Compare commits

...

49 Commits

Author SHA1 Message Date
sindoring 9d74d996d5 docs(M03): accept M2 placement grouper 2026-07-17 00:07:11 +04:00
sindoring f88bf9714e merge M03 M2 placement grouper 2026-07-17 00:06:19 +04:00
sindoring 7587d3bd3c docs(M03): hand off M2 placement grouper 2026-07-17 00:06:10 +04:00
sindoring 9df32d38ef refactor(M03): extract M2 placement grouper 2026-07-17 00:05:49 +04:00
sindoring 9c9020e60f coord(M03): claim M2 placement grouper 2026-07-16 23:57:35 +04:00
sindoring c34e538dcf docs(M03): accept M2 placement transform resolver 2026-07-16 23:54:41 +04:00
sindoring 396be5e69d merge M03 M2 placement transform resolver 2026-07-16 23:52:34 +04:00
sindoring 1792938567 docs(M03): hand off M2 placement transform package 2026-07-16 23:52:20 +04:00
sindoring 0a09d7bc1e refactor(M03): extract M2 placement transform resolver 2026-07-16 23:51:59 +04:00
sindoring 91f0ba8433 coord(M03): claim M2 placement transform resolver 2026-07-16 23:38:29 +04:00
sindoring 1b6c46870d docs(M03): accept M2 unique placement registry 2026-07-16 10:02:14 +04:00
sindoring 2342430439 merge M03 M2 unique placement registry 2026-07-16 10:01:34 +04:00
sindoring c41e8886a6 docs(coordination): hand off M2 unique registry 2026-07-16 10:01:23 +04:00
sindoring acb3a809bb refactor(M03): extract M2 unique placement registry 2026-07-16 10:01:09 +04:00
sindoring c13c993645 coord(M03): claim M2 unique placement registry 2026-07-16 09:54:44 +04:00
sindoring 57ae1b8f16 docs(M03): accept terrain chunk queue planner 2026-07-16 09:52:59 +04:00
sindoring 24aef13801 merge M03 terrain chunk queue planner 2026-07-16 09:52:22 +04:00
sindoring 4b90dbc1c1 docs(coordination): hand off terrain chunk queue planner 2026-07-16 09:52:18 +04:00
sindoring f800e11cd2 refactor(M03): extract terrain chunk queue planner 2026-07-16 09:52:01 +04:00
sindoring 0d2c820ea7 coord(M03): claim terrain chunk queue planner 2026-07-16 09:47:11 +04:00
sindoring b568768866 docs(M03): accept terrain chunk LOD planner 2026-07-16 09:45:09 +04:00
sindoring f36fabb8e1 merge M03 terrain chunk LOD planner 2026-07-16 09:44:31 +04:00
sindoring 9e69a8a95b docs(coordination): hand off terrain LOD planner 2026-07-16 09:44:27 +04:00
sindoring eb94cfc646 refactor(M03): extract terrain chunk LOD planner 2026-07-16 09:44:11 +04:00
sindoring aa21aafdfa coord(M03): claim terrain chunk LOD planner 2026-07-16 09:37:45 +04:00
sindoring ea08b8ef51 docs(M03): accept terrain mesh cache integration 2026-07-16 09:30:59 +04:00
sindoring 630a0c131d merge(M03): integrate terrain mesh cache service 2026-07-16 09:30:02 +04:00
sindoring 10815be766 coord(M03): hand off terrain mesh cache service 2026-07-16 09:29:55 +04:00
sindoring 97480e06bb refactor(M03): extract terrain quality mesh cache 2026-07-16 09:29:38 +04:00
sindoring 6617dfe74e coord(M03): claim terrain mesh cache service 2026-07-16 09:25:43 +04:00
sindoring 61bad09a9c docs(M03): accept entity presentation integration 2026-07-16 01:12:55 +04:00
sindoring 606770c525 merge(M03): integrate entity presentation facade 2026-07-16 01:12:21 +04:00
sindoring b73b2e74a2 coord(M03): hand off entity presentation facade 2026-07-16 01:12:17 +04:00
sindoring 1807c3a363 feat(M03): add entity presentation facade 2026-07-16 01:11:58 +04:00
sindoring 3c5880f190 coord(M03): extend entity presentation fixture claim 2026-07-16 01:05:21 +04:00
sindoring a7b2f9475b coord(M03): claim entity presentation facade 2026-07-16 01:04:32 +04:00
sindoring a85e416cb8 docs(M03): accept environment snapshot integration 2026-07-16 01:01:25 +04:00
sindoring c69abd634f merge(M03): integrate environment snapshot facade 2026-07-16 01:00:41 +04:00
sindoring cd23a62be8 coord(M03): hand off environment snapshot facade 2026-07-16 01:00:36 +04:00
sindoring 2ee647a220 feat(M03): add environment snapshot facade 2026-07-16 01:00:19 +04:00
sindoring 60f1e363c0 coord(M03): claim facade environment snapshot 2026-07-16 00:55:17 +04:00
sindoring cb103e1fde docs(M03): accept facade ground query integration 2026-07-16 00:52:46 +04:00
sindoring d6e5b530ef merge(M03): integrate ground query cold-start fix 2026-07-16 00:52:08 +04:00
sindoring 8c46065ada coord(M03): update ground query handoff 2026-07-16 00:52:04 +04:00
sindoring 9408d887ba fix(M03): support cold rendered ground sample startup 2026-07-16 00:51:52 +04:00
sindoring 80cb08422b merge(M03): integrate facade ground query 2026-07-16 00:49:53 +04:00
sindoring 0773de5977 coord(M03): hand off facade ground query 2026-07-16 00:49:47 +04:00
sindoring b697a896e8 rnd(M03): add rendered ground query facade 2026-07-16 00:49:28 +04:00
sindoring 6117e5282e coord(M03): claim facade ground query 2026-07-16 00:40:46 +04:00
73 changed files with 5653 additions and 463 deletions
+124 -3
View File
@@ -929,11 +929,132 @@ $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.
## 2026-07-16 Terrain Chunk LOD Planner Extraction
- `TerrainChunkLodPlanner` now owns the pure mapping from populated parsed ADT
chunk indices to desired terrain LOD 0/1/2.
- `TerrainChunkLodPolicy` snapshots the existing enabled flag, three raw chunk
radii and chunk size once per streaming-target application.
- Horizontal XZ distance to the chunk center, inclusive squared thresholds,
sparse-index omission and historical negative-radius squaring are unchanged.
- `StreamingWorldLoader` still owns tile/chunk state, queues, operation budgets,
creation/removal, Mesh/Node/RID finalization and tile-LOD fallback.
- Cache formats, quality presets and visible behavior are unchanged. The
scene-free contract is formula evidence only; asset-backed p95/p99 and visual
acceptance remain required.
## 2026-07-16 Terrain Chunk Geometry Queue Planner Extraction
- `TerrainChunkGeometryQueuePlanner` now compares current and desired chunk state
and returns fresh chunk create/remove request arrays.
- LOD mismatches and absent chunks retain the existing request shape; creates
remain sorted by horizontal distance from chunk origin to streaming focus.
- Desired tile LOD still removes every current chunk, while sparse parsed chunk
records retain the existing tile-origin distance fallback.
- `StreamingWorldLoader` still owns queue storage/drains, removal-first execution,
the shared `chunk_geometry` budget lane and every Mesh/Node/RID side effect.
- Cache formats, quality profiles and visual rules are unchanged. Asset-backed
p95/p99 and visual acceptance remain required.
## 2026-07-16 M2 Unique Placement Registry Extraction
- `M2UniquePlacementRegistry` now owns positive ADT `MDDF.uniqueId` reservations
across streamed tiles using the existing `uid:<decimal>` keys.
- Missing/zero/negative IDs remain untracked; duplicates inside one reservation
call are suppressed and another tile records one skipped key until owner release.
- Owner release still lets the loader find eligible waiting tiles and enqueue the
existing detail retry path. First ownership remains tile-processing-order based.
- `StreamingWorldLoader` still owns tile state, retry queues, grouping/build tasks,
M2 caches, MultiMesh/Node/Mesh/material/RID creation and all operation budgets.
- M2/ADT cache formats, transforms, profiles and visible rules are unchanged.
Asset-backed cross-boundary p95/p99 and visual acceptance remain required.
## 2026-07-16 M2 Placement Transform Resolver Extraction
- `M2PlacementTransformResolver` now owns the pure ADT M2 basis and local
origin-compensation formulas used by worker grouping, placeholders and direct
instance creation.
- Regular models retain `Basis.from_euler`; `ElwynnCliffRock01/02` retain their
narrow shell correction; `NewWaterfall` and `ElwynnTallWaterfall01` retain
calibrated world yaw, local fall-axis twist and tall-sheet anchor compensation.
- Path separator/case/MDX handling, constants and caller-specific final scale
clamps are unchanged. The resolver owns no Node, task, cache or RID.
- Cache formats, placement positions and visible rules are unchanged by the
extraction. Asset-backed visual recheck and general placement parity remain gaps.
## 2026-07-16 M2 Placement Grouper Extraction
- `M2PlacementGrouper` now owns pure worker-side validation, historical path
normalization and ordered tile-local transform grouping of ADT M2 placements.
- Invalid records, backslash replacement, lowercase `.mdx/.mdl` conversion,
first-seen ordering and the `0.0001` scale clamp are unchanged.
- The loader retains tasks, mutex/result queues, stale-result checks, tile/build
state, caches and all Node/MultiMesh/Mesh/material/RID finalization.
- Cache formats, batching, profiles and visible rules are unchanged. Asset-backed
traversal p95/p99, visual recheck and spatial-cell grouping remain pending.
## 2026-07-16 World Environment Snapshot Facade
- `WorldEnvironmentSnapshot` carries one immutable finite time-of-day value,
normalized to `[0, 24)` hours; invalid non-finite input is explicit.
- `WorldRenderFacade.apply_environment_snapshot()` delegates the snapshot to the
scene-owned `WowSkyController`. The facade owns no `Environment`, sun, skybox,
shader global or DBC sampling state.
- Checkpoint capture now submits its manifest time through the facade instead of
locating `WowSkyController` and mutating `use_system_time`, `time_speed` and
`fixed_time_hours` directly.
- Applying a snapshot performs the same three fixed-clock assignments as the old
capture path. Light/Area/Skybox DBC lookup, interpolation, fog, sun and shader
behavior remain unchanged; weather and indoor environment state are follow-up work.
## 2026-07-16 World Entity Presentation Facade
- `EntityPresentationSnapshot` contract version 1 combines session `EntityId`,
typed Godot world position, visual PackedScene path, finite yaw/scale and visibility.
- `WorldRenderFacade.present_entity()` and `remove_entity()` delegate to an explicit
scene-owned `WorldEntityPresenter`; both runtime scenes compose that service.
- The presenter owns only visual subtrees. Same-path snapshots update transform/
visibility, changed paths replace after successful instantiation, and removal
detaches plus queues the owned root for deletion.
- The local player, authoritative state, GUID mapping and asset/display selection
remain outside this service. Runtime emits no entity commands yet, so baseline
output is unchanged.
- PackedScene loading is currently synchronous on create/replace and is a documented
prototype limitation, not an accepted network-scale frame-critical path.
## 2026-07-16 Terrain Quality Mesh Cache Extraction
- `TerrainQualityMeshCache` now owns full-quality terrain revisit Mesh references,
tile-key LRU order and source admission outside `StreamingWorldLoader`.
- The historical rules are unchanged: successful restore touches newest; store
trims oldest to `terrain_quality_mesh_cache_limit`; zero/negative capacity keeps
no entries; control-splat/splat sources are never retained in this revisit cache.
- The loader keeps three narrow adapters: restore into tile state, store after a
full-quality result and clear during existing world reset/shutdown.
- ADT parsing, quality tasks/results, tile state, cache format versions, material/
Node/RID finalization, budgets and visible terrain behavior remain loader-owned.
## 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 +1,130 @@
# M03-RND-FACADE-ENTITY-001 — World entity presentation commands
<!-- OPENWC_CLAIM:M03-RND-FACADE-ENTITY-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-entity`
- Lease expires UTC: 2026-07-18
- Integrator: M03 milestone integrator
## Outcome
Add immutable, versioned world-entity presentation input and stable facade
commands for idempotent present/update and removal, backed by a renderer-owned
scene service with explicit entity subtree ownership.
## Non-goals
- Define authoritative entity/gameplay/network state or allocate/map identities.
- Move the local player controller/presenters behind the world-entity service.
- Implement build-12340 display IDs, equipment, animation, effects or visibility rules.
- Add background loading, pooling, MultiMesh conversion or a generic ECS/framework.
- Change streamer queues, caches, world assets, baseline visuals or target status.
## Paths
- Exclusive: `src/render/entities/entity_presentation_snapshot.gd`,
`src/render/entities/world_entity_presenter.gd`,
`src/tools/verify_world_entity_presentation.gd`,
`src/tests/scenes/world_entity_visual_replacement_fixture.tscn`,
`docs/modules/world-entity-presentation.md`, this claim
- Shared/hotspots: `src/render/world_render_facade.gd`, both runtime streaming
scenes, `src/tools/verify_world_render_facade.gd`, `docs/modules/world-renderer.md`,
`docs/modules/README.md`, `RENDER.md`, `targets/03-renderer-facade.md`
- Reused unchanged: `EntityId`, `GodotWorldPosition`, existing asset-free
character presentation model fixture
- Generated/ignored: `.godot`, native DLL, generated resources, caches and
proprietary renderer corpus
## Contracts and data
- Contract version: `EntityPresentationSnapshot.CONTRACT_VERSION = 1`
- Snapshot: valid session-local `EntityId`, typed Godot world position, visual
PackedScene path, finite yaw radians, positive finite uniform scale and visibility
- Public API: `WorldRenderFacade.present_entity`, `remove_entity`,
`entity_presentation_snapshot`
- Presenter behavior: present is idempotent by entity key; same visual updates
transform/visibility, changed visual replaces the owned subtree; remove is explicit
- Schema/cache/coordinate contracts: no persisted schema or cache change
## Dependencies
- Requires: integrated M03 environment facade master `a85e416`, M01 identity and
coordinate contracts
- Blocks: completion of the first M03 facade checklist item and later entity renderer extraction
- External state: none; tests use a repository-owned asset-free PackedScene fixture
## Verification
- Commands: cold snapshot contract; presenter lifecycle/ownership regression;
facade delegation and runtime wiring; identity/coordinate/internal-access;
renderer manifest/shutdown/planner/scheduler/focus and repository gates
- Fixtures: invalid identity/position/yaw/scale/path, spawn, idempotent update,
visual replacement, missing asset, removal, detached diagnostic snapshot and teardown
- Fidelity evidence: no runtime commands are produced yet, so existing scene output
and seven baseline plans remain unchanged
- Performance budget: constant-time entity lookup; synchronous resource load only
on first presentation/visual replacement and explicitly excluded from hot-path acceptance
## Documentation deliverables
- Inline public API docs: snapshot, facade commands and presenter lifecycle
- Module specification: new world-entity-presentation specification
- Data-flow diagram: read model through facade into owned visual subtree
- Sequence/state/dependency diagrams: present/update/replace/remove/failure/teardown
- Source map/status updates: module registry, world renderer and `RENDER.md`
## Simplicity and naming
- Important names introduced: `EntityPresentationSnapshot`, `WorldEntityPresenter`,
`present_entity`, `remove_entity`
- Simplest considered solution: one immutable full visual snapshot and one
dictionary-owned Node3D presenter below an explicit scene service
- Rejected complexity/abstractions: ECS, event bus, command hierarchy, factory
registry, pooling, async loader framework or duplicate identity registry
- Unavoidable complexity and justification: renderer must own and deterministically
replace/free visual subtrees while authoritative state remains external
- Measured optimization evidence: no optimization claim; lifecycle is asset-free tested
## Status
- State: ready-for-review
- Done: immutable contract-v1 snapshot, presenter ownership lifecycle, facade
commands, runtime composition, asset-free regressions and module documentation
- Next: M03 integrator reviews and merges `1807c3a`
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M03-RND-FACADE-ENTITY-001:1807c3a -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M03-RND-FACADE-ENTITY-001:606770c -->
## Handoff
- Commit: `1807c3a`
- Results: facade now exposes idempotent `present_entity`, explicit
`remove_entity` and detached diagnostics. Both runtime scenes compose a
`WorldEntityPresenter` that owns one replaceable visual subtree per valid
session `EntityId`; local player and authoritative state remain separate.
- Verification: entity `snapshot_cases=8 lifecycle_cases=14 runtime_scenes=2`;
facade `delegation=9 entity_contract=6`; identities `5/5/6/5`; character
presentation `9/10/3/1`; coordinate boundary `files=119`; internal access
`43/7/9/1`; environment/ground/terrain, manifest `7/7`, shutdown, scheduler
(`20000` iterations), planner (`250` iterations), focus, editor parse, dry-run,
coordination, documentation and diff gates passed.
- Fidelity: runtime produces no world-entity commands yet, so all seven baseline
plans and existing player/world output remain unchanged. No build-12340
display, equipment, animation, effects or visibility parity claim is added.
- External/local inputs: ignored native DLL and generated ADT scripts supported
editor/dry-run only. Missing proprietary ADT/DBC/character corpus produced the
expected degraded diagnostics.
- Remaining risks: PackedScene create/replace loads synchronously and is not an
accepted network-scale hot path; resource paths are adapter inputs rather than
stable content IDs; animation/equipment/effects and scale profiling remain open.
- Documentation updated: new world-entity-presentation API/input-output/data-flow/
lifecycle/sequence/ownership/failure/configuration/migration/diagnostic/source-map
spec; world renderer, module registry and `RENDER.md` updated.
- Integration: accepted in master merge `606770c`; post-merge entity/facade,
character, internal-access, manifest, shutdown, scheduler and planner gates passed.
@@ -0,0 +1,120 @@
# M03-RND-FACADE-ENVIRONMENT-001 — Renderer environment snapshot boundary
<!-- OPENWC_CLAIM:M03-RND-FACADE-ENVIRONMENT-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-environment`
- Lease expires UTC: 2026-07-18
- Integrator: M03 milestone integrator
## Outcome
Add an immutable world-environment snapshot accepted by `WorldRenderFacade`,
delegate it to the existing DBC sky controller, and migrate deterministic render
checkpoint time setup away from direct sky-controller property mutation.
## Non-goals
- Change Light/Area/Skybox DBC selection, interpolation, fog, sun or shader rules.
- Add weather, indoor lighting, new clock semantics or build-12340 parity claims.
- Extract the sky service or move its Environment/Node/RID ownership.
- Change runtime scene defaults, cache formats, streaming behavior or target status.
## Paths
- Exclusive: `src/render/environment/world_environment_snapshot.gd`,
`src/tools/verify_world_environment_snapshot.gd`, this claim
- Shared/hotspots: `src/render/world_render_facade.gd`,
`src/scenes/sky/wow_sky_controller.gd`, both runtime streaming scenes,
`src/tools/capture_render_checkpoints.gd`,
`src/tools/verify_world_render_facade.gd`, `docs/modules/world-renderer.md`,
`docs/modules/README.md`, `RENDER.md`, `targets/03-renderer-facade.md`
- Generated/ignored: `.godot`, native DLL, generated resources, caches and
proprietary renderer corpus
## Contracts and data
- Public API: immutable `WorldEnvironmentSnapshot` and
`WorldRenderFacade.apply_environment_snapshot`
- Snapshot input: finite time-of-day hours normalized into one 24-hour day
- Adapter: explicit `world_environment_controller_path`; facade/controller retain
no ownership of caller snapshot
- Schema/cache/coordinate contracts and runtime defaults: unchanged
- Consumer: deterministic renderer checkpoint capture; future world-state adapter
## Dependencies
- Requires: integrated M03 facade/ground-query master `cb103e1`
- Blocks: completion of the facade environment checklist slice and later sky extraction
- External state: none for contract tests; visual comparison still needs proprietary corpus
## Verification
- Commands: dedicated cold snapshot contract, facade delegation/wiring regression,
capture source-boundary regression, renderer manifest/dry-run and repository gates
- Fixtures: normalization, non-finite rejection, missing/wrong controller,
exact snapshot delegation and existing runtime scene wiring
- Fidelity evidence: preserve existing fixed-time application and all DBC-derived
visual logic; seven checkpoint plans remain valid
- Performance budget: one immutable value allocation per environment update and
constant-time main-thread delegation
## Documentation deliverables
- Inline public API docs: snapshot, facade adapter and sky-controller application
- Module specification: update existing world-renderer specification
- Data-flow diagram: snapshot producer through facade into DBC sky controller
- Sequence/state/dependency diagrams: application/failure path and ownership notes
- Source map/status updates: world-renderer module, module registry if needed, `RENDER.md`
## Simplicity and naming
- Important names introduced: `WorldEnvironmentSnapshot`, `apply_environment_snapshot`
- Simplest considered solution: one immutable time snapshot over the existing sky implementation
- Rejected complexity/abstractions: generic weather graph, duplicated lighting DTO,
event bus, service container or alternate Environment owner
- Unavoidable complexity and justification: facade resolves a separate scene-owned
sky controller because the streamer does not own outdoor environment rendering
- Measured optimization evidence: not applicable; bounded constant-time adapter
## Status
- State: ready-for-review
- Done: immutable value, facade/controller adapter, checkpoint migration,
regressions and renderer module documentation
- Next: M03 integrator reviews and merges `2ee647a`
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M03-RND-FACADE-ENVIRONMENT-001:2ee647a -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M03-RND-FACADE-ENVIRONMENT-001:c69abd6 -->
## Handoff
- Commit: `2ee647a`
- Results: `WorldEnvironmentSnapshot` normalizes finite time into one day and
exposes non-finite failure explicitly. `WorldRenderFacade` delegates the
immutable value to the existing sky controller; checkpoint capture no longer
locates or mutates that controller directly.
- Verification: snapshot `contract=5`; facade `delegation=6 ground_contract=2
environment_contract=7 runtime_scenes=2 tools=3`; internal access `43/7/9/1`;
terrain, coordinate (`files=116 consumers=5`), manifest (`7/7`), shutdown,
scheduler (`20000` iterations), planner (`250` iterations), focus, editor parse,
dry-run capture, coordination, documentation and diff gates passed.
- Fidelity: applying a snapshot retains the previous three fixed-clock assignments
and leaves DBC profile/area/skybox lookup, interpolation, fog, sun, shader,
cache and streaming rules unchanged. Dry-run retained all seven plans and
reported dusk as `time=19.00`. No build-12340 parity claim is added.
- External/local inputs: ignored native DLL and generated ADT resource scripts
were copied from master for parse/dry-run only. Missing proprietary ADT/DBC/
character data produced expected degraded diagnostics.
- Remaining risks: the snapshot currently covers exact world time only; weather,
indoor state and asset-backed paired zone-transition evidence remain open.
- Documentation updated: inline value/facade/controller API plus world-renderer
API/input-output/data-flow/sequence/ownership/failure/capability/source-map and
`RENDER.md` implementation notes.
- Integration: accepted in master merge `c69abd6`; post-merge snapshot, facade,
internal-access, manifest, shutdown, scheduler, planner and focus gates passed.
@@ -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.
@@ -0,0 +1,114 @@
# M03-RND-M2-PLACEMENT-GROUPER-001 — M2 placement grouper
<!-- OPENWC_CLAIM:M03-RND-M2-PLACEMENT-GROUPER-001:sindo-main-codex:2026-07-19 -->
## Ownership
- Target: M03
- Program: RND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m03-m2-placement-grouper`
- Lease expires UTC: 2026-07-19
- Integrator: M03 milestone integrator
## Outcome
Extract pure ADT M2 placement validation, path normalization and local-transform
grouping from the worker callback into a scene-free service.
## Non-goals
- Change placement ordering, coordinate conversion, transform formulas or clamps.
- Move WorkerThreadPool tasks, mutex/result queues, tile state or retry behavior.
- Move build jobs, animation/mesh loading, caches, Nodes, MultiMesh or RIDs.
- Generalize grouping policy, change batching or add a dependency.
- Claim build-12340 placement or visual parity beyond preserved formulas.
## Paths
- Exclusive: `src/render/m2/m2_placement_grouper.gd`,
`src/tools/verify_m2_placement_grouper.gd`,
`docs/modules/m2-placement-grouper.md`, this claim
- Shared/hotspots: `src/scenes/streaming/streaming_world_loader.gd`,
`src/tools/verify_m2_placement_transform_resolver.gd`,
`docs/modules/m2-placement-transform-resolver.md`,
`docs/modules/world-renderer.md`, `docs/modules/README.md`, `RENDER.md`,
`targets/03-renderer-facade.md`
- Generated/ignored: `.godot`, native DLL, generated ADT resources, caches and
proprietary renderer corpus
## Contracts and data
- Input: tile-local origin, MMDX name table and raw ADT M2 placement array
- Output: fresh Dictionary keyed by historically normalized relative M2 path;
each value is a fresh ordered Array of tile-local `Transform3D` values
- Invalid variants, out-of-range name IDs and empty paths are skipped
- Backslashes become slashes; lowercase `.mdx/.mdl` suffixes become `.m2`
- Transform basis/origin delegates to `M2PlacementTransformResolver`; final basis
scale retains the grouping-path clamp `max(scale, 0.0001)`
- Cache/schema/coordinate versions: unchanged
## Dependencies
- Requires: current master `c34e538`, `M2PlacementTransformResolver`
- Blocks: broader M2 worker/build decomposition
- External state: none; tests use synthetic names and placement dictionaries
## Verification
- Commands: dedicated invalid/name/path/group-order/default/transform/scale and
bounded timing verifier; loader source boundary; resolver/registry/dedupe plus
facade/internal-access/manifest/shutdown/documentation/coordination gates
- Fidelity evidence: exact loop rules and transform composition moved unchanged
- Performance budget: linear over placement count with fresh output containers;
no Node, Resource, RID, task, mutex, cache or file access
## Documentation deliverables
- Inline grouper API documentation
- New module spec with inputs/outputs, data-flow, lifecycle, ownership, failure,
performance, fidelity limitations and source map
- Transform resolver, renderer/module registry and `RENDER.md` updates
## Simplicity and naming
- Important name: `M2PlacementGrouper`
- Simplest solution: one stateless `group_placements` query
- Rejected complexity: group/result classes, strategy interfaces, callbacks,
Resources, policies or generic spatial batching framework
- Unavoidable complexity: raw ADT dictionaries remain at the parser adapter
- Measured optimization evidence: bounded synthetic grouping loop
## Status
- State: accepted
- Done: pure grouper, worker adapter, regressions and documentation verified
- Next: M2 worker/build state extraction and spatial-cell evidence
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M03-RND-M2-PLACEMENT-GROUPER-001:9df32d3 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M03-RND-M2-PLACEMENT-GROUPER-001:f88bf97 -->
## Handoff
- Commit: `9df32d3` (`refactor(M03): extract M2 placement grouper`)
- Results: dedicated grouper PASS (`cases=9`, `iterations=100`,
`placements=256`, `elapsed_ms=67.736`); transform resolver PASS (`cases=9`,
`iterations=10000`, `elapsed_ms=28.571`); M2 registry/dedupe, terrain
cache/LOD/queue, facade, internal-access, manifest, shutdown, scheduler,
streaming planner/focus, terrain-query and coordinate-boundary suites PASS;
editor import parsed the project with only expected missing private corpus
diagnostics; documentation PASS (`module_specs=17`, `required_files=7`);
coordination PASS with 23 pre-existing expired M00/M01 warnings; checkpoint
dry-run planned `7/7`.
- Remaining risks: no private asset-backed traversal/visual comparison;
uppercase extension preservation is historical but inconsistent with the
resolver's case-insensitive exception matching; grouping remains model-path
based rather than spatial-cell based; worker/build state and p95/p99 remain.
- Documentation updated: inline public API; new
`docs/modules/m2-placement-grouper.md`; transform resolver module spec,
renderer module registry, `docs/modules/world-renderer.md` and `RENDER.md`.
- Integration: accepted in master merge `f88bf97`; post-merge grouper
(`cases=9`, `iterations=100`, `placements=256`, `elapsed_ms=67.104`),
transform resolver, registry, internal-access, facade, manifest,
documentation and coordination gates passed.
@@ -0,0 +1,107 @@
# M03-RND-M2-PLACEMENT-TRANSFORM-001 — M2 placement transform resolver
<!-- OPENWC_CLAIM:M03-RND-M2-PLACEMENT-TRANSFORM-001:sindo-main-codex:2026-07-19 -->
## Ownership
- Target: M03
- Program: RND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m03-m2-placement-transform`
- Lease expires UTC: 2026-07-19
- Integrator: M03 milestone integrator
## Outcome
Extract pure ADT M2 placement basis/origin-offset calculation, including the
existing waterfall and Elwynn cliff-rock calibrations, into a scene-free service.
## Non-goals
- Change coordinate conversion, placement positions, rotations or scale clamps.
- Generalize model-specific corrections or add new allowlisted models.
- Move grouping/tasks, MultiMesh/Node/Mesh/material/RID creation or caches.
- Change M2 animation/material behavior, cache versions or renderer profiles.
- Claim build-12340 placement parity beyond existing fixtures.
## Paths
- Exclusive: `src/render/m2/m2_placement_transform_resolver.gd`,
`src/tools/verify_m2_placement_transform_resolver.gd`,
`docs/modules/m2-placement-transform-resolver.md`, this claim
- Shared/hotspots: `src/scenes/streaming/streaming_world_loader.gd`,
`docs/modules/world-renderer.md`, `docs/modules/README.md`, `RENDER.md`,
`targets/03-renderer-facade.md`
- Generated/ignored: `.godot`, native DLL, generated ADT resources, caches and
proprietary renderer corpus
## Contracts and data
- Input: ADT-loader Godot Euler rotation, normalized/original M2 relative path,
and raw placement scale where origin compensation is requested
- Output: `Basis` and local origin-offset `Vector3`; no retained state
- Regular models use `Basis.from_euler`; two cliff rocks retain narrow YZX-style
shell correction; two waterfall sheets retain yaw/twist/anchor compensation
- Scale clamps remain caller-owned for final basis and resolver-owned at `0.0001`
only for historical waterfall anchor compensation
- Cache/schema/coordinate versions: unchanged
## Dependencies
- Requires: current master `1b6c468`
- Blocks: pure M2 grouping extraction and broader M2 service decomposition
- External state: none; tests use synthetic rotations/paths and pinned constants
## Verification
- Commands: dedicated regular/path-normalization/cliffrock/waterfall/twist-anchor/
scale and bounded timing verifier; three loader call-site/source boundaries;
M2 unique/dedupe plus facade/terrain/internal-access/manifest/shutdown gates
- Fidelity evidence: exact formulas/constants and model allowlists moved unchanged
- Performance budget: allocation-free scalar/Basis math per placement aside from
path normalization; no Node, Resource, RID, task, cache or file access
## Documentation deliverables
- Inline resolver API documentation
- New module spec with inputs/outputs, data-flow, lifecycle, ownership, failure,
performance, fidelity limitations and source map
- World renderer/module registry/`RENDER.md` updates
## Simplicity and naming
- Important name: `M2PlacementTransformResolver`
- Simplest solution: stateless service with basis and origin-offset queries
- Rejected complexity: transform strategy hierarchy, generic correction registry,
Resources, data-driven override format or callback injection
- Unavoidable complexity: four measured model-specific exceptions remain explicit
- Measured optimization evidence: bounded synthetic transform loop
## Status
- State: accepted
- Done: resolver extracted, three call sites migrated, contracts and docs verified
- Next: pure M2 grouping extraction and broader M2 service decomposition
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M03-RND-M2-PLACEMENT-TRANSFORM-001:0a09d7b -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M03-RND-M2-PLACEMENT-TRANSFORM-001:396be5e -->
## Handoff
- Commit: `0a09d7b` (`refactor(M03): extract M2 placement transform resolver`)
- Results: dedicated formula/source/timing contract PASS (`cases=9`,
`iterations=10000`, `elapsed_ms=28.732`); cold editor parse PASS;
documentation gate PASS (`module_specs=16`, `required_files=7`);
coordination gate PASS with 23 pre-existing expired M00/M01 warnings; related
M2 unique/dedupe, terrain cache/LOD/queue, facade, internal-access, manifest,
shutdown, scheduler, streaming focus/planner and coordinate-boundary suites
PASS; renderer checkpoint dry-run PASS `7/7`.
