refactor(M03): extract terrain chunk queue planner
This commit is contained in:
@@ -964,6 +964,19 @@ $exe = Join-Path $env:TEMP 'godot-4.6.1-openwc\Godot_v4.6.1-stable_win64.exe'
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scene-free contract is formula evidence only; asset-backed p95/p99 and visual
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acceptance remain required.
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## 2026-07-16 Terrain Chunk Geometry Queue Planner Extraction
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- `TerrainChunkGeometryQueuePlanner` now compares current and desired chunk state
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and returns fresh chunk create/remove request arrays.
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- LOD mismatches and absent chunks retain the existing request shape; creates
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remain sorted by horizontal distance from chunk origin to streaming focus.
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- Desired tile LOD still removes every current chunk, while sparse parsed chunk
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records retain the existing tile-origin distance fallback.
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- `StreamingWorldLoader` still owns queue storage/drains, removal-first execution,
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the shared `chunk_geometry` budget lane and every Mesh/Node/RID side effect.
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- Cache formats, quality profiles and visual rules are unchanged. Asset-backed
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p95/p99 and visual acceptance remain required.
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## 2026-07-16 World Environment Snapshot Facade
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- `WorldEnvironmentSnapshot` carries one immutable finite time-of-day value,
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@@ -14,6 +14,7 @@
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| Terrain query | Implemented | [`terrain-query.md`](terrain-query.md) |
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| Terrain quality Mesh cache | Implemented extraction | [`terrain-quality-mesh-cache.md`](terrain-quality-mesh-cache.md) |
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| Terrain chunk LOD planner | Implemented extraction | [`terrain-chunk-lod-planner.md`](terrain-chunk-lod-planner.md) |
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| Terrain chunk geometry queue planner | Implemented extraction | [`terrain-chunk-geometry-queue-planner.md`](terrain-chunk-geometry-queue-planner.md) |
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| Third-person camera | Implemented | [`third-person-camera.md`](third-person-camera.md) |
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| Character presentation | Implemented boundary / Partial fidelity | [`character-presentation.md`](character-presentation.md) |
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| Renderer | Partial | [`world-renderer.md`](world-renderer.md), [`../../RENDER.md`](../../RENDER.md) |
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@@ -0,0 +1,195 @@
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# Terrain Chunk Geometry Queue Planner
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## Metadata
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| Field | Value |
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|---|---|
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| Status | Implemented extraction |
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| Target/work package | M03 / `M03-RND-TERRAIN-CHUNK-QUEUE-001` |
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| Owners | Pure chunk geometry create/remove request calculation |
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| Last verified | Worktree `work/sindo-main-codex/m03-terrain-chunk-queue`, 2026-07-16 |
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| Profiles/capabilities | Existing chunk/tile LOD desired state; all profiles |
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## Purpose
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Compare loader-owned current chunk geometry with desired chunk/tile LOD state
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and produce fresh removal and nearest-first creation request arrays.
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## Non-goals
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- Retain, drain or bound queues, or own per-frame operation permits.
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- Create/remove Mesh, Node, material or RID resources.
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- Calculate desired chunk/tile LOD, parse ADT data or schedule worker tasks.
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- Change cache versions, renderer profiles or visible fidelity rules.
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- Provide a generic queue/operation framework.
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## Context and boundaries
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```mermaid
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flowchart LR
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Current[Loader-owned tile/chunk state] --> Planner[TerrainChunkGeometryQueuePlanner]
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Desired[Desired chunk and tile LOD state] --> Planner
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Focus[GodotWorldPosition] --> Planner
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Planner --> Remove[Stable-order remove requests]
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Planner --> Create[Nearest-first create requests]
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Remove --> Loader[StreamingWorldLoader queues]
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Create --> Loader
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Loader --> Budget[RenderBudgetScheduler permit]
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Budget --> GPU[Existing Mesh/Node/RID side effects]
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```
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Allowed dependencies are typed Godot position and call-local scalar/container
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values. SceneTree, RenderingServer, ResourceLoader, worker APIs, gameplay,
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network, editor UI, files and persistent caches are forbidden.
