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@@ -929,11 +929,27 @@ $exe = Join-Path $env:TEMP 'godot-4.6.1-openwc\Godot_v4.6.1-stable_win64.exe'
matches those ownership categories.
- Scene composition may still reference the loader script and the facade's
implementation path; those are composition details, not mutable queue access.
- Renderer diagnostic probes are outside this gameplay/editor checklist.
`probe_render_terrain_height.gd` remains a documented temporary exception until
readiness and ground-query facade contracts replace its internal inspection.
- Renderer diagnostic probes are added explicitly as their facade contracts land.
- This is a source-only boundary check and changes no renderer behavior or fidelity.
## 2026-07-16 Rendered Ground Query Facade
- `WorldRenderFacade.sample_ground_height()` accepts `GodotWorldPosition` and
returns renderer-owned immutable `RenderedGroundSample` from already loaded
quality/tile-LOD render meshes, avoiding a render-to-gameplay dependency.
- Its factories load the predeclared Script path instead of relying on a warm
global-class cache; a dedicated cold-start verifier covers this bootstrap path.
- `renderer_ground_query_snapshot()` preserves the terrain probe's tile readiness,
queue position, mesh bounds and nearby seam-fallback diagnostics as a detached
Dictionary; callers receive no queue, tile-state, Mesh or Node reference.
- `probe_render_terrain_height.gd` now uses this facade snapshot and no longer reads
`_tile_states`, `_tile_load_queue`, `_tile_loading_tasks` or `_available_tiles`.
- Gameplay continues using the independently composed M02 `TerrainQuery`/
`AdtTerrainQuery`. Loaded render meshes are diagnostic and are not authoritative
movement collision.
- The ray height, 3x3 tile search and `2/5/10/20/40`-unit nearby fallback are
preserved. No terrain geometry, cache, streaming or visual behavior changed.
## Practical Rule For Future Work
If something improves quality but creates visible hitch, it is not done. Move it to bake/cache/background work, split finalization over frames, or prewarm it before the player can see it.
@@ -0,0 +1,115 @@
# M03-RND-FACADE-GROUND-QUERY-001 — Rendered ground query facade
<!-- OPENWC_CLAIM:M03-RND-FACADE-GROUND-QUERY-001:sindo-main-codex:2026-07-18 -->
## Ownership
- Target: M03
- Program: RND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m03-facade-ground-query`
- Lease expires UTC: 2026-07-18
- Integrator: M03 milestone integrator
## Outcome
Expose typed ground-height sampling and a detached readiness diagnostic through
`WorldRenderFacade`, using already loaded render terrain meshes, and migrate the
terrain-height probe away from direct streamer state/queue access.
## Non-goals
- Replace the M02 gameplay-owned `TerrainQuery`/`AdtTerrainQuery` composition.
- Make rendered mesh sampling authoritative for movement, collision or server state.
- Add slopes, holes, liquid, WMO/M2 collision or async query callbacks.
- Change terrain meshes, streaming policy, queue order, cache formats or visuals.
- Complete environment/entity-visual facade contracts or mark M03 complete.
## Paths
- Exclusive: this claim
- Shared/hotspots: `src/render/world_render_facade.gd`,
`src/scenes/streaming/streaming_world_loader.gd`,
`src/tools/probe_render_terrain_height.gd`,
`src/tools/verify_world_render_facade.gd`,
`src/tools/verify_renderer_internal_access.gd`, `docs/modules/world-renderer.md`,
`docs/modules/terrain-query.md`, `RENDER.md`, `targets/03-renderer-facade.md`
- Generated/ignored: `.godot`, native DLL, generated ADT resource scripts,
extracted renderer corpus and probe reports
## Contracts and data
- Input: immutable `GodotWorldPosition` in Godot world units
- Output: renderer-owned immutable `RenderedGroundSample` plus optional detached diagnostic Dictionary
- Sampling source: loaded quality or tile-LOD Mesh and its live tile transform
- M02 ADT query cache, renderer cache versions and coordinate contracts: unchanged
## Dependencies
- Requires: M02 terrain query contract and integrated M03 facade/access gate `53d84cc`
- Blocks: removal of renderer diagnostic internal-access exception and later terrain service extraction
- External state: asset-backed probe is optional; contract tests use a facade double
## Verification
- Commands: facade query/snapshot isolation contract, internal-access gate,
terrain-query regression, focus/coordinate/manifest/shutdown regressions and repository gates
- Fixtures: available/unavailable sample, detached diagnostic, probe source migration
- Fidelity evidence: mesh ray/nearest fallback algorithm moves unchanged from the probe
- Performance budget: on-demand diagnostic query only; no per-frame query added
## Documentation deliverables
- Inline facade/streamer API docs
- World-renderer API/data-flow/sequence/ownership/recovery/source-map updates
- Terrain-query backend status/ownership clarification and renderer implementation note
## Simplicity and naming
- Important names: `sample_ground_height`, `renderer_ground_query_snapshot`
- Simplest approach: one typed facade query over one existing diagnostic read model
- Rejected complexity: duplicate ADT cache, physics service, callback bus, query node,
generic spatial interface or new dependency
- Unavoidable complexity: triangle-mesh ray query retains the existing bounded
nearby fallback for seam/edge diagnostic behavior
## Status
- State: ready-for-review
- Done: added renderer-owned typed sample, facade query/snapshot, migrated terrain
probe, expanded internal-access/coordinate gates and updated module docs
- Next: M03 integrator reviews and merges `b697a89` plus cold-start fix `9408d88`
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M03-RND-FACADE-GROUND-QUERY-001:9408d88 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M03-RND-FACADE-GROUND-QUERY-001:d6e5b53 -->
## Handoff
- Commits: implementation `b697a89`; cold-start fix `9408d88`
- Results: `WorldRenderFacade` delegates loaded-mesh ground sampling and returns
renderer-owned `RenderedGroundSample`; detached diagnostic snapshots preserve
the probe report while hiding queue/tile/Mesh/Node references. Gameplay remains
on the independent M02 `TerrainQuery` composition.
- Verification: facade `delegation=5 ground_contract=2 runtime_scenes=2 tools=3`;
cold rendered-ground value `contract=3` from an empty Godot class cache;
internal access `private_symbols=43 gameplay=7 editor_sources=9 renderer_tools=1`;
terrain query contracts passed; coordinate boundary `files=113 consumers=5`;
renderer manifest `7/7`; shutdown ownership, scheduler/planner, coordination,
documentation and diff gates passed.
- Fidelity: the probe's 5000-unit ray height, 3x3 tile search, highest-hit choice,
readiness fields and `2/5/10/20/40` nearby fallback moved unchanged. No terrain
geometry, streaming, cache, material, placement or visual rule changed. No
build-12340 parity claim is added.
- External/local inputs: ignored native DLL and generated ADT resource scripts
were copied from master only for editor/streamer parse and then removed.
Proprietary extracted world data was unavailable, producing expected degraded diagnostics.
- Remaining risks: triangle-mesh generation is on-demand/main-thread and diagnostic;
it is unsuitable for per-physics-frame gameplay; exact asset-backed probe output
still depends on local corpus readiness; environment/entity facade contracts remain.
- Documentation: inline facade/loader/value API; world-renderer API/data-flow/
sequence/ownership/recovery/capability/source map; terrain-query authority
clarification and renderer implementation notes updated.
- Integration: implementation accepted in master merge `80cb084`; cold-start fix
accepted in merge `d6e5b53`. Post-merge cold/facade/access/terrain/coordinate/
manifest/shutdown/scheduler/planner/focus and repository gates passed.