- Remaining risks: no private asset-backed visual recheck in this package;
general ADT M2 placement parity and asset-backed p95/p99 remain pending.
- Documentation updated: inline public API; new
`docs/modules/m2-placement-transform-resolver.md`; renderer module registry,
`docs/modules/world-renderer.md` and `RENDER.md`.
- Integration: accepted in master merge `396be5e`; post-merge resolver
(`cases=9`, `iterations=10000`, `elapsed_ms=27.409`), M2 registry,
internal-access, facade, manifest, documentation and coordination gates passed.
@@ -0,0 +1,105 @@
# M03-RND-M2-UNIQUE-REGISTRY-001 — M2 unique placement registry
<!-- OPENWC_CLAIM:M03-RND-M2-UNIQUE-REGISTRY-001:sindo-main-codex:2026-07-19 -->
## Ownership
- Target: M03
- Program: RND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m03-m2-unique-registry`
- Lease expires UTC: 2026-07-19
- Integrator: M03 milestone integrator
## Outcome
Extract cross-tile positive `MDDF.uniqueId` reservation ownership from the
streamer into a scene-free `M2UniquePlacementRegistry`.
## Non-goals
- Move tile state, candidate requeue, group/build tasks or result queues.
- Move MultiMesh/Node/Mesh/material creation, animation or resource loading.
- Change unique-key format, first-owner semantics or unkeyed placement behavior.
- Change placement transforms, detail radius, cache versions or quality profiles.
- Add dependencies or mark the broad M2 service complete.
## Paths
- Exclusive: `src/render/m2/m2_unique_placement_registry.gd`,
`src/tools/verify_m2_unique_placement_registry.gd`,
`docs/modules/m2-unique-placement-registry.md`, this claim
- Shared/hotspots: `src/scenes/streaming/streaming_world_loader.gd`,
`src/tools/verify_m2_unique_dedupe.gd`,
`docs/modules/world-renderer.md`, `docs/modules/README.md`, `RENDER.md`,
`targets/03-renderer-facade.md`
- Generated/ignored: `.godot`, native DLL, generated ADT resources, caches and
proprietary renderer corpus
## Contracts and data
- Input: tile key and raw ADT M2 placement dictionaries
- Reserve output: fresh filtered placements, owned unique keys and skipped keys
- Release input/output: tile key plus claimed keys; only current owner releases
- Positive IDs map to `uid:<decimal>`; zero/negative/missing IDs remain untracked
- Registry is session-memory only and clears on renderer world reset
- Queue/cache/schema/coordinate versions: unchanged
## Dependencies
- Requires: current master `57ae1b8`
- Blocks: broader M2 service extraction and dependency/performance acceptance
- External state: none; tests use synthetic placement dictionaries
## Verification
- Commands: dedicated unkeyed/duplicate/cross-tile/release/clear/detached-
diagnostic and bounded timing verifier; loader source boundary; M2 unique-id
smoke plus facade/terrain/internal-access/manifest/shutdown/scheduler gates
- Fidelity evidence: exact positive-ID key format and first-owner/retry behavior
- Performance budget: dictionary membership over placement count; no Node,
Resource, RID, task, file or persistent cache
## Documentation deliverables
- Inline registry API documentation
- New module spec with inputs/outputs, data-flow, lifecycle, sequence, ownership,
failure, recovery, performance and source map
- World renderer/module registry/`RENDER.md` updates
## Simplicity and naming
- Important name: `M2UniquePlacementRegistry`
- Simplest solution: one private key-to-owner dictionary and explicit operations
- Rejected complexity: generic identity registry, signals, callbacks, Resources,
locks or ownership graph
- Unavoidable complexity: raw placement dictionaries remain at ADT adapter boundary
- Measured optimization evidence: bounded synthetic reserve/release verifier
## Status
- State: accepted
- Done: stateful registry, loader adapters, migrated smoke, regressions and docs
- Next: asset-backed boundary traversal and further M2-service extraction later in M03
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M03-RND-M2-UNIQUE-REGISTRY-001:acb3a80 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M03-RND-M2-UNIQUE-REGISTRY-001:2342430 -->
## Handoff
- Commit: `acb3a80` (`refactor(M03): extract M2 unique placement registry`)
- Results: dedicated contract PASS (`cases=10`, `iterations=100`, `35.688 ms`);
historical `uid:11785` smoke PASS; terrain/facade/internal-access/manifest/
shutdown/scheduler/streaming/focus/terrain-query/coordinate regressions PASS;
internal inventory remains `42`; editor parse and documentation/coordination/
diff gates PASS; checkpoint dry-run planned `7/7`
- Remaining risks: private Azeroth corpus was absent, so the asset-backed ADT
placement probe could not open the map and is not counted as passed evidence;
first ownership remains processing-order based; M2 grouping/build/tasks/caches/
finalization and asset-backed p95/p99 remain pending
- Documentation updated: `m2-unique-placement-registry.md`, module registry,
`world-renderer.md`, `RENDER.md`, inline API documentation and data-flow,
lifecycle and sequence diagrams
- Integration: accepted in master merge `2342430`; post-merge registry, legacy
smoke, internal-access, facade and manifest gates passed
@@ -0,0 +1,118 @@
# M03-RND-TERRAIN-CACHE-SERVICE-001 — Terrain quality mesh cache service
<!-- OPENWC_CLAIM:M03-RND-TERRAIN-CACHE-SERVICE-001:sindo-main-codex:2026-07-18 -->
## Ownership
- Target: M03
- Program: RND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m03-terrain-quality-cache`
- Lease expires UTC: 2026-07-18
- Integrator: M03 milestone integrator
## Outcome
Extract the full-quality terrain revisit Mesh cache, its LRU ownership and
source-admission rules from `StreamingWorldLoader` into a small scene-free
`TerrainQualityMeshCache`, preserving all call sites and observable behavior.
## Non-goals
- Move ADT parsing, tile state, quality-upgrade tasks/results or SceneTree/RID finalization.
- Change cache capacity defaults, quality profiles, source priority or cache formats.
- Cache control-splat/splat meshes that the current loader deliberately rejects.
- Extract chunk LOD, terrain material building, ground query or other asset services.
- Add dependencies, persistence, background work or mark the terrain service complete.
## Paths
- Exclusive: `src/render/terrain/terrain_quality_mesh_cache.gd`,
`src/tools/verify_terrain_quality_mesh_cache.gd`,
`docs/modules/terrain-quality-mesh-cache.md`, this claim
- Shared/hotspots: `src/scenes/streaming/streaming_world_loader.gd`,
`src/tools/verify_render_runtime_cache_shutdown.gd`,
`docs/modules/world-renderer.md`, `docs/modules/README.md`, `RENDER.md`,
`targets/03-renderer-facade.md`
- Generated/ignored: `.godot`, native DLL, generated resources, caches and
proprietary renderer corpus
## Contracts and data
- Public service API: `store`, `restore`, `clear`, detached `diagnostic_snapshot`
- Entry: tile key, retained Mesh reference and source string
- Admission: non-empty key, non-null Mesh, source other than
`control_splat_cache`, `splat_cache` or `splat`
- LRU: successful restore touches newest; store touches then trims oldest to
`max(0, capacity)`; invalid restored records are removed
- Persistence/cache format: none; session-memory ownership only
## Dependencies
- Requires: integrated facade contracts master `61bad09`
- Blocks: later terrain service extraction and cache/finalization acceptance audit
- External state: none; tests use synthetic ArrayMesh references
## Verification
- Commands: dedicated cache contract/LRU/ownership regression; streamer source
boundary; shutdown/facade/internal-access/manifest/planner/scheduler and repository gates
- Fixtures: admission/rejection, replacement, LRU touch/eviction, zero/negative
capacity, invalid record cleanup, clear and detached diagnostics
- Fidelity evidence: same sources/capacity/call sites; all seven baseline plans unchanged
- Performance budget: dictionary lookup plus bounded single-entry LRU operations;
no Node, task, file, cache serialization or RID creation
## Documentation deliverables
- Inline public API docs: store/restore/clear/diagnostics and ownership
- Module specification: new terrain quality mesh cache specification
- Data-flow diagram: upgrade result through cache to revisit state
- Sequence/state/dependency diagrams: store/restore/evict/reset and failure paths
- Source map/status updates: module registry, world renderer and `RENDER.md`
## Simplicity and naming
- Important names introduced: `TerrainQualityMeshCache`
- Simplest considered solution: one RefCounted with dictionary plus ordered tile-key array
- Rejected complexity/abstractions: generic cache framework, weak references,
callbacks, Resource cache integration, background eviction or persistence
- Unavoidable complexity and justification: Mesh references must survive unloaded
tile state while LRU keeps revisit memory bounded
- Measured optimization evidence: exact ownership extraction, no optimization claim
## Status
- State: ready-for-review
- Done: scene-free cache ownership/LRU extraction, loader adapter migration,
contract regression and module documentation
- Next: M03 integrator reviews and merges `97480e0`
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M03-RND-TERRAIN-CACHE-SERVICE-001:97480e0 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M03-RND-TERRAIN-CACHE-SERVICE-001:630a0c1 -->
## Handoff
- Commit: `97480e0`
- Results: `TerrainQualityMeshCache` now owns retained full-quality Mesh
references, source admission and oldest-to-newest LRU. The loader retains only
restore-to-state, store-after-upgrade and clear lifecycle adapters.
- Verification: cache `contract_cases=15 loader_calls=3`; facade/entity/ground/
terrain regressions; internal access `private_symbols=42 gameplay=7
editor_sources=9 renderer_tools=1`; manifest `7/7`; shutdown; scheduler
`20000` iterations; planner `250` iterations; focus; editor parse; dry-run;
coordination, documentation and diff gates passed.
- Fidelity: `baked_full` revisit retention, three excluded splat sources, LRU
touch/trim, profile capacities and all call sites remain unchanged. All seven
checkpoint plans remain valid. No visible or build-12340 parity claim is added.
- External/local inputs: ignored native DLL and generated ADT scripts supported
parse/dry-run only; missing proprietary ADT/DBC/character data produced expected diagnostics.
- Remaining risks: entry count does not measure Mesh bytes; ordered-array touch
remains linear; asset-backed revisit flash, memory and p95/p99 evidence remain pending;
terrain build/tasks/state/finalization are still monolithic.
- Documentation updated: new terrain cache API/input-output/data-flow/lifecycle/
sequence/ownership/failure/configuration/migration/diagnostic/source-map spec;
world renderer, registry and `RENDER.md` updated.
- Integration: accepted in master merge `630a0c1`; post-merge cache, facade,
internal-access, manifest, shutdown, scheduler and planner gates passed.
@@ -0,0 +1,104 @@
# M03-RND-TERRAIN-CHUNK-QUEUE-001 — Pure terrain chunk geometry queue planner
<!-- OPENWC_CLAIM:M03-RND-TERRAIN-CHUNK-QUEUE-001:sindo-main-codex:2026-07-19 -->
## Ownership
- Target: M03
- Program: RND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m03-terrain-chunk-queue`
- Lease expires UTC: 2026-07-19
- Integrator: M03 milestone integrator
## Outcome
Extract chunk-geometry create/remove desired-operation calculation from the
streamer into a scene-free `TerrainChunkGeometryQueuePlanner`.
## Non-goals
- Move queue storage/drains, render budgets, tile-LOD queues or async tasks.
- Move chunk Mesh/Node/RID creation/removal or terrain state ownership.
- Change removal-first execution, nearest-first create order or LOD selection.
- Change coordinate conversions, radii, cache formats or quality profiles.
- Add dependencies or mark the broad terrain service checklist complete.
## Paths
- Exclusive: `src/render/terrain/terrain_chunk_geometry_queue_planner.gd`,
`src/tools/verify_terrain_chunk_geometry_queue_planner.gd`,
`docs/modules/terrain-chunk-geometry-queue-planner.md`, this claim
- Shared/hotspots: `src/scenes/streaming/streaming_world_loader.gd`,
`docs/modules/world-renderer.md`, `docs/modules/README.md`, `RENDER.md`,
`targets/03-renderer-facade.md`
- Generated/ignored: `.godot`, native DLL, generated ADT resources, caches and
proprietary renderer corpus
## Contracts and data
- Input: loader-owned tile-state read model plus immutable `GodotWorldPosition`
- Output: fresh create/remove request arrays; planner retains no queue state
- Removal: current chunks absent from desired state, or all current chunks while
tile LOD is desired
- Creation: missing or LOD-mismatched chunks, sorted by origin XZ distance
- Queue/cache/schema/coordinate versions: unchanged
## Dependencies
- Requires: integrated terrain LOD planner master `b568768`
- Blocks: broader terrain service extraction and dependency/performance acceptance
- External state: none; tests use synthetic tile/chunk dictionaries
## Verification
- Commands: dedicated removal/create/mismatch/tile-fallback/sparse/order and
bounded timing verifier; loader source boundary; facade/cache/LOD/internal-access/
manifest/shutdown/scheduler/streaming planner and repository gates
- Fidelity evidence: extracted branch/order/distance rules and loader drain order
- Performance budget: bounded linear planning plus existing create sort; no engine
resource, task, cache or persistent allocation framework
## Documentation deliverables
- Inline planner API documentation
- New module spec with inputs/outputs, data-flow, lifecycle, sequence, ownership,
failure, performance and source map
- World renderer/module registry/`RENDER.md` updates
## Simplicity and naming
- Important name: `TerrainChunkGeometryQueuePlanner`
- Simplest solution: one stateless planner returning two fresh arrays
- Rejected complexity: generic operation graph, queue class, callback strategy,
spatial index or ownership transfer
- Unavoidable complexity: raw dictionaries remain at the loader/ADT adapter boundary
- Measured optimization evidence: bounded synthetic multi-tile verifier
## Status
- State: accepted
- Done: pure planner, loader queue adoption, semantic/timing regressions and docs
- Next: asset-backed performance acceptance and further terrain-service extraction later in M03
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M03-RND-TERRAIN-CHUNK-QUEUE-001:f800e11 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M03-RND-TERRAIN-CHUNK-QUEUE-001:24aef13 -->
## Handoff
- Commit: `f800e11` (`refactor(M03): extract terrain chunk queue planner`)
- Results: dedicated contract PASS (`cases=8`, `iterations=100`, `235.096 ms`);
LOD/cache/facade/internal-access/manifest/shutdown/scheduler/streaming/focus/
ground/terrain-query/coordinate regressions PASS; internal inventory remains
`42`; editor parse has no script errors; documentation/coordination/diff gates
PASS; checkpoint dry-run planned `7/7` entries with expected missing-private-
corpus diagnostics
- Remaining risks: planner adds a second linear tile-state pass; asset-backed
p95/p99 and visual acceptance remain pending; queue drains, terrain state and
Mesh/Node/RID finalization remain loader-owned
- Documentation updated: `terrain-chunk-geometry-queue-planner.md`, module
registry, `world-renderer.md`, `RENDER.md`, inline API documentation and
data-flow/lifecycle/sequence diagrams
- Integration: accepted in master merge `24aef13`; post-merge planner,
internal-access, facade and manifest gates passed
@@ -0,0 +1,103 @@
# M03-RND-TERRAIN-LOD-PLANNER-001 — Pure terrain chunk LOD planner
<!-- OPENWC_CLAIM:M03-RND-TERRAIN-LOD-PLANNER-001:sindo-main-codex:2026-07-18 -->
## Ownership
- Target: M03
- Program: RND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m03-terrain-chunk-lod-planner`
- Lease expires UTC: 2026-07-18
- Integrator: M03 milestone integrator
## Outcome
Extract chunk-level terrain LOD desired-state calculation from the streamer into
a scene-free `TerrainChunkLodPlanner` with immutable policy and typed focus input.
## Non-goals
- Move chunk/tile queues, loaded state, Mesh/Node/RID creation or budget drains.
- Change radii, chunk size, threshold inclusivity, priority sorting or tile LOD policy.
- Normalize/reorder custom radii or reinterpret negative values.
- Move ADT parsing, quality cache/tasks, materials or ground query.
- Add dependencies, persistence, workers or mark terrain extraction complete.
## Paths
- Exclusive: `src/render/terrain/terrain_chunk_lod_policy.gd`,
`src/render/terrain/terrain_chunk_lod_planner.gd`,
`src/tools/verify_terrain_chunk_lod_planner.gd`,
`docs/modules/terrain-chunk-lod-planner.md`, this claim
- Shared/hotspots: `src/scenes/streaming/streaming_world_loader.gd`,
`docs/modules/world-renderer.md`, `docs/modules/README.md`, `RENDER.md`,
`targets/03-renderer-facade.md`
- Generated/ignored: `.godot`, native DLL, generated resources, caches and
proprietary renderer corpus
## Contracts and data
- Input: ADT chunk adapter records, immutable `GodotWorldPosition`, immutable
enabled/radii/chunk-size policy
- Output: detached Dictionary mapping source chunk index to LOD `0`, `1` or `2`
- Formula: horizontal distance to `origin + half chunk`; inclusive squared thresholds
- Disabled policy and empty/sparse chunks return absent entries exactly as before
- Queue/cache/schema/coordinate versions: unchanged
## Dependencies
- Requires: integrated terrain cache slice master `ea08b8e`
- Blocks: broader terrain service extraction and dependency/performance acceptance
- External state: none; tests use synthetic chunk adapter records
## Verification
- Commands: dedicated center/boundary/outside/sparse/disabled/custom-radius and
bounded timing verifier; loader source boundary; facade/cache/internal-access/
manifest/shutdown/scheduler/streaming planner and repository gates
- Fidelity evidence: extracted formulas and all seven baseline plans remain unchanged
- Performance budget: bounded linear scan over at most the ADT chunk record count;
no Node, Resource, RID, task, cache entry or allocation framework
## Documentation deliverables
- Inline API docs for policy/planner
- New module spec with inputs/outputs, data-flow, lifecycle, sequence, ownership,
failure, performance and source map
- World renderer/module registry/`RENDER.md` updates
## Simplicity and naming
- Important names: `TerrainChunkLodPolicy`, `TerrainChunkLodPlanner`
- Simplest solution: immutable scalar policy plus one pure linear planner
- Rejected complexity: generic spatial index, quadtree, callback strategy,
normalized profile model or queue ownership
- Unavoidable complexity: raw chunk dictionaries remain at the ADT adapter boundary
- Measured optimization evidence: verifier records bounded High-like planning time
## Status
- State: accepted
- Done: immutable policy, pure planner, both loader call sites, regressions and docs
- Next: asset-backed performance acceptance and further terrain-service extraction later in M03
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M03-RND-TERRAIN-LOD-PLANNER-001:eb94cfc -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M03-RND-TERRAIN-LOD-PLANNER-001:f36fabb -->
## Handoff
- Commit: `eb94cfc` (`refactor(M03): extract terrain chunk LOD planner`)
- Results: dedicated contract PASS (`cases=7`, `iterations=250`, `12.726 ms`);
cache/facade/internal-access/manifest/shutdown/scheduler/streaming-focus/
streaming-planner/ground/terrain-query/coordinate regressions PASS; editor parse
has no script errors; documentation and coordination gates PASS; checkpoint
dry-run planned `7/7` entries with expected missing-private-corpus diagnostics
- Remaining risks: asset-backed p95/p99 and visual acceptance remain pending;
terrain state, queue, quality-upgrade and finalization ownership remains in loader
- Documentation updated: `terrain-chunk-lod-planner.md`, module registry,
`world-renderer.md`, `RENDER.md`, inline public API documentation and data-flow,
lifecycle and sequence diagrams
- Integration: accepted in master merge `f36fabb`; post-merge planner, facade,
internal-access and manifest gates passed
+7
View File
@@ -12,9 +12,16 @@
| Player input | Partial | [`player-input.md`](player-input.md) |
| Local player movement | Implemented | [`local-player-movement.md`](local-player-movement.md) |
| Terrain query | Implemented | [`terrain-query.md`](terrain-query.md) |
| Terrain quality Mesh cache | Implemented extraction | [`terrain-quality-mesh-cache.md`](terrain-quality-mesh-cache.md) |
| Terrain chunk LOD planner | Implemented extraction | [`terrain-chunk-lod-planner.md`](terrain-chunk-lod-planner.md) |
| Terrain chunk geometry queue planner | Implemented extraction | [`terrain-chunk-geometry-queue-planner.md`](terrain-chunk-geometry-queue-planner.md) |
| M2 unique placement registry | Implemented extraction | [`m2-unique-placement-registry.md`](m2-unique-placement-registry.md) |
| M2 placement transform resolver | Implemented | [`m2-placement-transform-resolver.md`](m2-placement-transform-resolver.md) |
| M2 placement grouper | Implemented extraction | [`m2-placement-grouper.md`](m2-placement-grouper.md) |
| Third-person camera | Implemented | [`third-person-camera.md`](third-person-camera.md) |
| Character presentation | Implemented boundary / Partial fidelity | [`character-presentation.md`](character-presentation.md) |
| Renderer | Partial | [`world-renderer.md`](world-renderer.md), [`../../RENDER.md`](../../RENDER.md) |
| World entity presentation | Implemented boundary / Prototype visuals | [`world-entity-presentation.md`](world-entity-presentation.md) |
| Streaming target planner | Implemented | [`streaming-target-planner.md`](streaming-target-planner.md) |
| Render budget scheduler | Implemented | [`render-budget-scheduler.md`](render-budget-scheduler.md) |
| Network/session | Planned | [`../../targets/roadmap/03-network-and-session.md`](../../targets/roadmap/03-network-and-session.md) |
+191
View File
@@ -0,0 +1,191 @@
# M2 Placement Grouper
## Metadata
| Field | Value |
|---|---|
| Status | Implemented extraction |
| Target/work package | M03 / `M03-RND-M2-PLACEMENT-GROUPER-001` |
| Owners | Pure ADT M2 placement validation, normalization and transform grouping |
| Last verified | Worktree `work/sindo-main-codex/m03-m2-placement-grouper`, 2026-07-16 |
| Profiles/capabilities | Existing static M2 worker-grouping path |
## Purpose
Convert valid raw ADT M2 placement records into ordered tile-local transforms
grouped by the historically normalized relative model path.
## Non-goals
- Reserve cross-tile unique IDs or choose placement ownership.
- Own WorkerThreadPool tasks, mutexes, result queues or tile lifecycle.
- Load models, choose animated/static rendering or build MultiMesh batches.
- Create Node, Mesh, material, Resource or RID objects.
- Change path case, transform rules, batching or visual fidelity.
## Context and boundaries
```mermaid
flowchart LR
ADT[ADT names + placements] --> Registry[M2UniquePlacementRegistry]
Registry --> Grouper[M2PlacementGrouper]
Grouper --> Resolver[M2PlacementTransformResolver]
Resolver --> Grouper
Grouper --> Groups[Path to ordered Transform3D arrays]
Groups --> Worker[Loader worker result adapter]
Worker --> Build[Loader-owned build queue]
```
Allowed dependencies are value containers, `Vector3`, `Basis`, `Transform3D`
and `M2PlacementTransformResolver`. SceneTree, Node, RenderingServer,
WorkerThreadPool, mutexes, ResourceLoader, files, gameplay, network and editor UI
are forbidden.
## Public API
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
| `group_placements(tile_origin, m2_names, m2_placements)` | Pure query | Return valid placements grouped as ordered tile-local transforms | Worker/main thread; call-local output | Invalid variants/name IDs/empty paths are skipped |
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | Godot-space tile origin | Loader tile state | Local-position calculation | Value copy | One call |
| Input | ADT MMDX name table | Parsed ADT tile | Path lookup | Read-only PackedStringArray | One call |
| Input | Raw placement dictionaries | Unique registry result | Validation/transforms | Read-only shallow values | One call |
| Output | Relative path to ordered `Transform3D` arrays | Grouper | Loader worker/build adapter | Fresh Dictionary and arrays | One call/build job |
Output retains first-seen group-key order through Godot Dictionary insertion
order and placement order inside each array. Inputs are not retained or returned.
## Data flow
```mermaid
flowchart TD
Call[group_placements] --> Next[Read placement]
Next --> Dict{Dictionary?}
Dict -->|no| Next
Dict -->|yes| Name{Valid name_id?}
Name -->|no| Next
Name -->|yes| Normalize[Backslash to slash; lowercase MDX/MDL to M2]
Normalize --> Empty{Path empty?}
Empty -->|yes| Next
Empty -->|no| Local[world position - tile origin]
Local --> Resolve[Resolve basis and origin offset]
Resolve --> Scale[Apply max scale 0.0001]
Scale --> Append[Append Transform3D to path group]
Append --> Next
Next -->|complete| Return[Return fresh groups]
```
## Lifecycle/state
The grouper retains no state. Every call constructs one stateless transform
resolver and fresh output containers. Reset, cancellation and shutdown require
no grouper action.
## Main sequence
```mermaid
sequenceDiagram
participant Loader as Loader worker callback
participant Grouper as M2PlacementGrouper
participant Resolver as M2PlacementTransformResolver
Loader->>Grouper: group_placements(origin, names, placements)
loop valid placement
Grouper->>Resolver: resolve basis and origin offset
Resolver-->>Grouper: value-only basis and offset
Grouper->>Grouper: append local Transform3D
end
Grouper-->>Loader: fresh path groups
Loader->>Loader: mutex-protected result enqueue
```
## Ownership, threading and resources
- The grouper owns only call-local containers and transforms.
- The loader owns tasks, mutex/result queue, tile/build state, caches, model
loading, Nodes, MultiMesh, Mesh, materials and RIDs.
- Worker use is safe because the grouper and resolver mutate no shared state.
- The caller owns returned containers; mutation cannot affect later calls.
## Errors, cancellation and recovery
| Failure | Detection | Behavior | Diagnostic | Recovery |
|---|---|---|---|---|
| Non-Dictionary placement | Type guard | Skip | Contract fixture | Repair parser input |
| Invalid name ID | Bounds guard | Skip | Contract fixture | Repair name table/placement |
| Empty path | Empty guard | Skip | Contract fixture | Supply valid MMDX entry |
| Missing position/rotation/scale | Defaults | Zero position/rotation and scale 1 | Contract fixture | Expected fallback |
| Zero/negative scale | Historical clamp | Basis scale uses `0.0001` | Contract fixture | Supply valid ADT scale |
| Cancellation after grouping | Loader state check | Discard stale result | Loader regressions | Re-request eligible detail |
Cancellation stays loader-owned because grouping has no task or partial state.
## Configuration and capabilities
No setting or profile branch is introduced. Preserved behavior includes
backslash replacement without lowercasing, case-sensitive lowercase `.mdx/.mdl`
conversion, first-seen ordering, tile-local subtraction and scale clamp `0.0001`.
## Persistence, cache and migration
No persistence or cache format participates. ADT and M2 cache versions are
unchanged, so no rebuild or migration is required.
## Diagnostics and observability
The service emits no logs. Its verifier records contract results, source
boundaries and bounded synthetic 100-by-256 placement timing. Loader metrics
continue to own task/build/cache observability.
## Verification
- `verify_m2_placement_grouper.gd`: invalid input, path behavior, ordering,
defaults, local origin, regular/waterfall transforms, scale clamp, fresh output,
loader/source boundary and timing.
- `verify_m2_placement_transform_resolver.gd`: three transform consumers remain
covered as two direct loader adapters plus the grouper adapter.
- Registry/dedupe, facade, internal-access, manifest, shutdown, documentation and
coordination regressions remain required.
- Fidelity evidence is exact extraction; no new asset-backed parity claim is made.
## Extension points
- A later package may extract the M2 build-job state machine behind explicit
budgets while retaining this pure grouping input.
- Spatial cells require measured culling evidence and are outside this contract.
## Capability status
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
| Pure path/transform grouping | Implemented extraction | Contract/source/timing verifier | Asset-backed traversal timing pending |
| Worker/build orchestration | Remains in loader | Existing regressions | Separate stateful extraction required |
| Spatial MultiMesh cells | Partial | Current path batches | Culling-driven design/evidence pending |
## Known gaps and risks
- Raw placement dictionaries remain the ADT parser boundary.
- Uppercase extensions remain unchanged even though transform exception matching
is case-insensitive.
- Grouping is by model path, not spatial culling cell.
- Asset-backed p95/p99 and visual comparison remain unavailable.
## Source map
| Path | Responsibility |
|---|---|
| `src/render/m2/m2_placement_grouper.gd` | Validation, normalization and grouping |
| `src/render/m2/m2_placement_transform_resolver.gd` | Basis and origin rules |
| `src/scenes/streaming/streaming_world_loader.gd` | Worker/result/build lifecycle and resources |
| `src/tools/verify_m2_placement_grouper.gd` | Contract, dependency and timing regression |
## Related decisions and references
- [`m2-placement-transform-resolver.md`](m2-placement-transform-resolver.md)
- [`m2-unique-placement-registry.md`](m2-unique-placement-registry.md)
- [`world-renderer.md`](world-renderer.md)
- [`../../RENDER.md`](../../RENDER.md)
- [`../../targets/roadmap/02-rendering-and-graphics.md`](../../targets/roadmap/02-rendering-and-graphics.md)
@@ -0,0 +1,187 @@
# M2 Placement Transform Resolver
## Metadata
| Field | Value |
|---|---|
| Status | Implemented |
| Target/work package | M03 / `M03-RND-M2-PLACEMENT-TRANSFORM-001` |
| Owners | Pure ADT M2 placement basis and model-specific origin compensation |
| Last verified | Worktree `work/sindo-main-codex/m03-m2-placement-transform`, 2026-07-16 |
| Profiles/capabilities | Existing static M2 paths; four calibrated model exceptions |
## Purpose
Resolve the unscaled Godot-space orientation and optional local origin offset
used by the pure placement grouper, placeholder rendering and instance creation.
## Non-goals
- Convert WoW/server/ADT coordinates or own placement positions.
- Apply final scale clamps, build transforms, group placements or create Nodes.
- Add, generalize or configure model-specific corrections.
- Change M2 materials, animation, caches, visibility or quality profiles.
- Claim general build-12340 placement parity.
## Context and boundaries
```mermaid
flowchart LR
ADT[ADT placement rotation/path/scale] --> Resolver[M2PlacementTransformResolver]
Resolver --> Basis[Unscaled Basis]
Resolver --> Offset[Local origin offset]
Basis --> Group[M2PlacementGrouper]
Basis --> Placeholder[Placeholder MultiMesh path]
Basis --> Instance[Instance path]
Offset --> Group
Offset --> Placeholder
Offset --> Instance
Group --> Loader[StreamingWorldLoader-owned queues/build]
```
Allowed dependencies are `Vector3`, `Basis`, scalar math and path-string
normalization. Node, SceneTree, RenderingServer, ResourceLoader, tasks, caches,
files, gameplay, network and editor UI are forbidden.