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## Public API
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| Symbol | Kind | Purpose | Thread/lifetime | Errors |
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|---|---|---|---|---|
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| `TerrainChunkGeometryQueuePlanner.plan(tile_states, focus_position)` | Pure query | Return fresh `create_requests` and `remove_requests` arrays | Synchronous; caller owns result | Null/wrong focus returns two empty arrays |
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Script-identity validation uses a preload and therefore works from a cold Godot
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global-class cache.
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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 | Tile-state read model with current chunks and desired LODs | Streamer | Planner | Loader-owned; read only | One rebuild |
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| Input | Desired tile LOD | Tile LOD calculation | Planner | Scalar in loader state | One rebuild |
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| Input | Parsed chunk origins and tile fallback origin | ADT result/loader | Planner | Loader-owned; read only | Map session |
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| Input | `GodotWorldPosition` | Streamer focus adapter | Planner | Immutable caller reference | One rebuild |
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| Output | Remove `{tile, chunk}` records | Planner | Loader removal queue | Fresh caller array/dictionaries | Until drained/rebuilt |
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| Output | Create `{tile, chunk, lod, dist_sq}` records | Planner | Loader creation queue | Fresh nearest-first array/dictionaries | Until drained/rebuilt |
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Distance is horizontal XZ squared distance from the chunk origin, not its center.
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Y is intentionally ignored. A missing/sparse parsed origin falls back to the
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tile state's existing origin exactly as before extraction.
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## Data flow
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```mermaid
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flowchart TD
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Start[plan] --> FocusValid{Typed focus?}
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FocusValid -->|no| Empty[Return two empty arrays]
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FocusValid -->|yes| Tile[Iterate tile state insertion order]
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Tile --> TileLod{Desired tile LOD active?}
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TileLod -->|yes| RemoveAll[Append every current chunk removal]
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TileLod -->|no| Compare[Compare current and desired chunks]
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Compare --> RemoveMissing[Append current chunks absent from desired]
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Compare --> CreateMismatch[Append LOD-mismatched creates]
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Compare --> CreateMissing[Append absent desired creates]
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CreateMismatch --> Origin[Parsed chunk origin or tile fallback]
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CreateMissing --> Origin
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Origin --> Distance[Attach squared XZ distance]
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RemoveAll --> Next[Next tile]
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RemoveMissing --> Next
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Distance --> Next
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Next --> Sort[Sort creates nearest-first]
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Sort --> Result[Return fresh arrays]
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```
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## Lifecycle/state
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The planner is stateless. Each loader queue rebuild supplies current read models
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and receives new arrays. The loader adopts and drains those arrays until another
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rebuild replaces them. Planner destruction requires no cleanup or cancellation.
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## Main sequence
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```mermaid
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sequenceDiagram
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participant Loader as StreamingWorldLoader
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participant Planner as TerrainChunkGeometryQueuePlanner
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participant Budget as RenderBudgetScheduler
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participant Render as Existing terrain finalization
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Loader->>Planner: plan(tile states, typed focus)
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Planner-->>Loader: fresh create/remove arrays
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Loader->>Budget: request shared chunk_geometry permit
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Budget-->>Loader: permit
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Loader->>Render: pop_back removal first
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Loader->>Budget: request shared chunk_geometry permit
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Budget-->>Loader: permit
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Loader->>Render: pop_front nearest creation
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```
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## Ownership, threading and resources
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- The planner owns only call-local arrays and dictionaries until return.
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- The loader owns adopted queue storage, drain ordering, tile/chunk state and all
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Mesh/Node/material/RID side effects.
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- Calls and drains currently run on the renderer main thread. The planner has no
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lock, task, retained resource or concurrent mutation.
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- Removal and creation continue to share the existing `chunk_geometry` budget lane.
