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Author SHA1 Message Date
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
sindoring 53d84ccc8a docs(M03): accept streamer internal access gate 2026-07-16 00:38:58 +04:00
sindoring 7e35de7f61 merge(M03): integrate streamer internal access gate 2026-07-16 00:37:29 +04:00
sindoring ba9f89691d coord(M03): hand off streamer access gate 2026-07-16 00:37:15 +04:00
sindoring b58bf2caa6 test(M03): enforce streamer internal access boundary 2026-07-16 00:37:00 +04:00
sindoring 52ea639d64 coord(M03): claim streamer internal access gate 2026-07-16 00:33:32 +04:00
sindoring a023d76eea docs(M03): accept render budget scheduler integration 2026-07-16 00:32:11 +04:00
sindoring 7ece2abea2 merge(M03): integrate render budget scheduler 2026-07-16 00:31:30 +04:00
sindoring 10c5d4cc12 coord(M03): hand off render budget scheduler 2026-07-16 00:31:21 +04:00
sindoring e52f703da5 rnd(M03): extract render budget scheduler 2026-07-16 00:31:01 +04:00
sindoring 91f0724ce2 coord(M03): claim render budget scheduler 2026-07-16 00:22:16 +04:00
sindoring 650d584ff0 docs(M03): accept streaming planner integration
Work-Package: M03-RND-STREAMING-PLANNER-001
Agent: sindo-main-codex
Tests: post-merge planner/facade/focus/coordinate/manifest/shutdown and repository gates pass
Fidelity: target selection formulas and renderer behavior preserved
2026-07-16 00:11:57 +04:00
sindoring 643850c8ee Merge planner cold-start fix
Work-Package: M03-RND-STREAMING-PLANNER-001
Agent: sindo-main-codex
Tests: stale-class-cache headless verifier passes
Fidelity: no planning behavior change
2026-07-16 00:11:20 +04:00
sindoring ad8fc41ace fix(M03): support cold planner startup
Work-Package: M03-RND-STREAMING-PLANNER-001
Agent: sindo-main-codex
Tests: stale-class-cache headless planner verifier passes
Fidelity: type-resolution-only fix; planning behavior unchanged
2026-07-16 00:11:07 +04:00
sindoring d0f74f840b Merge work package M03-RND-STREAMING-PLANNER-001
Work-Package: M03-RND-STREAMING-PLANNER-001
Agent: sindo-main-codex
Tests: planner/facade/focus/coordinate/manifest/shutdown contracts, dry-run and repository gates
Fidelity: preserves target sets, boundary prefetch, queue priority, caches and visible renderer behavior
2026-07-16 00:08:32 +04:00
sindoring 5b10288ff7 docs(M03): publish streaming planner handoff
Work-Package: M03-RND-STREAMING-PLANNER-001
Agent: sindo-main-codex
Tests: planner and repository gates pass
Fidelity: no renderer policy or visual change
2026-07-16 00:08:24 +04:00
sindoring e887c3bad5 rnd(M03): extract streaming target planner
Work-Package: M03-RND-STREAMING-PLANNER-001
Agent: sindo-main-codex
Tests: planner/facade/focus/coordinate/manifest/shutdown contracts, seven-checkpoint dry-run, repository gates
Fidelity: preserves wanted/retained radii, boundary prefetch, editor preview, queue priority and cache/render behavior
2026-07-16 00:08:02 +04:00
sindoring 0c24f96ae1 rnd(M03): claim streaming target planner
Work-Package: M03-RND-STREAMING-PLANNER-001
Agent: sindo-main-codex
Tests: not run (coordination-only commit)
Fidelity: no runtime change
2026-07-15 23:58:57 +04:00
sindoring ad0532925a qar(M03): exclude reference projects from Godot imports
Work-Package: M03-QAR-REFERENCE-IMPORTS-001
Agent: sindo-main-codex
Tests: headless Godot rescan; nested reference repositories remain clean
Fidelity: reference-only tooling change; runtime and renderer behavior unchanged
2026-07-15 23:56:15 +04:00
sindoring 9c3f7018fb docs(M03): accept renderer facade integration
Work-Package: M03-RND-FACADE-001
Agent: sindo-main-codex
Tests: post-merge verification follows
Fidelity: no runtime change
2026-07-15 23:49:59 +04:00
sindoring a100cede46 Merge work package M03-RND-FACADE-001
Work-Package: M03-RND-FACADE-001
Agent: sindo-main-codex
Tests: facade/focus/coordinate/manifest contracts, dry-run, coordination and documentation gates
Fidelity: no renderer target, budget, cache or visual behavior change
2026-07-15 23:49:49 +04:00
sindoring 2466fd67d3 docs(M03): publish renderer facade handoff
Work-Package: M03-RND-FACADE-001
Agent: sindo-main-codex
Tests: facade/focus contracts and repository gates pass
Fidelity: no visual or streaming-policy change
2026-07-15 23:49:21 +04:00
sindoring 3d528e3bbf rnd(M03): introduce renderer facade seam
Work-Package: M03-RND-FACADE-001
Agent: sindo-main-codex
Tests: facade/focus/coordinate/manifest contracts, renderer dry-run, coordination and documentation gates
Fidelity: focus targets, budgets, queues, caches and visible renderer behavior remain unchanged
2026-07-15 23:48:53 +04:00
sindoring a629bedccf rnd(M03): claim renderer facade seam
Work-Package: M03-RND-FACADE-001
Agent: sindo-main-codex
Tests: not run (coordination-only commit)
Fidelity: no runtime change
2026-07-15 23:43:50 +04:00
sindoring 4f566b1957 Merge pull request 'qar(M02): close player decomposition milestone' (#28) from work/sindo-main-codex/m02-integrator-closeout into master
Reviewed-on: #28
2026-07-15 22:38:42 +03:00
sindoring d9c847c557 docs(M02): hand off milestone closeout
Work-Package: M02-QAR-INTEGRATOR-CLOSEOUT-001
Agent: sindo-main-codex
Tests: records complete post-merge and renderer verification
Fidelity: records direct, reference-only and open-gap classifications
2026-07-15 23:35:22 +04:00
sindoring 1bf5b526be qar(M02): close player decomposition milestone
Work-Package: M02-QAR-INTEGRATOR-CLOSEOUT-001
Agent: sindo-main-codex
Tests: all M02 contracts, renderer dry-run, documentation and coordination gates passed
Fidelity: direct binding evidence and reference-only timing/routing are separated; remaining locomotion/camera gaps stay explicit
2026-07-15 23:35:00 +04:00
sindoring 9275fbe04f reference, scenes 2026-07-15 23:32:50 +04:00
sindoring eb122d52a9 Merge pull request 'gmp(M02): add 3.3.5 input profile' (#27) from work/sindo-main-codex/m02-input-profile-335 into master
Reviewed-on: #27
2026-07-14 23:20:22 +03:00
90 changed files with 5010 additions and 411 deletions
+119 -1
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@@ -25,7 +25,8 @@ Paired run 2026-07-11 подтвердил крупный coordinate/placement g
## Основные файлы
- `src/scenes/streaming/streaming_world_loader.gd` - главный runtime streamer мира.