## Public API
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
| `resolve_basis(rotation_radians, relative_m2_path)` | Pure query | Return unscaled regular or calibrated placement orientation | Worker/main thread; call-local result | Unknown paths use `Basis.from_euler` |
| `resolve_origin_offset(rotation_radians, relative_m2_path, scale_value)` | Pure query | Compensate the measured tall-waterfall twist anchor | Worker/main thread; call-local result | Regular/unanchored paths return zero; scale clamps to `0.0001` for compensation |
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | Godot Euler rotation in radians | ADT loader placement record | Resolver | Scalar copy | One call |
| Input | Relative M2 path | ADT MMDX/name table | Resolver allowlist | Caller string | One call |
| Input | Raw placement scale | ADT placement record | Offset compensation | Scalar copy | One call |
| Output | Unscaled `Basis` | Resolver | Grouper/placeholder/instance adapter | Value copy | One call |
| Output | Local `Vector3` offset | Resolver | Grouper/placeholder/instance adapter | Value copy | One call |
Callers preserve their historical basis scale minima: grouping/instance use
`0.0001`, while placeholders use `0.01`.
## Data flow
```mermaid
flowchart TD
BasisCall[resolve_basis] --> ModelName[Normalize separators/case/basename]
ModelName --> Waterfall{Waterfall sheet?}
Waterfall -->|yes| WaterfallBasis[+90 degree world yaw * Euler * local-axis twist]
Waterfall -->|no| Cliff{Elwynn cliff rock?}
Cliff -->|yes| CliffBasis[Corrected Y/BACK/RIGHT composition]
Cliff -->|no| Regular[Basis.from_euler]
OffsetCall[resolve_origin_offset] --> Anchored{Tall waterfall anchor?}
Anchored -->|no| Zero[Vector3.ZERO]
Anchored -->|yes| Compensation[(base anchor - twisted anchor) * clamped scale]
```
## Lifecycle/state
The resolver is stateless. It may be shared between the main thread and worker
calls because each result is computed solely from value inputs. Construction,
world reset and shutdown require no clear, cancellation or resource release.
## Main sequence
```mermaid
sequenceDiagram
participant Caller as Grouper or StreamingWorldLoader
participant Resolver as M2PlacementTransformResolver
participant Consumer as Grouper/placeholder/instance path
Caller->>Resolver: resolve_basis(rotation, path)
Resolver-->>Caller: unscaled Basis
Caller->>Resolver: resolve_origin_offset(rotation, path, scale)
Resolver-->>Caller: local offset
Caller->>Consumer: compose historical scaled Transform3D
```
## Ownership, threading and resources
- The resolver retains no mutable state or engine resources.
- The grouper owns worker-path final transforms; the loader owns placement records,
tasks, queues, caches and MultiMesh/Node/Mesh/material/RID creation and cleanup.
- Pure methods are safe for grouper worker use and main-thread consumers.
- Returned `Basis`/`Vector3` values have no lifetime coupling to the resolver.
## Errors, cancellation and recovery
| Failure | Detection | Behavior | Diagnostic | Recovery |
|---|---|---|---|---|
| Empty/unknown path | Allowlist miss | Regular Euler basis and zero offset | Contract fixture | Expected fallback |
| Mixed case/backslashes/MDX | Normalization | Same calibrated model match | Contract fixture | None required |
| Zero/negative scale for anchored offset | Numeric clamp | Use `0.0001` compensation scale | Contract fixture | Caller may supply valid ADT scale later |
| World reset/shutdown | No retained state | No action | Existing shutdown verifier | New calls remain independent |
There is no asynchronous operation or cancellation inside the resolver.
## Configuration and capabilities
The resolver introduces no settings. The preserved constants and allowlists are:
- world yaw `PI` for `ElwynnCliffRock01/02`;
- world yaw `PI/2` for `NewWaterfall` and `ElwynnTallWaterfall01`;
- measured local axes/twist signs for both waterfall sheets;
- measured tall-waterfall anchor `(-2.667799, 89.62273, 0.00129)`.
## Persistence, cache and migration
No persistence, schema or cache format participates. Existing ADT/M2 cache
versions and rebuild instructions remain unchanged.
## Diagnostics and observability
The resolver emits no logs. The contract verifier compares formulas/constants,
checks two direct loader consumers plus the grouper consumer and records bounded
synthetic timing. Visual
and asset-backed evidence remains in the renderer checkpoint workflow.
## Verification
- `verify_m2_placement_transform_resolver.gd`: regular fallback, path
normalization, both cliff rocks, both waterfalls, twist anchor, negative-scale
compensation, three consumers, source boundary and 10,000-pair timing.
- M2 unique/dedupe, terrain, facade, internal-access, manifest, shutdown,
scheduler, streaming and coordinate regressions remain required.
- Fidelity evidence is exact extraction of existing calibrated formulas. The
private asset/camera comparison that motivated them is not reproduced here.
## Extension points
- `M2PlacementGrouper` composes this resolver for the worker grouping path.
- New model corrections require separate measured fidelity evidence; this module
is not a generic override registry.
## Capability status
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
| Consistent transform rules across three M2 paths | Implemented | Formula/source/timing contract | Asset-backed visual recheck pending |
| General ADT M2 placement parity | Partial | Existing checkpoint notes | Broader fixture coverage required |
## Known gaps and risks
- Four model-specific exceptions are empirical compatibility rules.
- Most placements use raw Godot Euler behavior; independent client-wide
transform validation is incomplete.
- Callers intentionally retain different final scale clamps.
- Grouping, build, cache and render ownership remain in the streamer.
## Source map
| Path | Responsibility |
|---|---|
| `src/render/m2/m2_placement_transform_resolver.gd` | Pure basis/offset rules and calibrated allowlists |
| `src/render/m2/m2_placement_grouper.gd` | Grouping adapter and local Transform3D ownership |
| `src/scenes/streaming/streaming_world_loader.gd` | Two direct adapters and renderer resource ownership |
| `src/tools/verify_m2_placement_transform_resolver.gd` | Formula, source and performance regression |
## Related decisions and references
- [`m2-placement-grouper.md`](m2-placement-grouper.md)
- [`m2-unique-placement-registry.md`](m2-unique-placement-registry.md)
- [`world-renderer.md`](world-renderer.md)
- [`../../RENDER.md`](../../RENDER.md)
- [`../../targets/roadmap/02-rendering-and-graphics.md`](../../targets/roadmap/02-rendering-and-graphics.md)
@@ -0,0 +1,220 @@
# M2 Unique Placement Registry
## Metadata
| Field | Value |
|---|---|
| Status | Implemented extraction |
| Target/work package | M03 / `M03-RND-M2-UNIQUE-REGISTRY-001` |
| Owners | Cross-tile positive ADT MDDF unique-ID reservations |
| Last verified | Worktree `work/sindo-main-codex/m03-m2-unique-registry`, 2026-07-16 |
| Profiles/capabilities | Existing static M2 placement path; session-memory only |
## Purpose
Ensure a positive ADT `MDDF.uniqueId` has at most one owning streamed tile while
allowing unkeyed placements through and returning skipped keys for loader-driven
candidate retry after the owner unloads.
## Non-goals
- Own tile state, retry queues, worker/group/build jobs or detail radius rules.
- Group placements or create MultiMesh, Mesh, Node, material or RID resources.
- Validate M2 paths, transforms, animation, materials or build-12340 fidelity.
- Persist reservations or define a generic identity/ownership framework.
- Change cache formats, quality profiles or placement visibility.
## Context and boundaries
```mermaid
flowchart LR
ADT[ADT M2 placement dictionaries] --> Loader[StreamingWorldLoader adapter]
Loader --> Registry[M2UniquePlacementRegistry]
Registry --> Accepted[Filtered placements + owned keys]
Registry --> Skipped[Skipped keys]
Accepted --> Group[Existing worker grouping/build path]
Skipped --> TileState[Loader-owned tile retry state]
Unload[Owner tile unload] --> Loader
Loader -->|release keys| Registry
Loader -->|notify released candidates| Retry[Existing detail sync queue]
```
Allowed dependencies are scalar/container values from the ADT adapter. Node,
SceneTree, RenderingServer, ResourceLoader, WorkerThreadPool, gameplay, network,
editor UI, files and persistent caches are forbidden.
## Public API
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
| `reserve(tile_key, m2_placements)` | Command/query | Reserve available positive IDs and return fresh filtered/owned/skipped arrays | Renderer owner thread/session | Invalid non-Dictionary entries are ignored; unkeyed entries pass through |
| `release(tile_key, unique_keys)` | Command | Release only keys owned by the supplied tile | Renderer owner thread/session | Unknown/non-owner/empty keys are ignored |
| `clear()` | Lifecycle command | Drop every reservation on world reset/shutdown | Renderer owner thread | Idempotent |
| `active_count()` | Query | Return current reservation count | Renderer owner thread | No failure state |
| `diagnostic_snapshot()` | Read model | Return sorted detached key/tile ownership records | Caller-owned result | Exposes no mutable registry reference |
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | Tile key | Streamer tile state | Registry reservation owner | Copied string | Reservation lifetime |
| Input | Raw M2 placement dictionaries | ADT parser result | Registry | Loader-owned; read only | One reserve call |
| Input | Claimed key array | Tile state | Registry release | Loader-owned; read only | One release call |
| Output | Filtered placement array | Registry | M2 grouping task adapter | Fresh shallow array; placement dictionaries remain source values | One request |
| Output | Owned `uid:<decimal>` keys | Registry | Loader tile state | Fresh strings/array | Until release |
| Output | Skipped keys | Registry | Loader candidate retry state | Fresh strings/array | Until owner release/retry |
| Output | Released keys | Registry | Loader candidate notifier | Fresh array in input order | One release |
| Output | Detached diagnostics/count | Registry | Metrics/tests | Caller-owned scalars/dictionaries | One query |
Only `unique_id > 0` enters the registry. Missing, zero and negative values have
an empty key and remain untracked, matching the prior loader behavior.
## Data flow
```mermaid
flowchart TD
Reserve[reserve tile + placements] --> Placement[Iterate placement order]
Placement --> Dict{Dictionary?}
Dict -->|no| Placement
Dict -->|yes| Positive{unique_id > 0?}
Positive -->|no| Pass[Append untracked placement]
Positive -->|yes| Owned{Key already owned?}
Owned -->|no| Claim[Set owner and append placement/key]
Owned -->|same tile + already in this call| Duplicate[Suppress duplicate]
Owned -->|same tile + first in this call| PassOwner[Append placement/key]
Owned -->|other tile| Skip[Append skipped key once]
Pass --> Placement
Claim --> Placement
Duplicate --> Placement
PassOwner --> Placement
Skip --> Placement
Release[release tile + keys] --> Owner{Tile is current owner?}
Owner -->|yes| Erase[Erase and return key]
Owner -->|no| Ignore[Leave reservation unchanged]
```
## Lifecycle/state
```mermaid
stateDiagram-v2
[*] --> Empty
Empty --> Reserved: reserve positive unowned ID
Reserved --> Reserved: same-owner reserve / competing skip / non-owner release
Reserved --> Empty: owner releases final ID
Reserved --> Empty: clear world/reset
Empty --> Empty: unkeyed reserve / unknown release / clear
Empty --> [*]
Reserved --> [*]: owner releases registry after clear
```
## Main sequence
```mermaid
sequenceDiagram
participant TileA as First streamed tile
participant Loader as StreamingWorldLoader
participant Registry as M2UniquePlacementRegistry
participant TileB as Cross-border candidate tile
TileA->>Loader: placements include positive unique ID
Loader->>Registry: reserve(tile A, placements)
Registry-->>Loader: accepted placement + owned key
TileB->>Loader: same placement ID
Loader->>Registry: reserve(tile B, placements)
Registry-->>Loader: skipped key
Loader->>Loader: retain skipped key in tile B state
TileA->>Loader: unload/remove details
Loader->>Registry: release(tile A, owned keys)
Registry-->>Loader: released key
Loader->>Loader: enqueue eligible tile B detail retry
```
## Ownership, threading and resources
- The registry owns one private key-to-owner-string dictionary.
- The loader owns tile-held owned/skipped arrays, retry discovery, task/build
lifecycle and every MultiMesh/Node/Mesh/material/RID side effect.
- Calls currently occur on the renderer main thread. The registry has no lock and
must not be mutated concurrently.
- Returned arrays and diagnostic dictionaries are fresh; source placement
dictionaries are passed through shallowly and must remain read-only.
## Errors, cancellation and recovery
| Failure | Detection | Behavior | Diagnostic | Recovery |
|---|---|---|---|---|
| Invalid placement variant | Type guard | Ignore entry | Contract test | Repair parser/adapter input |
| Missing/non-positive ID | Key rule | Pass placement without ownership | Smoke/contract test | Expected legacy behavior |
| Cross-tile duplicate | Owner lookup | Skip placement and return key once | Tile skipped-key state | Owner release triggers eligible candidate retry |
| Non-owner release | Owner comparison | Ignore; preserve owner | Contract test | Release from recorded tile |
| Reset/shutdown | Loader lifecycle | Clear all reservations | Shutdown regression/count | New world reserves afresh |
There is no asynchronous work or cancellation inside the registry. Loader-owned
tasks are cancelled independently before/reset around registry clearing.
## Configuration and capabilities
The registry introduces no settings. It applies to all positive IDs in the
existing static M2 placement path. Detail radius, M2 enablement, build budgets
and animation allowlists remain loader/profile configuration.
## Persistence, cache and migration
Reservations are runtime-only and are not serialized. M2 `.tscn/.glb`, animation,
mesh/material refresh and ADT cache versions remain unchanged. No rebuild or
migration is required.
## Diagnostics and observability
- `active_count()` continues to feed `m2_active_unique_ids` baseline metrics.
- Detached diagnostics sort by unique key for deterministic inspection and expose
only strings/counts.
- Contract timing covers repeated 256-placement reserve/release cycles. Asset-
backed streaming p95/p99 remains milestone acceptance work.
## Verification
- `verify_m2_unique_placement_registry.gd`: invalid/unkeyed handling, within-call
duplicate suppression, same-owner repeat, cross-tile skip, owner-checked release,
retry, idempotent clear, detached/sorted diagnostics, source boundary and timing.
- `verify_m2_unique_dedupe.gd`: existing `uid:11785` cross-tile smoke now targets
the extracted public contract rather than loader-private methods.
- Facade, terrain, internal-access, manifest, shutdown, scheduler, streaming and
coordinate regressions remain required.
- Fidelity evidence is dedupe behavior preservation only. No new build-12340
visual parity claim is made.
## Extension points
- Expose detached ownership diagnostics through facade metrics only if needed.
- Extract grouping/build orchestration as separate services with explicit budgets.
## Capability status
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
| Cross-tile positive-ID ownership | Implemented extraction | Dedicated contract plus legacy smoke | Asset-backed boundary traversal timing pending |
| Candidate retry and M2 build | Remains in loader | Existing release adapter/source boundary | Broader M2 service extraction required |
## Known gaps and risks
- Placement dictionaries are shallow pass-through values at the ADT boundary.
- Same-owner reservations across separate calls intentionally pass again; the
caller's existing root/task guards prevent duplicate build requests.
- First owner follows tile processing order, matching prior behavior rather than
a canonical geometric owner rule.
- Group/build/load/animation caches and render finalization remain monolithic.
## Source map
| Path | Responsibility |
|---|---|
| `src/render/m2/m2_unique_placement_registry.gd` | Positive-ID keying, ownership, release and diagnostics |
| `src/scenes/streaming/streaming_world_loader.gd` | Reservation adapters, tile state, candidate retry and M2 rendering |
| `src/tools/verify_m2_unique_placement_registry.gd` | Contract, lifecycle, source and timing regression |
| `src/tools/verify_m2_unique_dedupe.gd` | Historical cross-tile smoke fixture |
## Related decisions and references
- [`world-renderer.md`](world-renderer.md)
- [`../../RENDER.md`](../../RENDER.md)
- [`../../targets/roadmap/02-rendering-and-graphics.md`](../../targets/roadmap/02-rendering-and-graphics.md)
@@ -0,0 +1,195 @@
# Terrain Chunk Geometry Queue Planner
## Metadata
| Field | Value |
|---|---|
| Status | Implemented extraction |
| Target/work package | M03 / `M03-RND-TERRAIN-CHUNK-QUEUE-001` |
| Owners | Pure chunk geometry create/remove request calculation |
| Last verified | Worktree `work/sindo-main-codex/m03-terrain-chunk-queue`, 2026-07-16 |
| Profiles/capabilities | Existing chunk/tile LOD desired state; all profiles |
## Purpose
Compare loader-owned current chunk geometry with desired chunk/tile LOD state
and produce fresh removal and nearest-first creation request arrays.
## Non-goals
- Retain, drain or bound queues, or own per-frame operation permits.
- Create/remove Mesh, Node, material or RID resources.
- Calculate desired chunk/tile LOD, parse ADT data or schedule worker tasks.
- Change cache versions, renderer profiles or visible fidelity rules.
- Provide a generic queue/operation framework.
## Context and boundaries
```mermaid
flowchart LR
Current[Loader-owned tile/chunk state] --> Planner[TerrainChunkGeometryQueuePlanner]
Desired[Desired chunk and tile LOD state] --> Planner
Focus[GodotWorldPosition] --> Planner
Planner --> Remove[Stable-order remove requests]
Planner --> Create[Nearest-first create requests]
Remove --> Loader[StreamingWorldLoader queues]
Create --> Loader
Loader --> Budget[RenderBudgetScheduler permit]
Budget --> GPU[Existing Mesh/Node/RID side effects]
```
Allowed dependencies are typed Godot position and call-local scalar/container
values. SceneTree, RenderingServer, ResourceLoader, worker APIs, gameplay,
network, editor UI, files and persistent caches are forbidden.
## Public API
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
| `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 |
Script-identity validation uses a preload and therefore works from a cold Godot
global-class cache.
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | Tile-state read model with current chunks and desired LODs | Streamer | Planner | Loader-owned; read only | One rebuild |
| Input | Desired tile LOD | Tile LOD calculation | Planner | Scalar in loader state | One rebuild |
| Input | Parsed chunk origins and tile fallback origin | ADT result/loader | Planner | Loader-owned; read only | Map session |
| Input | `GodotWorldPosition` | Streamer focus adapter | Planner | Immutable caller reference | One rebuild |
| Output | Remove `{tile, chunk}` records | Planner | Loader removal queue | Fresh caller array/dictionaries | Until drained/rebuilt |
| Output | Create `{tile, chunk, lod, dist_sq}` records | Planner | Loader creation queue | Fresh nearest-first array/dictionaries | Until drained/rebuilt |
Distance is horizontal XZ squared distance from the chunk origin, not its center.
Y is intentionally ignored. A missing/sparse parsed origin falls back to the
tile state's existing origin exactly as before extraction.
## Data flow
```mermaid
flowchart TD
Start[plan] --> FocusValid{Typed focus?}
FocusValid -->|no| Empty[Return two empty arrays]
FocusValid -->|yes| Tile[Iterate tile state insertion order]
Tile --> TileLod{Desired tile LOD active?}
TileLod -->|yes| RemoveAll[Append every current chunk removal]
TileLod -->|no| Compare[Compare current and desired chunks]
Compare --> RemoveMissing[Append current chunks absent from desired]
Compare --> CreateMismatch[Append LOD-mismatched creates]
Compare --> CreateMissing[Append absent desired creates]
CreateMismatch --> Origin[Parsed chunk origin or tile fallback]
CreateMissing --> Origin
Origin --> Distance[Attach squared XZ distance]
RemoveAll --> Next[Next tile]
RemoveMissing --> Next
Distance --> Next
Next --> Sort[Sort creates nearest-first]
Sort --> Result[Return fresh arrays]
```
## Lifecycle/state
The planner is stateless. Each loader queue rebuild supplies current read models
and receives new arrays. The loader adopts and drains those arrays until another
rebuild replaces them. Planner destruction requires no cleanup or cancellation.
## Main sequence
```mermaid
sequenceDiagram
participant Loader as StreamingWorldLoader
participant Planner as TerrainChunkGeometryQueuePlanner
participant Budget as RenderBudgetScheduler
participant Render as Existing terrain finalization
Loader->>Planner: plan(tile states, typed focus)
Planner-->>Loader: fresh create/remove arrays
Loader->>Budget: request shared chunk_geometry permit
Budget-->>Loader: permit
Loader->>Render: pop_back removal first
Loader->>Budget: request shared chunk_geometry permit
Budget-->>Loader: permit
Loader->>Render: pop_front nearest creation
```
## Ownership, threading and resources
- The planner owns only call-local arrays and dictionaries until return.
- The loader owns adopted queue storage, drain ordering, tile/chunk state and all
Mesh/Node/material/RID side effects.
- Calls and drains currently run on the renderer main thread. The planner has no
lock, task, retained resource or concurrent mutation.
- Removal and creation continue to share the existing `chunk_geometry` budget lane.
## Errors, cancellation and recovery
| Failure | Detection | Behavior | Diagnostic | Recovery |
|---|---|---|---|---|
| Null/wrong focus script | Identity guard | Return empty request arrays | Contract verifier | Supply typed focus and rebuild |
| Sparse/out-of-range chunk data | Origin resolver | Use tile fallback origin | Synthetic fixture | Normal ADT completion restores precise origin |
| Tile LOD becomes desired | Desired tile LOD check | Remove every current chunk; no chunk creates | Queue metrics | Existing tile-LOD create path takes over |
| Queue rebuild before drain | Loader lifecycle | Replace old desired-operation arrays | Existing queue metrics | Latest state wins |
| Shutdown/map reset | Loader lifecycle | Loader clears queues; planner has nothing to cancel | Shutdown verifier | New session replans |
## Configuration and capabilities
The planner introduces no settings. It consumes already-calculated desired LOD
state. Operation limits, profile defaults and removal-first drain order remain
loader/scheduler configuration.
## Persistence, cache and migration
No serialization, cache entry or format changes. Baked terrain, control-splat
and splat caches require no rebuild or migration.
## Diagnostics and observability
The planner emits no logs. Existing queue metrics observe the adopted arrays.
The contract verifier reports semantic cases and bounded multi-tile timing.
Asset-backed p95/p99 remains milestone acceptance work.
## Verification
- `verify_terrain_chunk_geometry_queue_planner.gd`: missing/mismatched/unchanged
chunks, tile-LOD removal, sparse origin fallback, XZ-only distance, stable
removals, nearest creates, invalid focus, loader boundary and bounded timing.
- Existing LOD planner, terrain cache, facade, internal-access, manifest,
shutdown, scheduler, streaming and coordinate regressions remain required.
- Fidelity evidence is exact branch/request/order preservation only. No new
build-12340 visual parity claim is made.
## Extension points
- Extract tile-LOD operation planning as its own bounded contract if justified.
- Add explicit typed tile-state adapters only when more than one consumer exists.
## Capability status
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
| Pure chunk create/remove planning | Implemented extraction | Asset-free semantic/source/timing verifier | Asset-backed p95/p99 pending |
| Queue execution/resource ownership | Remains in loader | Drain source boundary and scheduler regression | Further terrain decomposition required |
## Known gaps and risks
- Raw tile/chunk dictionaries remain a transitional ADT adapter boundary.
- The planner performs a second linear tile-state pass beside tile-LOD planning;
bounded synthetic timing is green, but asset-backed frame metrics are pending.
- Equal-distance create ordering retains comparator behavior without a tie-breaker.
- Terrain geometry finalization and state mutation remain monolithic.
## Source map
| Path | Responsibility |
|---|---|
| `src/render/terrain/terrain_chunk_geometry_queue_planner.gd` | Pure request calculation and nearest-first creation order |
| `src/scenes/streaming/streaming_world_loader.gd` | Queue adoption, tile-LOD planning, budgets and render side effects |
| `src/tools/verify_terrain_chunk_geometry_queue_planner.gd` | Semantic, boundary and timing regression |
## Related decisions and references
- [`terrain-chunk-lod-planner.md`](terrain-chunk-lod-planner.md)
- [`world-renderer.md`](world-renderer.md)
- [`../../RENDER.md`](../../RENDER.md)
- [`../../targets/roadmap/02-rendering-and-graphics.md`](../../targets/roadmap/02-rendering-and-graphics.md)
+179
View File
@@ -0,0 +1,179 @@
# Terrain Chunk LOD Planner
## Metadata
| Field | Value |
|---|---|
| Status | Implemented extraction |
| Target/work package | M03 / `M03-RND-TERRAIN-LOD-PLANNER-001` |
| Owners | Pure desired chunk-LOD calculation only |
| Last verified | Worktree `work/sindo-main-codex/m03-terrain-chunk-lod-planner`, 2026-07-16 |
| Profiles/capabilities | Existing Performance/Balanced/High/Custom radii |
## Purpose
Calculate the desired terrain LOD for each populated parsed ADT chunk from one
typed Godot-space focus and one immutable renderer-policy snapshot.
## Non-goals
- Own tile/chunk state, queues, budgets, tasks, Mesh, Node, material or RID.
- Select tile LOD, create/remove geometry or apply a completed plan.
- Normalize custom radii, change profile defaults or claim visual parity.
- Parse ADT data or convert between WoW and Godot coordinate spaces.
## Context and boundaries
```mermaid
flowchart LR
Focus[GodotWorldPosition] --> Planner[TerrainChunkLodPlanner]
Chunks[Parsed ADT chunk records] --> Planner
Config[Streamer LOD configuration] --> Policy[TerrainChunkLodPolicy]
Policy --> Planner
Planner --> Desired[chunk index to LOD 0/1/2]
Desired --> Loader[StreamingWorldLoader state adapter]
Loader --> Queue[Existing create/remove queues and budgets]
```
Allowed dependencies are the typed Godot position, immutable policy and
call-local Array/Dictionary/Vector3 values. SceneTree, RenderingServer, gameplay,
network, files, tasks and persistent caches are forbidden.
## Public API
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
| `TerrainChunkLodPolicy.new(...)` | Immutable value | Snapshot enabled flag, three raw radii and chunk size | Caller-owned; one planning refresh | Values are preserved without normalization |
| `TerrainChunkLodPlanner.plan(chunks, focus_position, policy)` | Pure query | Map populated source indices to LOD 0/1/2 | Synchronous; result caller-owned | Invalid/null typed inputs or disabled policy return empty |
The planner validates scripts by preloaded identity so it works from a cold
Godot global-class cache.
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | Parsed chunk array with `origin: Vector3` | ADT load result | Planner | Loader-owned; read only | One call |
| Input | `GodotWorldPosition` | Streamer focus adapter | Planner | Immutable caller reference | One call |
| Input | `TerrainChunkLodPolicy` | Streamer exported configuration | Planner | Immutable caller reference | One call |
| Output | `{source_chunk_index: 0/1/2}` | Planner | Loader desired state | Fresh caller dictionary | One call |
The Y coordinate is intentionally ignored. Empty chunk records and chunks beyond
the third radius are absent from the result.
## Data flow
```mermaid
flowchart TD
Start[plan] --> Valid{Typed inputs and enabled?}
Valid -->|no| Empty[Return empty dictionary]
Valid -->|yes| Radii[Square raw radius times chunk size]
Radii --> Iterate[Visit source chunk indices in order]
Iterate --> Populated{Record populated?}
Populated -->|no| Iterate
Populated -->|yes| Center[origin XZ plus half chunk]
Center --> Distance[Squared horizontal distance]
Distance --> Threshold{First inclusive threshold}
Threshold -->|LOD0/1/2| Record[Record source index]
Threshold -->|outside| Iterate
Record --> Iterate
Iterate --> Done[Return desired mapping]
```
## Lifecycle/state
The planner is stateless. A policy is constructed for one refresh, read during
synchronous planning and released. The returned dictionary is then owned by the
loader state. There is no cancellation, recovery state or retained resource.
## Main sequence
```mermaid
sequenceDiagram
participant Stream as StreamingWorldLoader
participant Policy as TerrainChunkLodPolicy
participant Planner as TerrainChunkLodPlanner
Stream->>Policy: snapshot enabled/radii/chunk size
Stream->>Planner: plan(chunks, typed focus, policy)
Planner-->>Stream: fresh desired LOD dictionary
Stream->>Stream: existing tile state, queue and budget application
```
## Ownership, threading and resources
- Planner and policy own no engine resources, nodes, RIDs, tasks or caches.
- The loader retains parsed chunks, desired state and every application side effect.
- Current calls run synchronously on the renderer main thread; the pure inputs
also make isolated contract testing possible without a world scene.
## Errors, cancellation and recovery
| Failure | Detection | Behavior | Diagnostic | Recovery |
|---|---|---|---|---|
| Null/wrong focus or policy script | Identity guard | Empty plan | Contract verifier | Supply typed values next refresh |
| Disabled chunk LOD | Policy flag | Empty plan; existing tile-LOD fallback applies | Existing renderer state | Enable profile option |
| Empty chunk record | Record guard | Preserve sparse source index; omit record | None | Not an error |
| Custom negative radius | No normalization | Existing squared-radius behavior is retained | Regression fixture | Change caller configuration if undesired |
There is no asynchronous work or cancellation token.
## Configuration and capabilities
The policy snapshots `use_chunk_terrain_lods`, `lod0_radius_chunks`,
`lod1_radius_chunks`, `lod2_radius_chunks` and the existing `CHUNK_SIZE`. Inclusive
squared thresholds and raw custom values deliberately preserve prior behavior.
## Persistence, cache and migration
No serialization or cache format changes. Existing baked terrain, control-splat
and splat cache versions remain unchanged and require no rebuild.
## Diagnostics and observability
The service emits no logs. The contract verifier reports semantic cases and a
bounded synthetic timing. Asset-backed p95/p99 remains milestone acceptance work.
## Verification
- `verify_terrain_chunk_lod_planner.gd`: center and vertical invariance,
inclusive thresholds, sparse/outside chunks, disabled/custom-negative policy,
loader delegation and 250-by-256 bounded planning.
- Renderer cache, facade, internal-access, baseline, scheduler, target-planner,
focus, ground-query and coordinate-boundary regressions remain required.
- Fidelity evidence is formula preservation only; no new build-12340 visual
equivalence claim is made.
## Extension points
- Add measured direction/velocity only through an explicit policy/contract change.
- Keep queue prioritization and LOD application as separately bounded services.
## Capability status
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
| Pure chunk desired-LOD calculation | Implemented extraction | Asset-free semantic/source-boundary contract | Asset-backed p95/p99 pending |
| Queue/state/finalization ownership | Remains in loader | Source-boundary regression | Further terrain decomposition required |
## Known gaps and risks
- Raw negative and non-monotonic custom radii retain historical squared/ordered
semantics, even though such settings may be surprising.
- The planner is linear in parsed chunk count and allocates one result dictionary.
- Terrain build, quality upgrades and geometry lifecycle remain monolithic.
## Source map
| Path | Responsibility |
|---|---|
| `src/render/terrain/terrain_chunk_lod_policy.gd` | Immutable configuration snapshot |
| `src/render/terrain/terrain_chunk_lod_planner.gd` | Pure horizontal-distance plan |
| `src/scenes/streaming/streaming_world_loader.gd` | Composition and plan application adapter |
| `src/tools/verify_terrain_chunk_lod_planner.gd` | Contract, dependency and timing regression |
## Related decisions and references
- [`world-renderer.md`](world-renderer.md)
- [`terrain-quality-mesh-cache.md`](terrain-quality-mesh-cache.md)
- [`../../RENDER.md`](../../RENDER.md)
- [`../../targets/roadmap/02-rendering-and-graphics.md`](../../targets/roadmap/02-rendering-and-graphics.md)
+198
View File
@@ -0,0 +1,198 @@
# Terrain Quality Mesh Cache
## Metadata
| Field | Value |
|---|---|
| Status | Implemented extraction |
| Target/work package | M03 / `M03-RND-TERRAIN-CACHE-SERVICE-001` |
| Owners | Full-quality terrain revisit Mesh retention and LRU policy |
| Last verified | Worktree `work/sindo-main-codex/m03-terrain-quality-cache`, 2026-07-16 |
| Profiles/capabilities | Performance/Balanced/High/Custom capacity; session-memory only |
## Purpose
Retain eligible full-quality terrain Mesh references after ADT tile state unload,
so a revisit can restore quality without flashing to a lower-quality fallback,
while bounding retained references with the existing least-recently-used policy.