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## Errors, cancellation and recovery
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| Failure | Detection | Behavior | Diagnostic | Recovery |
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|---|---|---|---|---|
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| Null/wrong focus script | Identity guard | Return empty request arrays | Contract verifier | Supply typed focus and rebuild |
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| Sparse/out-of-range chunk data | Origin resolver | Use tile fallback origin | Synthetic fixture | Normal ADT completion restores precise origin |
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| Tile LOD becomes desired | Desired tile LOD check | Remove every current chunk; no chunk creates | Queue metrics | Existing tile-LOD create path takes over |
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| Queue rebuild before drain | Loader lifecycle | Replace old desired-operation arrays | Existing queue metrics | Latest state wins |
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| Shutdown/map reset | Loader lifecycle | Loader clears queues; planner has nothing to cancel | Shutdown verifier | New session replans |
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## Configuration and capabilities
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The planner introduces no settings. It consumes already-calculated desired LOD
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state. Operation limits, profile defaults and removal-first drain order remain
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loader/scheduler configuration.
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## Persistence, cache and migration
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No serialization, cache entry or format changes. Baked terrain, control-splat
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and splat caches require no rebuild or migration.
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## Diagnostics and observability
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The planner emits no logs. Existing queue metrics observe the adopted arrays.
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The contract verifier reports semantic cases and bounded multi-tile timing.
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Asset-backed p95/p99 remains milestone acceptance work.
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## Verification
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- `verify_terrain_chunk_geometry_queue_planner.gd`: missing/mismatched/unchanged
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chunks, tile-LOD removal, sparse origin fallback, XZ-only distance, stable
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removals, nearest creates, invalid focus, loader boundary and bounded timing.
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- Existing LOD planner, terrain cache, facade, internal-access, manifest,
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shutdown, scheduler, streaming and coordinate regressions remain required.
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- Fidelity evidence is exact branch/request/order preservation only. No new
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build-12340 visual parity claim is made.
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## Extension points
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- Extract tile-LOD operation planning as its own bounded contract if justified.
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- Add explicit typed tile-state adapters only when more than one consumer exists.
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## Capability status
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| Capability | Status | Evidence | Gap/next step |
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|---|---|---|---|
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| Pure chunk create/remove planning | Implemented extraction | Asset-free semantic/source/timing verifier | Asset-backed p95/p99 pending |
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| Queue execution/resource ownership | Remains in loader | Drain source boundary and scheduler regression | Further terrain decomposition required |
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## Known gaps and risks
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- Raw tile/chunk dictionaries remain a transitional ADT adapter boundary.
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- The planner performs a second linear tile-state pass beside tile-LOD planning;
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bounded synthetic timing is green, but asset-backed frame metrics are pending.
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- Equal-distance create ordering retains comparator behavior without a tie-breaker.
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- Terrain geometry finalization and state mutation remain monolithic.
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## Source map
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| Path | Responsibility |
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|---|---|
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| `src/render/terrain/terrain_chunk_geometry_queue_planner.gd` | Pure request calculation and nearest-first creation order |
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| `src/scenes/streaming/streaming_world_loader.gd` | Queue adoption, tile-LOD planning, budgets and render side effects |
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| `src/tools/verify_terrain_chunk_geometry_queue_planner.gd` | Semantic, boundary and timing regression |
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## Related decisions and references
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- [`terrain-chunk-lod-planner.md`](terrain-chunk-lod-planner.md)
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- [`world-renderer.md`](world-renderer.md)
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- [`../../RENDER.md`](../../RENDER.md)
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- [`../../targets/roadmap/02-rendering-and-graphics.md`](../../targets/roadmap/02-rendering-and-graphics.md)
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@@ -5,9 +5,9 @@
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| Field | Value |
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|---|---|
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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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@@ -0,0 +1,102 @@
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class_name TerrainChunkGeometryQueuePlanner
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extends RefCounted
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## Pure desired-operation planner for terrain chunk geometry queues.
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const GODOT_WORLD_POSITION_SCRIPT := preload(
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"res://src/domain/coordinates/godot_world_position.gd"
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)
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## Returns fresh nearest-first create and stable-order remove request arrays.