+11 -3
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@@ -5,10 +5,10 @@
| Field | Value |
|---|---|
| Status | Implemented |
| Target/work package | M02 / M02-GMP-TERRAIN-QUERY-001 |
| Target/work package | M02 / M02-GMP-TERRAIN-QUERY-001; M03 renderer consumer `M03-RND-FACADE-GROUND-QUERY-001` |
| Owners | Gameplay terrain-query contract; ADT adapter owns parsed tile cache |
| Last verified | `a45d521`, 2026-07-14 |
| Profiles/capabilities | Current sandbox ADT ground height; renderer/physics backend planned |
| Profiles/capabilities | Current sandbox ADT ground height; loaded-render-mesh diagnostic query; authoritative physics backend planned |
## Purpose
@@ -47,6 +47,8 @@ Allowed dependencies:
- Existing native `ADTLoader` at the ADT adapter boundary.
- Dynamic dictionaries only inside the native-format adapter.
- Player scene composition may inject any `TerrainQuery` implementation.
- Renderer diagnostics reuse `GodotWorldPosition` through `WorldRenderFacade`
but return renderer-owned `RenderedGroundSample`, preserving the render/gameplay boundary.
Forbidden dependencies:
@@ -65,6 +67,7 @@ Forbidden dependencies:
| `AdtTerrainQuery.new(extracted_directory, map_directory_name, loader_override)` | Adapter constructor | Configures one map and optional test/data-source loader | Query lifetime | Production validates native loader and file presence lazily |
| `AdtTerrainQuery.sample_ground_height(position)` | Adapter method | Loads/caches tile and interpolates ADT outer heights | Main thread; cache lives with query | Returns stable failure code |
| `ThirdPersonWowController.set_terrain_query(query)` | Composition method | Replaces terrain backend independently of movement/presentation | Call before scene ready or on main thread | Null is rejected and current query retained |
| `WorldRenderFacade.sample_ground_height(position)` | Separate renderer diagnostic API | Samples already loaded terrain Mesh and returns `RenderedGroundSample` without exposing streamer state | Main thread; immutable sample | Stable `render_terrain_*` unavailable code; not injected into player by default |
## Inputs and outputs
@@ -206,6 +209,9 @@ Existing ADT/native/cache format versions remain unchanged.
## Extension points
- Streaming renderer or physics backend may implement `TerrainQuery` without changing player/movement.
- The current facade intentionally uses a separate renderer-owned result and is
not a `TerrainQuery` implementation. A future adapter must explicitly translate
readiness/results and define gameplay authority before composition.
- Future result may grow separate slope, surface, liquid or collision contracts;
incompatible additions require a versioned contract rather than Dictionary fields.
- Test/authoring data sources may use constructor loader override.
@@ -218,7 +224,8 @@ Existing ADT/native/cache format versions remain unchanged.
| Typed replaceable ground-height query | Implemented | Contract and injected player regression | Integrate target checklist after review |
| Existing ADT height interpolation | Implemented | Synthetic fractional-grid fixture | Compare terrain contact with build 12340 |
| Per-tile success/failure cache | Implemented | Loader call-count regression | Add explicit invalidation only with authoring/hot reload |
| Renderer/streaming cache backend | Planned | Boundary permits replacement | M03 renderer facade/public terrain backend |
| Renderer loaded-mesh diagnostic backend | Implemented | M03 facade typed sample and detached snapshot contract | Not composed into gameplay; triangle Mesh ray is diagnostic only |
| Authoritative renderer/physics backend | Planned | Boundary permits replacement | Define holes/slopes/collision/readiness semantics before gameplay composition |
| Holes/slopes/collision | Planned | Outside height-only contract | Later movement/physics package |
| Liquid/swim query | Planned | Outside contract | M09/M12 world gameplay |
@@ -240,6 +247,7 @@ Existing ADT/native/cache format versions remain unchanged.
| `src/gameplay/terrain/terrain_query.gd` | Replaceable typed query boundary |
| `src/gameplay/terrain/adt_terrain_query.gd` | Native ADT adapter, cache, chunk selection and interpolation |
| `src/scenes/player/third_person_wow_controller.gd` | Query composition and existing ground-snap consumer |
| `src/render/world_render_facade.gd` | Read-only loaded-render-mesh diagnostic consumer of typed position/sample contracts |
| `src/tools/verify_terrain_query.gd` | Synthetic contract/cache/failure/injection regression |
| `src/tests/scenes/player_input_regression.tscn` | Asset-free player composition fixture |
+35 -13
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@@ -5,7 +5,7 @@
| Field | Value |
|---|---|
| Status | Partial |
| Target/work package | M00 baseline; `M01-RND-STREAMING-FOCUS-001`; `M01-QAR-SERVER-SPAWN-RENDERER-001`; `M03-RND-FACADE-001`; `M03-RND-STREAMING-PLANNER-001`; `M03-RND-SCHEDULER-001` |
| Target/work package | M00 baseline; `M01-RND-STREAMING-FOCUS-001`; `M01-QAR-SERVER-SPAWN-RENDERER-001`; `M03-RND-FACADE-001`; `M03-RND-STREAMING-PLANNER-001`; `M03-RND-SCHEDULER-001`; `M03-RND-INTERNAL-ACCESS-GATE-001`; `M03-RND-FACADE-GROUND-QUERY-001` |
| Owners | Renderer workstream / milestone integrator |
| Last verified | Worktree `work/sindo-main-codex/m03-render-budget-scheduler`, 2026-07-16 |
| Profiles/capabilities | `Performance`, `Balanced`, `High`, `Custom`; Blizzlike fidelity incomplete |
@@ -65,9 +65,9 @@ Forbidden dependencies:
## Public API
Runtime, capture and probe callers use `WorldRenderFacade` for focus and metrics.
`StreamingWorldLoader` remains the internal scene implementation while later M03
packages add environment, entity-visual and ground-query contracts.
Runtime, capture and probe callers use `WorldRenderFacade` for focus, metrics and
rendered-ground diagnostics. `StreamingWorldLoader` remains the internal scene
implementation while later M03 packages add environment and entity-visual contracts.
Gameplay modules and Godot `EditorPlugin` package sources are repository-gated
from externally reading/writing loader-private queue, task, cache and tile-state fields.
@@ -80,6 +80,8 @@ from externally reading/writing loader-private queue, task, cache and tile-state
| `WorldRenderFacade.set_streaming_focus` | Public method | Accepts focus from app/editor/tool composition | Main thread/session | Missing internal renderer is diagnosed; no state is duplicated |
| `WorldRenderFacade.refresh_streaming_focus` | Public method | Samples configured source and delegates existing refresh thresholds | Main thread/session | Returns `false` when dependency/focus is unavailable |
| `WorldRenderFacade.renderer_metrics_snapshot` | Public method | Returns a deep-detached queue/cache/activity snapshot | Main thread/caller-owned result | Missing/invalid implementation result returns empty snapshot with diagnostic |
| `WorldRenderFacade.sample_ground_height` | Public read-only query | Samples already loaded render terrain at a typed Godot world position | Main thread; immutable caller-held result | Stable unavailable code for missing mesh/intersection/facade; not gameplay authority |
| `WorldRenderFacade.renderer_ground_query_snapshot` | Public diagnostic query | Returns ground height plus detached tile/readiness context without exposing mutable state | Main thread; caller-owned deep copy | Missing/invalid renderer returns empty snapshot with diagnostic |
| `WorldRenderFacade.streaming_world_loader_path` | Internal adapter property | Resolves the existing implementation without exposing it to consumers | Main thread, scene lifetime | Missing method/path produces one diagnostic until recovery |
| `camera_path` | Exported property | Camera used only by optional automatic overview positioning | Main thread, scene lifetime | Missing camera skips automatic positioning |
| `quality_preset` | Exported property | Applies renderer budgets/radii | Before/at runtime depending property | Invalid combination should be diagnosed |
@@ -96,6 +98,7 @@ loader configuration remains transitional composition data, not a caller API.