## Non-goals
- Parse/build terrain, own tile state or schedule quality-upgrade tasks.
- Create/finalize Nodes or RIDs, mutate materials or choose terrain LOD.
- Persist cache entries or change baked/control-splat/splat format versions.
- Cache control-splat/splat sources whose active radius has separate ownership.
- Provide a generic cache framework or change profile capacity defaults.
## Context and boundaries
```mermaid
flowchart LR
Upgrade[Full-quality baked upgrade result] --> Loader[StreamingWorldLoader adapter]
Loader --> Cache[TerrainQualityMeshCache]
Cache -->|retained Mesh reference| Revisit[Reloaded tile state]
Revisit --> Finalize[Existing tile LOD/finalization path]
Splat[Control/splat quality sources] -. rejected .-> Cache
```
Allowed dependencies: `Mesh`, Dictionary/Array scalar containers and the loader
adapter. Forbidden dependencies: Node/SceneTree/RID, tasks/mutexes, ADT parsing,
gameplay/network/editor UI, files and persistent Resource cache ownership.
## Public API
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
| `TerrainQualityMeshCache.store(tile_key, mesh, source, capacity)` | Command | Admit/touch a Mesh and trim oldest entries | Owning renderer thread/session | Returns false for rejected input or immediate zero-capacity eviction |
| `TerrainQualityMeshCache.restore(tile_key)` | Query/touch | Return a fresh Mesh/source record and mark newest | Owning renderer thread | Empty on miss; invalid record is removed |
| `TerrainQualityMeshCache.clear()` | Lifecycle command | Release all retained Mesh references and LRU keys | Reset/shutdown | Idempotent |
| `TerrainQualityMeshCache.diagnostic_snapshot()` | Read model | Detached count and oldest-to-newest key/source list | Caller-owned result | Never exposes Mesh references |
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | Tile key | Streamer tile catalog/state | Cache index | Copied string | Map session |
| Input | Full-quality Mesh | Baked upgrade/fallback path | Cache | Retained shared reference | Until eviction/clear |
| Input | Quality source | Streamer quality adapter | Admission/restore | Copied string | Entry lifetime |
| Input | Current capacity | Active renderer profile | Store trim | Scalar copy | One store |
| Output | Fresh `{mesh, source}` record | Cache | Loader state adapter | Caller dictionary; shared Mesh reference | One restore |
| Output | Detached diagnostics | Cache | Tests/future metrics | Caller-owned scalars | One query |
Side effects are limited to retained reference and LRU container mutation. There
is no scene, GPU, task, file, database, network or persistent-cache mutation.
## Data flow
```mermaid
flowchart TD
Store[store tile/mesh/source/capacity] --> Admit{Valid key + Mesh + source?}
Admit -->|no| Reject[Return false]
Admit -->|yes| Touch[Insert/replace and touch newest]
Touch --> Trim[Evict oldest until count <= capacity]
Restore[restore tile] --> Hit{Valid admitted entry?}
Hit -->|no| Miss[Remove invalid / return empty]
Hit -->|yes| TouchRestore[Touch newest and return fresh record]
Clear[world reset/shutdown] --> Empty[Release all references and keys]
```
## Lifecycle/state
```mermaid
stateDiagram-v2
[*] --> Empty
Empty --> Populated: admitted store with capacity > 0
Populated --> Populated: store / restore touch / bounded eviction
Populated --> Empty: capacity zero store evicts all
Populated --> Empty: clear on reset/shutdown
Empty --> Empty: rejected store / miss / clear
Empty --> [*]
Populated --> [*]: owner releases cache
```
## Main sequence
```mermaid
sequenceDiagram
participant Upgrade as Terrain upgrade result
participant Loader as StreamingWorldLoader
participant Cache as TerrainQualityMeshCache
Upgrade->>Loader: full Mesh + baked_full source
Loader->>Cache: store(key, mesh, source, profile capacity)
Note over Loader,Cache: tile state may later unload
Loader->>Cache: restore(key) on tile creation/revisit
Cache-->>Loader: fresh record or empty
Loader->>Loader: apply Mesh/source to existing tile state
Loader->>Cache: clear() on world reset/shutdown
```
## Ownership, threading and resources
- The cache owns its dictionary, ordered tile keys and retained Mesh references.
- The loader retains tile state, async tasks/results, quality selection and all
Node/RID/material finalization.
- Returned records are new dictionaries; their Mesh is a shared reference.
- Calls currently occur on the main renderer thread. The service has no lock and
must not be mutated concurrently.
- `clear` deterministically drops references during the existing world reset path.
## Errors, cancellation and recovery
| Failure | Detection | Behavior | Diagnostic | Recovery |
|---|---|---|---|---|
| Empty key/null Mesh | Store guard | Reject unchanged | Boolean/test | Fix caller result |
| Splat/control source | Admission list | Reject unchanged | Boolean/test | Keep source in active-radius ownership |
| Zero/negative capacity | Clamp and trim | Entry immediately evicted; cache empty | Snapshot/count | Increase profile capacity |
| Miss/invalid entry | Restore validation | Remove invalid and return empty | Empty record | Existing loader fallback/rebuild |
| World reset/shutdown | Loader lifecycle | Clear every reference/key | Shutdown regression | Refill during next session |
There is no asynchronous work or cancellation token inside this service.
## Configuration and capabilities
| Setting/capability | Default | Profile | Runtime mutable | Effect |
|---|---|---|---|---|
| `terrain_quality_mesh_cache_limit` | Existing loader value | `0/24/48` in current presets | Read on every store | Maximum retained entries |
| Admitted source | Non-splat (currently `baked_full`) | All | No hidden override | Revisit retention |
| Excluded sources | `control_splat_cache`, `splat_cache`, `splat` | All | No | Preserve active quality ownership |
## Persistence, cache and migration
- This is an in-memory reference cache, not a serialized cache format.
- `REQUIRED_BAKED_TILE_FORMAT_VERSION=5`, control splat v3 and splat v1 remain
loader/resource validation contracts and are unchanged.
- No migration or rebuild is required. Entry keys retain the existing tile-key form.
## Diagnostics and observability
- Detached diagnostics report count and oldest-to-newest tile key/source entries.
- Mesh, material, Node and RID references are deliberately absent.
- Performance is bounded dictionary lookup plus one ordered-array erase/append;
no new optimization or scale claim is made.
## Verification
- `verify_terrain_quality_mesh_cache.gd`: admission, exclusions, Mesh identity,
source, LRU touch/eviction, detached diagnostics, negative capacity and clear.
- Loader source boundary proves cache composition/delegation and removal of its
former LRU array/touch/trim implementation.
- Existing shutdown, facade, internal-access, manifest, planner and scheduler
regressions remain required.
- Fidelity: source rules, capacities and three loader adapter sites are unchanged;
no visible terrain or build-12340 parity change is claimed.
## Extension points
- Expose scalar cache counts through facade metrics when needed.
- Move additional terrain responsibilities only as separate bounded services.
- Replace ordered-array LRU only after measured scale evidence.
## Capability status
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
| Bounded quality Mesh retention | Implemented extraction | Contract/LRU fixtures | Asset-backed memory/revisit timing pending |
| Deterministic reset ownership | Implemented | Clear path plus shutdown regression | Full terrain service still monolithic |
| Persistent terrain cache formats | Unchanged | Loader version constants | Separate acceptance audit remains |
## Known gaps and risks
- Ordered-array touch is linear in entry count, matching prior behavior.
- Mesh memory size is not measured; capacity remains entry-count based.
- Only revisit Mesh ownership moved; build/tasks/state/finalization remain loader-owned.
- Asset-backed flash/revisit timing and p95/p99 evidence remain pending.
## Source map
| Path | Responsibility |
|---|---|
| `src/render/terrain/terrain_quality_mesh_cache.gd` | Session cache entries, LRU and admission |
| `src/scenes/streaming/streaming_world_loader.gd` | Store/restore state adapter and reset lifecycle |
| `src/tools/verify_terrain_quality_mesh_cache.gd` | Scene-free cache and loader-boundary regression |
## Related decisions and references
- [`world-renderer.md`](world-renderer.md)
- [`terrain-query.md`](terrain-query.md)
- [`../../RENDER.md`](../../RENDER.md)
- [`../../targets/roadmap/02-rendering-and-graphics.md`](../../targets/roadmap/02-rendering-and-graphics.md)
+11 -3
View File
@@ -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 |
+254
View File
@@ -0,0 +1,254 @@
# World Entity Presentation
## Metadata
| Field | Value |
|---|---|
| Status | Implemented boundary / Prototype visuals |
| Target/work package | M03 / `M03-RND-FACADE-ENTITY-001` |
| Owners | Renderer entity-presentation boundary and visual subtree lifecycle |
| Last verified | Worktree `work/sindo-main-codex/m03-facade-entity`, 2026-07-16 |
| Profiles/capabilities | Contract version 1; asset-free scene presentation only |
## Purpose
Accept immutable session-local entity visual snapshots through
`WorldRenderFacade`, create or update renderer-owned visual subtrees idempotently,
and remove them explicitly without making the renderer authoritative for entity,
gameplay, network or content state.
## Non-goals
- Allocate `EntityId` or map it to `WowGuid`, display ID or server entry.
- Present the separately composed local player through this service.
- Define build-12340 model, equipment, animation, effects or visibility rules.
- Own gameplay/world state, packet decoding, terrain or streaming decisions.
- Provide asynchronous loading, pooling, batching, persistence or cache formats.
## Context and boundaries
```mermaid
flowchart LR
WorldState[Future authoritative WorldState] --> Adapter[Entity presentation adapter]
Adapter --> Snapshot[EntityPresentationSnapshot v1]
Snapshot --> Facade[WorldRenderFacade]
Facade --> Presenter[WorldEntityPresenter]
Asset[PackedScene visual path] --> Presenter
Presenter --> Visual[Owned Node3D visual subtree]
LocalPlayer[Local player composition] -. separate boundary .-> Viewport[Rendered world]
Visual --> Viewport
```
Allowed dependencies:
- immutable M01 `EntityId` and `GodotWorldPosition` values;
- renderer-facing Godot transform and scene APIs;
- an explicit repository/resource path selected outside the renderer;
- `WorldRenderFacade` and main-thread runtime scene composition.
Forbidden dependencies:
- gameplay reducers, intents, combat/movement authority or entity allocation;
- packet codecs, GUID interpretation, server DB access or Content Project writes;
- streamer queues/tasks/caches, terrain query or camera/input state;
- hidden autoload, SceneTree group service lookup or persisted session IDs.
## Public API
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
| `EntityPresentationSnapshot.CONTRACT_VERSION` | Contract constant | Identifies additive snapshot contract version `1` | Compile/runtime constant | Incompatible changes require migration/ADR |
| `EntityPresentationSnapshot.create(...)` | Immutable value factory | Captures identity, typed position, visual path, yaw, scale and visibility | Any thread to construct; caller-owned | Invalid value carries stable `entity_presentation_*` failure code |
| `WorldRenderFacade.present_entity(snapshot)` | Command | Idempotently creates/updates/replaces one world visual | Main thread; world session | Returns `false` for invalid snapshot, missing service or failed scene creation |
| `WorldRenderFacade.remove_entity(entity_id)` | Command | Removes one known session visual | Main thread; world session | Returns `false` for invalid or unknown identity |
| `WorldRenderFacade.entity_presentation_snapshot()` | Diagnostic query | Returns detached scalar entity inventory | Main thread; caller-owned copy | Missing/invalid service returns empty snapshot with diagnostic |
| `WorldEntityPresenter.present_entity(snapshot)` | Internal service command | Owns visual load, attach, transform update and replacement | Main thread; service lifetime | Failed replacement retains prior valid subtree |
| `WorldEntityPresenter.remove_entity(entity_id)` | Internal service command | Detaches and schedules owned subtree deletion | Main thread | Unknown identity is unchanged/false |
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | Valid session-local `EntityId` | Future entity registry/adapter | Snapshot/presenter index | Immutable caller reference | One runtime session |
| Input | `GodotWorldPosition` | World-state presentation adapter | Snapshot/presenter transform | Immutable caller reference | One snapshot |
| Input | PackedScene resource path | Asset-selection adapter | Presenter | Copied string; resource remains Godot-owned | Until visual replacement |
| Input | Finite yaw radians, positive scale, visibility | Presentation adapter | Presenter | Scalar copies | One snapshot |
| Output | Owned Node3D subtree | Presenter | SceneTree/viewport | Presenter child ownership | Until replacement/removal/world teardown |
| Output | Detached inventory dictionary | Presenter/facade | Diagnostics/tests | Caller-owned deep copy | One query |
Side effects:
- synchronously loads a PackedScene only for first presentation or visual-path change;
- instantiates, attaches, transforms, detaches and queues visual Node3D subtrees;
- does not mutate authoritative state, streamer queues, caches, files, DB or network;
- does not retain caller snapshots after an entity entry is replaced or removed.
## Data flow
```mermaid
flowchart TD
ReadModel[Entity visual read model] --> Validate[Validate typed immutable snapshot]
Validate -->|invalid| Reject[Return false; no scene mutation]
Validate -->|valid| Lookup[Lookup by EntityId debug key]
Lookup -->|same visual path| Transform[Update world transform and visibility]
Lookup -->|new or changed path| Instantiate[Load and instantiate Node3D]
Instantiate -->|failure| Retain[Retain previous valid visual]
Instantiate -->|success| Replace[Detach old, attach replacement]
Replace --> Transform
Transform --> Inventory[Detached diagnostics]
Remove[remove_entity] --> Detach[Detach and queue_free owned root]
```
## Lifecycle/state
```mermaid
stateDiagram-v2
[*] --> Absent
Absent --> Presented: valid present + successful instantiate
Absent --> Absent: invalid/missing visual
Presented --> Presented: same-path snapshot update
Presented --> Replacing: changed visual path
Replacing --> Presented: replacement succeeds
Replacing --> Presented: replacement fails; retain old
Presented --> Absent: remove_entity
Presented --> [*]: world/service teardown
Absent --> [*]: world/service teardown
```
## Main sequence
```mermaid
sequenceDiagram
participant Adapter as World-state adapter
participant Facade as WorldRenderFacade
participant Presenter as WorldEntityPresenter
participant Loader as Godot ResourceLoader
participant Tree as SceneTree
Adapter->>Facade: present_entity(immutable snapshot)
Facade->>Presenter: present_entity(snapshot)
alt same identity and visual path
Presenter->>Tree: update transform/visibility
else new or changed visual
Presenter->>Loader: load PackedScene
Loader-->>Presenter: scene or failure
alt scene is valid Node3D
Presenter->>Tree: detach old, attach/configure new
else load/shape failure
Presenter-->>Facade: false; old visual retained
end
end
Adapter->>Facade: remove_entity(EntityId)
Facade->>Presenter: remove_entity(EntityId)
Presenter->>Tree: detach + queue_free owned root
```
## Ownership, threading and resources
- `EntityPresentationSnapshot` owns copied scalars/strings and immutable references
to caller-owned identity/position values; it owns no Node, Resource or RID.
- `WorldEntityPresenter` owns its dictionary and every visual root attached below it.
- A dictionary entry retains the latest snapshot only while the entity is presented;
diagnostics expose no Node, Resource or snapshot reference.
- Scene load, instantiation, transform mutation, replacement and removal are main-thread only.
- Successful replacement instantiates first, then detaches the previous root, so an
invalid/missing new asset cannot erase the last valid presentation.
- Parent SceneTree teardown owns attached children; `_exit_tree` drops the index so
no stale lookup survives world unload.
## Errors, cancellation and recovery
| Failure | Detection | Behavior | Diagnostic | Recovery |
|---|---|---|---|---|
| Invalid identity/type | Snapshot/service validation | Reject without mutation | `entity_presentation_invalid_entity_id` | Supply valid session `EntityId` |
| Non-finite position/yaw | Snapshot validation | Reject without mutation | Stable position/yaw failure code | Repair adapter read model |
| Empty path or invalid scale | Snapshot validation | Reject without mutation | Stable path/scale failure code | Supply valid visual descriptor |
| Missing/non-PackedScene asset | Resource existence/load check | New visual absent; old replacement retained | Named presenter warning | Restore asset mapping and resend snapshot |
| Non-Node3D scene root | Instance type check | Free invalid instance; retain old | Named presenter warning | Fix visual scene root |
| Unknown remove | Dictionary lookup | No mutation; return `false` | Caller command result | Reconcile registry/presentation lifecycle |
| World teardown | Scene lifecycle | SceneTree frees children; index clears | Shutdown regression | Recreate service with next world |
There is no background job to cancel. Synchronous asset load is an explicit
prototype limitation and must be replaced/budgeted before network-scale use.
## Configuration and capabilities
| Setting/capability | Default | Profile | Runtime mutable | Effect |
|---|---|---|---|---|
| Contract version | `1` | All | No | Identity/path/position/yaw/scale/visibility full snapshot |
| Present semantics | Idempotent by `EntityId` | Runtime/tools | No | Duplicate snapshots do not duplicate roots |
| Resource loading | Synchronous on create/replace | Prototype only | No | Not accepted as frame-critical production path |
| Local player | Separate composition | Current sandbox | No | Prevents facade service from owning gameplay player root |
## Persistence, cache and migration
- No snapshot, entity key or resource instance is persisted.
- `EntityId` remains session-local and must never enter content/cache schemas.
- Resource paths are current renderer adapter inputs, not stable content identity.
- Contract version 1 is additive. Changing identity lifetime, coordinate basis or
persisted representation requires a migration and ADR.
## Diagnostics and observability
- `entity_presentation_snapshot()` reports contract version, entity count and a
sorted list of `EntityId.to_debug_key`, visual path and visibility.
- The snapshot is deep-detached by the facade and contains no Node/Resource/RID.
- Load/type failures include the visual path but never proprietary bytes.
- Future performance telemetry should measure create/replace duration and active
entity/material/RID counts before introducing pooling or batching.
## Verification
- `src/tools/verify_world_entity_presentation.gd` covers eight value-contract and
fourteen lifecycle/ownership cases with repository-owned asset-free scenes.
- `src/tools/verify_world_render_facade.gd` covers command delegation, detached
diagnostics and both runtime scene service paths.
- Identity, coordinate, renderer-internal-access, shutdown, manifest, planner,
scheduler and documentation gates remain required.
- Fidelity boundary: runtime emits no entity commands yet, so existing seven
checkpoint scenes remain unchanged. No build-12340 display/animation parity is claimed.
## Extension points
- AssetRepository/display-ID adapter that produces validated visual descriptors.
- Async/budgeted load and main-thread finalize behind the same facade commands.
- Animation/equipment/effect snapshots after build-12340 fixtures define behavior.
- Spatial batching/MultiMesh only after profiling proves per-Node overhead.
- Entity registry adapter that maps `WowGuid` to session `EntityId` outside render.
## Capability status
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
| Typed entity visual input | Implemented contract | Versioned immutable validation fixtures | Asset/display mapping not implemented |
| Present/update/remove lifecycle | Implemented boundary | Asset-free create/update/replace/remove tests | Network-scale async/budget path missing |
| Deterministic ownership | Implemented | One presenter-owned root per EntityId; teardown checks | RID/material budgets remain future work |
| WoW entity visual fidelity | Planned | No claim | Requires build-12340 display/equipment/animation fixtures |
## Known gaps and risks
- Synchronous PackedScene load may hitch and is not a production hot-path design.
- Resource path is renderer adapter data, not stable authored content identity.
- Full snapshots currently cover transform/visibility only, not animation/equipment/effects.
- One Node3D per entity is unprofiled at world scale; batching is deliberately deferred.
- The local player remains separately composed until gameplay/network architecture is ready.
## Source map
| Path | Responsibility |
|---|---|
| `src/render/entities/entity_presentation_snapshot.gd` | Immutable versioned entity visual input and validation |
| `src/render/entities/world_entity_presenter.gd` | Main-thread entity visual ownership and lifecycle |
| `src/render/world_render_facade.gd` | Stable public present/remove/diagnostic commands |
| `src/tools/verify_world_entity_presentation.gd` | Snapshot and scene lifecycle regression |
| `src/tests/scenes/character_presentation_model_fixture.tscn` | Primary asset-free visual fixture |
| `src/tests/scenes/world_entity_visual_replacement_fixture.tscn` | Replacement asset-free visual fixture |
| `src/scenes/streaming/*_streaming.tscn` | Runtime facade/service composition |
## Related decisions and references
- [`world-renderer.md`](world-renderer.md)
- [`domain-identities.md`](domain-identities.md)
- [`coordinate-mapping.md`](coordinate-mapping.md)
- [`../../targets/roadmap/02-rendering-and-graphics.md`](../../targets/roadmap/02-rendering-and-graphics.md)
- [`../ARCHITECTURE.md`](../ARCHITECTURE.md)
- [`../GODOT_BEST_PRACTICES.md`](../GODOT_BEST_PRACTICES.md)
+171 -16
View File
@@ -5,9 +5,9 @@
| 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 facade/planner/scheduler/internal-access/ground/environment/entity packages; M03 terrain packages; M03 M2 unique/transform/grouping packages |
| Owners | Renderer workstream / milestone integrator |
| Last verified | Worktree `work/sindo-main-codex/m03-render-budget-scheduler`, 2026-07-16 |
| Last verified | Worktree `work/sindo-main-codex/m03-m2-placement-grouper`, 2026-07-16 |
| Profiles/capabilities | `Performance`, `Balanced`, `High`, `Custom`; Blizzlike fidelity incomplete |
## Purpose
@@ -40,12 +40,31 @@ flowchart LR
Loader --> Budget[RenderBudgetScheduler]
Assets[Extracted WDT/ADT/M2/WMO/BLP] --> Native[Native loaders]
Cache[Baked terrain/M2/WMO caches] --> Loader
Loader --> TerrainCache[TerrainQualityMeshCache]
TerrainCache --> Loader
Loader --> ChunkLod[TerrainChunkLodPlanner]
ChunkLod --> Loader
Loader --> ChunkQueue[TerrainChunkGeometryQueuePlanner]
ChunkQueue --> Loader
Loader --> M2Registry[M2UniquePlacementRegistry]
M2Registry --> Loader
Loader --> M2Grouper[M2PlacementGrouper]
M2Grouper --> M2Transform[M2PlacementTransformResolver]
M2Transform --> M2Grouper
M2Transform --> Loader
Native --> Parsed[Parsed tile/model data]
Parsed --> Loader
Loader --> Scene[SceneTree nodes]
Loader --> RS[RenderingServer RIDs/MultiMesh]
Sky[DBC sky/light data] --> SkyController[WowSkyController]
EnvironmentState[World time producer] --> EnvironmentSnapshot[WorldEnvironmentSnapshot]
EnvironmentSnapshot --> Facade
Facade --> SkyController[WowSkyController]
Sky[DBC sky/light data] --> SkyController
SkyController --> Scene
EntityState[Entity visual read model] --> EntitySnapshot[EntityPresentationSnapshot]
EntitySnapshot --> Facade
Facade --> EntityPresenter[WorldEntityPresenter]
EntityPresenter --> Scene
```
Allowed dependencies:
@@ -65,9 +84,10 @@ 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, immutable
environment/entity presentation input, metrics and rendered-ground diagnostics.
`StreamingWorldLoader`, `WowSkyController` and `WorldEntityPresenter` remain
internal scene implementations.
Gameplay modules and Godot `EditorPlugin` package sources are repository-gated
from externally reading/writing loader-private queue, task, cache and tile-state fields.
@@ -80,11 +100,27 @@ 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 |
| `WorldEnvironmentSnapshot.at_time_of_day` | Immutable value factory | Normalizes a finite authoritative time into `[0, 24)` hours | Any thread; caller-held value | Non-finite input creates invalid value with `environment_time_not_finite` |
| `WorldRenderFacade.apply_environment_snapshot` | Public command | Delegates exact world time to the scene-owned DBC sky controller | Main thread; snapshot remains caller-owned | Returns `false` for invalid input or missing/incompatible controller |
| `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 |
| `WorldRenderFacade.world_environment_controller_path` | Internal adapter property | Resolves the existing `WowSkyController` without exposing it to consumers | Main thread, scene lifetime | Missing method/path produces one diagnostic until recovery |
| `EntityPresentationSnapshot.create` | Immutable value factory | Validates contract-v1 identity, typed position, visual path, yaw, scale and visibility | Any thread; caller-owned | Stable invalid code; never mutates scene |
| `WorldRenderFacade.present_entity` | Public command | Idempotently creates/updates/replaces one session entity visual | Main thread/session | Returns false for invalid input, missing service or visual load/type failure |
| `WorldRenderFacade.remove_entity` | Public command | Removes one known session entity visual | Main thread/session | Invalid/unknown identity returns false |
| `WorldRenderFacade.entity_presentation_snapshot` | Public diagnostic query | Returns detached scalar entity inventory | Main thread/caller-owned copy | Missing/invalid service returns empty dictionary with diagnostic |
| `WorldRenderFacade.world_entity_presenter_path` | Internal adapter property | Resolves renderer-owned entity visual service | Main thread/scene lifetime | Missing methods/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 |
| `runtime_stats_enabled` | Exported property | Enables periodic performance snapshot | Runtime mutable | Logging overhead only |
| `hitch_profiler_enabled` | Exported property | Enables named hitch sections | Runtime mutable | Logging overhead only |
| `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 |
| `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 |
| `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 |
| `M2UniquePlacementRegistry.reserve/release/clear` | Internal M2 service | Owns positive cross-tile ADT placement-ID reservations | Renderer thread/map session | Invalid/unkeyed/non-owner inputs preserve documented fallback |
| `M2PlacementTransformResolver.resolve_basis/resolve_origin_offset` | Internal pure M2 service | Resolves regular and calibrated model-specific ADT placement transforms | Worker/main thread; stateless | Unknown paths use regular basis and zero offset |
| `M2PlacementGrouper.group_placements` | Internal pure M2 service | Validates and groups ordered tile-local placement transforms by normalized path | Worker/main thread; stateless | Invalid variants/name IDs/empty paths are skipped |
Публичным contract не считаются `StreamingWorldLoader` methods/properties,
внутренние dictionaries, queues, job records и generated node names. Scene-owned
@@ -96,15 +132,29 @@ 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 | `WorldEnvironmentSnapshot` | World-state/capture adapter | `WorldRenderFacade` / `WowSkyController` | Immutable caller-held value; not retained | One main-thread update |
| Input | `EntityPresentationSnapshot` | Future world-state/preview adapter | `WorldRenderFacade` / entity presenter | Immutable caller-held full visual snapshot | One main-thread present/update |
| Input | `EntityId` removal command | Future entity registry/adapter | `WorldRenderFacade` / entity presenter | Immutable session-local value | One main-thread removal |
| 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 |
| Test input | Server-spawn render manifest | Coordinate fixture/verifier | Checkpoint capture tool | Repository-owned diagnostic data | Test-process lifetime |
| Output | `StreamingTargetPlan` | `StreamingTargetPlanner` | Streamer queue/state apply | Immutable ephemeral value | One refresh |
| Internal control | Per-frame lane limits and boolean permits | Streamer configuration / `RenderBudgetScheduler` | Ordered streamer drains | Scheduler-owned counters | Main thread/frame |
| Internal cache | Full-quality terrain Mesh/source | Loader terrain upgrade / `TerrainQualityMeshCache` | Revisited tile state | Cache-retained Mesh reference | Map session until eviction/reset |
| Internal plan | Parsed chunks, typed focus and immutable chunk-LOD policy | Loader / `TerrainChunkLodPlanner` | Loader desired state | Fresh dictionary; no retained resources | One target refresh |
| Internal plan | Current/desired chunk state and typed focus | Loader / `TerrainChunkGeometryQueuePlanner` | Loader chunk queues | Fresh request arrays; no retained resources | One queue rebuild |
| Internal registry | Tile key and M2 placement unique IDs | Loader / `M2UniquePlacementRegistry` | Filtered grouping input and tile retry state | Registry-owned strings; fresh result arrays | Map session |
| Internal transform | Rotation/path/scale | Loader or grouper / `M2PlacementTransformResolver` | Group/placeholder/instance transforms | Value-only Basis/Vector3 | One placement |
| Internal grouping | Tile origin, M2 names and placements | Loader / `M2PlacementGrouper` | Loader worker result/build job | Fresh Dictionary/Transform3D arrays | One grouping task |
| 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 | Entity visual Node3D subtree | `WorldEntityPresenter` | SceneTree/viewport | Presenter-owned child | Until replace/remove/teardown |
| Output | Detached entity inventory | `WorldRenderFacade` | Diagnostics/tests | 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 |
@@ -135,11 +185,33 @@ flowchart TD
T --> Q[Tile load queue]
Q --> Parse[Worker parse/cache load]
Parse --> R[Result queues]
R --> TerrainCache[TerrainQualityMeshCache store]
TerrainCache --> Revisit[Revisited tile state restore]
R --> ChunkLod[TerrainChunkLodPlanner]
ChunkLod --> DesiredChunkLod[Desired chunk LOD state]
DesiredChunkLod --> ChunkQueue[TerrainChunkGeometryQueuePlanner]
ChunkQueue --> B
R --> M2Registry[M2UniquePlacementRegistry reserve]
M2Registry --> M2Grouper[M2PlacementGrouper]
M2Transform[M2PlacementTransformResolver] --> M2Grouper
M2Grouper --> M2
R --> B[RenderBudgetScheduler permits]
B --> Terrain[Terrain attach/upgrade]
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]
WorldTime[Authoritative/test time] --> EnvironmentSnapshot[WorldEnvironmentSnapshot]
EnvironmentSnapshot --> RF
RF --> SkyController[WowSkyController]
DBC[Light/Area/Skybox DBC] --> SkyController
SkyController --> World
EntityReadModel[Entity visual read model] --> EntitySnapshot[EntityPresentationSnapshot]
EntitySnapshot --> RF
RF --> EntityPresenter[WorldEntityPresenter]
EntityAsset[PackedScene path] --> EntityPresenter
EntityPresenter --> World
Terrain --> World[Godot world]
M2 --> World
WMO --> World
@@ -192,6 +264,17 @@ 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
Source->>Facade: apply_environment_snapshot(exact time)
Facade->>Render: delegate to WowSkyController
Render->>Render: freeze local clock; retain DBC sampling/apply rules
Source->>Facade: present_entity(full visual snapshot)
Facade->>Render: delegate to WorldEntityPresenter
Render->>Render: create/update/replace owned entity root
Source->>Facade: remove_entity(EntityId)
Facade->>Render: detach and queue_free owned root
Stream->>Budget: shutdown: cancel permit issuance
Stream->>Worker: shutdown: wait for WorkerThreadPool tasks
Stream->>Stream: shutdown: finish registered ResourceLoader requests
@@ -203,7 +286,38 @@ 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.
streamer, environment controller, focus source, returned metrics, queues,
caches, nodes or RIDs.
- `WorldEnvironmentSnapshot` is an immutable caller-owned scalar value. Neither
facade nor sky controller retains it; the controller copies normalized hours
into its existing fixed-clock fields on the main thread.