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## The caller retains queue storage, execution order and every render side effect.
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func plan(tile_states: Dictionary, focus_position: RefCounted) -> Dictionary:
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var chunk_create_requests: Array = []
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var chunk_remove_requests: Array = []
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if (
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focus_position == null
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or focus_position.get_script() != GODOT_WORLD_POSITION_SCRIPT
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):
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return _create_plan(chunk_create_requests, chunk_remove_requests)
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var focus_x_units := float(focus_position.get("x_units"))
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var focus_z_units := float(focus_position.get("z_units"))
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for tile_key_variant in tile_states.keys():
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var tile_key := String(tile_key_variant)
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var tile_state: Dictionary = tile_states[tile_key_variant]
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var current_chunks: Dictionary = tile_state["chunks"]
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var desired_lods: Dictionary = tile_state["desired_lods"]
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var desired_tile_lod := int(tile_state.get("desired_tile_lod", -1))
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if desired_tile_lod >= 0:
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for chunk_id in current_chunks.keys():
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chunk_remove_requests.append({"tile": tile_key, "chunk": chunk_id})
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continue
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for chunk_id in current_chunks.keys():
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if not desired_lods.has(chunk_id):
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chunk_remove_requests.append({"tile": tile_key, "chunk": chunk_id})
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continue
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if int(current_chunks[chunk_id]["lod"]) != int(desired_lods[chunk_id]):
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chunk_create_requests.append(_create_chunk_request(
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tile_key,
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chunk_id,
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int(desired_lods[chunk_id]),
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_resolve_chunk_origin(tile_state, int(chunk_id)),
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focus_x_units,
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focus_z_units
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))
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for chunk_id in desired_lods.keys():
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if current_chunks.has(chunk_id):
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continue
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chunk_create_requests.append(_create_chunk_request(
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tile_key,