- `src/render/world_render_facade.gd` - стабильная граница runtime/tools для focus и metrics.
- `src/scenes/streaming/streaming_world_loader.gd` - внутренний runtime streamer мира.
- `src/scenes/streaming/eastern_kingdoms_streaming.tscn` - текущая сцена для проверки Azeroth/Eastern Kingdoms.
- `addons/mpq_extractor/loaders/adt_builder.gd` - сборка ADT terrain, control splat материалов и MH2O liquids.
- `addons/mpq_extractor/loaders/m2_builder.gd` - сборка статического M2 mesh/material.
@@ -873,6 +874,123 @@ $exe = Join-Path $env:TEMP 'godot-4.6.1-openwc\Godot_v4.6.1-stable_win64.exe'
- This closes a coordinate/renderer integration criterion only. It does not
claim TrinityCore row equivalence or visual parity with the original client.
## 2026-07-15 WorldRenderFacade First Seam
- Runtime streaming scenes, checkpoint capture and renderer probes now submit
typed focus through `WorldRenderFacade`; those callers no longer call the
monolithic streamer's focus methods or configure its focus source directly.
- Baseline capture reads queue/cache/activity counts through
`renderer_metrics_snapshot()`. The facade returns a deep copy, so diagnostics
cannot mutate renderer-owned state.
- `StreamingWorldLoader` remains the internal implementation and still owns all
queues, tasks, caches, nodes and RIDs. The facade adds no parallel state or
replacement scheduler.
- This package does not alter targets, budgets, cache versions, placement,
visibility, materials or animation. Environment, entity visuals and ground
query remain explicit follow-up facade contracts in M03.
## 2026-07-15 StreamingTargetPlanner Extraction
- Runtime and editor wanted/retained ADT set calculation now lives in the
scene-free `StreamingTargetPlanner`.
- `StreamingTargetPolicy` preserves existing chunk/tile radii, warm/prewarm/
retain margins and the clamped boundary-prefetch threshold.
- `StreamingTargetPlan` freezes its focus/wanted/retained result; the streamer
still owns available paths, load-queue distance sorting, loaded-tile LOD/detail
state, async work, caches, nodes and RIDs.
- Asset-free fixtures cover center, edge/corner prefetch, catalog filtering,
clamp and editor behavior plus bounded High-like iteration timing.
- Cache versions, quality profiles, queue priority and visible rendering rules
are unchanged by the extraction.
## 2026-07-16 RenderBudgetScheduler Extraction
- The scene-free `RenderBudgetScheduler` now owns the per-frame counters for 16
named renderer operation lanes. It owns no queue, task, cache, Node or RID.
- `StreamingWorldLoader` snapshots its existing exported limits once per process
frame and asks for a boolean permit immediately before each historically
budgeted operation.
- Chunk removals and creations intentionally share one `chunk_geometry` lane;
the existing removal-first drain order and combined limit are preserved.
- Loader teardown cancels permit issuance before waiting for asynchronous work.
Existing worker/result staleness checks and resource cleanup remain unchanged.
- Asset-free contracts cover exact bounds, independent/shared lanes, frame reset,
invalid inputs, terminal cancellation, detached diagnostics and hot-path timing.
- Defaults, quality presets, queue order, cache versions and visible rendering
rules are unchanged. Asset-backed p95/p99 comparison remains required.
## 2026-07-16 Streamer Internal Access Gate
- `verify_renderer_internal_access.gd` derives private queue, task, cache and
tile-state field names from `StreamingWorldLoader` declarations and rejects
external member/reflection access in gameplay and Godot `EditorPlugin` package sources.
- The gate follows the implementation inventory instead of duplicating a manual
list, so a newly named private renderer field is covered automatically when it
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 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 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.
+1
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@@ -2,6 +2,7 @@
<!-- OPENWC_CLAIM:M02-GMP-INPUT-001:sindo-main-codex:2026-07-16 -->
<!-- OPENWC_HANDOFF:READY:M02-GMP-INPUT-001:6bd2e84 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M02-GMP-INPUT-001:14dead1 -->
## Ownership
@@ -86,6 +86,7 @@ turn consumption at the server-contract default turn rate.
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M02-GMP-INPUT-PROFILE-335-001:8776a6b -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M02-GMP-INPUT-PROFILE-335-001:eb122d5 -->
## Handoff
@@ -2,6 +2,7 @@
<!-- OPENWC_CLAIM:M02-GMP-MOVEMENT-001:sindo-main-codex:2026-07-16 -->
<!-- OPENWC_HANDOFF:READY:M02-GMP-MOVEMENT-001:435e1c9 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M02-GMP-MOVEMENT-001:5206c42 -->
## Ownership
@@ -83,6 +83,7 @@ explicit `RenderSandbox` profile and are rejected by `Blizzlike335`.
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M02-GMP-SANDBOX-CAPABILITIES-001:742c415 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M02-GMP-SANDBOX-CAPABILITIES-001:c3094c9 -->
## Handoff
@@ -2,6 +2,7 @@
<!-- OPENWC_CLAIM:M02-GMP-TERRAIN-QUERY-001:sindo-main-codex:2026-07-16 -->
<!-- OPENWC_HANDOFF:READY:M02-GMP-TERRAIN-QUERY-001:a45d521 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M02-GMP-TERRAIN-QUERY-001:f5bb64e -->
## Ownership
@@ -0,0 +1,111 @@
# M02-QAR-INTEGRATOR-CLOSEOUT-001 — M02 milestone closeout
<!-- OPENWC_CLAIM:M02-QAR-INTEGRATOR-CLOSEOUT-001:sindo-main-codex:2026-07-17 -->
## Ownership
- Target: M02
- Program: QAR
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m02-integrator-closeout`
- Lease expires UTC: 2026-07-17
- Integrator: sindo-main-codex, continuing the user-directed milestone workflow on 2026-07-15
## Outcome
Audit every merged M02 package on current master, record final structural and
fidelity evidence, close M02 and activate M03 only when all target and repository
gates pass.
## Non-goals
- Change player, movement, terrain, camera, presentation or renderer behavior.
- Claim complete WoW 3.3.5a locomotion/camera parity.
- Implement recorded jump/fall/swim/fly, collision or timing gaps.
- Commit proprietary assets, generated UIDs, caches or user scene changes.