|---|---|---|---|---|---|
| Input | `StreamingFocus` | Player/spectator/editor/capture adapter | `WorldRenderFacade` | Immutable caller value | Main thread/session |
| Input | Focus-source `NodePath` | Runtime/test scene composition | `WorldRenderFacade` source adapter | Scene-owned node, sampled position | Main thread/scene lifetime |
| Input | Ground-query `GodotWorldPosition` | Renderer probe/future adapter | `WorldRenderFacade` | Immutable caller-held value | One main-thread query |
| Input | Map/configuration | Scene/app/editor | `StreamingWorldLoader` | Caller config, copied/read | Main thread/session |
| Input | WDT/ADT/M2/WMO/BLP bytes | Extracted asset repository | Native loaders/builders | Loader result owns parsed data | Worker or controlled load |
| Input | Baked resources | Cache build tools | Streamer/builders | Shared immutable resource/cache entry | Session/cache lifetime |
@@ -105,6 +108,8 @@ loader configuration remains transitional composition data, not a caller API.
| Output | Desired tile/detail operations | Streamer plan application | Finalize queues | Loader-owned | Cross-frame |
| Output | Terrain/M2/WMO/liquid instances | Loader/builders | Godot world/renderer | Loader/world owner | Main-thread attach |
| Output | Detached renderer metrics | `WorldRenderFacade` | Capture/baseline tools | Caller-owned deep copy | On demand |
| Output | `RenderedGroundSample` | `WorldRenderFacade`/loaded terrain | Renderer diagnostics | Immutable caller-held value | One query |
| Output | Detached rendered-ground snapshot | `WorldRenderFacade` | Terrain-height probe | Caller-owned deep copy | One query |
| Output | Logs/diagnostics | Hitch/stat instrumentation | Logs/baseline tools | Immutable records | Periodic/frame |
| Test output | Diagnostic spawn marker and cold/warm PNGs | Checkpoint capture tool | Human/integrator review | SceneTree marker; `user://` files | One capture process |
@@ -140,6 +145,8 @@ flowchart TD
B --> M2[M2 group/MultiMesh attach]
B --> WMO[WMO instance/group attach]
B --> Liquid[Liquid attach]
Loaded[Loaded terrain Mesh and Transform] --> Ground[Facade ground query]
Ground --> GroundSample[RenderedGroundSample / detached diagnostics]
Terrain --> World[Godot world]
M2 --> World
WMO --> World
@@ -192,6 +199,9 @@ sequenceDiagram
Budget-->>Stream: true while lane remains bounded
Stream->>Render: attach permitted terrain/M2/WMO/liquid work
Stream->>Render: evict outside retention range
Source->>Facade: sample_ground_height(typed position)
Facade->>Stream: sample loaded render terrain
Stream-->>Facade: RenderedGroundSample / diagnostic snapshot
Stream->>Budget: shutdown: cancel permit issuance
Stream->>Worker: shutdown: wait for WorkerThreadPool tasks
Stream->>Stream: shutdown: finish registered ResourceLoader requests
@@ -204,6 +214,10 @@ sequenceDiagram
- `StreamingWorldLoader` владеет tile states, queues, task registries, active world instances и render caches session scope.
- `WorldRenderFacade` owns only scene-relative adapter paths. It does not own the
streamer, focus source, returned metrics, queues, caches, nodes or RIDs.
- Rendered-ground query results and diagnostic snapshots are caller-owned values;
the facade never returns Mesh, Node, tile-state or queue references.
- Loaded-mesh ground sampling is renderer diagnostics, not authoritative gameplay
collision. M02 `TerrainQuery` composition and ADT cache ownership remain unchanged.
- `StreamingTargetPlanner` is stateless and owns only call-local calculations;
its immutable plan is consumed synchronously by the streamer.
- `RenderBudgetScheduler` owns only per-frame lane counters and a terminal
@@ -230,6 +244,7 @@ sequenceDiagram
| Cache version mismatch | Required format constant | Reject stale cache/fallback | Version diagnostic | Rebuild matching cache |
| Worker failure | Task result/empty data | Skip/degrade affected asset | Queue/task warning | Retry/rebuild source |
| Main-thread hitch | Named section timing | Frame spike, work remains queued | `HITCH` log | Lower budget/fix finalize path |
| Render terrain unavailable | Facade ground query | Immutable unavailable sample | Stable `render_terrain_*` failure code and optional snapshot | Wait for streaming or use gameplay-owned query backend |
| D3D12 descriptor exhaustion | Rendering backend error | Render failure/fallback backend | Godot error + baseline report | Dedup resources/fix settings |
| Teleport/map change | Focus/session transition | Old jobs become stale | Target/session generation | Cancel/drop stale results |
| Shutdown leak | Godot leak/RID diagnostics | Resource retained | Verbose shutdown report + cache shutdown verifier | Drain requests, preserve tree ownership, then free detached prototypes and clear resource caches |
@@ -276,6 +291,10 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
- Internal-access contract: derives the current streamer's private queue/task/
cache/state field inventory and rejects external member/reflection access from
gameplay or EditorPlugin package code.
- Ground-query facade contract: available/unavailable typed result delegation,
detached nested diagnostics and terrain-probe source migration without private access.
- Rendered-ground value contract: available/non-finite/unavailable invariants pass
from a cold Godot class cache before editor import.
- Integration/E2E: Eastern Kingdoms/Kalimdor streaming scenes, seven M00
cold/warm checkpoints and one dedicated mapped server-spawn checkpoint.
- Fidelity evidence: семь локальных build 12340 reference JPG покрывают terrain/ADT/M2/WMO/liquid/sky и реальный `GryphonRoost01`; automated cold/warm metrics имеют `compared=14`, `missing=0`. Sky использует приблизительно paired camera, а animated-M2 остаётся asset-paired/placement-unpaired из-за synthetic probe.
@@ -301,10 +320,11 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
| Character presentation | Prototype | Character creator/player experiment | Full customization/equipment states |
| Camera-independent streaming focus | Implemented | Typed contract, two player-focused runtime scenes and three explicitly camera-focused diagnostic tools | Multi-focus/direction/velocity belong to planner extraction |
| Golden server-spawn visualization | Implemented | Pinned AzerothCore fixture, validated renderer manifest and diagnostic origin-marker capture at ADT `(32,48)`/MCNK `(3,12)` | No TrinityCore row or original-client visual-parity claim |
| Stable renderer facade | Partial | `M03-RND-FACADE-001` contract/runtime/tool regressions | Focus and metrics migrated; environment/entity visuals/ground query remain |
| Stable renderer facade | Partial | Facade contracts cover focus, metrics and loaded-mesh ground query | Environment and entity visuals remain |
| Pure streaming target planner | Implemented | `M03-RND-STREAMING-PLANNER-001` asset-free contract/performance regression | Queue scheduling and loaded-tile LOD application remain in streamer |
| Bounded render budget scheduler | Implemented | `M03-RND-SCHEDULER-001` asset-free permit/cancellation/performance regression | Queue storage, worker concurrency and operation execution remain in streamer/services |
| Gameplay/editor internal-access boundary | Implemented | `M03-RND-INTERNAL-ACCESS-GATE-001` scans actual private streamer declarations against gameplay and EditorPlugin sources | Renderer diagnostic probes remain a scoped exception pending ground-query/readiness facade contracts |
| 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 |
| Rendered terrain ground query | Implemented | `M03-RND-FACADE-GROUND-QUERY-001` typed result/snapshot isolation and probe migration | Diagnostic Mesh ray only; not movement/collision authority |
## Known gaps and risks
@@ -325,15 +345,16 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
- D3D12 descriptor issues remain. Explicit shutdown ownership removes the GUI capture's Node/resource/RID leaks in focused and seven-checkpoint runs; a timing-dependent ObjectDB warning for anonymous zero-reference `RefCounted` objects remains as a separate engine-teardown diagnostic.