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chunk_id,
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int(desired_lods[chunk_id]),
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_resolve_chunk_origin(tile_state, int(chunk_id)),
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focus_x_units,
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focus_z_units
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))
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|
||||
chunk_create_requests.sort_custom(func(
|
||||
left_request: Dictionary,
|
||||
right_request: Dictionary
|
||||
) -> bool:
|
||||
return float(left_request["dist_sq"]) < float(right_request["dist_sq"])
|
||||
)
|
||||
return _create_plan(chunk_create_requests, chunk_remove_requests)
|
||||
|
||||
|
||||
func _resolve_chunk_origin(tile_state: Dictionary, chunk_id: int) -> Vector3:
|
||||
var chunks: Array = tile_state["data"].get("chunks", [])
|
||||
if chunk_id >= 0 and chunk_id < chunks.size():
|
||||
var chunk: Dictionary = chunks[chunk_id]
|
||||
if not chunk.is_empty():
|
||||
return chunk.get("origin", Vector3.ZERO)
|
||||
return tile_state.get("origin", Vector3.ZERO)
|
||||
|
||||
|
||||
func _create_chunk_request(
|
||||
tile_key: String,
|
||||
chunk_id: Variant,
|
||||
desired_lod: int,
|
||||
chunk_origin: Vector3,
|
||||
focus_x_units: float,
|
||||
focus_z_units: float
|
||||
) -> Dictionary:
|
||||
var delta_x_units := chunk_origin.x - focus_x_units
|
||||
var delta_z_units := chunk_origin.z - focus_z_units
|
||||
return {
|
||||
"tile": tile_key,
|
||||
"chunk": chunk_id,
|
||||
"lod": desired_lod,
|
||||
"dist_sq": delta_x_units * delta_x_units + delta_z_units * delta_z_units,
|
||||
}
|
||||
|
||||
|
||||
func _create_plan(chunk_create_requests: Array, chunk_remove_requests: Array) -> Dictionary:
|
||||
return {
|
||||
"create_requests": chunk_create_requests,
|
||||
"remove_requests": chunk_remove_requests,
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://ct1ar5inci34u
|
||||
@@ -21,6 +21,9 @@ const RENDERED_GROUND_SAMPLE_SCRIPT := preload("res://src/render/terrain/rendere
|
||||
const TERRAIN_QUALITY_MESH_CACHE_SCRIPT := preload("res://src/render/terrain/terrain_quality_mesh_cache.gd")
|
||||
const TERRAIN_CHUNK_LOD_POLICY_SCRIPT := preload("res://src/render/terrain/terrain_chunk_lod_policy.gd")
|
||||
const TERRAIN_CHUNK_LOD_PLANNER_SCRIPT := preload("res://src/render/terrain/terrain_chunk_lod_planner.gd")
|
||||
const TERRAIN_CHUNK_GEOMETRY_QUEUE_PLANNER_SCRIPT := preload(
|
||||
"res://src/render/terrain/terrain_chunk_geometry_queue_planner.gd"
|
||||
)
|
||||
const STREAMING_TARGET_PLANNER_SCRIPT := preload("res://src/render/streaming/streaming_target_planner.gd")
|
||||
const STREAMING_TARGET_POLICY_SCRIPT := preload("res://src/render/streaming/streaming_target_policy.gd")
|
||||
const RENDER_BUDGET_SCHEDULER_SCRIPT := preload("res://src/render/streaming/render_budget_scheduler.gd")
|
||||
@@ -184,6 +187,9 @@ const QUALITY_HIGH := "High"
|
||||
var _builder
|
||||
var _streaming_target_planner := STREAMING_TARGET_PLANNER_SCRIPT.new()
|
||||
var _terrain_chunk_lod_planner := TERRAIN_CHUNK_LOD_PLANNER_SCRIPT.new()
|
||||
var _terrain_chunk_geometry_operation_planner := (
|
||||
TERRAIN_CHUNK_GEOMETRY_QUEUE_PLANNER_SCRIPT.new()
|
||||
)
|
||||
var _map_dir := ""
|
||||
var _abs_map_dir := ""
|
||||
var _wdt_info: Dictionary = {}
|
||||
@@ -857,34 +863,29 @@ func _apply_streaming_target(wanted_tiles: Dictionary, retained_tiles: Dictionar
|
||||
_rebuild_chunk_queues()
|