- `WowSkyController` continues to own DBC sampling state and mutations of its
duplicated Godot `Environment`, sun, skybox node and world shader globals.
- `WorldEntityPresenter` owns one optional visual Node3D subtree per presented
`EntityId`; it owns no authoritative entity state and excludes the local player.
- Entity presentation snapshots remain caller-owned inputs. Detached diagnostics
expose only identity debug keys, paths and visibility, never Node/Resource/RID.
- `TerrainQualityMeshCache` owns only full-quality revisit Mesh references and
LRU keys. The loader retains terrain tasks/results, tile state, source choice,
cache versions and every material/Node/RID finalization side effect.
- `TerrainChunkLodPlanner` is stateless and owns only call-local horizontal
distance calculations. The loader retains parsed chunks, desired state,
queues, budgets and all Mesh/Node/RID application side effects.
- `TerrainChunkGeometryQueuePlanner` is stateless and owns only call-local
create/remove request calculation and sorting. The loader adopts the fresh
arrays and retains removal-first drains, budgets and render side effects.
- `M2UniquePlacementRegistry` owns only positive unique-key to tile-key strings.
The loader retains owned/skipped tile arrays, candidate retry, grouping/build
tasks, caches and all MultiMesh/Node/Mesh/material/RID side effects.
- `M2PlacementTransformResolver` is stateless and retains no resources. The
grouper owns worker-path final transforms; direct placeholder/instance
transforms and every build/render side effect remain loader-owned.
- `M2PlacementGrouper` is stateless and owns only call-local grouped transforms.
The loader retains tasks, mutex/result queues, stale checks and build state.
- 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
@@ -226,10 +340,16 @@ sequenceDiagram
| Missing focus source | Explicit NodePath resolution | Retain current streamed content and prior valid focus | One warning until source recovers | Fix composition path or call `set_streaming_focus` |
| Missing renderer implementation | Facade path/method validation | Focus/metrics call fails without mutation | One facade diagnostic until recovery | Fix scene composition path/implementation |
| Invalid metrics result | Facade return-type validation | Return empty caller snapshot | Facade error | Restore `Dictionary` implementation contract |
| Invalid environment time | Snapshot finite-value validation | Reject update; retain prior sky clock | `environment_time_not_finite` on invalid value | Supply a finite time snapshot |
| Missing environment controller | Facade path/method validation | Reject environment update; other facade APIs remain available | One facade diagnostic until recovery | Fix scene composition path/implementation |
| Invalid entity visual snapshot | Contract validation | Reject without scene mutation | Stable `entity_presentation_*` failure code | Repair adapter read model and resend |
| Missing/invalid entity visual asset | Resource existence/load/root check | New entity absent or prior replacement retained | Named presenter warning | Restore asset mapping and resend snapshot |
| Missing entity presenter | Facade path/method validation | Reject entity commands; other facade APIs remain available | One facade diagnostic until recovery | Fix runtime scene composition |
| No focus supplied | Refresh contract | No target recomputation; queues continue draining | `refresh_streaming_focus()` returns `false` | Supply player/editor/capture focus |
| 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 |
@@ -270,12 +390,29 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
- Unit/contract tests: streaming-focus contract/wiring, material mapping, unique-ID dedupe, placement probes, baseline manifest, five-point coordinate calibration, synthetic perceptual checkpoint diff, camera-pose grid plan.
- Pure planner contract: center/corner/catalog/clamp/editor cases plus bounded
High-like iteration timing without loading a world scene.
- Terrain chunk LOD contract: horizontal chunk-center distance, inclusive
thresholds, sparse indices, disabled/raw-custom policy, loader delegation and
bounded 250-by-256 planning without loading a world scene.
- Terrain chunk geometry queue contract: current/desired comparison, tile-LOD
takeover, sparse origin fallback, stable removals, nearest creates, loader
drain boundary and bounded multi-tile timing without a world scene.
- M2 unique placement contract: unkeyed pass-through, within-call/cross-tile
dedupe, owner release/retry, clear, detached diagnostics, loader boundary and
bounded reserve/release timing without a world scene.
- M2 placement transform contract: regular/cliffrock/waterfall formulas, path
normalization, scale compensation, all three consumers and bounded timing.
- M2 placement grouper contract: invalid/default records, historical path rules,
group order, local transforms, fresh output, source boundary and bounded timing.
- Budget scheduler contract: exact lane exhaustion, shared chunk removal/create
priority, independent lanes, frame reset, invalid limits, terminal cancellation,
dependency boundaries and bounded permit timing without loading a world scene.
- 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.
@@ -295,16 +432,25 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
|---|---|---|---|
| ADT streaming/terrain | Partial | M00 checkpoints and current scenes | Fidelity/performance gaps remain |
| Static M2 placement | Partial | MultiMesh/dedupe probes | Full materials/animation/effects |
| M2 unique placement registry | Implemented extraction | Scene-free ownership/lifecycle/timing contract and historical `uid:11785` smoke | Group/build/tasks/finalization and asset-backed p95/p99 remain pending |
| M2 placement transform resolver | Implemented extraction | Scene-free formula/source/timing contract across three consumers | Asset-backed visual recheck and general placement parity pending |
| M2 placement grouper | Implemented extraction | Scene-free validation/order/transform/source/timing contract | Worker/build state, spatial cells and asset-backed p95/p99 remain pending |
| WMO rendering | Partial | Cached group rendering | Portals/rooms/material parity |
| Liquids | Partial | MH2O/MLIQ paths | LiquidType/depth/shore fidelity |
| Sky/light | Partial | DBC controller/logs | Zone transition paired validation |
| 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 | Implemented boundary / Partial fidelity | Facade contracts cover focus, environment, entity visuals, metrics and loaded-mesh ground query | Production consumers and fidelity remain |
| Environment snapshot input | Implemented boundary / Partial fidelity | Immutable time contract, facade/controller delegation and checkpoint migration | Weather/indoor state and paired zone-transition fidelity remain |
| 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 |
| Terrain quality Mesh cache service | Implemented extraction | Scene-free admission/LRU/clear contract and loader delegation | Remaining terrain build/state/finalization is monolithic |
| 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 |
| 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 |
| 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 +471,20 @@ 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/environment, detached metrics and rendered-ground queries |
| `src/render/environment/world_environment_snapshot.gd` | Immutable normalized world time input with explicit invalid state |
| `src/render/entities/entity_presentation_snapshot.gd` | Immutable contract-v1 entity visual input and validation |
| `src/render/entities/world_entity_presenter.gd` | Main-thread entity visual subtree ownership and lifecycle |
| `src/render/terrain/rendered_ground_sample.gd` | Immutable renderer-owned available/unavailable ground query result |
| `src/render/terrain/terrain_quality_mesh_cache.gd` | Full-quality terrain revisit Mesh retention and LRU ownership |
| `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 +492,14 @@ 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/environment/metrics/ground delegation, snapshot isolation and consumer wiring regression |
| `src/tools/verify_world_environment_snapshot.gd` | Cold-start environment value normalization and invalid-input regression |
| `src/tools/verify_world_entity_presentation.gd` | Entity snapshot, create/update/replace/remove and ownership regression |
| `src/tools/verify_rendered_ground_sample.gd` | Cold-start renderer ground result invariant regression |
| `src/tools/verify_terrain_quality_mesh_cache.gd` | Terrain cache admission, LRU, ownership and loader-boundary 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 +515,7 @@ 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 +1,104 @@
class_name EntityPresentationSnapshot
extends RefCounted
## Immutable renderer input for one session-local world entity visual.
## Gameplay authority, identity allocation and asset selection remain external.
const CONTRACT_VERSION := 1
const SCRIPT_PATH := "res://src/render/entities/entity_presentation_snapshot.gd"
const ENTITY_ID_SCRIPT := preload("res://src/domain/identity/entity_id.gd")
const GODOT_WORLD_POSITION_SCRIPT := preload("res://src/domain/coordinates/godot_world_position.gd")
var is_valid: bool:
get:
return _failure_code.is_empty()
var failure_code: StringName:
get:
return _failure_code
var entity_id: RefCounted:
get:
return _entity_id
var world_position: RefCounted:
get:
return _world_position
var visual_scene_path: String:
get:
return _visual_scene_path
var yaw_radians: float:
get:
return _yaw_radians
var uniform_scale: float:
get:
return _uniform_scale
var is_visible: bool:
get:
return _is_visible
var _failure_code: StringName
var _entity_id: RefCounted
var _world_position: RefCounted
var _visual_scene_path: String
var _yaw_radians: float
var _uniform_scale: float
var _is_visible: bool
## Creates a version-1 full visual snapshot. Invalid values remain inspectable and
## are rejected without scene mutation by the facade/presenter.
static func create(
entity_id_value: RefCounted,
world_position_value: RefCounted,
visual_scene_path_value: String,
yaw_radians_value: float = 0.0,
uniform_scale_value: float = 1.0,
is_visible_value: bool = true
) -> RefCounted:
return load(SCRIPT_PATH).new(
entity_id_value,
world_position_value,
visual_scene_path_value,
yaw_radians_value,
uniform_scale_value,
is_visible_value
)
func _init(
entity_id_value: RefCounted,
world_position_value: RefCounted,
visual_scene_path_value: String,
yaw_radians_value: float,
uniform_scale_value: float,
is_visible_value: bool
) -> void:
_entity_id = entity_id_value
_world_position = world_position_value
_visual_scene_path = visual_scene_path_value.strip_edges()
_yaw_radians = yaw_radians_value
_uniform_scale = uniform_scale_value
_is_visible = is_visible_value
_failure_code = _validate()
func _validate() -> StringName:
if _entity_id == null or _entity_id.get_script() != ENTITY_ID_SCRIPT or not bool(_entity_id.call("is_valid")):
return &"entity_presentation_invalid_entity_id"
if _world_position == null or _world_position.get_script() != GODOT_WORLD_POSITION_SCRIPT:
return &"entity_presentation_invalid_world_position"
for coordinate_name in [&"x_units", &"y_units", &"z_units"]:
if not is_finite(float(_world_position.get(coordinate_name))):
return &"entity_presentation_position_not_finite"
if _visual_scene_path.is_empty():
return &"entity_presentation_visual_path_empty"
if not is_finite(_yaw_radians):
return &"entity_presentation_yaw_not_finite"
if not is_finite(_uniform_scale) or _uniform_scale <= 0.0:
return &"entity_presentation_scale_invalid"
return &""
@@ -0,0 +1 @@
uid://djvnorls0yf06
@@ -0,0 +1,130 @@
@tool
class_name WorldEntityPresenter
extends Node3D
## Main-thread owner of visual subtrees for session-local world entities.
## The full immutable snapshot is reapplied idempotently by entity identity.
const ENTITY_PRESENTATION_SNAPSHOT_SCRIPT := preload("res://src/render/entities/entity_presentation_snapshot.gd")
const ENTITY_ID_SCRIPT := preload("res://src/domain/identity/entity_id.gd")
var _presented_entities: Dictionary = {}
## Creates or updates one entity visual. A changed visual path is instantiated
## successfully before the previous subtree is detached, so failed replacement
## retains the last valid presentation.
func present_entity(entity_presentation_snapshot: RefCounted) -> bool:
if not _is_valid_snapshot(entity_presentation_snapshot):
return false
var entity_id: RefCounted = entity_presentation_snapshot.get("entity_id")
var entity_key := _entity_key(entity_id)
var visual_scene_path := String(entity_presentation_snapshot.get("visual_scene_path"))
var current_entry: Dictionary = _presented_entities.get(entity_key, {})
var visual_root := current_entry.get("visual_root") as Node3D
if visual_root == null or not is_instance_valid(visual_root) or String(current_entry.get("visual_scene_path", "")) != visual_scene_path:
var replacement_root := _instantiate_visual_root(entity_id, visual_scene_path)
if replacement_root == null:
return false
if visual_root != null and is_instance_valid(visual_root):
remove_child(visual_root)
add_child(replacement_root)
_apply_snapshot_transform(replacement_root, entity_presentation_snapshot)
if visual_root != null and is_instance_valid(visual_root):
visual_root.queue_free()
visual_root = replacement_root
else:
_apply_snapshot_transform(visual_root, entity_presentation_snapshot)
_presented_entities[entity_key] = {
"visual_root": visual_root,
"visual_scene_path": visual_scene_path,
"snapshot": entity_presentation_snapshot,
}
return true
## Removes one owned entity visual. Returns false for an invalid/unknown identity.
func remove_entity(entity_id: RefCounted) -> bool:
if entity_id == null or entity_id.get_script() != ENTITY_ID_SCRIPT or not bool(entity_id.call("is_valid")):
return false
var entity_key := _entity_key(entity_id)
if not _presented_entities.has(entity_key):
return false
var entry: Dictionary = _presented_entities[entity_key]
var visual_root := entry.get("visual_root") as Node3D
_presented_entities.erase(entity_key)
if visual_root != null and is_instance_valid(visual_root):
remove_child(visual_root)
visual_root.queue_free()
return true
## Returns detached scalar diagnostics without exposing owned Nodes or snapshots.
func entity_presentation_snapshot() -> Dictionary:
var entities: Array[Dictionary] = []
var sorted_entity_keys: Array = _presented_entities.keys()
sorted_entity_keys.sort()
for entity_key_variant in sorted_entity_keys:
var entity_key := String(entity_key_variant)
var entry: Dictionary = _presented_entities[entity_key]
var snapshot: RefCounted = entry.get("snapshot")
entities.append({
"entity_key": entity_key,
"visual_scene_path": String(entry.get("visual_scene_path", "")),
"visible": bool(snapshot.get("is_visible")),
})
return {
"contract_version": ENTITY_PRESENTATION_SNAPSHOT_SCRIPT.CONTRACT_VERSION,
"entity_count": entities.size(),
"entities": entities,
}
func _exit_tree() -> void:
_presented_entities.clear()
func _is_valid_snapshot(entity_presentation_snapshot: RefCounted) -> bool:
return (
entity_presentation_snapshot != null
and entity_presentation_snapshot.get_script() == ENTITY_PRESENTATION_SNAPSHOT_SCRIPT
and bool(entity_presentation_snapshot.get("is_valid"))
)
func _entity_key(entity_id: RefCounted) -> String:
return String(entity_id.call("to_debug_key"))
func _instantiate_visual_root(entity_id: RefCounted, visual_scene_path: String) -> Node3D:
if not ResourceLoader.exists(visual_scene_path, "PackedScene"):
push_warning("WorldEntityPresenter cannot find visual scene: %s" % visual_scene_path)
return null
var visual_scene := load(visual_scene_path) as PackedScene
if visual_scene == null:
push_warning("WorldEntityPresenter cannot load visual scene: %s" % visual_scene_path)
return null
var visual_instance := visual_scene.instantiate()
if not (visual_instance is Node3D):
visual_instance.free()
push_warning("WorldEntityPresenter visual scene root is not Node3D: %s" % visual_scene_path)
return null
var visual_root := visual_instance as Node3D
visual_root.name = "EntityVisual_%020d" % int(entity_id.get("session_sequence"))
return visual_root
func _apply_snapshot_transform(visual_root: Node3D, entity_presentation_snapshot: RefCounted) -> void:
var world_position: RefCounted = entity_presentation_snapshot.get("world_position")
var position_units := Vector3(
float(world_position.get("x_units")),
float(world_position.get("y_units")),
float(world_position.get("z_units"))
)
var uniform_scale := float(entity_presentation_snapshot.get("uniform_scale"))
var yaw_radians := float(entity_presentation_snapshot.get("yaw_radians"))
visual_root.global_transform = Transform3D(
Basis(Vector3.UP, yaw_radians).scaled(Vector3.ONE * uniform_scale),
position_units
)
visual_root.visible = bool(entity_presentation_snapshot.get("is_visible"))
@@ -0,0 +1 @@
uid://b0keiyi1wuu5i
@@ -0,0 +1,40 @@
class_name WorldEnvironmentSnapshot
extends RefCounted
## Immutable renderer input describing the authoritative time within one world day.
## DBC light, area, fog and skybox selection remain owned by the sky controller.
const HOURS_PER_DAY := 24.0
const SCRIPT_PATH := "res://src/render/environment/world_environment_snapshot.gd"
var is_valid: bool:
get:
return _is_valid
var time_of_day_hours: float:
get:
return _time_of_day_hours
var failure_code: StringName:
get:
return _failure_code
var _is_valid: bool
var _time_of_day_hours: float
var _failure_code: StringName
## Creates a snapshot and normalizes finite input into the half-open [0, 24) day.
## Non-finite input produces an explicit invalid value instead of renderer state.
static func at_time_of_day(time_of_day_hours_value: float) -> RefCounted:
return load(SCRIPT_PATH).new(time_of_day_hours_value)
func _init(time_of_day_hours_value: float) -> void:
_is_valid = is_finite(time_of_day_hours_value)
_time_of_day_hours = (
fposmod(time_of_day_hours_value, HOURS_PER_DAY)
if _is_valid
else 0.0
)
_failure_code = &"" if _is_valid else &"environment_time_not_finite"
@@ -0,0 +1 @@
uid://dass4mi3ex2fu
+65
View File
@@ -0,0 +1,65 @@
class_name M2PlacementGrouper
extends RefCounted
## Stateless ADT M2 placement validation, normalization and transform grouping.
const M2_PLACEMENT_TRANSFORM_RESOLVER_SCRIPT := preload(
"res://src/render/m2/m2_placement_transform_resolver.gd"
)
## Groups valid placements by normalized relative M2 path while preserving
## placement order inside each group. Returned containers are caller-owned.
func group_placements(
tile_origin: Vector3,
m2_names: PackedStringArray,
m2_placements: Array
) -> Dictionary:
var groups: Dictionary = {}
var placement_transform_resolver := (
M2_PLACEMENT_TRANSFORM_RESOLVER_SCRIPT.new()
)
for placement_variant in m2_placements:
if not (placement_variant is Dictionary):
continue
var placement: Dictionary = placement_variant
var name_id: int = int(placement.get("name_id", -1))
if name_id < 0 or name_id >= m2_names.size():
continue
var normalized_relative_path := _normalize_relative_path(m2_names[name_id])
if normalized_relative_path.is_empty():
continue
var world_position: Vector3 = placement.get("pos", Vector3.ZERO)
var local_position := world_position - tile_origin
var rotation_radians: Vector3 = placement.get("rot", Vector3.ZERO)
var scale_value := float(placement.get("scale", 1.0))
var placement_basis: Basis = placement_transform_resolver.resolve_basis(
rotation_radians,
normalized_relative_path
)
var origin_offset: Vector3 = placement_transform_resolver.resolve_origin_offset(
rotation_radians,
normalized_relative_path,
scale_value
)
var local_transform := Transform3D(
placement_basis.scaled(Vector3.ONE * maxf(scale_value, 0.0001)),
local_position + origin_offset
)
if not groups.has(normalized_relative_path):
groups[normalized_relative_path] = []
(groups[normalized_relative_path] as Array).append(local_transform)
return groups
func _normalize_relative_path(relative_path: String) -> String:
var normalized_relative_path := relative_path.replace("\\", "/")
if (
normalized_relative_path.ends_with(".mdx")
or normalized_relative_path.ends_with(".mdl")
):
normalized_relative_path = normalized_relative_path.get_basename() + ".m2"
return normalized_relative_path
@@ -0,0 +1 @@
uid://dkktxa5essfn
@@ -0,0 +1,110 @@
class_name M2PlacementTransformResolver
extends RefCounted
## Stateless ADT M2 placement orientation and origin-correction rules.
const CLIFFROCK_WORLD_YAW_OFFSET := PI
const WATERFALL_WORLD_YAW_OFFSET := PI * 0.5
## Resolves the unscaled Godot-space basis for one ADT M2 placement.
func resolve_basis(rotation_radians: Vector3, relative_m2_path: String = "") -> Basis:
if not _is_waterfall_path(relative_m2_path):
return _resolve_regular_basis(rotation_radians, relative_m2_path)
var placement_basis := Basis.from_euler(rotation_radians)
return (
Basis(Vector3.UP, WATERFALL_WORLD_YAW_OFFSET)
* placement_basis
* Basis(
_resolve_waterfall_local_fall_axis(relative_m2_path),
_resolve_waterfall_sheet_twist(relative_m2_path)
)
)
## Resolves local origin compensation for a twisted waterfall sheet. Regular
## models and waterfall models without a measured anchor return zero.
func resolve_origin_offset(
rotation_radians: Vector3,
relative_m2_path: String,
scale_value: float
) -> Vector3:
if not _is_waterfall_path(relative_m2_path):
return Vector3.ZERO
var twist_radians := _resolve_waterfall_sheet_twist(relative_m2_path)
if is_zero_approx(twist_radians):
return Vector3.ZERO
var anchor_local_position := _resolve_waterfall_sheet_twist_anchor(relative_m2_path)
if anchor_local_position == Vector3.ZERO:
return Vector3.ZERO
var placement_basis := (
Basis(Vector3.UP, WATERFALL_WORLD_YAW_OFFSET)
* Basis.from_euler(rotation_radians)
)
var twisted_basis := placement_basis * Basis(
_resolve_waterfall_local_fall_axis(relative_m2_path),
twist_radians
)
return (
placement_basis * anchor_local_position
- twisted_basis * anchor_local_position
) * maxf(scale_value, 0.0001)
func _resolve_regular_basis(rotation_radians: Vector3, relative_m2_path: String) -> Basis:
if not _is_elwynn_cliffrock_path(relative_m2_path):
return Basis.from_euler(rotation_radians)
return (
Basis(Vector3.UP, rotation_radians.y + CLIFFROCK_WORLD_YAW_OFFSET)
* Basis(Vector3.BACK, rotation_radians.x)
* Basis(Vector3.RIGHT, -rotation_radians.z)
)
func _is_waterfall_path(relative_m2_path: String) -> bool:
var model_name := _normalized_model_name(relative_m2_path)
return model_name == "newwaterfall" or model_name == "elwynntallwaterfall01"
func _is_elwynn_cliffrock_path(relative_m2_path: String) -> bool:
var model_name := _normalized_model_name(relative_m2_path)
return model_name == "elwynncliffrock01" or model_name == "elwynncliffrock02"
func _normalized_model_name(relative_m2_path: String) -> String:
return relative_m2_path.replace("\\", "/").to_lower().get_file().get_basename()
func _resolve_waterfall_local_fall_axis(relative_m2_path: String) -> Vector3:
var normalized_path := relative_m2_path.replace("\\", "/").to_lower()
if normalized_path.ends_with("newwaterfall.m2") or normalized_path.ends_with("newwaterfall.mdx"):
return Vector3(-0.138742, 0.990329, 0.0).normalized()
if (
normalized_path.ends_with("elwynntallwaterfall01.m2")
or normalized_path.ends_with("elwynntallwaterfall01.mdx")
):
return Vector3(-0.068962, 0.997619, 0.0).normalized()
return Vector3.UP
func _resolve_waterfall_sheet_twist(relative_m2_path: String) -> float:
var normalized_path := relative_m2_path.replace("\\", "/").to_lower()
if normalized_path.ends_with("newwaterfall.m2") or normalized_path.ends_with("newwaterfall.mdx"):
return PI * 0.5
if (
normalized_path.ends_with("elwynntallwaterfall01.m2")
or normalized_path.ends_with("elwynntallwaterfall01.mdx")
):
return -PI * 0.5
return 0.0
func _resolve_waterfall_sheet_twist_anchor(relative_m2_path: String) -> Vector3:
var normalized_path := relative_m2_path.replace("\\", "/").to_lower()
if (
normalized_path.ends_with("elwynntallwaterfall01.m2")
or normalized_path.ends_with("elwynntallwaterfall01.mdx")
):
return Vector3(-2.667799, 89.62273, 0.00129)
return Vector3.ZERO
@@ -0,0 +1 @@
uid://bcnmp7y8ph3qa
@@ -0,0 +1,88 @@
class_name M2UniquePlacementRegistry
extends RefCounted
## Session-memory ownership registry for positive ADT MDDF unique IDs.
var _owner_tile_by_unique_key: Dictionary = {}
## Reserves unowned positive unique IDs for one tile and returns fresh arrays.
## Unkeyed placements pass through without entering registry ownership.
func reserve(tile_key: String, m2_placements: Array) -> Dictionary:
var filtered_placements: Array = []
var unique_keys: Array = []
var skipped_unique_keys: Array = []
for placement_variant in m2_placements:
if not (placement_variant is Dictionary):
continue
var placement: Dictionary = placement_variant
var unique_key := _unique_key_for_placement(placement)
if unique_key.is_empty():
filtered_placements.append(placement)
continue
if _owner_tile_by_unique_key.has(unique_key):
var owner_tile := String(_owner_tile_by_unique_key[unique_key])
if owner_tile == tile_key and unique_keys.has(unique_key):
continue
if owner_tile != tile_key:
if not skipped_unique_keys.has(unique_key):
skipped_unique_keys.append(unique_key)
continue
_owner_tile_by_unique_key[unique_key] = tile_key
if not unique_keys.has(unique_key):
unique_keys.append(unique_key)
filtered_placements.append(placement)
return {
"placements": filtered_placements,
"unique_keys": unique_keys,
"skipped_unique_keys": skipped_unique_keys,
}
## Releases only keys currently owned by the supplied tile and returns them in
## input order so the loader can notify waiting candidate tiles.
func release(tile_key: String, unique_keys: Array) -> Array:
var released_unique_keys: Array = []
for unique_key_variant in unique_keys:
var unique_key := String(unique_key_variant)
if unique_key.is_empty() or not _owner_tile_by_unique_key.has(unique_key):
continue
if String(_owner_tile_by_unique_key[unique_key]) != tile_key:
continue
_owner_tile_by_unique_key.erase(unique_key)
released_unique_keys.append(unique_key)
return released_unique_keys
## Removes all reservations during world reset or renderer shutdown.
func clear() -> void:
_owner_tile_by_unique_key.clear()
## Returns the number of currently owned positive unique IDs.
func active_count() -> int:
return _owner_tile_by_unique_key.size()
## Returns detached, key-sorted scalar diagnostics without registry references.
func diagnostic_snapshot() -> Dictionary:
var sorted_unique_keys: Array = _owner_tile_by_unique_key.keys()
sorted_unique_keys.sort()
var owners: Array = []
for unique_key_variant in sorted_unique_keys:
var unique_key := String(unique_key_variant)
owners.append({
"unique_key": unique_key,
"tile_key": String(_owner_tile_by_unique_key[unique_key]),
})
return {
"active_count": owners.size(),
"owners": owners,
}
func _unique_key_for_placement(placement: Dictionary) -> String:
var unique_id := int(placement.get("unique_id", -1))
if unique_id <= 0:
return ""
return "uid:%d" % unique_id
@@ -0,0 +1 @@
uid://cqdvx0qnpcte1
@@ -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
@@ -0,0 +1,102 @@
class_name TerrainChunkGeometryQueuePlanner
extends RefCounted
## Pure desired-operation planner for terrain chunk geometry queues.
const GODOT_WORLD_POSITION_SCRIPT := preload(
"res://src/domain/coordinates/godot_world_position.gd"
)
## Returns fresh nearest-first create and stable-order remove request arrays.
## The caller retains queue storage, execution order and every render side effect.
func plan(tile_states: Dictionary, focus_position: RefCounted) -> Dictionary:
var chunk_create_requests: Array = []
var chunk_remove_requests: Array = []
if (
focus_position == null
or focus_position.get_script() != GODOT_WORLD_POSITION_SCRIPT
):
return _create_plan(chunk_create_requests, chunk_remove_requests)
var focus_x_units := float(focus_position.get("x_units"))
var focus_z_units := float(focus_position.get("z_units"))
for tile_key_variant in tile_states.keys():
var tile_key := String(tile_key_variant)
var tile_state: Dictionary = tile_states[tile_key_variant]
var current_chunks: Dictionary = tile_state["chunks"]
var desired_lods: Dictionary = tile_state["desired_lods"]
var desired_tile_lod := int(tile_state.get("desired_tile_lod", -1))
if desired_tile_lod >= 0:
for chunk_id in current_chunks.keys():
chunk_remove_requests.append({"tile": tile_key, "chunk": chunk_id})
continue
for chunk_id in current_chunks.keys():
if not desired_lods.has(chunk_id):
chunk_remove_requests.append({"tile": tile_key, "chunk": chunk_id})
continue
if int(current_chunks[chunk_id]["lod"]) != int(desired_lods[chunk_id]):
chunk_create_requests.append(_create_chunk_request(
tile_key,
chunk_id,
int(desired_lods[chunk_id]),
_resolve_chunk_origin(tile_state, int(chunk_id)),
focus_x_units,
focus_z_units
))
for chunk_id in desired_lods.keys():
if current_chunks.has(chunk_id):
continue
chunk_create_requests.append(_create_chunk_request(
tile_key,
chunk_id,
int(desired_lods[chunk_id]),
_resolve_chunk_origin(tile_state, int(chunk_id)),
focus_x_units,
focus_z_units
))
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
@@ -0,0 +1,53 @@
class_name TerrainChunkLodPlanner
extends RefCounted
## Pure linear desired-state planner for parsed ADT chunk records.
const POLICY_SCRIPT := preload("res://src/render/terrain/terrain_chunk_lod_policy.gd")
const GODOT_WORLD_POSITION_SCRIPT := preload("res://src/domain/coordinates/godot_world_position.gd")
## Maps source chunk indices to LOD 0/1/2 using horizontal distance from the
## typed focus to each chunk center. Empty/out-of-range chunks remain absent.
func plan(
chunks: Array,
focus_position: RefCounted,
policy: RefCounted
) -> Dictionary:
if (
focus_position == null
or focus_position.get_script() != GODOT_WORLD_POSITION_SCRIPT
or policy == null
or policy.get_script() != POLICY_SCRIPT
or not bool(policy.get("is_enabled"))
):
return {}
var chunk_size_units := float(policy.get("chunk_size_units"))
var lod0_radius_squared := (float(policy.get("lod0_radius_chunks")) * chunk_size_units) ** 2
var lod1_radius_squared := (float(policy.get("lod1_radius_chunks")) * chunk_size_units) ** 2
var lod2_radius_squared := (float(policy.get("lod2_radius_chunks")) * chunk_size_units) ** 2
var focus_x_units := float(focus_position.get("x_units"))
var focus_z_units := float(focus_position.get("z_units"))
var desired_lods: Dictionary = {}
for chunk_id in range(chunks.size()):
var chunk: Dictionary = chunks[chunk_id]
if chunk.is_empty():
continue
var origin: Vector3 = chunk.get("origin", Vector3.ZERO)
var center_x_units := origin.x + chunk_size_units * 0.5
var center_z_units := origin.z + chunk_size_units * 0.5
var delta_x_units := center_x_units - focus_x_units
var delta_z_units := center_z_units - focus_z_units
var distance_squared_units := (
delta_x_units * delta_x_units + delta_z_units * delta_z_units
)
if distance_squared_units <= lod0_radius_squared:
desired_lods[chunk_id] = 0
elif distance_squared_units <= lod1_radius_squared:
desired_lods[chunk_id] = 1
elif distance_squared_units <= lod2_radius_squared:
desired_lods[chunk_id] = 2
return desired_lods
@@ -0,0 +1 @@
uid://x8simqkfctqw
@@ -0,0 +1,45 @@
class_name TerrainChunkLodPolicy
extends RefCounted
## Immutable snapshot of the streamer's chunk-terrain LOD configuration.
var is_enabled: bool:
get:
return _is_enabled
var lod0_radius_chunks: int:
get:
return _lod0_radius_chunks
var lod1_radius_chunks: int:
get:
return _lod1_radius_chunks
var lod2_radius_chunks: int:
get:
return _lod2_radius_chunks
var chunk_size_units: float:
get:
return _chunk_size_units
var _is_enabled: bool
var _lod0_radius_chunks: int
var _lod1_radius_chunks: int
var _lod2_radius_chunks: int
var _chunk_size_units: float
## Captures one renderer configuration snapshot for a deterministic plan.
func _init(
is_enabled_value: bool,
lod0_radius_chunks_value: int,
lod1_radius_chunks_value: int,
lod2_radius_chunks_value: int,
chunk_size_units_value: float
) -> void:
_is_enabled = is_enabled_value
_lod0_radius_chunks = lod0_radius_chunks_value
_lod1_radius_chunks = lod1_radius_chunks_value
_lod2_radius_chunks = lod2_radius_chunks_value
_chunk_size_units = chunk_size_units_value
@@ -0,0 +1 @@
uid://dmwi83dp52pa8
@@ -0,0 +1,73 @@
class_name TerrainQualityMeshCache
extends RefCounted
## Session-memory LRU owner for full-quality terrain Mesh references retained
## across tile unload/revisit. It owns no tile state, Node, RID, task or file.
const EXCLUDED_QUALITY_SOURCES: Array[String] = [
"control_splat_cache",
"splat_cache",
"splat",
]
var _entries_by_tile_key: Dictionary = {}
var _tile_keys_oldest_to_newest: Array[String] = []
## Stores an admitted Mesh reference, touches it as newest and trims oldest
## entries to the supplied non-negative capacity. Returns false when rejected.
func store(tile_key: String, mesh: Mesh, source: String, capacity: int) -> bool:
if tile_key.is_empty() or mesh == null or EXCLUDED_QUALITY_SOURCES.has(source):
return false
_entries_by_tile_key[tile_key] = {"mesh": mesh, "source": source}
_touch(tile_key)
_trim(maxi(0, capacity))
return _entries_by_tile_key.has(tile_key)
## Returns a fresh record containing the retained Mesh/source and touches the key
## as newest. Missing or invalid records return empty and are removed.
func restore(tile_key: String) -> Dictionary:
if not _entries_by_tile_key.has(tile_key):
return {}
var entry: Dictionary = _entries_by_tile_key[tile_key]
var source := String(entry.get("source", "baked_full"))
var mesh := entry.get("mesh") as Mesh
if mesh == null or EXCLUDED_QUALITY_SOURCES.has(source):
_remove(tile_key)
return {}
_touch(tile_key)
return {"mesh": mesh, "source": source}
## Releases every retained Mesh reference and resets LRU order.
func clear() -> void:
_entries_by_tile_key.clear()
_tile_keys_oldest_to_newest.clear()
## Returns detached scalar diagnostics without exposing retained Mesh references.
func diagnostic_snapshot() -> Dictionary:
var entries: Array[Dictionary] = []
for tile_key in _tile_keys_oldest_to_newest:
var entry: Dictionary = _entries_by_tile_key.get(tile_key, {})
entries.append({"tile_key": tile_key, "source": String(entry.get("source", ""))})
return {
"entry_count": entries.size(),
"entries_oldest_to_newest": entries,
}
func _touch(tile_key: String) -> void:
_tile_keys_oldest_to_newest.erase(tile_key)
_tile_keys_oldest_to_newest.append(tile_key)
func _trim(capacity: int) -> void:
while _tile_keys_oldest_to_newest.size() > capacity:
_remove(_tile_keys_oldest_to_newest.front())
func _remove(tile_key: String) -> void:
_entries_by_tile_key.erase(tile_key)
_tile_keys_oldest_to_newest.erase(tile_key)
@@ -0,0 +1 @@
uid://y576l2omqwox
+133
View File
@@ -7,17 +7,32 @@ 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")
const WORLD_ENVIRONMENT_SNAPSHOT_SCRIPT := preload("res://src/render/environment/world_environment_snapshot.gd")
const ENTITY_PRESENTATION_SNAPSHOT_SCRIPT := preload("res://src/render/entities/entity_presentation_snapshot.gd")
const ENTITY_ID_SCRIPT := preload("res://src/domain/identity/entity_id.gd")
## Internal renderer implementation resolved relative to this node.
## The referenced node remains owned by its scene parent.
@export var streaming_world_loader_path: NodePath = NodePath("..")