- M2/WMO/material/particle/ribbon/portal parity incomplete.
- Public API is mostly exported configuration rather than stable contracts.
- `probe_render_terrain_height.gd` remains a renderer-only diagnostic exception
that reads tile readiness/terrain internals; it is excluded from the gameplay/
EditorPlugin gate until equivalent ground-query and readiness facade contracts exist.
- Rendered-ground sampling generates a triangle mesh on demand and retains the
historical nearby seam fallback. It is appropriate for diagnostics, not a
per-physics-frame gameplay query or a claim of exact terrain collision parity.
## Source map
| Path | Responsibility |
|---|---|
| `src/render/world_render_facade.gd` | Stable caller boundary for typed focus and detached renderer metrics |
| `src/render/world_render_facade.gd` | Stable caller boundary for typed focus, detached metrics and rendered-ground queries |
| `src/render/terrain/rendered_ground_sample.gd` | Immutable renderer-owned available/unavailable ground query result |
| `src/render/streaming/streaming_target_planner.gd` | Scene-free wanted/retained ADT target calculation |
| `src/render/streaming/streaming_target_policy.gd` | Immutable renderer radius/prefetch policy |
| `src/render/streaming/streaming_target_plan.gd` | Immutable planner result with read-only tile-key sets |
@@ -341,10 +362,11 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
| `src/scenes/streaming/streaming_world_loader.gd` | Current runtime orchestration, queues, caches and attachment |
| `src/domain/streaming/streaming_focus.gd` | Immutable camera-independent streaming position contract |
| `src/tools/verify_streaming_focus.gd` | Headless contract, dependency and runtime/tool wiring regression |
| `src/tools/verify_world_render_facade.gd` | Facade delegation, snapshot isolation and consumer wiring regression |
| `src/tools/verify_world_render_facade.gd` | Focus/metrics/ground delegation, snapshot isolation and consumer wiring regression |
| `src/tools/verify_rendered_ground_sample.gd` | Cold-start renderer ground result invariant regression |
| `src/tools/verify_streaming_target_planner.gd` | Planner behavior, dependency and bounded timing regression |
| `src/tools/verify_render_budget_scheduler.gd` | Scheduler bounds, shared-lane priority, cancellation and timing regression |
| `src/tools/verify_renderer_internal_access.gd` | Gameplay/EditorPlugin boundary gate derived from private streamer fields |
| `src/tools/verify_renderer_internal_access.gd` | Gameplay/EditorPlugin/registered renderer-tool boundary gate derived from private streamer fields |
| `addons/mpq_extractor/loaders/adt_builder.gd` | Terrain/material/liquid construction |
| `addons/mpq_extractor/loaders/m2_builder.gd` | Static M2 mesh/material construction |
| `addons/mpq_extractor/loaders/m2_native_animated_builder.gd` | Native animated M2 experiment |
@@ -360,7 +382,7 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
| `src/tools/verify_server_spawn_renderer.gd` | Fixture-to-renderer checkpoint contract verification |
| `tools/sweep_render_checkpoint_camera_pose.ps1` | Offline yaw/pitch capture grid and paired-error ranking |
| `src/tools/verify_render_coordinate_calibration.gd` | Build 12340 camera-coordinate golden point round-trip diagnostic |
| `src/tools/probe_render_terrain_height.gd` | Offline active-mesh terrain height and camera-clearance report |
| `src/tools/probe_render_terrain_height.gd` | Offline facade-backed active-mesh terrain height and camera-clearance report |
| `src/tools/probe_render_camera_occluders.gd` | Scene-tree placement containment and camera-to-target AABB intersection report |
## Related decisions and references
@@ -0,0 +1,52 @@
class_name RenderedGroundSample
extends RefCounted
## Immutable result of sampling currently loaded render terrain in Godot world units.
## This diagnostic value is renderer-owned and is not authoritative gameplay collision.
var is_available: bool:
get:
return _is_available
var height_units: float:
get:
return _height_units
var failure_code: StringName:
get:
return _failure_code
var _is_available: bool
var _height_units: float
var _failure_code: StringName
const SCRIPT_PATH := "res://src/render/terrain/rendered_ground_sample.gd"
## Creates an available finite rendered-ground sample in Godot world units.
static func available(height_units_value: float) -> RefCounted:
return load(SCRIPT_PATH).new(true, height_units_value, &"")
## Creates an unavailable rendered-ground sample with a stable failure code.
static func unavailable(failure_code_value: StringName) -> RefCounted:
return load(SCRIPT_PATH).new(false, 0.0, failure_code_value)
func _init(
is_available_value: bool,
height_units_value: float,
failure_code_value: StringName
) -> void:
_is_available = is_available_value and is_finite(height_units_value)
_height_units = height_units_value if _is_available else 0.0
if _is_available:
_failure_code = &""
elif not is_finite(height_units_value):
_failure_code = &"render_terrain_height_not_finite"
else:
_failure_code = (
failure_code_value
if not failure_code_value.is_empty()
else &"render_terrain_unavailable"
)
@@ -0,0 +1 @@
uid://c744ldnnn87a8
+30
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@@ -7,6 +7,7 @@ extends Node
const GODOT_WORLD_POSITION_SCRIPT := preload("res://src/domain/coordinates/godot_world_position.gd")
const STREAMING_FOCUS_SCRIPT := preload("res://src/domain/streaming/streaming_focus.gd")
const RENDERED_GROUND_SAMPLE_SCRIPT := preload("res://src/render/terrain/rendered_ground_sample.gd")
## Internal renderer implementation resolved relative to this node.
## The referenced node remains owned by its scene parent.
@@ -66,6 +67,33 @@ func renderer_metrics_snapshot() -> Dictionary:
return (metrics_variant as Dictionary).duplicate(true)
## Samples the currently loaded render terrain at a typed Godot world position.
## This read-only renderer view is diagnostic and does not replace authoritative
## gameplay collision or the independently composed [TerrainQuery].
func sample_ground_height(godot_world_position: GodotWorldPosition) -> RefCounted:
var loader := _resolve_streaming_world_loader()
if loader == null:
return RENDERED_GROUND_SAMPLE_SCRIPT.unavailable(&"render_facade_unavailable")
var sample_variant = loader.call("sample_rendered_ground_height", godot_world_position)
if sample_variant is RefCounted and sample_variant.get_script() == RENDERED_GROUND_SAMPLE_SCRIPT:
return sample_variant
push_error("WorldRenderFacade received an invalid rendered ground sample.")
return RENDERED_GROUND_SAMPLE_SCRIPT.unavailable(&"render_ground_sample_invalid")
## Returns a detached diagnostic snapshot for one rendered-ground query.
## Mutating the result cannot mutate streamer queues, tile state or resources.
func renderer_ground_query_snapshot(godot_world_position: GodotWorldPosition) -> Dictionary:
var loader := _resolve_streaming_world_loader()
if loader == null:
return {}
var snapshot_variant = loader.call("render_ground_query_snapshot", godot_world_position)
if not (snapshot_variant is Dictionary):
push_error("WorldRenderFacade received a non-Dictionary ground query snapshot.")