## Paths
- Exclusive: M02/M03 target status, M02 final Evidence, all M02 claim acceptance markers
- Shared/hotspots: `targets/README.md`, `targets/DEVELOPMENT_ROADMAP.md`, this claim
- Generated/ignored: local Godot imports, native DLL, renderer corpus and `user://` reports
## Contracts and data
- Runtime APIs, Input Map actions, fixture schemas and cache formats: unchanged
- Consumers: milestone sequence and future M03 renderer-facade packages
- Fidelity classification distinguishes direct build-12340 binding evidence,
server/reference compatibility evidence and explicitly unverified gaps
## Dependencies
- Requires: all seven M02 READY packages integrated through master `eb122d5`
- Blocks: M03 activation
- External state: private original-client files are hash/provenance inputs only
## Verification
- Commands: all M02 input/movement/capability/terrain/camera/presentation tests,
coordinate/streaming boundaries, unified renderer dry-run, documentation,
coordination and diff hygiene
- Fidelity evidence: build-12340 default binding hashes and selected facts;
pinned TrinityCore turn rate; public reference routing; explicit remaining gaps
- Performance: no runtime change; renderer baseline remains the performance guard
## Documentation deliverables
- M02 final target Evidence/checklist and limitation statement
- M02 claim integration-acceptance markers
- Target index and roadmap transition to M03
- Existing API/module specifications and diagrams audited without behavioral edits
## Simplicity and naming
- Important names introduced: none beyond the closeout work-package ID
- Simplest approach: evidence/status-only integrator patch
- Rejected complexity: behavioral fixes or a new closeout framework
- Unavoidable complexity: explicit evidence classification prevents false 1:1 claims
## Status
- State: ready-for-review
- Done: accepted seven M02 packages, reran post-merge gates, recorded complete
target Evidence, closed M02 and activated M03
- Next: merge closeout commit `1bf5b52` before starting an M03 implementation claim
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M02-QAR-INTEGRATOR-CLOSEOUT-001:1bf5b52 -->
## Handoff
- Commit: `1bf5b52`.
- Branch: `work/sindo-main-codex/m02-integrator-closeout`.
- Outcome: M02 is `DONE` with all eight structural checklist items and complete
classified Evidence; M03 is the only `ACTIVE` target and the target index/
roadmap point to renderer-facade extraction.
- Integration audit: all seven READY implementation commits are ancestors of
merged master `eb122d5`; their claims now carry the corresponding
`OPENWC_INTEGRATION:ACCEPTED` merge markers.
- Verification: input `16/9/3/1/3`, movement `15` cases and `2` transitions,
capability `3` profiles and `2` scenes, terrain `4/1/1/2`, camera `12/3`,
presentation `9/10/3`, coordinate boundaries `103` files and StreamingFocus
`2` runtime scenes/`3` capture tools all passed. Unified renderer dry-run
passed project/material/dedupe/shutdown gates, manifest `7/7/7`, calibration
maximum error `0.000015`, server-spawn renderer and seven checkpoint plans.
- Repository gates: documentation passed with `8` module specs and `7` required
files. Coordination passed with one active target; `13` expired M00 claim
warnings are historical and unrelated to M02.
- Fidelity: direct build-12340 binding hashes/facts are preserved in the
sanitized fixture. TrinityCore turn rate and WoWee mouse routing remain
explicitly reference-only. Translation speeds/camera values are sandbox
regressions, and jump/fall/swim/fly parity remains unimplemented/unverified.
Debug sprint/free flight is negatively proven absent from `Blizzlike335`.
- Remaining risks: target Evidence carries exact follow-up scope for M09/M10/M12:
movement/camera timing, jump/fall/swim/fly, autorun/LMB semantics, active
collision, terrain/liquid policy, persisted bindings, server authority and
prediction/reconciliation. No complete `1:1` claim is made.
- Runtime/cache/migration: no behavioral change, dependency, cache schema or
persisted settings migration in closeout.
- Documentation: M02 target Evidence/checklist, seven acceptance markers,
target index and roadmap state updated. Existing input, movement, terrain,
camera and presentation API/module specs and diagrams passed the documentation gate.
@@ -90,6 +90,7 @@ no-collision sandbox baseline.
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M02-RND-CAMERA-001:8c1cf9b -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M02-RND-CAMERA-001:68e6f60 -->
## Handoff
@@ -84,6 +84,7 @@ components without changing the current sandbox presentation.
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M02-RND-CHARACTER-PRESENTATION-001:97bb53f -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M02-RND-CHARACTER-PRESENTATION-001:8c71e46 -->
## Handoff
+117
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@@ -0,0 +1,117 @@
# M03-RND-FACADE-001 — Renderer facade first seam
<!-- OPENWC_CLAIM:M03-RND-FACADE-001:sindo-main-codex:2026-07-17 -->
## Ownership
- Target: M03
- Program: RND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m03-renderer-facade`
- Lease expires UTC: 2026-07-17
- Integrator: M03 milestone integrator
## Outcome
Introduce `WorldRenderFacade` as the only runtime/tool caller surface for typed
streaming focus updates and read-only renderer metrics, while retaining
`StreamingWorldLoader` as the unchanged internal implementation.
## Non-goals
- Extract the pure target planner or budget scheduler in this package.
- Add environment or entity-presentation commands before their contracts exist.
- Replace the M02 `TerrainQuery` gameplay boundary in this package.
- Change streaming radii, queues, cache formats, visuals or quality presets.
- Mark M03 complete or edit its checklist/Evidence.