## Scene-owned outdoor environment implementation resolved relative to this node.
## The facade delegates snapshots but owns neither the controller nor Environment.
@export var world_environment_controller_path: NodePath = NodePath("../WowSkyController")
## Scene-owned service that creates and owns session-local world entity visuals.
@export var world_entity_presenter_path: NodePath = NodePath("../WorldEntityPresenter")
## Optional explicit Node3D source sampled in Godot world coordinates.
## Runtime scenes use the player; capture and probe tools replace it with their camera.
@export var streaming_focus_source_path: NodePath
var _streaming_world_loader: Node
var _world_environment_controller: Node
var _world_entity_presenter: Node
var _missing_loader_reported := false
var _missing_environment_controller_reported := false
var _missing_entity_presenter_reported := false
var _missing_focus_source_reported := false
@@ -66,6 +81,85 @@ 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)
## Applies an immutable environment snapshot through the renderer-owned sky path.
## Returns false for an invalid value or unavailable/incompatible controller.
func apply_environment_snapshot(world_environment_snapshot: RefCounted) -> bool:
if (
world_environment_snapshot == null
or world_environment_snapshot.get_script() != WORLD_ENVIRONMENT_SNAPSHOT_SCRIPT
or not bool(world_environment_snapshot.get("is_valid"))
):
return false
var controller := _resolve_world_environment_controller()
if controller == null:
return false
return bool(controller.call("apply_environment_snapshot", world_environment_snapshot))
## Idempotently creates or updates one world entity visual through the renderer-
## owned presenter. The immutable full snapshot remains caller-owned.
func present_entity(entity_presentation_snapshot: RefCounted) -> bool:
if (
entity_presentation_snapshot == null
or entity_presentation_snapshot.get_script() != ENTITY_PRESENTATION_SNAPSHOT_SCRIPT
or not bool(entity_presentation_snapshot.get("is_valid"))
):
return false
var presenter := _resolve_world_entity_presenter()
if presenter == null:
return false
return bool(presenter.call("present_entity", entity_presentation_snapshot))
## Removes one session-local entity visual without changing authoritative state.
func remove_entity(entity_id: RefCounted) -> bool:
if entity_id == null or entity_id.get_script() != ENTITY_ID_SCRIPT or not bool(entity_id.call("is_valid")):
return false
var presenter := _resolve_world_entity_presenter()
if presenter == null:
return false
return bool(presenter.call("remove_entity", entity_id))
## Returns detached entity-presentation diagnostics with no Node references.
func entity_presentation_snapshot() -> Dictionary:
var presenter := _resolve_world_entity_presenter()
if presenter == null:
return {}
var snapshot_variant = presenter.call("entity_presentation_snapshot")
if not (snapshot_variant is Dictionary):
push_error("WorldRenderFacade received a non-Dictionary entity presentation 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 +193,8 @@ 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:
@@ -108,3 +204,40 @@ func _resolve_streaming_world_loader() -> Node:
_streaming_world_loader = candidate
_missing_loader_reported = false
return _streaming_world_loader
func _resolve_world_environment_controller() -> Node:
if is_instance_valid(_world_environment_controller):
return _world_environment_controller
var candidate := get_node_or_null(world_environment_controller_path)
if candidate == null or not candidate.has_method(&"apply_environment_snapshot"):
if not _missing_environment_controller_reported:
push_error(
"WorldRenderFacade cannot resolve a compatible environment controller at %s"
% world_environment_controller_path
)
_missing_environment_controller_reported = true
return null
_world_environment_controller = candidate
_missing_environment_controller_reported = false
return _world_environment_controller
func _resolve_world_entity_presenter() -> Node:
if is_instance_valid(_world_entity_presenter):
return _world_entity_presenter
var candidate := get_node_or_null(world_entity_presenter_path)
if candidate == null:
if not _missing_entity_presenter_reported:
push_error("WorldRenderFacade cannot resolve entity presenter at %s" % world_entity_presenter_path)
_missing_entity_presenter_reported = true
return null
for required_method in [&"present_entity", &"remove_entity", &"entity_presentation_snapshot"]:
if not candidate.has_method(required_method):
if not _missing_entity_presenter_reported:
push_error("WorldRenderFacade entity presenter lacks %s" % required_method)
_missing_entity_presenter_reported = true
return null
_world_entity_presenter = candidate
_missing_entity_presenter_reported = false
return _world_entity_presenter
+17
View File
@@ -4,6 +4,7 @@ extends Node
const M2_BUILDER_SCRIPT := preload("res://addons/mpq_extractor/loaders/m2_builder.gd")
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 WORLD_ENVIRONMENT_SNAPSHOT_SCRIPT := preload("res://src/render/environment/world_environment_snapshot.gd")
const LIGHT_COORD_SCALE := 36.0
const HALF_MINUTES_PER_DAY := 2880
@@ -133,6 +134,22 @@ func _process(delta: float) -> void:
_update_skybox_transform()
## Accepts an authoritative time snapshot without moving DBC visual selection out
## of this controller. Existing fixed-clock behavior is preserved and frozen until
## another snapshot or explicit local clock configuration is supplied.
func apply_environment_snapshot(world_environment_snapshot: RefCounted) -> bool:
if (
world_environment_snapshot == null
or world_environment_snapshot.get_script() != WORLD_ENVIRONMENT_SNAPSHOT_SCRIPT
or not bool(world_environment_snapshot.get("is_valid"))
):
return false
use_system_time = false
time_speed = 0.0
fixed_time_hours = float(world_environment_snapshot.get("time_of_day_hours"))
return true
func _resolve_nodes() -> void:
if not world_environment_path.is_empty():
_world_environment = get_node_or_null(world_environment_path) as WorldEnvironment
@@ -7,6 +7,7 @@
[ext_resource type="Script" uid="uid://bhqbo1ftrt3a3" path="res://src/scenes/character/character_appearance_presenter.gd" id="5_appearance"]
[ext_resource type="Script" uid="uid://c2jnn0e3mmymc" path="res://src/scenes/character/character_animation_presenter.gd" id="6_animation"]
[ext_resource type="Script" path="res://src/render/world_render_facade.gd" id="7_render_facade"]
[ext_resource type="Script" path="res://src/render/entities/world_entity_presenter.gd" id="8_entity_presenter"]
[sub_resource type="CapsuleShape3D" id="PlayerCapsuleShape_1"]
radius = 0.45
@@ -98,6 +99,11 @@ hitch_profiler_enabled = true
script = ExtResource("7_render_facade")
streaming_world_loader_path = NodePath("..")
streaming_focus_source_path = NodePath("../ThirdPersonPlayer")
world_environment_controller_path = NodePath("../WowSkyController")
world_entity_presenter_path = NodePath("../WorldEntityPresenter")
[node name="WorldEntityPresenter" type="Node3D" parent="."]
script = ExtResource("8_entity_presenter")
[node name="ThirdPersonPlayer" type="CharacterBody3D" parent="." unique_id=502573687]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 16800, 80, 26400)
@@ -7,6 +7,7 @@
[ext_resource type="Script" path="res://src/scenes/character/character_appearance_presenter.gd" id="5_appearance"]
[ext_resource type="Script" path="res://src/scenes/character/character_animation_presenter.gd" id="6_animation"]
[ext_resource type="Script" path="res://src/render/world_render_facade.gd" id="7_render_facade"]
[ext_resource type="Script" path="res://src/render/entities/world_entity_presenter.gd" id="8_entity_presenter"]
[sub_resource type="CapsuleShape3D" id="PlayerCapsuleShape_1"]
radius = 0.45
@@ -99,6 +100,11 @@ hitch_profiler_enabled = true
script = ExtResource("7_render_facade")
streaming_world_loader_path = NodePath("..")
streaming_focus_source_path = NodePath("../ThirdPersonPlayer")
world_environment_controller_path = NodePath("../WowSkyController")
world_entity_presenter_path = NodePath("../WorldEntityPresenter")
[node name="WorldEntityPresenter" type="Node3D" parent="."]
script = ExtResource("8_entity_presenter")
[node name="ThirdPersonPlayer" type="CharacterBody3D" parent="." unique_id=502573687]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 16800, 80, 26400)
+277 -276
View File
@@ -17,6 +17,22 @@ 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 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 M2_UNIQUE_PLACEMENT_REGISTRY_SCRIPT := preload(
"res://src/render/m2/m2_unique_placement_registry.gd"
)
const M2_PLACEMENT_TRANSFORM_RESOLVER_SCRIPT := preload(
"res://src/render/m2/m2_placement_transform_resolver.gd"
)
const M2_PLACEMENT_GROUPER_SCRIPT := preload(
"res://src/render/m2/m2_placement_grouper.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")
@@ -25,11 +41,10 @@ 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
const ADT_CLIFFROCK_WORLD_YAW_OFFSET := PI
const ADT_WATERFALL_WORLD_YAW_OFFSET := PI * 0.5
const QUALITY_CUSTOM := "Custom"
const QUALITY_PERFORMANCE := "Performance"
const QUALITY_BALANCED := "Balanced"
@@ -178,6 +193,10 @@ 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 = {}
@@ -195,7 +214,11 @@ var _m2_group_result_mutex := Mutex.new()
var _m2_group_result_queue: Array = []
var _m2_build_jobs: Dictionary = {}
var _m2_build_queue: Array = []
var _m2_unique_registry: Dictionary = {}
var _m2_unique_placement_registry := (
M2_UNIQUE_PLACEMENT_REGISTRY_SCRIPT.new()
)
var _m2_placement_transform_resolver := M2_PLACEMENT_TRANSFORM_RESOLVER_SCRIPT.new()
var _m2_placement_grouper := M2_PLACEMENT_GROUPER_SCRIPT.new()
var _m2_mesh_cache: Dictionary = {}
var _m2_mesh_load_requests: Dictionary = {}
var _m2_mesh_finalize_queue: Array = []
@@ -239,8 +262,7 @@ var _last_refresh_focus_pos := Vector3.ZERO
var _has_refresh_focus := false
var _tile_mesh_cache: Dictionary = {}
var _tile_mesh_cache_order: Array = []
var _terrain_quality_mesh_cache: Dictionary = {}
var _terrain_quality_mesh_cache_order: Array = []
var _terrain_quality_mesh_cache: RefCounted = TERRAIN_QUALITY_MESH_CACHE_SCRIPT.new()
var _wmo_prototype_cache: Dictionary = {}
var _wmo_render_cache: Dictionary = {}
var _wmo_render_missing_cache: Dictionary = {}
@@ -795,6 +817,8 @@ func _refresh_streaming_targets_at(focus_pos: Vector3, force: bool) -> void:
func _apply_streaming_target(wanted_tiles: Dictionary, retained_tiles: Dictionary, focus_pos: Vector3) -> void:
_last_focus_pos = focus_pos
var typed_focus_position = GODOT_WORLD_POSITION_SCRIPT.new(focus_pos.x, focus_pos.y, focus_pos.z)
var terrain_chunk_lod_policy = _create_terrain_chunk_lod_policy()
var filtered_load_queue: Array = []
for request in _tile_load_queue:
@@ -829,7 +853,7 @@ func _apply_streaming_target(wanted_tiles: Dictionary, retained_tiles: Dictionar
state["wanted"] = wanted
state["retained"] = retained
if wanted:
state["desired_lods"] = _compute_desired_lods(state, focus_pos)
state["desired_lods"] = _compute_desired_lods(state, typed_focus_position, terrain_chunk_lod_policy)
state["desired_tile_lod"] = -1 if not state["desired_lods"].is_empty() else _compute_desired_tile_lod(state, focus_pos)
state["desired_tile_lod_visible"] = _compute_desired_tile_lod_visible(state, focus_pos)
elif retained:
@@ -850,34 +874,29 @@ 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,
@@ -898,37 +917,7 @@ 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"])
@@ -1033,11 +1022,178 @@ func render_baseline_snapshot() -> Dictionary:
"chunk_remove": _chunk_remove_queue.size(),
},
"cache_entries": _tile_mesh_cache.size(),
"m2_active_unique_ids": _m2_unique_registry.size(),
"m2_active_unique_ids": _m2_unique_placement_registry.active_count(),
"wmo_instances": _wmo_registry.size(),
}
## 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
@@ -2323,7 +2479,16 @@ func _finalize_loaded_tile(request: Dictionary, data: Dictionary) -> void:
}
# Use _last_focus_pos — already set correctly for both editor and game.
state["desired_lods"] = _compute_desired_lods(state, _last_focus_pos)
var typed_focus_position = GODOT_WORLD_POSITION_SCRIPT.new(
_last_focus_pos.x,
_last_focus_pos.y,
_last_focus_pos.z
)
state["desired_lods"] = _compute_desired_lods(
state,
typed_focus_position,
_create_terrain_chunk_lod_policy()
)
state["desired_tile_lod"] = -1 if not state["desired_lods"].is_empty() else _compute_desired_tile_lod(state, _last_focus_pos)
state["desired_tile_lod_visible"] = _compute_desired_tile_lod_visible(state, _last_focus_pos)
_tile_states[key] = state
@@ -2811,7 +2976,7 @@ func _clear_streamed_world() -> void:
for key in _m2_build_jobs.keys():
_cancel_m2_build_job(String(key))
_m2_build_queue.clear()
_m2_unique_registry.clear()
_m2_unique_placement_registry.clear()
_m2_mesh_load_requests.clear()
_m2_mesh_finalize_queue.clear()
_m2_runtime_rebuild_required_cache.clear()
@@ -2876,33 +3041,23 @@ func _reset_terrain_root_children() -> void:
child.free()
func _compute_desired_lods(state: Dictionary, cam_pos: Vector3) -> Dictionary:
if not use_chunk_terrain_lods:
return {}
var desired := {}
func _compute_desired_lods(
state: Dictionary,
typed_focus_position: RefCounted,
terrain_chunk_lod_policy: RefCounted
) -> Dictionary:
var chunks: Array = state["data"].get("chunks", [])
return _terrain_chunk_lod_planner.plan(chunks, typed_focus_position, terrain_chunk_lod_policy)
var lod0_sq: float = (lod0_radius_chunks * CHUNK_SIZE) ** 2
var lod1_sq: float = (lod1_radius_chunks * CHUNK_SIZE) ** 2
var lod2_sq: float = (lod2_radius_chunks * CHUNK_SIZE) ** 2
for chunk_id in range(chunks.size()):
var chunk: Dictionary = chunks[chunk_id]
if chunk.is_empty():
continue
var origin: Vector3 = chunk.get("origin", Vector3.ZERO)
var center := origin + Vector3(CHUNK_SIZE * 0.5, 0.0, CHUNK_SIZE * 0.5)
var dx := center.x - cam_pos.x
var dz := center.z - cam_pos.z
var dist_sq := dx * dx + dz * dz
if dist_sq <= lod0_sq: desired[chunk_id] = 0
elif dist_sq <= lod1_sq: desired[chunk_id] = 1
elif dist_sq <= lod2_sq: desired[chunk_id] = 2
return desired
func _create_terrain_chunk_lod_policy() -> RefCounted:
return TERRAIN_CHUNK_LOD_POLICY_SCRIPT.new(
use_chunk_terrain_lods,
lod0_radius_chunks,
lod1_radius_chunks,
lod2_radius_chunks,
CHUNK_SIZE
)
func _runtime_load_tile_radius() -> int:
@@ -3829,86 +3984,6 @@ func _rebuild_cached_wmo_material(material: Material) -> Material:
return WMO_BUILDER_SCRIPT._build_material(mat_def, textures, extracted_dir)
func _adt_m2_placement_basis(rot: Vector3, rel_path: String = "") -> Basis:
if not _is_waterfall_m2_path(rel_path):
return _adt_m2_regular_placement_basis(rot, rel_path)
# ADTLoader stores MDDF yaw as raw_yaw - 90 degrees for historical Godot
# facing alignment. In our tile-positive ADT world, waterfall models need a
# world-space +90 degree yaw to anchor their top to the source pool. Twist
# the sheet around its own local fall axis afterwards, so the anchor stays in
# place but the alpha plane is not rendered edge-on.
var basis := Basis.from_euler(rot)
return (
Basis(Vector3.UP, ADT_WATERFALL_WORLD_YAW_OFFSET)
* basis
* Basis(_waterfall_local_fall_axis(rel_path), _waterfall_sheet_twist(rel_path))
)
func _adt_m2_regular_placement_basis(rot: Vector3, rel_path: String = "") -> Basis:
if not _is_elwynn_cliffrock_m2_path(rel_path):
return Basis.from_euler(rot)
# Elwynn cliff rock M2s are open-backed shell meshes. Plain Godot Euler
# points their hollow side out of the cliff at waterfall placements. Keep the
# correction model-specific so normal props retain the native ADT rotation.
return (
Basis(Vector3.UP, rot.y + ADT_CLIFFROCK_WORLD_YAW_OFFSET)
* Basis(Vector3.BACK, rot.x)
* Basis(Vector3.RIGHT, -rot.z)
)
func _adt_m2_placement_origin_offset(rot: Vector3, rel_path: String, scale_value: float) -> Vector3:
if not _is_waterfall_m2_path(rel_path):
return Vector3.ZERO
var twist := _waterfall_sheet_twist(rel_path)
if is_zero_approx(twist):
return Vector3.ZERO
var anchor := _waterfall_sheet_twist_anchor(rel_path)
if anchor == Vector3.ZERO:
return Vector3.ZERO
var base := Basis(Vector3.UP, ADT_WATERFALL_WORLD_YAW_OFFSET) * Basis.from_euler(rot)
var twisted := base * Basis(_waterfall_local_fall_axis(rel_path), twist)
return (base * anchor - twisted * anchor) * maxf(scale_value, 0.0001)
func _is_waterfall_m2_path(rel_path: String) -> bool:
var name := rel_path.replace("\\", "/").to_lower().get_file().get_basename()
return name == "newwaterfall" or name == "elwynntallwaterfall01"
func _is_elwynn_cliffrock_m2_path(rel_path: String) -> bool:
var name := rel_path.replace("\\", "/").to_lower().get_file().get_basename()
return name == "elwynncliffrock01" or name == "elwynncliffrock02"
func _waterfall_local_fall_axis(rel_path: String) -> Vector3:
var normalized := rel_path.replace("\\", "/").to_lower()
if normalized.ends_with("newwaterfall.m2") or normalized.ends_with("newwaterfall.mdx"):
return Vector3(-0.138742, 0.990329, 0.0).normalized()
if normalized.ends_with("elwynntallwaterfall01.m2") or normalized.ends_with("elwynntallwaterfall01.mdx"):
return Vector3(-0.068962, 0.997619, 0.0).normalized()
return Vector3.UP
func _waterfall_sheet_twist(rel_path: String) -> float:
var normalized := rel_path.replace("\\", "/").to_lower()
if normalized.ends_with("newwaterfall.m2") or normalized.ends_with("newwaterfall.mdx"):
return PI * 0.5
if normalized.ends_with("elwynntallwaterfall01.m2") or normalized.ends_with("elwynntallwaterfall01.mdx"):
return -PI * 0.5
return 0.0
func _waterfall_sheet_twist_anchor(rel_path: String) -> Vector3:
var normalized := rel_path.replace("\\", "/").to_lower()
if normalized.ends_with("elwynntallwaterfall01.m2") or normalized.ends_with("elwynntallwaterfall01.mdx"):
return Vector3(-2.667799, 89.62273, 0.00129)
return Vector3.ZERO
func _cancel_wmo_build_job(tile_key: String) -> void:
if _wmo_build_jobs.has(tile_key):
_wmo_build_jobs.erase(tile_key)
@@ -3985,7 +4060,10 @@ func _request_tile_m2_assets(
if _m2_group_tasks.has(key) or _m2_build_jobs.has(key):
return result
var filtered := _reserve_tile_m2_placements(key, m2_placements)
var filtered: Dictionary = _m2_unique_placement_registry.reserve(
key,
m2_placements
)
var filtered_placements: Array = filtered.get("placements", [])
result["unique_keys"] = filtered.get("unique_keys", [])
result["skipped_unique_keys"] = filtered.get("skipped_unique_keys", [])
@@ -3999,46 +4077,6 @@ func _request_tile_m2_assets(
return result
func _reserve_tile_m2_placements(tile_key: String, m2_placements: Array) -> Dictionary:
var filtered_placements: Array = []
var unique_keys: Array = []
var skipped_unique_keys: Array = []
for index in m2_placements.size():
var placement_variant = m2_placements[index]
if not (placement_variant is Dictionary):
continue
var placement: Dictionary = placement_variant
var unique_key := _m2_unique_key(placement)
if unique_key.is_empty():
filtered_placements.append(placement)
continue
if _m2_unique_registry.has(unique_key):
var entry: Dictionary = _m2_unique_registry[unique_key]
var owner_tile := String(entry.get("tile", ""))
if owner_tile == tile_key and unique_keys.has(unique_key):
continue
if owner_tile != tile_key:
if not skipped_unique_keys.has(unique_key):
skipped_unique_keys.append(unique_key)
continue
_m2_unique_registry[unique_key] = {"tile": tile_key}
if not unique_keys.has(unique_key):
unique_keys.append(unique_key)
filtered_placements.append(placement)
return {
"placements": filtered_placements,
"unique_keys": unique_keys,
"skipped_unique_keys": skipped_unique_keys,
}
func _m2_unique_key(placement: Dictionary) -> String:
var uid: int = int(placement.get("unique_id", -1))
if uid <= 0:
return ""
return "uid:%d" % uid
func _release_tile_m2_unique_keys(state: Dictionary, notify_candidates: bool = true) -> void:
var tile_key := String(state.get("key", ""))
var unique_keys: Array = state.get("m2_unique_keys", [])
@@ -4047,16 +4085,7 @@ func _release_tile_m2_unique_keys(state: Dictionary, notify_candidates: bool = t
state["m2_skipped_unique_keys"] = []
return
var released_keys: Array = []
for unique_key_variant in unique_keys:
var unique_key := String(unique_key_variant)
if unique_key.is_empty() or not _m2_unique_registry.has(unique_key):
continue
var entry: Dictionary = _m2_unique_registry[unique_key]
if String(entry.get("tile", "")) != tile_key:
continue
_m2_unique_registry.erase(unique_key)
released_keys.append(unique_key)
var released_keys: Array = _m2_unique_placement_registry.release(tile_key, unique_keys)
state["m2_unique_keys"] = []
state["m2_skipped_unique_keys"] = []
@@ -4094,32 +4123,11 @@ func _group_tile_m2_task(
tile_origin: Vector3,
m2_names: PackedStringArray,
m2_placements: Array) -> void:
var groups: Dictionary = {}
for placement_variant in m2_placements:
if not (placement_variant is Dictionary):
continue
var placement: Dictionary = placement_variant
var name_id: int = int(placement.get("name_id", -1))
if name_id < 0 or name_id >= m2_names.size():
continue
var normalized: String = str(m2_names[name_id]).replace("\\", "/")
if normalized.ends_with(".mdx") or normalized.ends_with(".mdl"):
normalized = normalized.get_basename() + ".m2"
if normalized.is_empty():
continue
var world_pos: Vector3 = placement.get("pos", Vector3.ZERO)
var pos: Vector3 = world_pos - tile_origin
var rot: Vector3 = placement.get("rot", Vector3.ZERO)
var scale_value: float = float(placement.get("scale", 1.0))
var basis := _adt_m2_placement_basis(rot, normalized)
var offset := _adt_m2_placement_origin_offset(rot, normalized, scale_value)
var xform := Transform3D(basis.scaled(Vector3.ONE * maxf(scale_value, 0.0001)), pos + offset)
if not groups.has(normalized):
groups[normalized] = []
(groups[normalized] as Array).append(xform)
var groups: Dictionary = _m2_placement_grouper.group_placements(
tile_origin,
m2_names,
m2_placements
)
_m2_group_result_mutex.lock()
_m2_group_result_queue.append({
@@ -4802,8 +4810,18 @@ func _build_tile_m2_placeholders(tile_root: Node3D, tile_origin: Vector3, m2_nam
var local_pos: Vector3 = placement.get("pos", Vector3.ZERO) - tile_origin
var rot: Vector3 = placement.get("rot", Vector3.ZERO)
var scale_value: float = float(placement.get("scale", 1.0))
var xform_basis := _adt_m2_placement_basis(rot, rel_path).scaled(Vector3.ONE * maxf(scale_value, 0.01))
var xf := Transform3D(xform_basis, local_pos + _adt_m2_placement_origin_offset(rot, rel_path, scale_value))
var xform_basis := _m2_placement_transform_resolver.resolve_basis(
rot,
rel_path
).scaled(Vector3.ONE * maxf(scale_value, 0.01))
var xf := Transform3D(
xform_basis,
local_pos + _m2_placement_transform_resolver.resolve_origin_offset(
rot,
rel_path,
scale_value
)
)
if is_tree:
tree_transforms.append(xf)
else:
@@ -4853,8 +4871,16 @@ func _instantiate_m2(rel_path: String, placement: Dictionary, tile_origin: Vecto
var rot: Vector3 = placement.get("rot", Vector3.ZERO)
var scale_value: float = float(placement.get("scale", 1.0))
node.transform = Transform3D(
_adt_m2_placement_basis(rot, rel_path).scaled(Vector3.ONE * maxf(scale_value, 0.0001)),
local_pos + _adt_m2_placement_origin_offset(rot, rel_path, scale_value))
_m2_placement_transform_resolver.resolve_basis(
rot,
rel_path
).scaled(Vector3.ONE * maxf(scale_value, 0.0001)),
local_pos + _m2_placement_transform_resolver.resolve_origin_offset(
rot,
rel_path,
scale_value
)
)
return node
@@ -5331,53 +5357,28 @@ func _clear_tile_mesh_cache() -> void:
func _restore_quality_terrain_mesh(tile_key: String, state: Dictionary) -> Dictionary:
if not _terrain_quality_mesh_cache.has(tile_key):
var cached: Dictionary = _terrain_quality_mesh_cache.call("restore", tile_key)
if cached.is_empty():
return state
var cached: Dictionary = _terrain_quality_mesh_cache[tile_key]
var source := String(cached.get("source", "baked_full"))
if source == "control_splat_cache" or source == "splat_cache" or source == "splat":
_terrain_quality_mesh_cache.erase(tile_key)
_terrain_quality_mesh_cache_order.erase(tile_key)
return state
var mesh: Mesh = cached.get("mesh", null)
if mesh == null:
_terrain_quality_mesh_cache.erase(tile_key)
_terrain_quality_mesh_cache_order.erase(tile_key)
return state
state["quality_terrain_mesh"] = mesh
state["quality_terrain_source"] = source
_touch_quality_terrain_mesh_cache(tile_key)
return state
func _store_quality_terrain_mesh(tile_key: String, mesh: Mesh, source: String) -> void:
if tile_key.is_empty() or mesh == null:
return
if source == "control_splat_cache" or source == "splat_cache" or source == "splat":
return
_terrain_quality_mesh_cache[tile_key] = {
"mesh": mesh,
"source": source,
}
_touch_quality_terrain_mesh_cache(tile_key)
_trim_quality_terrain_mesh_cache()
func _touch_quality_terrain_mesh_cache(tile_key: String) -> void:
_terrain_quality_mesh_cache_order.erase(tile_key)
_terrain_quality_mesh_cache_order.append(tile_key)
func _trim_quality_terrain_mesh_cache() -> void:
var limit := maxi(0, terrain_quality_mesh_cache_limit)
while _terrain_quality_mesh_cache_order.size() > limit:
var oldest: String = _terrain_quality_mesh_cache_order.pop_front()
_terrain_quality_mesh_cache.erase(oldest)
_terrain_quality_mesh_cache.call(
"store",
tile_key,
mesh,
source,
terrain_quality_mesh_cache_limit
)
func _clear_quality_terrain_mesh_cache() -> void:
_terrain_quality_mesh_cache.clear()
_terrain_quality_mesh_cache_order.clear()
_terrain_quality_mesh_cache.call("clear")
func _position_camera_over_world() -> void:
@@ -0,0 +1,10 @@
[gd_scene load_steps=2 format=3]
[sub_resource type="SphereMesh" id="SphereMesh_replacement"]
radius = 0.5
height = 1.0
[node name="ReplacementVisual" type="Node3D"]
[node name="Marker" type="MeshInstance3D" parent="."]