return {}
return (snapshot_variant as Dictionary).duplicate(true)
func _capture_streaming_focus_from_source() -> void:
if streaming_focus_source_path == NodePath():
return
@@ -99,6 +127,8 @@ func _resolve_streaming_world_loader() -> Node:
&"set_streaming_focus",
&"refresh_streaming_focus",
&"render_baseline_snapshot",
&"sample_rendered_ground_height",
&"render_ground_query_snapshot",
]:
if not candidate.has_method(required_method):
if not _missing_loader_reported:
@@ -17,6 +17,7 @@ const GODOT_WORLD_POSITION_SCRIPT := preload("res://src/domain/coordinates/godot
const COORDINATE_MAPPER_SCRIPT := preload("res://src/domain/coordinates/coordinate_mapper.gd")
const ADT_TILE_COORDINATE_SCRIPT := preload("res://src/domain/coordinates/adt_tile_coordinate.gd")
const ADT_TILE_LOCAL_POSITION_SCRIPT := preload("res://src/domain/coordinates/adt_tile_local_position.gd")
const RENDERED_GROUND_SAMPLE_SCRIPT := preload("res://src/render/terrain/rendered_ground_sample.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")
@@ -25,6 +26,7 @@ const REQUIRED_SPLAT_TILE_FORMAT_VERSION := 1
const REQUIRED_CONTROL_SPLAT_TILE_FORMAT_VERSION := 3
const M2_MATERIAL_REFRESH_VERSION := 2
const WMO_MATERIAL_REFRESH_VERSION := 10
const RENDER_GROUND_QUERY_RAY_HEIGHT_UNITS := 5000.0
const TILE_SIZE := COORDINATE_MAPPER_SCRIPT.ADT_TILE_SIZE_YARDS
const CHUNK_SIZE := COORDINATE_MAPPER_SCRIPT.ADT_CHUNK_SIZE_YARDS
@@ -1038,6 +1040,173 @@ func render_baseline_snapshot() -> Dictionary:
}
## Samples already loaded render terrain at one typed Godot world position.
## This diagnostic rendering view is not authoritative gameplay collision.
func sample_rendered_ground_height(godot_world_position: GodotWorldPosition) -> RefCounted:
var ground_query_snapshot := render_ground_query_snapshot(godot_world_position)
if ground_query_snapshot.has("terrain_height"):
return RENDERED_GROUND_SAMPLE_SCRIPT.available(float(ground_query_snapshot["terrain_height"]))
var query_status := StringName(ground_query_snapshot.get("status", "render_terrain_unavailable"))
match query_status:
&"mesh_not_ready":
return RENDERED_GROUND_SAMPLE_SCRIPT.unavailable(&"render_terrain_mesh_not_ready")
&"no_intersection":
return RENDERED_GROUND_SAMPLE_SCRIPT.unavailable(&"render_terrain_no_intersection")
_:
return RENDERED_GROUND_SAMPLE_SCRIPT.unavailable(&"render_terrain_unavailable")
## Returns a detached diagnostic read model for the loaded terrain around one
## typed position. Queue/cache ownership and mutable tile state stay internal.
func render_ground_query_snapshot(godot_world_position: GodotWorldPosition) -> Dictionary:
var world_position := Vector3(
godot_world_position.x_units,
godot_world_position.y_units,
godot_world_position.z_units
)
var tile_coordinate = COORDINATE_MAPPER_SCRIPT.godot_to_adt_tile(godot_world_position)
var highest_terrain_height := -INF
var intersected_tile_key := ""
var ready_mesh_count := 0
for tile_y in range(tile_coordinate.tile_y - 1, tile_coordinate.tile_y + 2):
for tile_x in range(tile_coordinate.tile_x - 1, tile_coordinate.tile_x + 2):
var tile_key := _tile_key(tile_x, tile_y)
if not _tile_states.has(tile_key):
continue
var terrain_state: Dictionary = _tile_states[tile_key]
var terrain_height_variant = _intersect_rendered_terrain_state(terrain_state, world_position)
if terrain_height_variant == null:
continue
ready_mesh_count += 1
var terrain_height := float(terrain_height_variant)
if terrain_height > highest_terrain_height:
highest_terrain_height = terrain_height
intersected_tile_key = tile_key
if is_finite(highest_terrain_height):
return {
"status": "sampled",
"tile": intersected_tile_key,
"terrain_height": highest_terrain_height,
}
var focus_tile_key := _tile_key(tile_coordinate.tile_x, tile_coordinate.tile_y)
var missing_snapshot := {
"status": "no_intersection" if ready_mesh_count > 0 else "mesh_not_ready",
"tile": focus_tile_key,
}
missing_snapshot.merge(
_render_ground_tile_diagnostic(focus_tile_key, world_position),
true
)
if bool(missing_snapshot.get("quality_mesh_present", false)) or bool(
missing_snapshot.get("tile_lod_mesh_present", false)):
missing_snapshot["status"] = "no_intersection"
missing_snapshot.merge(_nearest_rendered_terrain_sample(world_position), true)
if missing_snapshot.get("nearest_sample_distance", null) != null:
missing_snapshot["status"] = "sampled_nearby"
missing_snapshot["terrain_height"] = float(missing_snapshot["nearest_sample_height"])
return missing_snapshot
func _intersect_rendered_terrain_state(terrain_state: Dictionary, world_position: Vector3):
var terrain_mesh: Mesh = terrain_state.get("quality_terrain_mesh", null)
if terrain_mesh == null:
terrain_mesh = terrain_state.get("tile_lod_mesh", null)
if terrain_mesh == null:
return null
var triangle_mesh := terrain_mesh.generate_triangle_mesh()
if triangle_mesh == null:
return null
var tile_root := terrain_state.get("root", null) as Node3D
if tile_root == null or not is_instance_valid(tile_root):
return null
var inverse_transform := tile_root.global_transform.affine_inverse()
var local_ray_origin := inverse_transform * Vector3(
world_position.x,
RENDER_GROUND_QUERY_RAY_HEIGHT_UNITS,
world_position.z
)
var local_ray_direction := inverse_transform.basis * Vector3.DOWN
var intersection: Dictionary = triangle_mesh.intersect_ray(local_ray_origin, local_ray_direction)
if intersection.is_empty():
return null
var local_hit: Vector3 = intersection.get("position", Vector3.ZERO)
return (tile_root.global_transform * local_hit).y
func _render_ground_tile_diagnostic(tile_key: String, world_position: Vector3) -> Dictionary:
var queued_index := -1
for request_index in _tile_load_queue.size():
var tile_request: Dictionary = _tile_load_queue[request_index]
if String(tile_request.get("key", "")) == tile_key:
queued_index = request_index
break
var diagnostic_snapshot := {
"available": _available_tiles.has(tile_key),
"queued_index": queued_index,
"loading": _tile_loading_tasks.has(tile_key),
"state_present": _tile_states.has(tile_key),
"load_queue_size": _tile_load_queue.size(),
}
if not _tile_states.has(tile_key):
return diagnostic_snapshot
var terrain_state: Dictionary = _tile_states[tile_key]
var quality_mesh: Mesh = terrain_state.get("quality_terrain_mesh", null)
var tile_lod_mesh: Mesh = terrain_state.get("tile_lod_mesh", null)
diagnostic_snapshot["quality_mesh_present"] = quality_mesh != null
diagnostic_snapshot["tile_lod_mesh_present"] = tile_lod_mesh != null
diagnostic_snapshot["quality_source"] = String(terrain_state.get("quality_terrain_source", ""))
diagnostic_snapshot["tile_lod"] = int(terrain_state.get("tile_lod", -1))
var tile_root := terrain_state.get("root", null) as Node3D
if tile_root != null and is_instance_valid(tile_root):
var local_position := tile_root.global_transform.affine_inverse() * world_position
diagnostic_snapshot["tile_root_position"] = _render_ground_vector3_array(tile_root.global_position)