## Paths
- Exclusive: `src/render/world_render_facade.gd`,
`src/tools/verify_world_render_facade.gd`, this claim
- Shared/hotspots: both runtime streaming scenes, three renderer capture/probe
tools, `src/tools/verify_streaming_focus.gd`, `docs/modules/world-renderer.md`,
`docs/modules/README.md`, `RENDER.md`
- Generated/ignored: local `.godot`, native build outputs, caches and proprietary
renderer corpus
## Contracts and data
- Public API: `set_streaming_focus`, `refresh_streaming_focus`,
`renderer_metrics_snapshot`
- Scene adapter: explicit `streaming_focus_source_path` owned by the facade
- Internal implementation seam: `streaming_world_loader_path`; callers must not
read streamer queues or call its methods directly
- Schema/cache/coordinate contracts: unchanged
- Consumers: runtime scenes, capture tool and renderer probes
## Dependencies
- Requires: M01 `StreamingFocus` and merged M02 closeout on master `4f566b1`
- Blocks: environment/entity/ground facade contracts and planner extraction
- External state: none; contract verification uses a test double
## Verification
- Commands: dedicated facade verifier, streaming-focus regression, renderer
baseline manifest/dry-run, coordinate boundary and repository gates
- Fixtures: typed focus, source Node3D and read-only metrics test double
- Fidelity evidence: no renderer configuration, planner, queue, placement,
visibility, material, animation or cache behavior changes
- Performance budget: one source position sample per process frame; target
recomputation remains throttled inside the existing streamer
## Documentation deliverables
- Inline public API docs for facade properties and methods
- Updated world-renderer module specification
- Updated data-flow, sequence and dependency diagrams
- Updated source map/status and renderer notes
## Simplicity and naming
- Important names: `WorldRenderFacade`, `renderer_metrics_snapshot`
- Simplest approach: one small Node adapter delegating to the existing streamer
- Rejected complexity: service container, generic command bus, streamer rewrite
or duplicate queue/cache state
- Unavoidable complexity: scene-relative source and implementation paths are
resolved on the main thread with explicit diagnostics
- Measured optimization evidence: not applicable; behavior-preserving seam
## Status
- State: ready-for-review
- Done: introduced the facade, migrated two runtime scenes and three renderer
tools, added regression coverage and updated renderer documentation
- Next: M03 integrator reviews and merges `3d528e3`
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M03-RND-FACADE-001:3d528e3 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M03-RND-FACADE-001:a100ced -->
## Handoff
- Commit: `3d528e3`
- Integration: accepted in master merge `a100ced`
- Results: `WorldRenderFacade` is the runtime/tool surface for typed focus and
detached metrics; the existing streamer remains the sole owner of queues,
caches, tasks, nodes and RIDs.
- Verification: facade `delegation=3 runtime_scenes=2 tools=3`; streaming focus
`contract=1 runtime_scenes=2 capture_tools=3`; coordinate boundary
`files=105 native_boundary=1 oracle=1 consumers=5 classifier_cases=6`;
render manifest `checkpoints=7 coverage=7 caches=7`; seven-checkpoint headless
dry-run; coordination/documentation/diff gates passed.
- Fidelity: no changes to renderer target calculation, budgets, queue order,
cache versions, placement, visibility, materials or animation. The dry-run
retained all seven checkpoint plans. No build-12340 parity claim is added.
- External/local inputs: ignored native DLL and generated ADT resource scripts
were copied from master only to run the worktree smoke. Proprietary extracted
ADT and character GLB data were unavailable, producing the expected dry-run
degraded-data diagnostics.
- Remaining risks: environment, entity visuals and ground query are not yet
facade contracts; streamer exported configuration remains transitional scene
composition; focus-source sampling adds one small main-thread adapter step per
process frame while target refresh remains streamer-throttled.
- Documentation updated: inline facade API, `docs/modules/world-renderer.md`
public API/inputs/outputs/data-flow/sequence/ownership/recovery/status/source
map, and `RENDER.md` file map plus implementation note.
@@ -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 +1,106 @@
# M03-RND-INTERNAL-ACCESS-GATE-001 — Streamer internal access gate
<!-- OPENWC_CLAIM:M03-RND-INTERNAL-ACCESS-GATE-001:sindo-main-codex:2026-07-18 -->
## Ownership
- Target: M03
- Program: RND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m03-streamer-internal-access-gate`
- Lease expires UTC: 2026-07-18
- Integrator: M03 milestone integrator
## Outcome
Add an automated repository boundary gate proving gameplay code and Godot
`EditorPlugin` implementations do not access `StreamingWorldLoader` private
queue, task, cache or tile-state fields.
## Non-goals
- Change renderer behavior, queues, jobs, cache formats or facade contracts.
- Ban scene composition references to the loader script or facade adapter path.
- Migrate renderer-only diagnostic probes that inspect internal readiness/terrain;
those require the later metrics/ground-query facade contract.
- Mark M03 complete.
## Paths
- Exclusive: `src/tools/verify_renderer_internal_access.gd`, this claim
- Shared/hotspots: `docs/modules/world-renderer.md`, `RENDER.md`,
`targets/03-renderer-facade.md`
- Read-only scan scope: `src/gameplay/**/*.gd`, `src/editor/**/*.gd`, Godot
`EditorPlugin` package scripts under `src/**/*.gd` and `addons/**/*.gd`, and
the streamer field declarations
## Contracts and data
- Input: repository GDScript source and actual private streamer declarations
- Output: deterministic pass/fail diagnostics with consumer path and symbol
- Runtime, scene, cache, coordinate and asset contracts: unchanged
## Dependencies
- Requires: integrated facade and scheduler master `a023d76`
- Blocks: safe service extraction and M03 dependency regression acceptance
- External state: none
## Verification
- Commands: dedicated internal-access gate, facade regression, coordination,
documentation and diff gates
- Fixtures: gameplay source discovery, EditorPlugin discovery and synthetic
forbidden symbol detection
- Fidelity evidence: source-only enforcement; no runtime or visual code changes
- Performance budget: one bounded repository source scan in a headless test process
## Documentation deliverables
- World-renderer boundary/verification/known-gap/source-map updates
- Renderer implementation note documenting diagnostic-tool exception
- No new module spec because this package adds a verifier to the existing renderer module
## Simplicity and naming
- Important name: `verify_renderer_internal_access.gd`
- Simplest approach: derive forbidden fields from the current streamer instead
of maintaining a second hand-written queue list
- Rejected complexity: language plugin, custom linter framework or runtime proxy
- Unavoidable complexity: recursive source discovery expands each actual
`EditorPlugin` root to its package scripts while excluding reference mirrors
## Status
- State: ready-for-review
- Done: derived 43 private renderer symbols, scanned seven gameplay and nine
EditorPlugin-package sources, added synthetic positive/negative fixtures and docs
- Next: M03 integrator reviews and merges `b58bf2c`
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M03-RND-INTERNAL-ACCESS-GATE-001:b58bf2c -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M03-RND-INTERNAL-ACCESS-GATE-001:7e35de7 -->
## Handoff
- Commit: `b58bf2c`
- Results: repository gate derives private queue/task/cache/state declarations
from the streamer and rejects external member/reflection access in gameplay and
EditorPlugin package sources. Current scope passes with `43/7/9` inventory counts.
- Verification: internal access, facade and budget scheduler headless contracts;
Godot editor scan with local ignored dependencies; coordination, documentation
and diff gates passed.
- Fidelity: source-only enforcement changes no runtime configuration, queue order,
cache version, placement, material, animation or visibility behavior. No
build-12340 parity claim is added.
- External/local inputs: ignored native DLL and two generated ADT resource scripts
were copied from master only for facade/editor smoke and then removed. Proprietary
extracted world data was unavailable, producing expected degraded-data diagnostics.