mesh = SubResource("SphereMesh_replacement")
+6 -7
View File
@@ -2,6 +2,7 @@ extends SceneTree
const DEFAULT_MANIFEST_PATH := "res://src/tools/render_baseline_manifest.json"
const M2_NATIVE_ANIMATED_BUILDER := preload("res://addons/mpq_extractor/loaders/m2_native_animated_builder.gd")
const WORLD_ENVIRONMENT_SNAPSHOT_SCRIPT := preload("res://src/render/environment/world_environment_snapshot.gd")
const SHUTDOWN_DRAIN_FRAMES := 2
@@ -130,7 +131,7 @@ func _capture_async() -> void:
camera.make_current()
if player != null:
player.global_position = _vector3(checkpoint.get("player", checkpoint.get("target", [0.0, 0.0, 0.0])))
_set_sky_time(world, float(checkpoint.get("time_hours", 13.0)))
_apply_environment_time(render_facade, float(checkpoint.get("time_hours", 13.0)))
render_facade.call("refresh_streaming_focus", true)
if dry_run:
@@ -308,12 +309,10 @@ func _create_diagnostic_spawn_marker(checkpoint: Dictionary) -> Node3D:
return marker_root
func _set_sky_time(world: Node, time_hours: float) -> void:
var sky := world.get_node_or_null("WowSkyController")
if sky != null:
sky.set("use_system_time", false)
sky.set("time_speed", 0.0)
sky.set("fixed_time_hours", time_hours)
func _apply_environment_time(render_facade: Node, time_hours: float) -> void:
var environment_snapshot: RefCounted = WORLD_ENVIRONMENT_SNAPSHOT_SCRIPT.at_time_of_day(time_hours)
if not bool(render_facade.call("apply_environment_snapshot", environment_snapshot)):
push_error("Render checkpoint could not apply environment time %.3f" % time_hours)
func _environment_metadata() -> Dictionary:
+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)
+296
View File
@@ -0,0 +1,296 @@
extends SceneTree
## Asset-free contract, dependency and timing regression for ADT M2 grouping.
const GROUPER_SCRIPT := preload("res://src/render/m2/m2_placement_grouper.gd")
const TRANSFORM_RESOLVER_SCRIPT := preload(
"res://src/render/m2/m2_placement_transform_resolver.gd"
)
const GROUPER_PATH := "res://src/render/m2/m2_placement_grouper.gd"
const LOADER_PATH := "res://src/scenes/streaming/streaming_world_loader.gd"
func _initialize() -> void:
var failures: Array[String] = []
_verify_empty_and_invalid_inputs(failures)
_verify_historical_path_normalization(failures)
_verify_group_order(failures)
_verify_tile_local_defaults(failures)
_verify_regular_transform(failures)
_verify_waterfall_transform(failures)
_verify_scale_clamp(failures)
_verify_fresh_output(failures)
_verify_source_boundaries(failures)
var elapsed_milliseconds := _verify_bounded_timing(failures)
if not failures.is_empty():
for failure in failures:
push_error("M2_PLACEMENT_GROUPER: %s" % failure)
quit(1)
return
print(
"M2_PLACEMENT_GROUPER PASS cases=9 iterations=100 placements=256 elapsed_ms=%.3f"
% elapsed_milliseconds
)
quit(0)
func _verify_empty_and_invalid_inputs(failures: Array[String]) -> void:
var grouper := GROUPER_SCRIPT.new()
_expect_equal(
grouper.group_placements(Vector3.ZERO, PackedStringArray(), []).size(),
0,
"empty",
failures
)
var placements: Array = [
"invalid",
{"name_id": -1},
{"name_id": 2},
{"name_id": 0},
]
var groups: Dictionary = grouper.group_placements(
Vector3.ZERO,
PackedStringArray([""]),
placements
)
_expect_equal(groups.size(), 0, "invalid placements", failures)
func _verify_historical_path_normalization(failures: Array[String]) -> void:
var grouper := GROUPER_SCRIPT.new()
var names := PackedStringArray([
"World\\Generic\\Tree.mdx",
"World/Generic/Rock.mdl",
"World/Generic/Upper.MDX",
])
var placements: Array = [{"name_id": 0}, {"name_id": 1}, {"name_id": 2}]
var groups: Dictionary = grouper.group_placements(Vector3.ZERO, names, placements)
_expect_true(groups.has("World/Generic/Tree.m2"), "backslash and mdx normalization", failures)
_expect_true(groups.has("World/Generic/Rock.m2"), "mdl normalization", failures)
_expect_true(groups.has("World/Generic/Upper.MDX"), "uppercase suffix preservation", failures)
func _verify_group_order(failures: Array[String]) -> void:
var grouper := GROUPER_SCRIPT.new()
var placements: Array = [
{"name_id": 0, "pos": Vector3(3.0, 0.0, 0.0)},
{"name_id": 1, "pos": Vector3(8.0, 0.0, 0.0)},
{"name_id": 0, "pos": Vector3(5.0, 0.0, 0.0)},
]
var groups: Dictionary = grouper.group_placements(
Vector3.ZERO,
PackedStringArray(["Tree.m2", "Rock.m2"]),
placements
)
_expect_equal(groups.size(), 2, "group count", failures)
var tree_transforms: Array = groups.get("Tree.m2", [])
_expect_equal(tree_transforms.size(), 2, "tree transform count", failures)
if tree_transforms.size() == 2:
_expect_vector_near(tree_transforms[0].origin, Vector3(3.0, 0.0, 0.0), "first tree", failures)
_expect_vector_near(tree_transforms[1].origin, Vector3(5.0, 0.0, 0.0), "second tree", failures)
func _verify_tile_local_defaults(failures: Array[String]) -> void:
var grouper := GROUPER_SCRIPT.new()
var groups: Dictionary = grouper.group_placements(
Vector3(10.0, 20.0, 30.0),
PackedStringArray(["Tree.m2"]),
[{"name_id": 0}]
)
var transform: Transform3D = (groups["Tree.m2"] as Array)[0]
_expect_vector_near(transform.origin, Vector3(-10.0, -20.0, -30.0), "default local position", failures)
_expect_basis_near(transform.basis, Basis.IDENTITY, "default basis and scale", failures)
func _verify_regular_transform(failures: Array[String]) -> void:
var grouper := GROUPER_SCRIPT.new()
var rotation := Vector3(0.2, -0.4, 0.6)
var groups: Dictionary = grouper.group_placements(
Vector3(1.0, 2.0, 3.0),
PackedStringArray(["Tree.m2"]),
[{
"name_id": 0,
"pos": Vector3(5.0, 8.0, 13.0),
"rot": rotation,
"scale": 2.0,
}]
)
var transform: Transform3D = (groups["Tree.m2"] as Array)[0]
_expect_basis_near(transform.basis, Basis.from_euler(rotation).scaled(Vector3.ONE * 2.0), "regular basis", failures)
_expect_vector_near(transform.origin, Vector3(4.0, 6.0, 10.0), "regular origin", failures)
func _verify_waterfall_transform(failures: Array[String]) -> void:
var grouper := GROUPER_SCRIPT.new()
var resolver := TRANSFORM_RESOLVER_SCRIPT.new()
var path := "World/X/ElwynnTallWaterfall01.m2"
var rotation := Vector3(0.05, -0.2, 0.15)
var scale_value := 1.5
var position := Vector3(20.0, 30.0, 40.0)
var tile_origin := Vector3(2.0, 3.0, 4.0)
var groups: Dictionary = grouper.group_placements(
tile_origin,
PackedStringArray([path]),
[{
"name_id": 0,
"pos": position,
"rot": rotation,
"scale": scale_value,
}]
)
var transform: Transform3D = (groups[path] as Array)[0]
var expected_basis: Basis = resolver.resolve_basis(rotation, path).scaled(
Vector3.ONE * scale_value
)
var expected_origin: Vector3 = (
position
- tile_origin
+ resolver.resolve_origin_offset(rotation, path, scale_value)
)
_expect_basis_near(transform.basis, expected_basis, "waterfall basis", failures)
_expect_vector_near(transform.origin, expected_origin, "waterfall origin", failures)
func _verify_scale_clamp(failures: Array[String]) -> void:
var grouper := GROUPER_SCRIPT.new()
var groups: Dictionary = grouper.group_placements(
Vector3.ZERO,
PackedStringArray(["Tree.m2"]),
[{"name_id": 0, "scale": -5.0}]
)
var transform: Transform3D = (groups["Tree.m2"] as Array)[0]
_expect_basis_near(
transform.basis,
Basis.IDENTITY.scaled(Vector3.ONE * 0.0001),
"negative scale clamp",
failures
)
func _verify_fresh_output(failures: Array[String]) -> void:
var grouper := GROUPER_SCRIPT.new()
var names := PackedStringArray(["Tree.m2"])
var placements: Array = [{"name_id": 0}]
var first: Dictionary = grouper.group_placements(Vector3.ZERO, names, placements)
(first["Tree.m2"] as Array).clear()
var second: Dictionary = grouper.group_placements(Vector3.ZERO, names, placements)
_expect_equal((second["Tree.m2"] as Array).size(), 1, "fresh output", failures)
func _verify_source_boundaries(failures: Array[String]) -> void:
var loader_source := _read_text(LOADER_PATH, failures)
var grouper_source := _read_text(GROUPER_PATH, failures)
var grouping_task_source := _source_between(
loader_source,
"func _group_tile_m2_task(",
"func _drain_m2_group_results()",
failures
)
_expect_equal(
loader_source.count("_m2_placement_grouper.group_placements("),
1,
"one loader grouping adapter",
failures
)
_expect_true(
not grouping_task_source.contains("for placement_variant in m2_placements"),
"loader omits grouping loop",
failures
)
_expect_equal(
grouper_source.count("placement_transform_resolver.resolve_basis("),
1,
"one grouper basis adapter",
failures
)
_expect_equal(
grouper_source.count("placement_transform_resolver.resolve_origin_offset("),
1,
"one grouper offset adapter",
failures
)
for forbidden_dependency in ["WorkerThreadPool", "Mutex", "RenderingServer", "ResourceLoader"]:
_expect_true(
not grouper_source.contains(forbidden_dependency),
"grouper omits %s" % forbidden_dependency,
failures
)
func _verify_bounded_timing(failures: Array[String]) -> float:
var grouper := GROUPER_SCRIPT.new()
var names := PackedStringArray(["Tree.m2", "Rock.mdx"])
var placements: Array = []
for placement_index in range(256):
placements.append({
"name_id": placement_index % 2,
"pos": Vector3(float(placement_index), 0.0, float(-placement_index)),
"rot": Vector3(0.1, 0.2, 0.3),
"scale": 1.0,
})
var started_microseconds := Time.get_ticks_usec()
for iteration in range(100):
var groups: Dictionary = grouper.group_placements(Vector3.ZERO, names, placements)
if groups.size() != 2:
failures.append("timing iteration %d produced wrong group count" % iteration)
break
var elapsed_milliseconds := float(Time.get_ticks_usec() - started_microseconds) / 1000.0
_expect_true(elapsed_milliseconds < 1000.0, "100 x 256 grouping bounded", failures)
return elapsed_milliseconds
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 _source_between(
source: String,
start_marker: String,
end_marker: String,
failures: Array[String]
) -> String:
var start_offset := source.find(start_marker)
var end_offset := source.find(end_marker, start_offset + start_marker.length())
if start_offset < 0 or end_offset <= start_offset:
failures.append("cannot isolate source between %s and %s" % [start_marker, end_marker])
return ""
return source.substr(start_offset, end_offset - start_offset)
func _expect_basis_near(
actual_basis: Basis,
expected_basis: Basis,
label: String,
failures: Array[String]
) -> void:
if not actual_basis.is_equal_approx(expected_basis):
failures.append("%s basis mismatch" % label)
func _expect_vector_near(
actual_value: Vector3,
expected_value: Vector3,
label: String,
failures: Array[String]
) -> void:
if not actual_value.is_equal_approx(expected_value):
failures.append("%s expected %s, got %s" % [label, expected_value, actual_value])
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_true(actual_value: bool, label: String, failures: Array[String]) -> void:
if not actual_value:
failures.append("%s expected true" % label)
@@ -0,0 +1 @@
uid://bbx57qy0lp11w
@@ -0,0 +1,233 @@
extends SceneTree
## Asset-free formula, dependency and timing regression for ADT M2 transforms.
const RESOLVER_SCRIPT := preload("res://src/render/m2/m2_placement_transform_resolver.gd")
const LOADER_PATH := "res://src/scenes/streaming/streaming_world_loader.gd"
const GROUPER_PATH := "res://src/render/m2/m2_placement_grouper.gd"
const WATERFALL_WORLD_YAW_OFFSET := PI * 0.5
const CLIFFROCK_WORLD_YAW_OFFSET := PI
func _initialize() -> void:
var failures: Array[String] = []
_verify_regular_basis(failures)
_verify_cliffrock_basis(failures)
_verify_new_waterfall_basis(failures)
_verify_tall_waterfall_basis_and_offset(failures)
_verify_path_normalization_and_scale_clamp(failures)
_verify_loader_boundary(failures)
var elapsed_milliseconds := _verify_bounded_timing(failures)
if not failures.is_empty():
for failure in failures:
push_error("M2_PLACEMENT_TRANSFORM_RESOLVER: %s" % failure)
quit(1)
return
print(
"M2_PLACEMENT_TRANSFORM_RESOLVER PASS cases=9 iterations=10000 elapsed_ms=%.3f"
% elapsed_milliseconds
)
quit(0)
func _verify_regular_basis(failures: Array[String]) -> void:
var resolver: RefCounted = RESOLVER_SCRIPT.new()
var rotation := Vector3(0.2, -0.7, 1.1)
_expect_basis_near(
resolver.call("resolve_basis", rotation, "World/Generic/Tree.m2"),
Basis.from_euler(rotation),
"regular basis",
failures
)
_expect_vector_near(
resolver.call("resolve_origin_offset", rotation, "World/Generic/Tree.m2", 3.0),
Vector3.ZERO,
"regular offset",
failures
)
func _verify_cliffrock_basis(failures: Array[String]) -> void:
var resolver: RefCounted = RESOLVER_SCRIPT.new()
var rotation := Vector3(0.3, 0.4, -0.2)
var expected_basis := (
Basis(Vector3.UP, rotation.y + CLIFFROCK_WORLD_YAW_OFFSET)
* Basis(Vector3.BACK, rotation.x)
* Basis(Vector3.RIGHT, -rotation.z)
)
_expect_basis_near(
resolver.call("resolve_basis", rotation, "WORLD\\AZEROTH\\ElwynnCliffRock01.MDX"),
expected_basis,
"cliffrock basis",
failures
)
func _verify_new_waterfall_basis(failures: Array[String]) -> void:
var resolver: RefCounted = RESOLVER_SCRIPT.new()
var rotation := Vector3(-0.1, 0.8, 0.2)
var fall_axis := Vector3(-0.138742, 0.990329, 0.0).normalized()
var expected_basis := (
Basis(Vector3.UP, WATERFALL_WORLD_YAW_OFFSET)
* Basis.from_euler(rotation)
* Basis(fall_axis, PI * 0.5)
)
_expect_basis_near(
resolver.call("resolve_basis", rotation, "world/x/NewWaterfall.m2"),
expected_basis,
"new waterfall basis",
failures
)
_expect_vector_near(
resolver.call("resolve_origin_offset", rotation, "world/x/NewWaterfall.m2", 1.0),
Vector3.ZERO,
"new waterfall offset",
failures
)
func _verify_tall_waterfall_basis_and_offset(failures: Array[String]) -> void:
var resolver: RefCounted = RESOLVER_SCRIPT.new()
var rotation := Vector3(0.05, -0.2, 0.15)
var path := "world/x/ElwynnTallWaterfall01.m2"
var fall_axis := Vector3(-0.068962, 0.997619, 0.0).normalized()
var placement_basis := (
Basis(Vector3.UP, WATERFALL_WORLD_YAW_OFFSET) * Basis.from_euler(rotation)
)
var expected_basis := placement_basis * Basis(fall_axis, -PI * 0.5)
var anchor := Vector3(-2.667799, 89.62273, 0.00129)
var expected_offset := (placement_basis * anchor - expected_basis * anchor) * 1.5
_expect_basis_near(
resolver.call("resolve_basis", rotation, path),
expected_basis,
"tall waterfall basis",
failures
)
_expect_vector_near(
resolver.call("resolve_origin_offset", rotation, path, 1.5),
expected_offset,
"tall waterfall offset",
failures
)
func _verify_path_normalization_and_scale_clamp(failures: Array[String]) -> void:
var resolver: RefCounted = RESOLVER_SCRIPT.new()
var path := "WORLD\\X\\ELWYNNTALLWATERFALL01.MDX"
var minimum_offset: Vector3 = resolver.call("resolve_origin_offset", Vector3.ZERO, path, 0.0001)
_expect_vector_near(
resolver.call("resolve_origin_offset", Vector3.ZERO, path, -9.0),
minimum_offset,
"negative scale clamp",
failures
)
_expect_basis_near(
resolver.call("resolve_basis", Vector3.ZERO, "ElwynnCliffRock02.m2"),
Basis(Vector3.UP, PI),
"second cliffrock",
failures
)
func _verify_loader_boundary(failures: Array[String]) -> void:
var source := _read_text(LOADER_PATH, failures)
var grouper_source := _read_text(GROUPER_PATH, failures)
_expect_true(
source.contains("M2_PLACEMENT_TRANSFORM_RESOLVER_SCRIPT.new()"),
"loader composes resolver",
failures
)
_expect_equal(
source.count("_m2_placement_transform_resolver.resolve_basis("),
2,
"two direct loader basis adapters",
failures
)
_expect_equal(
source.count("_m2_placement_transform_resolver.resolve_origin_offset("),
2,
"two direct loader offset adapters",
failures
)
_expect_equal(
grouper_source.count("placement_transform_resolver.resolve_basis("),
1,
"one grouped basis adapter",
failures
)
_expect_equal(
grouper_source.count("placement_transform_resolver.resolve_origin_offset("),
1,
"one grouped offset adapter",
failures
)
_expect_true(
not source.contains("func _adt_m2_placement_basis("),
"loader omits basis formula",
failures
)
_expect_true(
not source.contains("func _waterfall_sheet_twist("),
"loader omits waterfall formula",
failures
)
func _verify_bounded_timing(failures: Array[String]) -> float:
var resolver: RefCounted = RESOLVER_SCRIPT.new()
var rotation := Vector3(0.1, 0.2, 0.3)
var started_microseconds := Time.get_ticks_usec()
for iteration in range(10000):
var path := (
"world/x/ElwynnTallWaterfall01.m2"
if iteration % 4 == 0
else "world/generic/Tree.m2"
)
resolver.call("resolve_basis", rotation, path)
resolver.call("resolve_origin_offset", rotation, path, 1.0)
var elapsed_milliseconds := float(Time.get_ticks_usec() - started_microseconds) / 1000.0
_expect_true(elapsed_milliseconds < 1000.0, "10000 transform pairs bounded", failures)
return elapsed_milliseconds
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_basis_near(
actual_basis: Basis,
expected_basis: Basis,
label: String,
failures: Array[String]
) -> void:
if not actual_basis.is_equal_approx(expected_basis):
failures.append("%s basis mismatch" % label)
func _expect_vector_near(
actual_value: Vector3,
expected_value: Vector3,
label: String,
failures: Array[String]
) -> void:
if not actual_value.is_equal_approx(expected_value):
failures.append("%s expected %s, got %s" % [label, expected_value, actual_value])
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_true(actual_value: bool, label: String, failures: Array[String]) -> void:
if not actual_value:
failures.append("%s expected true" % label)
@@ -0,0 +1 @@
uid://b4a7gtg46jrdn
+10 -14
View File
@@ -1,12 +1,14 @@
extends SceneTree
const STREAMING_WORLD_LOADER := preload("res://src/scenes/streaming/streaming_world_loader.gd")
const M2_UNIQUE_PLACEMENT_REGISTRY := preload(
"res://src/render/m2/m2_unique_placement_registry.gd"
)
var _failures := 0
func _initialize() -> void:
var loader = STREAMING_WORLD_LOADER.new()
var registry: RefCounted = M2_UNIQUE_PLACEMENT_REGISTRY.new()
var placement := {
"name_id": 0,
"unique_id": 11785,
@@ -15,30 +17,24 @@ func _initialize() -> void:
"scale": 1.0,
}
var first: Dictionary = loader.call("_reserve_tile_m2_placements", "30_49", [placement])
var first: Dictionary = registry.call("reserve", "30_49", [placement])
_expect((first.get("placements", []) as Array).size() == 1, "first tile should reserve unique M2 placement")
_expect((first.get("unique_keys", []) as Array).has("uid:11785"), "first tile should own uid:11785")
_expect((first.get("skipped_unique_keys", []) as Array).is_empty(), "first tile should not skip uid:11785")
var duplicate: Dictionary = loader.call("_reserve_tile_m2_placements", "31_49", [placement])
var duplicate: Dictionary = registry.call("reserve", "31_49", [placement])
_expect((duplicate.get("placements", []) as Array).is_empty(), "second tile should skip duplicate uid:11785")
_expect((duplicate.get("skipped_unique_keys", []) as Array).has("uid:11785"), "second tile should remember skipped uid:11785")
loader.call("_release_tile_m2_unique_keys", {
"key": "30_49",
"m2_unique_keys": ["uid:11785"],
"m2_skipped_unique_keys": [],
}, false)
var after_release: Dictionary = loader.call("_reserve_tile_m2_placements", "31_49", [placement])
registry.call("release", "30_49", ["uid:11785"])
var after_release: Dictionary = registry.call("reserve", "31_49", [placement])
_expect((after_release.get("placements", []) as Array).size() == 1, "second tile should reserve uid:11785 after owner release")
_expect((after_release.get("unique_keys", []) as Array).has("uid:11785"), "second tile should own uid:11785 after release")
var same_tile_loader = STREAMING_WORLD_LOADER.new()
var same_tile_duplicate: Dictionary = same_tile_loader.call("_reserve_tile_m2_placements", "31_49", [placement, placement])
var same_tile_registry: RefCounted = M2_UNIQUE_PLACEMENT_REGISTRY.new()
var same_tile_duplicate: Dictionary = same_tile_registry.call("reserve", "31_49", [placement, placement])
_expect((same_tile_duplicate.get("placements", []) as Array).size() == 1, "same tile should keep only one copy of duplicate uid:11785")
loader.free()
same_tile_loader.free()
if _failures > 0:
push_error("M2 unique dedupe verification failed: %d issue(s)" % _failures)
quit(1)
@@ -0,0 +1,156 @@
extends SceneTree
## Asset-free ownership, lifecycle, dependency and timing regression for M2 IDs.
const REGISTRY_SCRIPT := preload("res://src/render/m2/m2_unique_placement_registry.gd")
const LOADER_PATH := "res://src/scenes/streaming/streaming_world_loader.gd"
func _initialize() -> void:
var failures: Array[String] = []
_verify_unkeyed_and_invalid_placements(failures)
_verify_same_tile_and_cross_tile_deduplication(failures)
_verify_owner_checked_release_and_retry(failures)
_verify_clear_and_detached_diagnostics(failures)
_verify_loader_boundary(failures)
var elapsed_milliseconds := _verify_bounded_timing(failures)
if not failures.is_empty():
for failure in failures:
push_error("M2_UNIQUE_PLACEMENT_REGISTRY: %s" % failure)
quit(1)
return
print(
"M2_UNIQUE_PLACEMENT_REGISTRY PASS cases=10 iterations=100 elapsed_ms=%.3f"
% elapsed_milliseconds
)
quit(0)
func _verify_unkeyed_and_invalid_placements(failures: Array[String]) -> void:
var registry: RefCounted = REGISTRY_SCRIPT.new()
var result: Dictionary = registry.call("reserve", "tile-a", [
{"unique_id": -1},
{"unique_id": 0},
{"name_id": 7},
"invalid",
])
_expect_equal((result["placements"] as Array).size(), 3, "unkeyed placements pass", failures)
_expect_true((result["unique_keys"] as Array).is_empty(), "unkeyed placements not owned", failures)
_expect_equal(int(registry.call("active_count")), 0, "unkeyed active count", failures)
func _verify_same_tile_and_cross_tile_deduplication(failures: Array[String]) -> void:
var registry: RefCounted = REGISTRY_SCRIPT.new()
var placement := {"unique_id": 11785, "name_id": 0}
var first: Dictionary = registry.call("reserve", "30_49", [placement, placement])
_expect_equal((first["placements"] as Array).size(), 1, "same call duplicate filtered", failures)
_expect_string_array((first["unique_keys"] as Array), ["uid:11785"], "first owner key", failures)
var same_owner_retry: Dictionary = registry.call("reserve", "30_49", [placement])
_expect_equal((same_owner_retry["placements"] as Array).size(), 1, "same owner later call passes", failures)
var competing: Dictionary = registry.call("reserve", "31_49", [placement, placement])
_expect_true((competing["placements"] as Array).is_empty(), "competing tile filtered", failures)
_expect_string_array(
competing["skipped_unique_keys"] as Array,
["uid:11785"],
"competing skip recorded once",
failures
)
func _verify_owner_checked_release_and_retry(failures: Array[String]) -> void:
var registry: RefCounted = REGISTRY_SCRIPT.new()
var placement := {"unique_id": 44}
registry.call("reserve", "owner", [placement])
_expect_true(
(registry.call("release", "other", ["uid:44"]) as Array).is_empty(),
"non-owner release ignored",
failures
)
_expect_equal(int(registry.call("active_count")), 1, "non-owner keeps reservation", failures)
var released: Array = registry.call("release", "owner", ["", "uid:44", "uid:44"])
_expect_string_array(released, ["uid:44"], "owner release order and dedupe", failures)
var retried: Dictionary = registry.call("reserve", "other", [placement])
_expect_equal((retried["placements"] as Array).size(), 1, "waiting tile reserves after release", failures)
func _verify_clear_and_detached_diagnostics(failures: Array[String]) -> void:
var registry: RefCounted = REGISTRY_SCRIPT.new()
registry.call("reserve", "tile-b", [{"unique_id": 20}])
registry.call("reserve", "tile-a", [{"unique_id": 10}])
var snapshot: Dictionary = registry.call("diagnostic_snapshot")
var owners: Array = snapshot["owners"]
_expect_equal(int(snapshot["active_count"]), 2, "diagnostic count", failures)
_expect_string_equal(String(owners[0]["unique_key"]), "uid:10", "diagnostic sorted", failures)
owners[0]["tile_key"] = "mutated"
var fresh_snapshot: Dictionary = registry.call("diagnostic_snapshot")
_expect_string_equal(
String((fresh_snapshot["owners"] as Array)[0]["tile_key"]),
"tile-a",
"diagnostics detached",
failures
)
registry.call("clear")
registry.call("clear")
_expect_equal(int(registry.call("active_count")), 0, "clear idempotent", failures)
func _verify_loader_boundary(failures: Array[String]) -> void:
var source := _read_text(LOADER_PATH, failures)
_expect_true(source.contains("M2_UNIQUE_PLACEMENT_REGISTRY_SCRIPT.new()"), "loader composes registry", failures)
_expect_true(source.contains("_m2_unique_placement_registry.reserve("), "loader delegates reserve", failures)
_expect_true(source.contains("_m2_unique_placement_registry.release("), "loader delegates release", failures)
_expect_true(source.contains("_m2_unique_placement_registry.clear()"), "loader delegates clear", failures)
_expect_true(not source.contains("var _m2_unique_registry"), "loader omits registry dictionary", failures)
_expect_true(not source.contains("func _m2_unique_key("), "loader omits key formula", failures)
func _verify_bounded_timing(failures: Array[String]) -> float:
var placements: Array = []
for placement_index in range(256):
placements.append({"unique_id": placement_index + 1})
var registry: RefCounted = REGISTRY_SCRIPT.new()
var started_microseconds := Time.get_ticks_usec()
for _iteration in range(100):
var reservation: Dictionary = registry.call("reserve", "owner", placements)
registry.call("release", "owner", reservation["unique_keys"])
var elapsed_milliseconds := float(Time.get_ticks_usec() - started_microseconds) / 1000.0
_expect_true(elapsed_milliseconds < 1000.0, "100 reserve/release cycles remain bounded", failures)
return elapsed_milliseconds
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_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_string_array(
actual_values: Array,
expected_values: Array,
label: String,
failures: Array[String]
) -> void:
if actual_values != expected_values:
failures.append("%s expected %s, got %s" % [label, expected_values, actual_values])
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://inw4fft20be0
@@ -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)