diagnostic_snapshot["probe_local_position"] = _render_ground_vector3_array(local_position)
var diagnostic_mesh := quality_mesh if quality_mesh != null else tile_lod_mesh
if diagnostic_mesh != null:
var mesh_bounds := diagnostic_mesh.get_aabb()
diagnostic_snapshot["mesh_aabb_position"] = _render_ground_vector3_array(mesh_bounds.position)
diagnostic_snapshot["mesh_aabb_size"] = _render_ground_vector3_array(mesh_bounds.size)
return diagnostic_snapshot
func _nearest_rendered_terrain_sample(world_position: Vector3) -> Dictionary:
for radius_units in [2.0, 5.0, 10.0, 20.0, 40.0]:
for offset in [
Vector2(radius_units, 0.0),
Vector2(-radius_units, 0.0),
Vector2(0.0, radius_units),
Vector2(0.0, -radius_units),
]:
var sample_position := world_position + Vector3(offset.x, 0.0, offset.y)
var typed_sample_position = GODOT_WORLD_POSITION_SCRIPT.new(
sample_position.x,
sample_position.y,
sample_position.z
)
var sample_tile = COORDINATE_MAPPER_SCRIPT.godot_to_adt_tile(typed_sample_position)
var sample_tile_key := _tile_key(sample_tile.tile_x, sample_tile.tile_y)
if not _tile_states.has(sample_tile_key):
continue
var terrain_height_variant = _intersect_rendered_terrain_state(
_tile_states[sample_tile_key],
sample_position
)
if terrain_height_variant != null:
return {
"nearest_sample_distance": radius_units,
"nearest_sample_height": float(terrain_height_variant),
"nearest_sample_tile": sample_tile_key,
}
return {"nearest_sample_distance": null}
func _render_ground_vector3_array(vector: Vector3) -> Array[float]:
return [vector.x, vector.y, vector.z]
func _tick_runtime_stats(delta: float) -> void:
if not runtime_stats_enabled or Engine.is_editor_hint():
return
+9 -134
View File
@@ -5,9 +5,7 @@ extends SceneTree
## [--wait 3.0] [--output user://render_terrain_height/report.json]
const MANIFEST_PATH := "res://src/tools/render_baseline_manifest.json"
const COORDINATE_MAPPER_SCRIPT := preload("res://src/domain/coordinates/coordinate_mapper.gd")
const GODOT_WORLD_POSITION_SCRIPT := preload("res://src/domain/coordinates/godot_world_position.gd")
const RAY_HEIGHT := 5000.0
func _initialize() -> void:
@@ -61,7 +59,15 @@ func _run_async() -> void:
camera.global_position = camera_position
render_facade.call("refresh_streaming_focus", true)
await create_timer(maxf(0.1, wait_seconds)).timeout
var terrain_sample := _sample_terrain(world, camera_position)
var typed_camera_position = GODOT_WORLD_POSITION_SCRIPT.new(
camera_position.x,
camera_position.y,
camera_position.z
)
var terrain_sample: Dictionary = render_facade.call(
"renderer_ground_query_snapshot",
typed_camera_position
)
terrain_sample["name"] = checkpoint.get("name", "checkpoint")
terrain_sample["camera_y"] = camera_position.y
if terrain_sample.has("terrain_height"):
@@ -94,137 +100,6 @@ func _run_async() -> void:
quit(1 if failed else 0)
func _sample_terrain(world: Node3D, world_position: Vector3) -> Dictionary:
var tile_coordinate := _adt_tile_vector2i(world_position)
var tile_states: Dictionary = world.get("_tile_states")
var highest_terrain_height := -INF
var intersected_tile_key := ""
var ready_mesh_count := 0
for tile_y in range(tile_coordinate.y - 1, tile_coordinate.y + 2):
for tile_x in range(tile_coordinate.x - 1, tile_coordinate.x + 2):
var tile_key := "%d_%d" % [tile_x, tile_y]
if not tile_states.has(tile_key):
continue
var state: Dictionary = tile_states[tile_key]
var terrain_height_variant = _intersect_terrain_state(state, world_position)
if terrain_height_variant == null:
continue
ready_mesh_count += 1
var terrain_height := float(terrain_height_variant)
if terrain_height > highest_terrain_height:
highest_terrain_height = terrain_height
intersected_tile_key = tile_key
if not is_finite(highest_terrain_height):
var missing_result := {
"status": "no_intersection" if ready_mesh_count > 0 else "mesh_not_ready",
"tile": "%d_%d" % [tile_coordinate.x, tile_coordinate.y],
}
missing_result.merge(_tile_runtime_diagnostic(world, String(missing_result.tile), world_position), true)
if bool(missing_result.get("quality_mesh_present", false)) or bool(missing_result.get("tile_lod_mesh_present", false)):
missing_result["status"] = "no_intersection"
missing_result.merge(_nearest_terrain_sample(world, world_position), true)
if missing_result.get("nearest_sample_distance", null) != null:
missing_result["status"] = "sampled_nearby"
missing_result["terrain_height"] = float(missing_result.nearest_sample_height)
return missing_result
return {
"status": "sampled",
"tile": intersected_tile_key,
"terrain_height": highest_terrain_height,
}
func _intersect_terrain_state(state: Dictionary, world_position: Vector3):
var terrain_mesh: Mesh = state.get("quality_terrain_mesh", null)
if terrain_mesh == null:
terrain_mesh = state.get("tile_lod_mesh", null)
if terrain_mesh == null:
return null
var triangle_mesh := terrain_mesh.generate_triangle_mesh()
if triangle_mesh == null:
return null
var tile_root := state.get("root", null) as Node3D
if tile_root == null:
return null
var inverse_transform := tile_root.global_transform.affine_inverse()
var local_ray_origin := inverse_transform * Vector3(world_position.x, RAY_HEIGHT, world_position.z)
var local_ray_direction := inverse_transform.basis * Vector3.DOWN
var intersection: Dictionary = triangle_mesh.intersect_ray(local_ray_origin, local_ray_direction)
if intersection.is_empty():
return null
var local_hit: Vector3 = intersection.get("position", Vector3.ZERO)
var world_hit := tile_root.global_transform * local_hit
return world_hit.y
func _tile_runtime_diagnostic(world: Node3D, tile_key: String, world_position: Vector3) -> Dictionary:
var available_tiles: Dictionary = world.get("_available_tiles")
var loading_tasks: Dictionary = world.get("_tile_loading_tasks")
var tile_states: Dictionary = world.get("_tile_states")
var load_queue: Array = world.get("_tile_load_queue")
var queued_index := -1
for index in load_queue.size():
var request: Dictionary = load_queue[index]
if String(request.get("key", "")) == tile_key:
queued_index = index
break
var diagnostic := {
"available": available_tiles.has(tile_key),
"queued_index": queued_index,
"loading": loading_tasks.has(tile_key),
"state_present": tile_states.has(tile_key),
"load_queue_size": load_queue.size(),
}
if tile_states.has(tile_key):
var state: Dictionary = tile_states[tile_key]
var quality_mesh: Mesh = state.get("quality_terrain_mesh", null)
var tile_lod_mesh: Mesh = state.get("tile_lod_mesh", null)
diagnostic["quality_mesh_present"] = quality_mesh != null
diagnostic["tile_lod_mesh_present"] = tile_lod_mesh != null
diagnostic["quality_source"] = String(state.get("quality_terrain_source", ""))
diagnostic["tile_lod"] = int(state.get("tile_lod", -1))
var tile_root := state.get("root", null) as Node3D
if tile_root != null:
var local_position := tile_root.global_transform.affine_inverse() * world_position