- Remaining risks: renderer diagnostic terrain probe remains an explicit exception;
whitespace-obfuscated dynamic reflection is outside the lightweight source gate;
future non-EditorPlugin authoring code is already prohibited by repository policy.
- Documentation: world-renderer boundary/verification/capability/known-gap/source
map and `RENDER.md` implementation note updated; no new module was introduced.
- Integration: accepted in master merge `7e35de7`; post-merge access gate
`private_symbols=43 gameplay=7 editor_sources=9`, facade/scheduler/planner and
repository gates passed.
@@ -0,0 +1,116 @@
# M03-RND-SCHEDULER-001 — Bounded render budget scheduler
<!-- OPENWC_CLAIM:M03-RND-SCHEDULER-001:sindo-main-codex:2026-07-18 -->
## Ownership
- Target: M03
- Program: RND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m03-render-budget-scheduler`
- Lease expires UTC: 2026-07-18
- Integrator: M03 milestone integrator
## Outcome
Extract the streamer's per-frame main-thread operation quotas into a scene-free
`RenderBudgetScheduler`, preserving existing queue priority and quota values and
stopping permit issuance after renderer teardown cancellation.
## Non-goals
- Move queue, worker-task, cache, Node, Resource or RID ownership out of the streamer.
- Change queue ordering, concurrency limits, exported defaults or visual behavior.
- Add a generic job framework, priority graph, time-based adaptive budgeting or dependency.
- Change cache formats, renderer profiles or target milestone status.
## Paths
- Exclusive: `src/render/streaming/render_budget_scheduler.gd`,
`src/tools/verify_render_budget_scheduler.gd`,
`docs/modules/render-budget-scheduler.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 cache resources and
proprietary renderer corpus
## Contracts and data
- Input: immutable per-frame map from documented operation lane IDs to
non-negative operation limits
- Output: boolean permits and remaining/consumed diagnostic snapshots
- Lifecycle: `begin_frame` resets permits; `cancel` permanently rejects permits
for the current scheduler instance
- Queue contents, ordering, task concurrency and schema/cache versions: unchanged
- Consumer: `StreamingWorldLoader` main-thread queue/finalize drains
## Dependencies
- Requires: integrated M03 facade and streaming planner on master `650d584`
- Blocks: renderer performance regression gate and per-service extraction
- External state: none; tests use synthetic lane limits and no world assets
## Verification
- Commands: dedicated scheduler verifier, facade/planner/focus/coordinate
regressions, renderer manifest/dry-run and repository gates
- Fixtures: shared lane priority, independent lanes, zero/negative limits,
frame reset, unknown lane and cancellation
- Fidelity evidence: operation defaults and loop order are captured before
migration; all seven renderer checkpoint plans remain valid
- Performance budget: permit checks are constant-time dictionary operations and
create no Node, Resource, worker task, cache entry or RID
## Documentation deliverables
- Inline API docs for scheduler lifecycle, permits and diagnostics
- New module specification with input/output table, data-flow, sequence and
lifecycle diagrams
- Updated world-renderer flow/ownership/source map, module registry and renderer notes
## Simplicity and naming
- Important name: `RenderBudgetScheduler`
- Simplest approach: one small main-thread service with named quota lanes
- Rejected complexity: generic job graph, callbacks, queue ownership, adaptive
timing controller, service container or third-party dependency
- Unavoidable complexity: chunk removal and creation intentionally share one
lane so removal retains priority while consuming the same historical budget
- Measured optimization evidence: no optimization claim; exact bounded extraction
## Status
- State: ready-for-review
- Done: extracted all 16 historical operation quotas, migrated ordered drains,
added terminal teardown cancellation, asset-free verification and module docs
- Next: M03 integrator reviews and merges `e52f703`
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M03-RND-SCHEDULER-001:e52f703 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M03-RND-SCHEDULER-001:7ece2ab -->
## Handoff
- Commit: `e52f703`
- Results: `RenderBudgetScheduler` owns only per-frame lane counters and terminal
cancellation; `StreamingWorldLoader` retains queue order, task/cache/node/RID
ownership and operation execution. Chunk removal/create share one historical budget.
- Verification: scheduler `cases=6 iterations=20000 elapsed_ms=7.495`; planner
`cases=5 average_ms=1.879`; facade/focus contracts passed; coordinate boundary
`files=111 consumers=6`; renderer manifest `checkpoints=7 coverage=7 caches=7`;
shutdown ownership, documentation, coordination and diff gates passed.
- Fidelity: exported defaults, quality presets, queue order, operation sites,
cache versions and visible rendering rules are unchanged. Seven checkpoint
plans remain valid. No build-12340 parity claim is added.
- External/local inputs: ignored native DLL and two generated ADT resource scripts
were copied from master only for the worktree parse/smoke and then removed.
Proprietary extracted ADT data was unavailable, producing expected degraded-data diagnostics.
- Remaining risks: queue storage length and worker concurrency remain streamer-owned;
cancellation stops permit issuance but does not interrupt in-flight work; exact
p95/p99 impact still requires an asset-backed baseline.
- Documentation: new scheduler module spec with API, input/output, data-flow,
sequence, lifecycle, ownership, cancellation, performance and source-map sections;
world renderer, module registry and renderer implementation notes updated.
- Integration: accepted in master merge `7ece2ab`; post-merge scheduler timing
`cases=6 iterations=20000 elapsed_ms=10.216`, all listed regressions and gates passed.
@@ -0,0 +1,120 @@
# M03-RND-STREAMING-PLANNER-001 — Pure streaming target planner
<!-- OPENWC_CLAIM:M03-RND-STREAMING-PLANNER-001:sindo-main-codex:2026-07-17 -->
## Ownership
- Target: M03
- Program: RND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m03-streaming-target-planner`
- Lease expires UTC: 2026-07-17
- Integrator: M03 milestone integrator
## Outcome
Extract runtime/editor ADT wanted/retained-set calculation and boundary prefetch
selection from `StreamingWorldLoader` into a scene-free, deterministic
`StreamingTargetPlanner` with typed focus input and asset-free contract tests.
## Non-goals
- Change load/retain radii, boundary thresholds, queue priority or LOD policy.
- Move queue mutation, async jobs, cache ownership or GPU finalization.
- Extract `RenderBudgetScheduler` or asset services in this package.
- Change cache formats, renderer profiles or target milestone status.