||||
|
||||
|
||||
func _chunk_origin_for(state: Dictionary, chunk_id: int) -> Vector3:
|
||||
var chunks: Array = state["data"].get("chunks", [])
|
||||
if chunk_id >= 0 and chunk_id < chunks.size():
|
||||
var c: Dictionary = chunks[chunk_id]
|
||||
if not c.is_empty():
|
||||
return c.get("origin", Vector3.ZERO)
|
||||
return state.get("origin", Vector3.ZERO)
|
||||
|
||||
|
||||
func _rebuild_chunk_queues() -> void:
|
||||
_chunk_remove_queue.clear()
|
||||
_chunk_create_queue.clear()
|
||||
var typed_focus_position = GODOT_WORLD_POSITION_SCRIPT.new(
|
||||
_last_focus_pos.x,
|
||||
_last_focus_pos.y,
|
||||
_last_focus_pos.z
|
||||
)
|
||||
var chunk_queue_plan: Dictionary = _terrain_chunk_geometry_operation_planner.plan(
|
||||
_tile_states,
|
||||
typed_focus_position
|
||||
)
|
||||
_chunk_remove_queue = chunk_queue_plan.get("remove_requests", [])
|
||||
_chunk_create_queue = chunk_queue_plan.get("create_requests", [])
|
||||
_tile_lod_remove_queue.clear()
|
||||
_tile_lod_create_queue.clear()
|
||||
|
||||
for key in _tile_states.keys():
|
||||
var state: Dictionary = _tile_states[key]
|
||||
var current_chunks: Dictionary = state["chunks"]
|
||||
var desired_lods: Dictionary = state["desired_lods"]
|
||||
var current_tile_lod: int = int(state.get("tile_lod", -1))
|
||||
var desired_tile_lod: int = int(state.get("desired_tile_lod", -1))
|
||||
var current_tile_lod_visible: bool = bool(state.get("tile_lod_visible", false))
|
||||
var desired_tile_lod_visible: bool = bool(state.get("desired_tile_lod_visible", false))
|
||||
|
||||
if desired_tile_lod >= 0:
|
||||
for chunk_id in current_chunks.keys():
|
||||
_chunk_remove_queue.append({"tile": key, "chunk": chunk_id})
|
||||
|
||||
if current_tile_lod != desired_tile_lod or current_tile_lod_visible != desired_tile_lod_visible:
|
||||
_tile_lod_create_queue.append({
|
||||
"tile": key,
|
||||
@@ -905,37 +906,7 @@ func _rebuild_chunk_queues() -> void:
|
||||
if current_tile_lod >= 0 and _is_tile_chunk_set_ready(state):
|
||||
_tile_lod_remove_queue.append({"tile": key})
|
||||
|
||||
for chunk_id in current_chunks.keys():
|
||||
if not desired_lods.has(chunk_id):
|
||||
_chunk_remove_queue.append({"tile": key, "chunk": chunk_id})
|
||||
continue
|
||||
if current_chunks[chunk_id]["lod"] != desired_lods[chunk_id]:
|
||||
var lod_change_origin: Vector3 = _chunk_origin_for(state, chunk_id)
|
||||
var dx2: float = lod_change_origin.x - _last_focus_pos.x
|
||||
var dz2: float = lod_change_origin.z - _last_focus_pos.z
|
||||
_chunk_create_queue.append({
|
||||
"tile": key,
|
||||
"chunk": chunk_id,
|
||||
"lod": desired_lods[chunk_id],
|
||||
"dist_sq": dx2 * dx2 + dz2 * dz2,
|
||||
})
|
||||
|
||||
for chunk_id in desired_lods.keys():
|
||||
if current_chunks.has(chunk_id):
|
||||
continue
|
||||
var chunk_origin: Vector3 = _chunk_origin_for(state, chunk_id)
|
||||
var dx: float = chunk_origin.x - _last_focus_pos.x
|
||||
var dz: float = chunk_origin.z - _last_focus_pos.z
|
||||
_chunk_create_queue.append({
|
||||
"tile": key,
|
||||
"chunk": chunk_id,
|
||||
"lod": desired_lods[chunk_id],
|
||||
"dist_sq": dx * dx + dz * dz,
|
||||
})
|
||||
|
||||
# Sort after fully rebuilding so nearest chunks are processed first
|
||||
_chunk_create_queue.sort_custom(func(a: Dictionary, b: Dictionary) -> bool:
|
||||
return a["dist_sq"] < b["dist_sq"])
|
||||
# Sort tile LOD creates after fully rebuilding; chunk creates arrive nearest-first.
|
||||
_tile_lod_create_queue.sort_custom(func(a: Dictionary, b: Dictionary) -> bool:
|
||||
return a["dist_sq"] < b["dist_sq"])