diagnostic["tile_root_position"] = _vector3_array(tile_root.global_position)
diagnostic["probe_local_position"] = _vector3_array(local_position)
var diagnostic_mesh := quality_mesh if quality_mesh != null else tile_lod_mesh
if diagnostic_mesh != null:
var mesh_aabb := diagnostic_mesh.get_aabb()
diagnostic["mesh_aabb_position"] = _vector3_array(mesh_aabb.position)
diagnostic["mesh_aabb_size"] = _vector3_array(mesh_aabb.size)
return diagnostic
func _nearest_terrain_sample(world: Node3D, world_position: Vector3) -> Dictionary:
var tile_states: Dictionary = world.get("_tile_states")
for radius in [2.0, 5.0, 10.0, 20.0, 40.0]:
for offset in [Vector2(radius, 0.0), Vector2(-radius, 0.0), Vector2(0.0, radius), Vector2(0.0, -radius)]:
var sample_position := world_position + Vector3(offset.x, 0.0, offset.y)
var sample_tile := _adt_tile_vector2i(sample_position)
var sample_key := "%d_%d" % [sample_tile.x, sample_tile.y]
if not tile_states.has(sample_key):
continue
var height_variant = _intersect_terrain_state(tile_states[sample_key], sample_position)
if height_variant != null:
return {
"nearest_sample_distance": radius,
"nearest_sample_height": float(height_variant),
"nearest_sample_tile": sample_key,
}
return {"nearest_sample_distance": null}
func _adt_tile_vector2i(world_position: Vector3) -> Vector2i:
var typed_world_position = GODOT_WORLD_POSITION_SCRIPT.new(world_position.x, world_position.y, world_position.z)
var tile_coordinate = COORDINATE_MAPPER_SCRIPT.godot_to_adt_tile(typed_world_position)
return Vector2i(tile_coordinate.tile_x, tile_coordinate.tile_y)
func _vector3_array(value: Vector3) -> Array[float]:
return [value.x, value.y, value.z]
func _vector3(value_variant) -> Vector3:
if not (value_variant is Array) or value_variant.size() != 3:
return Vector3.ZERO
@@ -23,7 +23,6 @@ const REQUIRED_MAPPER_CALLS := {
"res://src/render/streaming/streaming_target_planner.gd": ["godot_to_adt_tile", "godot_to_adt_tile_local"],
"res://src/scenes/player/third_person_wow_controller.gd": ["adt_tile_local_to_godot"],
"res://src/gameplay/terrain/adt_terrain_query.gd": ["godot_to_adt_tile", "godot_to_adt_tile_local", "adt_tile_local_to_chunk"],
"res://src/tools/probe_render_terrain_height.gd": ["godot_to_adt_tile"],
}
@@ -61,7 +60,7 @@ func _initialize() -> void:
quit(1)
return
print("COORDINATE_CONVERSION_BOUNDARIES PASS files=%d native_boundary=1 oracle=1 consumers=6 classifier_cases=6" % source_paths.size())
print("COORDINATE_CONVERSION_BOUNDARIES PASS files=%d native_boundary=1 oracle=1 consumers=5 classifier_cases=6" % source_paths.size())
quit(0)
@@ -0,0 +1,45 @@
extends SceneTree
## Cold-start contract for the renderer-owned ground query result value.
const SAMPLE_SCRIPT := preload("res://src/render/terrain/rendered_ground_sample.gd")
func _initialize() -> void:
var failures: Array[String] = []
var available_sample: RefCounted = SAMPLE_SCRIPT.available(42.25)
_expect_true(bool(available_sample.get("is_available")), "available sample", failures)
_expect_near(float(available_sample.get("height_units")), 42.25, "available height", failures)
var non_finite_sample: RefCounted = SAMPLE_SCRIPT.available(INF)
_expect_true(not bool(non_finite_sample.get("is_available")), "non-finite unavailable", failures)
_expect_true(
StringName(non_finite_sample.get("failure_code")) == &"render_terrain_height_not_finite",
"non-finite failure code",
failures
)
var unavailable_sample: RefCounted = SAMPLE_SCRIPT.unavailable(&"")
_expect_true(
StringName(unavailable_sample.get("failure_code")) == &"render_terrain_unavailable",
"empty failure code normalization",
failures
)
if not failures.is_empty():
for failure in failures:
push_error("RENDERED_GROUND_SAMPLE: %s" % failure)
quit(1)
return
print("RENDERED_GROUND_SAMPLE PASS contract=3")
quit(0)
func _expect_near(actual_value: float, expected_value: float, label: String, failures: Array[String]) -> void:
if not is_equal_approx(actual_value, expected_value):
failures.append("%s expected %.3f, got %.3f" % [label, expected_value, actual_value])
func _expect_true(actual_value: bool, label: String, failures: Array[String]) -> void:
if not actual_value:
failures.append("%s expected true" % label)
@@ -0,0 +1 @@
uid://b8juyikyvx1xw
+7 -1
View File
@@ -5,6 +5,9 @@ extends SceneTree
const STREAMING_WORLD_LOADER_PATH := "res://src/scenes/streaming/streaming_world_loader.gd"
const GAMEPLAY_ROOT := "res://src/gameplay"
const SOURCE_ROOTS: Array[String] = ["res://src", "res://addons"]
const RENDERER_DIAGNOSTIC_PATHS: Array[String] = [
"res://src/tools/probe_render_terrain_height.gd",
]
func _initialize() -> void:
@@ -20,6 +23,8 @@ func _initialize() -> void:
consumer_paths_by_path[gameplay_path] = true
for editor_source_path in editor_source_paths:
consumer_paths_by_path[editor_source_path] = true
for renderer_diagnostic_path in RENDERER_DIAGNOSTIC_PATHS:
consumer_paths_by_path[renderer_diagnostic_path] = true
for consumer_path_variant in consumer_paths_by_path:
var consumer_path := String(consumer_path_variant)
@@ -33,10 +38,11 @@ func _initialize() -> void:
quit(1)
return
print("RENDERER_INTERNAL_ACCESS PASS private_symbols=%d gameplay=%d editor_sources=%d" % [
print("RENDERER_INTERNAL_ACCESS PASS private_symbols=%d gameplay=%d editor_sources=%d renderer_tools=%d" % [
private_renderer_symbols.size(),
gameplay_paths.size(),
editor_source_paths.size(),
RENDERER_DIAGNOSTIC_PATHS.size(),
])
quit(0)
+88 -1
View File
@@ -5,6 +5,7 @@ extends SceneTree
const WORLD_RENDER_FACADE_SCRIPT := preload("res://src/render/world_render_facade.gd")
const GODOT_WORLD_POSITION_SCRIPT := preload("res://src/domain/coordinates/godot_world_position.gd")
const STREAMING_FOCUS_SCRIPT := preload("res://src/domain/streaming/streaming_focus.gd")
const RENDERED_GROUND_SAMPLE_SCRIPT := preload("res://src/render/terrain/rendered_ground_sample.gd")
const RUNTIME_SCENE_PATHS: Array[String] = [
"res://src/scenes/streaming/eastern_kingdoms_streaming.tscn",
@@ -15,12 +16,19 @@ const TOOL_PATHS: Array[String] = [
"res://src/tools/probe_render_camera_occluders.gd",
"res://src/tools/probe_render_terrain_height.gd",
]
const STREAMING_WORLD_LOADER_PATH := "res://src/scenes/streaming/streaming_world_loader.gd"
class StreamingWorldLoaderDouble extends Node:
var current_focus: StreamingFocus
var refresh_count := 0
var metrics := {"tiles": 2, "queues": {"tile": 1}}
var ground_sample: RefCounted = RENDERED_GROUND_SAMPLE_SCRIPT.available(42.25)
var ground_snapshot := {
"status": "sampled",
"terrain_height": 42.25,
"diagnostic": {"state_present": true},
}
func set_streaming_focus(streaming_focus: StreamingFocus) -> void:
current_focus = streaming_focus
@@ -32,9 +40,16 @@ class StreamingWorldLoaderDouble extends Node:
func render_baseline_snapshot() -> Dictionary:
return metrics
func sample_rendered_ground_height(_godot_world_position: GodotWorldPosition) -> RefCounted:
return ground_sample