## Paths
- Exclusive: `src/render/streaming/streaming_target_planner.gd`,
`src/render/streaming/streaming_target_policy.gd`,
`src/render/streaming/streaming_target_plan.gd`,
`src/tools/verify_streaming_target_planner.gd`,
`docs/modules/streaming-target-planner.md`, this claim
- Shared/hotspots: `src/scenes/streaming/streaming_world_loader.gd`,
`src/tools/verify_coordinate_conversion_boundaries.gd`,
`docs/modules/world-renderer.md`, `docs/modules/coordinate-mapping.md`,
`docs/modules/README.md`, `RENDER.md`
- Generated/ignored: `.godot`, native DLL, generated cache resources and
proprietary renderer corpus
## Contracts and data
- Input: immutable `GodotWorldPosition`, available-tile key set and immutable
`StreamingTargetPolicy`
- Output: immutable `StreamingTargetPlan` with focus tile plus detached
wanted/retained tile-key sets
- Tile-key representation remains the streamer's existing `<x>_<y>` internal key
- Schema/cache/coordinate versions: unchanged
- Consumers: `StreamingWorldLoader` runtime/editor refresh paths
## Dependencies
- Requires: M01 typed coordinates/focus and integrated facade package `a100ced`
- Blocks: budget scheduler extraction and planner performance regression gate
- External state: none; tests use synthetic tile catalogs
## Verification
- Commands: dedicated planner verifier, facade/focus/coordinate regressions,
renderer manifest/dry-run and repository gates
- Fixtures: center, edge, corner, unavailable-tile, clamped-radius and editor cases
- Fidelity evidence: expected tile sets are captured from current formulas; full
renderer dry-run retains all seven checkpoint plans
- Performance budget: planner work remains bounded by square radii and creates no
Node, Resource, task, cache or RID
## Documentation deliverables
- Inline API docs for planner/policy/plan
- New module specification with input/output table and data-flow diagram
- Updated world-renderer data-flow/sequence/ownership/source map
- Updated module registry and renderer notes
## Simplicity and naming
- Important names: `StreamingTargetPlanner`, `StreamingTargetPolicy`,
`StreamingTargetPlan`
- Simplest approach: one pure calculator plus two immutable value objects
- Rejected complexity: generic graph planner, priority framework, service
container, job ownership or duplicate available-tile catalog
- Unavoidable complexity: boundary-prefetch cross product must preserve corner
behavior and existing string tile keys
- Measured optimization evidence: no new optimization; exact extraction
## Status
- State: ready-for-review
- Done: extracted immutable policy/plan and pure planner, migrated runtime/editor
target refresh, added behavior/dependency/performance coverage and module docs
- Next: integrated in master; next M03 package extracts the budget scheduler
- Blocked by:
<!-- OPENWC_HANDOFF:READY:M03-RND-STREAMING-PLANNER-001:ad8fc41 -->
<!-- OPENWC_INTEGRATION:ACCEPTED:M03-RND-STREAMING-PLANNER-001:643850c -->
## Handoff
- Commit: `e887c3b`; cold-start fix `ad8fc41`
- Integration: accepted in master merges `d0f74f8` and `643850c`
- Results: runtime/editor wanted and retained ADT sets plus boundary-prefetch
centers are calculated by scene-free `StreamingTargetPlanner`; streamer keeps
queue ordering, LOD/detail state, jobs, caches, nodes and RIDs.
- Verification: planner `cases=5 iterations=250 average_ms=1.765`; facade
`delegation=3 runtime_scenes=2 tools=3`; focus `contract=1 runtime_scenes=2
capture_tools=3`; coordinate boundary `files=109 consumers=6`; renderer
manifest `checkpoints=7 coverage=7 caches=7`; shutdown ownership passed;
documentation, coordination and diff gates passed.
- Fidelity: center/corner/catalog/clamp/editor fixtures preserve the extracted
formulas; seven-checkpoint dry-run retained all plans. No radius, threshold,
load priority, cache version, placement, material, animation or visibility
rule changed. No build-12340 parity claim is added.
- External/local inputs: ignored native DLL and generated ADT resource scripts
were copied from master for worktree smoke only. Proprietary ADT and character
assets were unavailable, so the dry-run emitted expected degraded-data diagnostics.
- Remaining risks: exact p95/p99 impact still needs an asset-backed baseline;
pathological custom radii are not benchmarked; tile-key strings remain the
existing internal catalog representation; queue/LOD application remains monolithic.
- Documentation updated: new planner module spec with API/input/output/data-flow/
sequence/ownership/recovery/performance/source-map sections; world renderer,
coordinate mapping, module registry and renderer implementation notes updated.
@@ -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.
+4
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@@ -12,9 +12,13 @@
| 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) |
| 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) |
| Gameplay | Prototype/Planned | [`../../targets/roadmap/04-gameplay-systems.md`](../../targets/roadmap/04-gameplay-systems.md) |
| UI/Lua/audio | Prototype/Planned | [`../../targets/roadmap/05-ui-lua-audio.md`](../../targets/roadmap/05-ui-lua-audio.md) |
+4
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@@ -116,9 +116,12 @@ flowchart LR
Godot -->|typed direct adapter| Tile
Godot -->|typed direct adapter| Local
Godot --> TerrainQuery[AdtTerrainQuery consumer]
Godot --> TargetPlanner[StreamingTargetPlanner consumer]
TerrainQuery --> Tile
TerrainQuery --> Local
TerrainQuery --> Chunk
TargetPlanner --> Tile
TargetPlanner --> Local
Tile -->|tile plus local| Godot
ServerYaw[ServerWorldYaw] -->|normalize only| CanonicalYaw[CanonicalWowWorldYaw]
CanonicalYaw -->|same numeric world angle| GodotYaw[GodotWorldYaw]
@@ -249,6 +252,7 @@ raw three-number arrays are not an accepted new persistence contract.
| `src/tools/verify_coordinate_golden_fixtures.gd` | Cross-source fixture schema and mapper validation |
| `src/tools/verify_coordinate_conversion_boundaries.gd` | Repository-wide manual conversion and required-consumer gate |
| `src/gameplay/terrain/adt_terrain_query.gd` | Typed Godot-position consumer for ADT tile/local/chunk lookup |
| `src/render/streaming/streaming_target_planner.gd` | Typed Godot-position consumer for ADT focus tile and boundary-local lookup |
| `src/tools/server_spawn_render_manifest.json` | Pinned server-spawn camera, player, marker and expected ADT ownership |
| `src/tools/verify_server_spawn_renderer.gd` | Fixture-to-renderer manifest contract verifier |
| `docs/adr/0001-canonical-world-coordinates.md` | Normative axes, units, boundaries and rollout decision |
+216
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@@ -0,0 +1,216 @@
# Render Budget Scheduler
## Metadata
| Field | Value |
|---|---|
| Status | Implemented |
| Target/work package | `M03-RND-SCHEDULER-001` |
| Owners | Renderer workstream / M03 integrator |
| Last verified | Worktree `work/sindo-main-codex/m03-render-budget-scheduler`, 2026-07-16 |
| Profiles/capabilities | Runtime and Editor main-thread operation quotas; profile values supplied by streamer composition |
## Purpose
Issue a bounded number of permits for each renderer operation lane during one
process frame. The scheduler centralizes quota accounting and teardown
cancellation without taking ownership of queues or render work.