|
||||
|
||||
|
||||
@@ -0,0 +1,169 @@
|
||||
extends SceneTree
|
||||
|
||||
## Asset-free semantic, dependency and timing regression for chunk queue planning.
|
||||
|
||||
const PLANNER_SCRIPT := preload(
|
||||
"res://src/render/terrain/terrain_chunk_geometry_queue_planner.gd"
|
||||
)
|
||||
const POSITION_SCRIPT := preload("res://src/domain/coordinates/godot_world_position.gd")
|
||||
const LOADER_PATH := "res://src/scenes/streaming/streaming_world_loader.gd"
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
var failures: Array[String] = []
|
||||
_verify_create_remove_and_order(failures)
|
||||
_verify_tile_lod_removes_all(failures)
|
||||
_verify_fallback_origin_and_vertical_invariance(failures)
|
||||
_verify_invalid_focus(failures)
|
||||
_verify_loader_boundary(failures)
|
||||
var elapsed_milliseconds := _verify_bounded_timing(failures)
|
||||
if not failures.is_empty():
|
||||
for failure in failures:
|
||||
push_error("TERRAIN_CHUNK_GEOMETRY_QUEUE_PLANNER: %s" % failure)
|
||||
quit(1)
|
||||
return
|
||||
print(
|
||||
"TERRAIN_CHUNK_GEOMETRY_QUEUE_PLANNER PASS cases=8 iterations=100 elapsed_ms=%.3f"
|
||||
% elapsed_milliseconds
|
||||
)
|
||||
quit(0)
|
||||
|
||||
|
||||
func _verify_create_remove_and_order(failures: Array[String]) -> void:
|
||||
var planner: RefCounted = PLANNER_SCRIPT.new()
|
||||
var tile_states := {
|
||||
"A": _create_tile_state(
|
||||
{0: {"lod": 0}, 1: {"lod": 1}, 3: {"lod": 0}},
|
||||
{0: 0, 1: 2, 2: 1},
|
||||
[
|
||||
{"origin": Vector3(100.0, 0.0, 0.0)},
|
||||
{"origin": Vector3(30.0, 8000.0, 0.0)},
|
||||
{"origin": Vector3(10.0, -8000.0, 0.0)},
|
||||
]
|
||||
),
|
||||
"B": _create_tile_state({5: {"lod": 0}}, {}, []),
|
||||
}
|
||||
var plan: Dictionary = planner.call("plan", tile_states, POSITION_SCRIPT.new(0.0, 50.0, 0.0))
|
||||
var creates: Array = plan["create_requests"]
|
||||
var removes: Array = plan["remove_requests"]
|
||||
_expect_equal(creates.size(), 2, "missing and mismatched chunks create", failures)
|
||||
_expect_equal(int(creates[0]["chunk"]), 2, "nearest missing chunk first", failures)
|
||||
_expect_equal(int(creates[1]["chunk"]), 1, "farther LOD mismatch second", failures)
|
||||
_expect_equal(int(creates[1]["lod"]), 2, "mismatch uses desired LOD", failures)
|
||||
_expect_equal(removes.size(), 2, "undesired current chunks remove", failures)
|
||||
_expect_string_equal(String(removes[0]["tile"]), "A", "stable tile removal order", failures)
|
||||
_expect_equal(int(removes[0]["chunk"]), 3, "first undesired chunk", failures)
|
||||
_expect_equal(int(removes[1]["chunk"]), 5, "second tile undesired chunk", failures)
|
||||
|
||||
|
||||
func _verify_tile_lod_removes_all(failures: Array[String]) -> void:
|
||||
var tile_state := _create_tile_state({7: {"lod": 0}, 8: {"lod": 1}}, {7: 0}, [])
|
||||
tile_state["desired_tile_lod"] = 3
|
||||
var plan: Dictionary = PLANNER_SCRIPT.new().call(
|
||||
"plan",
|
||||
{"tile": tile_state},
|
||||
POSITION_SCRIPT.new(0.0, 0.0, 0.0)
|
||||
)
|
||||
_expect_true((plan["create_requests"] as Array).is_empty(), "tile LOD suppresses chunk creates", failures)
|
||||
_expect_equal((plan["remove_requests"] as Array).size(), 2, "tile LOD removes every chunk", failures)
|
||||
|
||||
|
||||
func _verify_fallback_origin_and_vertical_invariance(failures: Array[String]) -> void:
|
||||
var tile_state := _create_tile_state({}, {9: 1}, [])
|
||||
tile_state["origin"] = Vector3(4.0, 99999.0, 3.0)
|
||||
var plan: Dictionary = PLANNER_SCRIPT.new().call(
|
||||
"plan",
|
||||
{"fallback": tile_state},
|
||||
POSITION_SCRIPT.new(0.0, -99999.0, 0.0)
|
||||