func render_ground_query_snapshot(_godot_world_position: GodotWorldPosition) -> Dictionary:
return ground_snapshot
func _initialize() -> void:
var failures: Array[String] = []
_verify_rendered_ground_sample_contract(failures)
await _verify_delegation_and_snapshot_isolation(failures)
_verify_repository_wiring(failures)
@@ -44,10 +59,26 @@ func _initialize() -> void:
quit(1)
return
print("WORLD_RENDER_FACADE PASS delegation=3 runtime_scenes=2 tools=3")
print("WORLD_RENDER_FACADE PASS delegation=5 ground_contract=2 runtime_scenes=2 tools=3")
quit(0)
func _verify_rendered_ground_sample_contract(failures: Array[String]) -> void:
var non_finite_sample = RENDERED_GROUND_SAMPLE_SCRIPT.available(INF)
_expect_true(not non_finite_sample.is_available, "non-finite rendered ground is unavailable", failures)
_expect_true(
non_finite_sample.failure_code == &"render_terrain_height_not_finite",
"non-finite rendered ground failure code",
failures
)
var default_unavailable_sample = RENDERED_GROUND_SAMPLE_SCRIPT.unavailable(&"")
_expect_true(
default_unavailable_sample.failure_code == &"render_terrain_unavailable",
"empty rendered ground failure code normalizes",
failures
)
func _verify_delegation_and_snapshot_isolation(failures: Array[String]) -> void:
var test_root := Node.new()
var loader := StreamingWorldLoaderDouble.new()
@@ -82,6 +113,24 @@ func _verify_delegation_and_snapshot_isolation(failures: Array[String]) -> void:
(snapshot["queues"] as Dictionary)["tile"] = 999
_expect_true(int(loader.metrics.tiles) == 2, "top-level metrics are detached", failures)
_expect_true(int(loader.metrics.queues.tile) == 1, "nested metrics are detached", failures)
var query_position = GODOT_WORLD_POSITION_SCRIPT.new(100.0, 200.0, 300.0)
var ground_sample: RefCounted = facade.sample_ground_height(query_position)
_expect_true(ground_sample.is_available, "rendered ground sample delegates", failures)
_expect_near(ground_sample.height_units, 42.25, "rendered ground height", failures)
loader.ground_sample = RENDERED_GROUND_SAMPLE_SCRIPT.unavailable(&"render_terrain_mesh_not_ready")
var unavailable_ground_sample: RefCounted = facade.sample_ground_height(query_position)
_expect_true(not unavailable_ground_sample.is_available, "unavailable ground sample delegates", failures)
_expect_true(
unavailable_ground_sample.failure_code == &"render_terrain_mesh_not_ready",
"ground failure code delegates",
failures
)
var ground_snapshot: Dictionary = facade.renderer_ground_query_snapshot(query_position)
ground_snapshot["terrain_height"] = 999.0
(ground_snapshot["diagnostic"] as Dictionary)["state_present"] = false
_expect_near(float(loader.ground_snapshot.terrain_height), 42.25, "ground snapshot top-level detached", failures)
_expect_true(bool(loader.ground_snapshot.diagnostic.state_present), "ground snapshot nested detached", failures)
test_root.queue_free()
@@ -98,6 +147,44 @@ func _verify_repository_wiring(failures: Array[String]) -> void:
_expect_true(not tool_source.contains('world.call("refresh_streaming_focus"'), "%s avoids direct streamer refresh" % tool_path, failures)
_expect_true(not tool_source.contains('world.set("streaming_focus_source_path"'), "%s avoids direct streamer focus config" % tool_path, failures)
var terrain_probe_source := _read_text("res://src/tools/probe_render_terrain_height.gd", failures)
_expect_true(
terrain_probe_source.contains('"renderer_ground_query_snapshot"'),
"terrain probe delegates ground diagnostics",
failures
)
_expect_true(
not terrain_probe_source.contains('world.get("_'),
"terrain probe avoids private streamer state",
failures
)
for forbidden_probe_text in [
"_tile_states",
"_tile_load_queue",
"_tile_loading_tasks",
"_available_tiles",
"generate_triangle_mesh",
]:
_expect_true(
not terrain_probe_source.contains(forbidden_probe_text),
"terrain probe omits %s" % forbidden_probe_text,
failures
)
var loader_source := _read_text(STREAMING_WORLD_LOADER_PATH, failures)
for required_loader_text in [
"func sample_rendered_ground_height(godot_world_position: GodotWorldPosition)",
"func render_ground_query_snapshot(godot_world_position: GodotWorldPosition)",
"RENDER_GROUND_QUERY_RAY_HEIGHT_UNITS := 5000.0",
"for radius_units in [2.0, 5.0, 10.0, 20.0, 40.0]",
"generate_triangle_mesh()",
]:
_expect_true(
loader_source.contains(required_loader_text),
"streamer ground query retains %s" % required_loader_text,
failures
)
func _read_text(path: String, failures: Array[String]) -> String:
var file := FileAccess.open(path, FileAccess.READ)
+11 -5
View File
@@ -27,8 +27,9 @@ Runtime и Editor используют facade; planner/scheduler тестиру
## Evidence
- Date: 2026-07-16
- Revision/worktree: master merges `7ece2ab`, `7e35de7`; packages
`M03-RND-SCHEDULER-001`, `M03-RND-INTERNAL-ACCESS-GATE-001`
- Revision/worktree: master merges `7ece2ab`, `7e35de7`, `80cb084`, `d6e5b53`;
packages `M03-RND-SCHEDULER-001`, `M03-RND-INTERNAL-ACCESS-GATE-001`,
`M03-RND-FACADE-GROUND-QUERY-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
@@ -36,15 +37,20 @@ Runtime и Editor используют facade; planner/scheduler тестиру
`files=111 consumers=6`; renderer manifest retained `7/7` checkpoints;
shutdown ownership and repository gates passed. Internal-access gate additionally
derived `43` private symbols and found no forbidden access across `7` gameplay
and `9` EditorPlugin-package sources (13 pre-existing expired M00 claim warnings).
and `9` EditorPlugin-package sources plus the terrain probe. Ground facade passed
`delegation=5 ground_contract=2`; cold `RenderedGroundSample contract=3`;
M02 terrain-query regression remained green (13 pre-existing expired M00 claim warnings).
- Fidelity comparison: all 16 historical operation limits and drain sites were
preserved; chunk removal/create retain their shared removal-first budget.
Defaults, quality presets, cache versions and visual rules are unchanged.
Rendered-ground diagnostics preserve the prior 5000-unit ray, 3x3 search and
`2/5/10/20/40`-unit nearby fallback while hiding mutable renderer state.
No new build-12340 parity claim is made; asset-backed visual/p95/p99 comparison remains pending.
- Changed files: scene-free scheduler and verifier; streamer budget composition/
permit delegation; scheduler module spec; world renderer/module registry/RENDER notes;
gameplay/editor internal-access verifier; work-package claims and this evidence.
renderer-owned ground sample, facade/loader ground query, migrated terrain probe,
expanded internal-access/coordinate verifiers; work-package claims and this evidence.
- Remaining risks: queue storage length and worker concurrency/stale-result logic
remain streamer-owned; cancellation stops new permits but does not interrupt
in-flight work; M03 still needs remaining facade contracts, service extraction
in-flight work; M03 still needs environment/entity facade contracts, service extraction
and dependency/performance acceptance.