## Non-goals
- Own, sort, drain or cap the stored length of a renderer queue.
- Submit, cancel or await worker and `ResourceLoader` tasks.
- Execute callbacks or mutate the SceneTree, resources, caches or RIDs.
- Adapt limits from elapsed time or create a general job/dependency framework.
- Select renderer quality or compatibility profiles.
## Context and boundaries
```mermaid
flowchart LR
Config[Streamer exported per-frame limits] --> Frame[operation limit snapshot]
Frame --> Scheduler[RenderBudgetScheduler]
Queues[StreamingWorldLoader owned queues] --> Drains[Ordered queue drains]
Scheduler -->|boolean permits| Drains
Drains --> Render[Main-thread finalize/attach/evict]
Shutdown[StreamingWorldLoader exit] -->|cancel| Scheduler
Scheduler -. does not own .-> Queues
```
Allowed dependencies are Godot value containers and `RefCounted`. The module
must not depend on `Node`, `WorkerThreadPool`, `ResourceLoader`, `RenderingServer`,
mutexes, renderer assets or streamer queue fields.
## Public API
| Symbol | Kind | Purpose | Thread/lifetime | Failure behavior |
|---|---|---|---|---|
| Lane constants | `StringName` constants | Stable operation categories used in the frame limit map | Process lifetime | Unknown lanes have zero permits |
| `begin_frame` | Method | Replaces all limits and clears consumption diagnostics for one frame | Main thread; once before drains | Negative limits clamp to zero; cannot revive a cancelled instance |
| `has_remaining_permit` | Query | Tests a lane without consuming | Main thread; current frame | Unknown/exhausted/cancelled returns `false` |
| `try_consume_permit` | Mutation | Atomically checks and consumes one caller operation permit | Main thread; current frame | Unknown/exhausted/cancelled returns `false` |
| `remaining_permits` | Query | Returns a lane's current unconsumed count | Main thread; current frame | Unknown/cancelled returns zero |
| `consumed_permits_snapshot` | Query | Returns detached per-lane diagnostics | Caller owns returned dictionary | Mutation cannot affect scheduler state |
| `cancel` | Lifecycle method | Permanently stops new permits and clears remaining limits | Main thread; renderer teardown | Idempotent; does not interrupt in-flight caller work |
| `is_cancelled` | Query | Reports terminal lifecycle state | Scheduler lifetime | No failure |
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | `Dictionary[StringName, int]` operation limits | `StreamingWorldLoader` configuration snapshot | Scheduler | Copied by scheduler | One process frame |
| Input | Lane ID | Ordered streamer drain | Scheduler | Constant value | One permit check |
| Input | Cancellation | Streamer `_exit_tree` | Scheduler | Terminal flag | Renderer instance lifetime |
| Output | Permit boolean | Scheduler | Streamer drain loop | Scalar | One attempted operation |
| Output | Remaining count | Scheduler | Streamer/tests | Scalar | Current frame |
| Output | Consumed snapshot | Scheduler | Diagnostics/tests | Detached caller-owned copy | Current frame snapshot |
The scheduler has no I/O, logging, SceneTree, task, cache or GPU side effects.
## Data flow
```mermaid
flowchart TD
Exports[Exported operation limits] --> Limits[_render_operation_limits_for_frame]
Limits --> Begin[begin_frame]
Begin --> Remaining[remaining permits by lane]
Queue[Non-empty caller-owned queue] --> Check[try_consume_permit]
Remaining --> Check
Check -->|true| Execute[Caller performs one operation]
Check -->|false| Defer[Operation remains queued]
Execute --> Consumed[consumed permits diagnostics]
```
## Lifecycle and state
```mermaid
stateDiagram-v2
[*] --> Ready
Ready --> FrameActive: begin_frame
FrameActive --> FrameActive: consume/check
FrameActive --> FrameActive: begin_frame resets limits
Ready --> Cancelled: cancel
FrameActive --> Cancelled: cancel
Cancelled --> Cancelled: begin_frame/check/cancel
Cancelled --> [*]
```
Cancellation is intentionally terminal. A new renderer scene creates a new
scheduler instance; an old instance cannot accidentally resume after teardown.
## Main sequence
```mermaid
sequenceDiagram
participant Stream as StreamingWorldLoader
participant Budget as RenderBudgetScheduler
participant Queue as Loader-owned queues
participant Render as SceneTree/RenderingServer
Stream->>Budget: begin_frame(operation limits)
loop existing fixed drain order
Stream->>Queue: inspect next operation
Stream->>Budget: try_consume_permit(lane)
Budget-->>Stream: true or false
Stream->>Render: execute one operation when true
end
Stream->>Budget: cancel() during _exit_tree
Budget-->>Stream: later permits rejected
Stream->>Stream: await tasks and release owned resources
```
## Ownership, threading and resources
- `StreamingWorldLoader` owns every queue, task registry, cache, Node, Resource and RID.
- The scheduler owns two small per-frame counter dictionaries and one terminal flag.
- The streamer preserves operation order. In particular, chunk removals and
creations share `CHUNK_GEOMETRY`, with removals drained first.
- All current scheduler calls occur on the Godot main thread. The service has no
mutex and is not safe for concurrent mutation.
- A scheduler instance lives exactly as long as its loader instance.
## Errors, cancellation and recovery
| Condition | Detection | Behavior | Diagnostic | Recovery |
|---|---|---|---|---|
| Negative/zero limit | `begin_frame` clamp | Lane issues no permits | Contract verifier | Correct configuration or accept disabled lane |
| Unknown lane | Permit lookup miss | Returns `false`/zero | Contract verifier | Add the lane to the frame snapshot |
| Exhausted lane | Remaining count is zero | Work remains in caller queue for a later frame | Queue-depth/hitch metrics | Next `begin_frame` replenishes permits |
| Renderer teardown | Streamer calls `cancel` before task waits | New permits stop immediately | Shutdown ownership regression | New scene creates a new scheduler |
| In-flight operation at cancel | Caller already consumed permit | Scheduler does not interrupt it | Ownership docs | Caller completes/cleans it through existing shutdown path |
This cancellation scope is permit issuance, not worker cancellation. Existing
task/result staleness and shutdown waits remain streamer responsibilities.
## Configuration and capabilities
The streamer's existing exported values populate 16 lanes: tile finalization,
terrain upgrade/control-splat/splat-cache/splat-build, water finalization, shared
chunk geometry, tile-load starts, tile LOD create/remove, M2 animation/mesh
finalization and build, WMO instance/group build, and detail synchronization.