)
|
||||
var request: Dictionary = (plan["create_requests"] as Array)[0]
|
||||
_expect_near(float(request["dist_sq"]), 25.0, "fallback origin uses horizontal distance", failures)
|
||||
|
||||
|
||||
func _verify_invalid_focus(failures: Array[String]) -> void:
|
||||
var plan: Dictionary = PLANNER_SCRIPT.new().call("plan", {}, null)
|
||||
_expect_true((plan["create_requests"] as Array).is_empty(), "invalid focus create empty", failures)
|
||||
_expect_true((plan["remove_requests"] as Array).is_empty(), "invalid focus remove empty", failures)
|
||||
|
||||
|
||||
func _verify_loader_boundary(failures: Array[String]) -> void:
|
||||
var source := _read_text(LOADER_PATH, failures)
|
||||
_expect_true(source.contains("TERRAIN_CHUNK_GEOMETRY_QUEUE_PLANNER_SCRIPT.new()"), "loader composes planner", failures)
|
||||
_expect_true(source.contains("_terrain_chunk_geometry_operation_planner.plan("), "loader delegates plan", failures)
|
||||
_expect_true(not source.contains("func _chunk_origin_for("), "loader omits chunk-origin planning", failures)
|
||||
_expect_true(source.contains("_remove_chunk(_chunk_remove_queue.pop_back())"), "loader retains removal-first drain", failures)
|
||||
_expect_true(source.contains("_create_chunk(_chunk_create_queue.pop_front())"), "loader retains nearest-first drain", failures)
|
||||
|
||||
|
||||
func _verify_bounded_timing(failures: Array[String]) -> float:
|
||||
var tile_states: Dictionary = {}
|
||||
for tile_index in range(64):
|
||||
var current_chunks: Dictionary = {}
|
||||
var desired_lods: Dictionary = {}
|
||||
var parsed_chunks: Array = []
|
||||
for chunk_index in range(16):
|
||||
current_chunks[chunk_index] = {"lod": chunk_index % 3}
|
||||
desired_lods[chunk_index] = (chunk_index + 1) % 3
|
||||
parsed_chunks.append({
|
||||
"origin": Vector3(float(tile_index * 16 + chunk_index), 0.0, float(tile_index))
|
||||
})
|
||||
tile_states["tile-%d" % tile_index] = _create_tile_state(
|
||||
current_chunks,
|
||||
desired_lods,
|
||||
parsed_chunks
|
||||
)
|
||||
var planner: RefCounted = PLANNER_SCRIPT.new()
|
||||
var focus: RefCounted = POSITION_SCRIPT.new(0.0, 0.0, 0.0)
|
||||
var started_microseconds := Time.get_ticks_usec()
|
||||
for _iteration in range(100):
|
||||
planner.call("plan", tile_states, focus)
|
||||
var elapsed_milliseconds := float(Time.get_ticks_usec() - started_microseconds) / 1000.0
|
||||
_expect_true(elapsed_milliseconds < 1000.0, "100 multi-tile plans remain bounded", failures)
|
||||
return elapsed_milliseconds
|
||||
|
||||
|
||||
func _create_tile_state(
|
||||
current_chunks: Dictionary,
|
||||
desired_lods: Dictionary,
|
||||
parsed_chunks: Array
|
||||
) -> Dictionary:
|
||||
return {
|
||||
"chunks": current_chunks,
|
||||
"desired_lods": desired_lods,
|
||||
"desired_tile_lod": -1,
|
||||
"data": {"chunks": parsed_chunks},
|
||||
"origin": Vector3.ZERO,
|
||||
}
|
||||
|
||||
|
||||
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_equal(actual_value: int, expected_value: int, label: String, failures: Array[String]) -> void:
|
||||
if actual_value != expected_value:
|
||||
failures.append("%s expected %d, got %d" % [label, expected_value, actual_value])
|
||||
|
||||
|
||||
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_string_equal(
|
||||
actual_value: String,
|
||||
expected_value: String,
|
||||
label: String,
|
||||
failures: Array[String]
|
||||
) -> void:
|
||||
if actual_value != expected_value:
|
||||
failures.append("%s expected %s, got %s" % [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://dcimxvm2atvst
|
||||
Reference in New Issue
Block a user