@@ -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
@@ -0,0 +1,96 @@
extends SceneTree
## Asset-free formula, dependency and bounded timing regression for chunk LOD.
const PLANNER_SCRIPT := preload("res://src/render/terrain/terrain_chunk_lod_planner.gd")
const POLICY_SCRIPT := preload("res://src/render/terrain/terrain_chunk_lod_policy.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_formula(failures)
_verify_disabled_and_custom_policy(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_LOD_PLANNER: %s" % failure)
quit(1)
return
print("TERRAIN_CHUNK_LOD_PLANNER PASS cases=7 iterations=250 elapsed_ms=%.3f" % elapsed_milliseconds)
quit(0)
func _verify_formula(failures: Array[String]) -> void:
var planner: RefCounted = PLANNER_SCRIPT.new()
var policy: RefCounted = POLICY_SCRIPT.new(true, 1, 2, 3, 10.0)
var focus: RefCounted = POSITION_SCRIPT.new(0.0, 9999.0, 0.0)
var chunks: Array = [
{"origin": Vector3(-5.0, 2000.0, -5.0)},
{"origin": Vector3(5.0, -3000.0, -5.0)},
{"origin": Vector3(5.001, 0.0, -5.0)},
{"origin": Vector3(15.0, 0.0, -5.0)},
{"origin": Vector3(20.0, 0.0, -5.0)},
{"origin": Vector3(25.0, 0.0, -5.0)},
{"origin": Vector3(25.001, 0.0, -5.0)},
{},
]
var desired: Dictionary = planner.call("plan", chunks, focus, policy)
_expect_equal(int(desired.get(0, -1)), 0, "center ignores vertical distance", failures)
_expect_equal(int(desired.get(1, -1)), 0, "lod0 inclusive boundary", failures)
_expect_equal(int(desired.get(2, -1)), 1, "just outside lod0", failures)
_expect_equal(int(desired.get(3, -1)), 1, "lod1 inclusive boundary", failures)
_expect_equal(int(desired.get(4, -1)), 2, "between lod1 and lod2", failures)
_expect_equal(int(desired.get(5, -1)), 2, "lod2 inclusive boundary", failures)
_expect_true(not desired.has(6) and not desired.has(7), "outside and sparse chunks absent", failures)
func _verify_disabled_and_custom_policy(failures: Array[String]) -> void:
var planner: RefCounted = PLANNER_SCRIPT.new()
var focus: RefCounted = POSITION_SCRIPT.new(0.0, 0.0, 0.0)
var chunks: Array = [{"origin": Vector3(-5.0, 0.0, -5.0)}]
_expect_true((planner.call("plan", chunks, focus, POLICY_SCRIPT.new(false, 1, 2, 3, 10.0)) as Dictionary).is_empty(), "disabled policy empty", failures)
var negative_policy: RefCounted = POLICY_SCRIPT.new(true, -1, -2, -3, 10.0)
_expect_equal(int((planner.call("plan", chunks, focus, negative_policy) as Dictionary).get(0, -1)), 0, "negative radius keeps squared semantics", failures)
func _verify_loader_boundary(failures: Array[String]) -> void:
var source := _read_text(LOADER_PATH, failures)
_expect_true(source.contains("TERRAIN_CHUNK_LOD_PLANNER_SCRIPT.new()"), "loader composes planner", failures)
_expect_true(source.contains("_terrain_chunk_lod_planner.plan(chunks, typed_focus_position, terrain_chunk_lod_policy)"), "loader delegates plan", failures)
_expect_true(not source.contains("dist_sq <= lod0_sq"), "loader omits chunk LOD formula", failures)
func _verify_bounded_timing(failures: Array[String]) -> float:
var planner: RefCounted = PLANNER_SCRIPT.new()
var policy: RefCounted = POLICY_SCRIPT.new(true, 10, 20, 40, 33.333333)
var focus: RefCounted = POSITION_SCRIPT.new(1000.0, 0.0, 1000.0)
var chunks: Array = []
for chunk_index in range(256):
chunks.append({"origin": Vector3(float(chunk_index % 16) * 33.333333, 0.0, float(chunk_index / 16) * 33.333333)})
var started_microseconds := Time.get_ticks_usec()
for _iteration in range(250):
planner.call("plan", chunks, focus, policy)
var elapsed_milliseconds := float(Time.get_ticks_usec() - started_microseconds) / 1000.0
_expect_true(elapsed_milliseconds < 1000.0, "250 plans remain bounded", failures)
return elapsed_milliseconds
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_true(actual_value: bool, label: String, failures: Array[String]) -> void:
if not actual_value:
failures.append("%s expected true" % label)
@@ -0,0 +1 @@
uid://2oljbpoxndx3
@@ -0,0 +1,67 @@
extends SceneTree
## Scene-free contract, admission and LRU regression for terrain revisit meshes.
const CACHE_SCRIPT := preload("res://src/render/terrain/terrain_quality_mesh_cache.gd")
const LOADER_PATH := "res://src/scenes/streaming/streaming_world_loader.gd"
func _initialize() -> void:
var failures: Array[String] = []
_verify_cache_contract(failures)
_verify_loader_boundary(failures)
if not failures.is_empty():
for failure in failures:
push_error("TERRAIN_QUALITY_MESH_CACHE: %s" % failure)
quit(1)
return
print("TERRAIN_QUALITY_MESH_CACHE PASS contract_cases=15 loader_calls=3")
quit(0)
func _verify_cache_contract(failures: Array[String]) -> void:
var cache: RefCounted = CACHE_SCRIPT.new()
var mesh_a := ArrayMesh.new()
var mesh_b := ArrayMesh.new()
var mesh_c := ArrayMesh.new()
_expect_true(not bool(cache.call("store", "", mesh_a, "baked_full", 2)), "empty key rejected", failures)
_expect_true(not bool(cache.call("store", "a", null, "baked_full", 2)), "null mesh rejected", failures)
for excluded_source in ["control_splat_cache", "splat_cache", "splat"]:
_expect_true(not bool(cache.call("store", "a", mesh_a, excluded_source, 2)), "%s rejected" % excluded_source, failures)
_expect_true(bool(cache.call("store", "a", mesh_a, "baked_full", 2)), "first store", failures)
_expect_true(bool(cache.call("store", "b", mesh_b, "baked_full", 2)), "second store", failures)
var restored_a: Dictionary = cache.call("restore", "a")
_expect_true(restored_a.get("mesh") == mesh_a, "restore retains mesh reference", failures)
_expect_true(String(restored_a.get("source", "")) == "baked_full", "restore retains source", failures)
_expect_true(bool(cache.call("store", "c", mesh_c, "baked_full", 2)), "third store", failures)
_expect_true((cache.call("restore", "b") as Dictionary).is_empty(), "oldest evicted after touch", failures)
_expect_true(not (cache.call("restore", "a") as Dictionary).is_empty(), "touched entry retained", failures)
var diagnostics: Dictionary = cache.call("diagnostic_snapshot")
_expect_true(int(diagnostics.get("entry_count", 0)) == 2, "bounded count", failures)
(diagnostics.get("entries_oldest_to_newest") as Array).clear()
_expect_true(int((cache.call("diagnostic_snapshot") as Dictionary).get("entry_count", 0)) == 2, "diagnostics detached", failures)
_expect_true(not bool(cache.call("store", "zero", ArrayMesh.new(), "baked_full", -1)), "negative capacity clamps to zero", failures)
cache.call("clear")
_expect_true(int((cache.call("diagnostic_snapshot") as Dictionary).get("entry_count", -1)) == 0, "clear releases entries", failures)
func _verify_loader_boundary(failures: Array[String]) -> void:
var source := _read_text(LOADER_PATH, failures)
_expect_true(source.contains("TERRAIN_QUALITY_MESH_CACHE_SCRIPT.new()"), "loader composes cache", failures)
_expect_true(source.contains('_terrain_quality_mesh_cache.call("restore", tile_key)'), "loader delegates restore", failures)
_expect_true(source.contains('_terrain_quality_mesh_cache.call("clear")'), "loader delegates clear", failures)
for removed_symbol in ["_terrain_quality_mesh_cache_order", "func _touch_quality_terrain_mesh_cache", "func _trim_quality_terrain_mesh_cache"]:
_expect_true(not source.contains(removed_symbol), "loader omits %s" % removed_symbol, failures)
func _read_text(path: String, failures: Array[String]) -> String:
var file := FileAccess.open(path, FileAccess.READ)
if file == null:
failures.append("cannot open %s" % path)
return ""
return file.get_as_text()
func _expect_true(actual_value: bool, label: String, failures: Array[String]) -> void:
if not actual_value:
failures.append("%s expected true" % label)
@@ -0,0 +1 @@
uid://khd1ths2b4ya
@@ -0,0 +1,157 @@
extends SceneTree
## Asset-free contract, lifecycle and ownership regression for world entity visuals.
const SNAPSHOT_SCRIPT := preload("res://src/render/entities/entity_presentation_snapshot.gd")
const PRESENTER_SCRIPT := preload("res://src/render/entities/world_entity_presenter.gd")
const ENTITY_ID_SCRIPT := preload("res://src/domain/identity/entity_id.gd")
const GODOT_WORLD_POSITION_SCRIPT := preload("res://src/domain/coordinates/godot_world_position.gd")
const PRIMARY_VISUAL_PATH := "res://src/tests/scenes/character_presentation_model_fixture.tscn"
const REPLACEMENT_VISUAL_PATH := "res://src/tests/scenes/world_entity_visual_replacement_fixture.tscn"
const SNAPSHOT_SOURCE_PATH := "res://src/render/entities/entity_presentation_snapshot.gd"
const PRESENTER_SOURCE_PATH := "res://src/render/entities/world_entity_presenter.gd"
const FACADE_SOURCE_PATH := "res://src/render/world_render_facade.gd"
const RUNTIME_SCENE_PATHS: Array[String] = [
"res://src/scenes/streaming/eastern_kingdoms_streaming.tscn",
"res://src/scenes/streaming/kalimdor_streaming.tscn",
]
func _initialize() -> void:
_run_verification.call_deferred()
func _run_verification() -> void:
var failures: Array[String] = []
_verify_snapshot_contract(failures)
await _verify_presenter_lifecycle(failures)
_verify_source_boundaries(failures)
if not failures.is_empty():
for failure in failures:
push_error("WORLD_ENTITY_PRESENTATION: %s" % failure)
quit(1)
return
print("WORLD_ENTITY_PRESENTATION PASS snapshot_cases=8 lifecycle_cases=14 runtime_scenes=2")
quit(0)
func _verify_snapshot_contract(failures: Array[String]) -> void:
var entity_id: RefCounted = ENTITY_ID_SCRIPT.new(7)
var position: RefCounted = GODOT_WORLD_POSITION_SCRIPT.new(10.0, 20.0, 30.0)
var valid_snapshot := SNAPSHOT_SCRIPT.create(entity_id, position, PRIMARY_VISUAL_PATH, 0.5, 2.0, false)
_expect_true(bool(valid_snapshot.get("is_valid")), "valid snapshot", failures)
_expect_true(int(SNAPSHOT_SCRIPT.CONTRACT_VERSION) == 1, "contract version", failures)
_expect_failure(SNAPSHOT_SCRIPT.create(ENTITY_ID_SCRIPT.new(0), position, PRIMARY_VISUAL_PATH), &"entity_presentation_invalid_entity_id", "invalid entity", failures)
_expect_failure(SNAPSHOT_SCRIPT.create(entity_id, RefCounted.new(), PRIMARY_VISUAL_PATH), &"entity_presentation_invalid_world_position", "invalid position type", failures)
_expect_failure(SNAPSHOT_SCRIPT.create(entity_id, GODOT_WORLD_POSITION_SCRIPT.new(INF, 0.0, 0.0), PRIMARY_VISUAL_PATH), &"entity_presentation_position_not_finite", "non-finite position", failures)
_expect_failure(SNAPSHOT_SCRIPT.create(entity_id, position, ""), &"entity_presentation_visual_path_empty", "empty visual path", failures)
_expect_failure(SNAPSHOT_SCRIPT.create(entity_id, position, PRIMARY_VISUAL_PATH, NAN), &"entity_presentation_yaw_not_finite", "non-finite yaw", failures)
_expect_failure(SNAPSHOT_SCRIPT.create(entity_id, position, PRIMARY_VISUAL_PATH, 0.0, 0.0), &"entity_presentation_scale_invalid", "zero scale", failures)
func _verify_presenter_lifecycle(failures: Array[String]) -> void:
var presenter: Node3D = PRESENTER_SCRIPT.new()
presenter.name = "WorldEntityPresenter"
root.add_child(presenter)
var entity_id: RefCounted = ENTITY_ID_SCRIPT.new(7)
var initial_snapshot := SNAPSHOT_SCRIPT.create(
entity_id,
GODOT_WORLD_POSITION_SCRIPT.new(10.0, 20.0, 30.0),
PRIMARY_VISUAL_PATH,
0.5,
2.0,
false
)
_expect_true(bool(presenter.call("present_entity", initial_snapshot)), "initial present", failures)
var visual_root := presenter.get_node_or_null("EntityVisual_00000000000000000007") as Node3D
_expect_true(visual_root != null, "owned visual attached", failures)
if visual_root != null:
_expect_vector_near(visual_root.global_position, Vector3(10.0, 20.0, 30.0), "initial position", failures)
_expect_near(visual_root.scale.x, 2.0, "initial scale", failures)
_expect_true(not visual_root.visible, "initial visibility", failures)
var original_instance_id := visual_root.get_instance_id() if visual_root != null else 0
var updated_snapshot := SNAPSHOT_SCRIPT.create(
entity_id,
GODOT_WORLD_POSITION_SCRIPT.new(40.0, 50.0, 60.0),
PRIMARY_VISUAL_PATH,
1.0,
1.5,
true
)
_expect_true(bool(presenter.call("present_entity", updated_snapshot)), "idempotent update", failures)
visual_root = presenter.get_node_or_null("EntityVisual_00000000000000000007") as Node3D
_expect_true(visual_root != null and visual_root.get_instance_id() == original_instance_id, "same visual root retained", failures)
if visual_root != null:
_expect_vector_near(visual_root.global_position, Vector3(40.0, 50.0, 60.0), "updated position", failures)
_expect_true(visual_root.visible, "updated visibility", failures)
var failed_replacement := SNAPSHOT_SCRIPT.create(entity_id, GODOT_WORLD_POSITION_SCRIPT.new(1.0, 2.0, 3.0), "res://missing/entity_visual.tscn")
_expect_true(not bool(presenter.call("present_entity", failed_replacement)), "missing replacement rejected", failures)
visual_root = presenter.get_node_or_null("EntityVisual_00000000000000000007") as Node3D
_expect_true(visual_root != null and visual_root.get_instance_id() == original_instance_id, "failed replacement retains visual", failures)
var replacement_snapshot := SNAPSHOT_SCRIPT.create(entity_id, GODOT_WORLD_POSITION_SCRIPT.new(70.0, 80.0, 90.0), REPLACEMENT_VISUAL_PATH)
_expect_true(bool(presenter.call("present_entity", replacement_snapshot)), "valid replacement", failures)
visual_root = presenter.get_node_or_null("EntityVisual_00000000000000000007") as Node3D
_expect_true(visual_root != null and visual_root.get_instance_id() != original_instance_id, "replacement swaps root", failures)
var diagnostic_snapshot: Dictionary = presenter.call("entity_presentation_snapshot")
_expect_true(int(diagnostic_snapshot.get("contract_version", 0)) == 1, "diagnostic version", failures)
_expect_true(int(diagnostic_snapshot.get("entity_count", 0)) == 1, "diagnostic entity count", failures)
(diagnostic_snapshot.get("entities") as Array).clear()
_expect_true(int((presenter.call("entity_presentation_snapshot") as Dictionary).get("entity_count", 0)) == 1, "diagnostic detached", failures)
_expect_true(bool(presenter.call("remove_entity", entity_id)), "known entity removed", failures)
_expect_true(not bool(presenter.call("remove_entity", entity_id)), "duplicate removal rejected", failures)
_expect_true(presenter.get_child_count() == 0, "owned visual detached", failures)
presenter.free()
await process_frame
func _verify_source_boundaries(failures: Array[String]) -> void:
var snapshot_source := _read_text(SNAPSHOT_SOURCE_PATH, failures)
for forbidden_snapshot_text in ["extends Node", "Node3D", "PackedScene", "Dictionary", "Vector3"]:
_expect_true(not snapshot_source.contains(forbidden_snapshot_text), "snapshot omits %s" % forbidden_snapshot_text, failures)
var presenter_source := _read_text(PRESENTER_SOURCE_PATH, failures)
for forbidden_presenter_text in ["MoveIntent", "TerrainQuery", "WowGuid", "network", "server_data"]:
_expect_true(not presenter_source.contains(forbidden_presenter_text), "presenter omits %s" % forbidden_presenter_text, failures)
for required_presenter_text in ["ResourceLoader.exists", "remove_child(visual_root)", "visual_root.queue_free()"]:
_expect_true(presenter_source.contains(required_presenter_text), "presenter contains %s" % required_presenter_text, failures)
var facade_source := _read_text(FACADE_SOURCE_PATH, failures)
for required_facade_method in ["func present_entity(", "func remove_entity(", "func entity_presentation_snapshot()"]:
_expect_true(facade_source.contains(required_facade_method), "facade contains %s" % required_facade_method, failures)
for scene_path in RUNTIME_SCENE_PATHS:
var scene_source := _read_text(scene_path, failures)
_expect_true(scene_source.contains("world_entity_presenter.gd"), "%s loads presenter" % scene_path, failures)
_expect_true(scene_source.contains('world_entity_presenter_path = NodePath("../WorldEntityPresenter")'), "%s facade path" % scene_path, failures)
func _read_text(path: String, failures: Array[String]) -> String:
var file := FileAccess.open(path, FileAccess.READ)
if file == null:
failures.append("cannot open %s" % path)
return ""
return file.get_as_text()
func _expect_failure(snapshot: RefCounted, expected_code: StringName, label: String, failures: Array[String]) -> void:
_expect_true(not bool(snapshot.get("is_valid")), "%s invalid" % label, failures)
_expect_true(StringName(snapshot.get("failure_code")) == expected_code, "%s failure code" % label, failures)
func _expect_vector_near(actual_value: Vector3, expected_value: Vector3, label: String, failures: Array[String]) -> void:
if not actual_value.is_equal_approx(expected_value):
failures.append("%s expected %s, got %s" % [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_true(actual_value: bool, label: String, failures: Array[String]) -> void:
if not actual_value:
failures.append("%s expected true" % label)
@@ -0,0 +1 @@
uid://dkkjbc8pcglcp
@@ -0,0 +1,43 @@
extends SceneTree
## Cold-start contract for immutable renderer environment input.
const SNAPSHOT_SCRIPT := preload("res://src/render/environment/world_environment_snapshot.gd")
func _initialize() -> void:
var failures: Array[String] = []
var afternoon: RefCounted = SNAPSHOT_SCRIPT.at_time_of_day(13.5)
_expect_true(bool(afternoon.get("is_valid")), "finite snapshot", failures)
_expect_near(float(afternoon.get("time_of_day_hours")), 13.5, "finite time", failures)
var wrapped: RefCounted = SNAPSHOT_SCRIPT.at_time_of_day(25.25)
_expect_near(float(wrapped.get("time_of_day_hours")), 1.25, "positive day wrap", failures)
var negative: RefCounted = SNAPSHOT_SCRIPT.at_time_of_day(-1.0)
_expect_near(float(negative.get("time_of_day_hours")), 23.0, "negative day wrap", failures)
var invalid: RefCounted = SNAPSHOT_SCRIPT.at_time_of_day(INF)
_expect_true(not bool(invalid.get("is_valid")), "non-finite invalid", failures)
_expect_true(
StringName(invalid.get("failure_code")) == &"environment_time_not_finite",
"non-finite failure code",
failures
)
if not failures.is_empty():
for failure in failures:
push_error("WORLD_ENVIRONMENT_SNAPSHOT: %s" % failure)
quit(1)
return
print("WORLD_ENVIRONMENT_SNAPSHOT PASS contract=5")
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://e85kt58s0ca4
+197 -1
View File
@@ -5,6 +5,11 @@ 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 WORLD_ENVIRONMENT_SNAPSHOT_SCRIPT := preload("res://src/render/environment/world_environment_snapshot.gd")
const WOW_SKY_CONTROLLER_SCRIPT := preload("res://src/scenes/sky/wow_sky_controller.gd")
const ENTITY_PRESENTATION_SNAPSHOT_SCRIPT := preload("res://src/render/entities/entity_presentation_snapshot.gd")
const ENTITY_ID_SCRIPT := preload("res://src/domain/identity/entity_id.gd")
const RUNTIME_SCENE_PATHS: Array[String] = [
"res://src/scenes/streaming/eastern_kingdoms_streaming.tscn",
@@ -15,12 +20,19 @@ 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 +44,42 @@ 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
class WorldEnvironmentControllerDouble extends Node:
var applied_snapshot: RefCounted
func apply_environment_snapshot(world_environment_snapshot: RefCounted) -> bool:
applied_snapshot = world_environment_snapshot
return true
class WorldEntityPresenterDouble extends Node:
var presented_snapshot: RefCounted
var removed_entity_id: RefCounted
var diagnostics := {"entity_count": 1, "entities": [{"entity_key": "entity:7"}]}
func present_entity(entity_presentation_snapshot: RefCounted) -> bool:
presented_snapshot = entity_presentation_snapshot
return true
func remove_entity(entity_id: RefCounted) -> bool:
removed_entity_id = entity_id
return true
func entity_presentation_snapshot() -> Dictionary:
return diagnostics
func _initialize() -> void:
var failures: Array[String] = []
_verify_rendered_ground_sample_contract(failures)
_verify_sky_controller_application(failures)
await _verify_delegation_and_snapshot_isolation(failures)
_verify_repository_wiring(failures)
@@ -44,10 +89,43 @@ func _initialize() -> void:
quit(1)
return
print("WORLD_RENDER_FACADE PASS delegation=3 runtime_scenes=2 tools=3")
print("WORLD_RENDER_FACADE PASS delegation=9 ground_contract=2 environment_contract=7 entity_contract=6 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_sky_controller_application(failures: Array[String]) -> void:
var controller: Node = WOW_SKY_CONTROLLER_SCRIPT.new()
controller.set("use_system_time", true)
controller.set("time_speed", 4.0)
controller.set("fixed_time_hours", 3.0)
var snapshot: RefCounted = WORLD_ENVIRONMENT_SNAPSHOT_SCRIPT.at_time_of_day(18.75)
_expect_true(
bool(controller.call("apply_environment_snapshot", snapshot)),
"sky controller accepts snapshot",
failures
)
_expect_true(not bool(controller.get("use_system_time")), "snapshot disables system clock", failures)
_expect_near(float(controller.get("time_speed")), 0.0, "snapshot freezes local clock", failures)
_expect_near(float(controller.get("fixed_time_hours")), 18.75, "snapshot applies exact time", failures)
controller.free()
func _verify_delegation_and_snapshot_isolation(failures: Array[String]) -> void:
var test_root := Node.new()
var loader := StreamingWorldLoaderDouble.new()
@@ -55,12 +133,20 @@ func _verify_delegation_and_snapshot_isolation(failures: Array[String]) -> void:
var source := Node3D.new()
source.name = "FocusSource"
source.position = Vector3(10.0, 20.0, 30.0)
var environment_controller := WorldEnvironmentControllerDouble.new()
environment_controller.name = "WorldEnvironmentControllerDouble"
var entity_presenter := WorldEntityPresenterDouble.new()
entity_presenter.name = "WorldEntityPresenterDouble"
var facade = WORLD_RENDER_FACADE_SCRIPT.new()
facade.name = "WorldRenderFacade"
facade.streaming_world_loader_path = NodePath("../StreamingWorldLoaderDouble")
facade.streaming_focus_source_path = NodePath("../FocusSource")
facade.world_environment_controller_path = NodePath("../WorldEnvironmentControllerDouble")
facade.world_entity_presenter_path = NodePath("../WorldEntityPresenterDouble")
test_root.add_child(loader)
test_root.add_child(source)
test_root.add_child(environment_controller)
test_root.add_child(entity_presenter)
test_root.add_child(facade)
get_root().add_child(test_root)
await process_frame
@@ -82,6 +168,57 @@ 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)
var environment_snapshot: RefCounted = WORLD_ENVIRONMENT_SNAPSHOT_SCRIPT.at_time_of_day(18.75)
_expect_true(
facade.apply_environment_snapshot(environment_snapshot),
"environment snapshot delegates",
failures
)
_expect_true(
environment_controller.applied_snapshot == environment_snapshot,
"environment snapshot reference delegates",
failures
)
var invalid_environment_snapshot: RefCounted = WORLD_ENVIRONMENT_SNAPSHOT_SCRIPT.at_time_of_day(NAN)
_expect_true(
not facade.apply_environment_snapshot(invalid_environment_snapshot),
"invalid environment snapshot rejected",
failures
)
var entity_id: RefCounted = ENTITY_ID_SCRIPT.new(7)
var entity_snapshot: RefCounted = ENTITY_PRESENTATION_SNAPSHOT_SCRIPT.create(
entity_id,
GODOT_WORLD_POSITION_SCRIPT.new(1.0, 2.0, 3.0),
"res://src/tests/scenes/character_presentation_model_fixture.tscn"
)
_expect_true(facade.present_entity(entity_snapshot), "entity presentation delegates", failures)
_expect_true(entity_presenter.presented_snapshot == entity_snapshot, "entity snapshot reference delegates", failures)
_expect_true(facade.remove_entity(entity_id), "entity removal delegates", failures)
_expect_true(entity_presenter.removed_entity_id == entity_id, "entity identity reference delegates", failures)
var entity_diagnostics: Dictionary = facade.entity_presentation_snapshot()
(entity_diagnostics.get("entities") as Array).clear()
_expect_true(entity_presenter.diagnostics.entities.size() == 1, "entity diagnostics detached", failures)
_expect_true(not facade.present_entity(ENTITY_PRESENTATION_SNAPSHOT_SCRIPT.create(ENTITY_ID_SCRIPT.new(0), GODOT_WORLD_POSITION_SCRIPT.new(0.0, 0.0, 0.0), "res://fixture.tscn")), "invalid entity snapshot rejected", failures)
test_root.queue_free()
@@ -91,6 +228,9 @@ func _verify_repository_wiring(failures: Array[String]) -> void:
_expect_true(scene_source.contains('path="res://src/render/world_render_facade.gd"'), "%s loads facade" % scene_path, failures)
_expect_true(scene_source.contains('[node name="WorldRenderFacade" type="Node" parent="."]'), "%s owns facade node" % scene_path, failures)
_expect_true(scene_source.contains('streaming_focus_source_path = NodePath("../ThirdPersonPlayer")'), "%s facade uses player focus" % scene_path, failures)
_expect_true(scene_source.contains('world_environment_controller_path = NodePath("../WowSkyController")'), "%s facade uses sky controller" % scene_path, failures)
_expect_true(scene_source.contains('world_entity_presenter_path = NodePath("../WorldEntityPresenter")'), "%s facade uses entity presenter" % scene_path, failures)
_expect_true(scene_source.contains('[node name="WorldEntityPresenter" type="Node3D" parent="."]'), "%s owns entity presenter service" % scene_path, failures)
for tool_path in TOOL_PATHS:
var tool_source := _read_text(tool_path, failures)
@@ -98,6 +238,62 @@ 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 capture_source := _read_text("res://src/tools/capture_render_checkpoints.gd", failures)
_expect_true(
capture_source.contains('call("apply_environment_snapshot", environment_snapshot)'),
"capture applies environment through facade",
failures
)
for forbidden_capture_text in [
'get_node_or_null("WowSkyController")',
'sky.set("use_system_time"',
'sky.set("time_speed"',
'sky.set("fixed_time_hours"',
]:
_expect_true(
not capture_source.contains(forbidden_capture_text),
"capture omits direct sky mutation %s" % forbidden_capture_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)
+77 -6
View File
@@ -8,7 +8,7 @@
## Steps
- [ ] Ввести `WorldRenderFacade` для focus, environment, entity visuals, ground query и metrics.
- [x] Ввести `WorldRenderFacade` для focus, environment, entity visuals, ground query и metrics.
- [x] Запретить gameplay/editor доступ к внутренним очередям streamer.
- [x] Извлечь pure `StreamingTargetPlanner`.
- [x] Извлечь `RenderBudgetScheduler` с bounded queues/cancellation.
@@ -27,8 +27,14 @@ 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`, `c69abd6`, `606770c`, `630a0c1`, `f36fabb`, `24aef13`, `2342430`, `396be5e`, `f88bf97`;
packages `M03-RND-SCHEDULER-001`, `M03-RND-INTERNAL-ACCESS-GATE-001`,
`M03-RND-FACADE-GROUND-QUERY-001`, `M03-RND-FACADE-ENVIRONMENT-001`,
`M03-RND-FACADE-ENTITY-001`, `M03-RND-TERRAIN-CACHE-SERVICE-001`,
`M03-RND-TERRAIN-LOD-PLANNER-001`, `M03-RND-TERRAIN-CHUNK-QUEUE-001`,
`M03-RND-M2-UNIQUE-REGISTRY-001`,
`M03-RND-M2-PLACEMENT-TRANSFORM-001`,
`M03-RND-M2-PLACEMENT-GROUPER-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 +42,80 @@ 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`;
environment integration passed cold snapshot `contract=5` and facade
`delegation=6 environment_contract=7`; dry-run retained all `7/7` plans and
applied the dusk checkpoint at `time=19.00`. Entity presentation passed
`snapshot_cases=8 lifecycle_cases=14 runtime_scenes=2`; facade expanded to
`delegation=9 entity_contract=6`, while character presentation remained `9/10/3/1`.
Terrain quality cache passed `contract_cases=15 loader_calls=3`; internal-access
inventory decreased to `42` because the loader no longer owns the LRU-order field.
Terrain chunk LOD planner passed `cases=7 iterations=250 elapsed_ms=12.630`;
post-merge facade, internal-access and `7/7` manifest gates remained green.
Terrain chunk geometry queue planner passed `cases=8 iterations=100
elapsed_ms=229.324`; internal-access remained `42` and post-merge facade and
`7/7` manifest gates stayed green.
M2 unique placement registry passed `cases=10 iterations=100 elapsed_ms=35.513`;
the historical `uid:11785` cross-tile smoke, internal-access `42`, facade and
`7/7` manifest gates remained green after merge.
M2 placement transform resolver passed `cases=9 iterations=10000
elapsed_ms=27.409`; post-merge M2 registry, internal-access `42`, facade,
`7/7` manifest, documentation and coordination gates remained green.
M2 placement grouper passed `cases=9 iterations=100 placements=256
elapsed_ms=67.104`; post-merge transform resolver, registry, internal-access
`42`, facade, `7/7` manifest, documentation and coordination gates remained green.
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.
Environment snapshots preserve the prior fixed-clock assignments while DBC
profile/area/skybox selection, interpolation, fog, sun and shader rules remain unchanged.
Runtime produces no world-entity commands yet, so player/world output and all
baseline plans remain unchanged by the new present/remove ownership boundary.
Terrain revisit cache retains the same admitted/excluded sources, LRU touch/trim,
profile capacities and three loader adapter sites; no cache format changed.
Chunk LOD keeps horizontal XZ chunk-center distance, inclusive squared thresholds,
sparse-index omission and raw negative-radius squaring at both loader call sites.
Chunk operation planning preserves stable removals, nearest-first create sorting,
tile-LOD remove-all takeover, sparse tile-origin fallback and XZ-only distance;
loader still drains removals first through the shared `chunk_geometry` budget.
M2 positive `MDDF.uniqueId` retains `uid:<decimal>` first-owner semantics,
within-call duplicate suppression, cross-tile skip/retry and unkeyed pass-through.
M2 regular Euler, Elwynn cliff-rock shell correction, waterfall yaw/local-axis
twist, tall-waterfall anchor compensation, path normalization and caller scale
clamps are unchanged across worker grouping, placeholders and direct instances.
M2 worker grouping retains invalid-record filtering, case-sensitive lowercase
`.mdx/.mdl` conversion, first-seen group/per-group placement order, tile-local
origin subtraction and the `0.0001` scale clamp.
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,
immutable environment snapshot, facade/sky adapter, migrated checkpoint time input,
contract-v1 entity snapshot, renderer-owned entity presenter, runtime composition,
scene-free terrain quality Mesh cache and loader store/restore/clear adapters,
immutable terrain chunk LOD policy, pure planner and both loader plan adapters,
pure terrain chunk geometry queue planner and loader queue-adoption adapter,
stateful M2 unique placement registry, loader reserve/release/clear adapters and
migrated historical dedupe smoke, stateless M2 placement transform resolver and
three transform consumers, stateless M2 placement grouper and worker adapter,
expanded facade/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; the environment snapshot currently covers world time but not weather
or indoor state; entity PackedScene loading is synchronous and not accepted for
network-scale hot paths; terrain cache is entry-count bounded without Mesh-byte
metrics and the remaining terrain build/tasks/state/finalization stay monolithic;
chunk LOD asset-backed p95/p99 and visual acceptance remain pending;
chunk queue planning adds a second tile-state pass whose asset-backed p95/p99
still needs acceptance, while queue drains and geometry finalization remain monolithic;
private Azeroth data was absent for the asset-backed ADT placement probe; M2
asset-backed visual transform recheck, grouping/build/tasks/caches/finalization
and boundary traversal p95/p99 remain pending; path grouping is not yet
culling-driven spatial-cell grouping;
M03 still needs further terrain/M2/WMO/liquid service extraction
and dependency/performance acceptance.