removal-first drains, budgets and render side effects.
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- Rendered-ground query results and diagnostic snapshots are caller-owned values;
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the facade never returns Mesh, Node, tile-state or queue references.
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- Loaded-mesh ground sampling is renderer diagnostics, not authoritative gameplay
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@@ -360,6 +369,9 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
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- Terrain chunk LOD contract: horizontal chunk-center distance, inclusive
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thresholds, sparse indices, disabled/raw-custom policy, loader delegation and
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bounded 250-by-256 planning without loading a world scene.
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- Terrain chunk geometry queue contract: current/desired comparison, tile-LOD
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takeover, sparse origin fallback, stable removals, nearest creates, loader
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drain boundary and bounded multi-tile timing without a world scene.
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- Budget scheduler contract: exact lane exhaustion, shared chunk removal/create
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priority, independent lanes, frame reset, invalid limits, terminal cancellation,
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dependency boundaries and bounded permit timing without loading a world scene.
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@@ -400,6 +412,7 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
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| Entity presentation commands | Implemented boundary / Prototype visuals | Versioned typed snapshot plus present/remove lifecycle and runtime service composition | Display/equipment/animation/effects and async scale path remain |
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| Terrain quality Mesh cache service | Implemented extraction | Scene-free admission/LRU/clear contract and loader delegation | Remaining terrain build/state/finalization is monolithic |
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| Terrain chunk LOD planner | Implemented extraction | Scene-free formula/dependency/timing contract and loader delegation | Queue/state/finalization and asset-backed p95/p99 remain pending |
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| Terrain chunk geometry queue planner | Implemented extraction | Scene-free request/order/dependency/timing contract and loader delegation | Queue drains/state/finalization and asset-backed p95/p99 remain pending |
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| Pure streaming target planner | Implemented | `M03-RND-STREAMING-PLANNER-001` asset-free contract/performance regression | Queue scheduling and loaded-tile LOD application remain in streamer |
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| Bounded render budget scheduler | Implemented | `M03-RND-SCHEDULER-001` asset-free permit/cancellation/performance regression | Queue storage, worker concurrency and operation execution remain in streamer/services |
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| Gameplay/editor/tool internal-access boundary | Implemented | Access gate scans gameplay, EditorPlugin packages and terrain probe against actual private streamer declarations | Add future renderer diagnostic tools explicitly to the protected list |
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