Defaults and quality-preset assignments are unchanged. `tile_finalize` retains
its historical minimum of one; other negative values behave as zero.
## Persistence, cache and migration
The module is runtime-only and serializes nothing. It changes no cache, asset,
scene, protocol or database format and requires no version bump or migration.
## Diagnostics and observability
- `consumed_permits_snapshot` exposes detached per-frame counts for tests and
future facade metrics without exposing mutable scheduler state.
- Existing queue depths, named hitch sections and `HITCH`/`PERF` logs remain in
`StreamingWorldLoader`.
- No scheduler logging occurs on the hot permit path.
## Verification
- `src/tools/verify_render_budget_scheduler.gd` covers exact exhaustion,
independent lanes, shared removal/create priority, frame reset, invalid/unknown
lanes, detached diagnostics, terminal cancellation and source boundaries.
- The verifier performs 20,000 permit checks with a generous 150 ms regression
ceiling on the headless runner; this is a guard, not a renderer p95 claim.
- Integration regressions must retain the seven renderer checkpoint plans and
existing focus/planner/facade contracts.
- Fidelity evidence is behavior-preserving: exported values, process order,
cache versions and visual operations are unchanged. No build-12340 parity
claim follows from this extraction.
## Extension points
- Add facade consumption metrics using detached snapshots.
- Move a service's queue drain behind its own boundary while retaining these lane IDs.
- Add measured time-aware policy only after asset-backed p95/p99 evidence proves
fixed operation counts insufficient; do not embed callbacks in this scheduler.
## Capability status
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
| Per-lane frame bounds | Implemented | Exact exhaustion and independent-lane contracts | Asset-backed p95/p99 baseline remains |
| Shared removal/create priority | Implemented | Synthetic shared `CHUNK_GEOMETRY` contract | Other service priorities remain streamer-owned |
| Teardown permit cancellation | Implemented | Terminal cancellation contract and loader source gate | Worker stale-result cancellation remains streamer-owned |
| Detached consumption diagnostics | Implemented | Snapshot isolation contract | Not yet exposed through facade metrics |
## Known gaps and risks
- Queue storage length is not capped; only per-frame draining is bounded.
- Worker concurrency and stale-result cancellation remain existing streamer logic.
- Exact p95/p99 impact requires local extracted assets and paired baseline runs.
- Lane IDs are dynamic dictionary keys; the verifier guards the current contract.
## Source map
| Path | Responsibility |
|---|---|
| `src/render/streaming/render_budget_scheduler.gd` | Scene-free lane counters, permits, diagnostics and cancellation |
| `src/scenes/streaming/streaming_world_loader.gd` | Limit composition, fixed drain order, queue/resource ownership and operation execution |
| `src/tools/verify_render_budget_scheduler.gd` | Asset-free behavior, dependency and bounded timing regression |
## Related decisions and references
- [`world-renderer.md`](world-renderer.md)
- [`streaming-target-planner.md`](streaming-target-planner.md)
- [`../../targets/03-renderer-facade.md`](../../targets/03-renderer-facade.md)
- [`../../targets/roadmap/02-rendering-and-graphics.md`](../../targets/roadmap/02-rendering-and-graphics.md)
- [`../CODING_STANDARD.md`](../CODING_STANDARD.md)
+239
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@@ -0,0 +1,239 @@
# Streaming Target Planner
## Metadata
| Field | Value |
|---|---|
| Status | Implemented |
| Target/work package | `M03-RND-STREAMING-PLANNER-001` |
| Owners | Renderer workstream / M03 integrator |
| Last verified | `e887c3b`, 2026-07-15 |
| Profiles/capabilities | Runtime and Editor preview ADT target selection; profile values supplied by caller |
## Purpose
Calculate which available ADT tiles are wanted and retained for one typed focus
without accessing the SceneTree, worker tasks, renderer queues, caches or GPU
resources. Runtime planning preserves prewarm, hysteresis and boundary-prefetch
behavior; editor planning preserves the square preview radius.
## Non-goals
- Mutate load/finalize/eviction queues.
- Prioritize queued tile paths by world distance.
- Calculate chunk or tile LOD levels after a tile is loaded.
- Own the available WDT tile catalog or cache paths.
- Create, cancel or await jobs.
- Implement M2, WMO, liquid or terrain attachment.
## Context and boundaries
```mermaid
flowchart LR
Focus[GodotWorldPosition] --> Planner[StreamingTargetPlanner]
Policy[StreamingTargetPolicy] --> Planner
Catalog[Available tile keys from WDT/directory] --> Planner
Planner --> Plan[StreamingTargetPlan]
Plan --> Streamer[StreamingWorldLoader queue/state apply]
Streamer --> Queue[Tile load queue]
```
Allowed dependencies:
- typed coordinate values and `CoordinateMapper`;
- immutable planner policy/result contracts;
- read-only available-tile key membership.
Forbidden dependencies:
- `Node`, SceneTree and viewport/camera discovery;
- `WorkerThreadPool`, `ResourceLoader` and filesystem access;
- `RenderingServer`, meshes, materials, nodes and RIDs;
- gameplay, network, UI, editor UI or server adapters;
- streamer queues, tile states and cache dictionaries.
## Public API
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
| `StreamingTargetPlanner.plan_runtime` | Pure method | Builds wanted/retained sets with edge/corner prefetch | Any thread if caller does not mutate catalog concurrently; call-scoped | Empty catalog produces empty sets |
| `StreamingTargetPlanner.plan_editor` | Pure method | Builds identical editor wanted/retained square sets | Same as runtime planning | Negative radius clamps to zero |
| `StreamingTargetPolicy` | Immutable value | Captures radius margins and boundary threshold for one plan | Caller-owned, shareable | Values retain scene input; effective margins/threshold are clamped |
| `visible_tile_radius` | Pure query | Resolves chunk-radius versus tile-radius visibility | Any thread/value lifetime | No failure |
| `load_tile_radius` | Pure query | Adds non-negative prewarm margin | Any thread/value lifetime | No failure |
| `retained_tile_radius` | Pure query | Adds non-negative hysteresis margin | Any thread/value lifetime | No failure |
| `StreamingTargetPlan` | Immutable value | Holds focus tile and read-only wanted/retained key sets | Caller-owned plan lifetime | No failure |
| `wanted_tile_keys` | Read-only query | Returns immutable wanted set | Plan lifetime | Mutation is rejected by Godot read-only Dictionary |
| `retained_tile_keys` | Read-only query | Returns immutable retained set | Plan lifetime | Mutation is rejected by Godot read-only Dictionary |
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | `GodotWorldPosition` | `WorldRenderFacade`/streamer focus adapter | Planner | Immutable caller value | One plan |
| Input | Available `<tile_x>_<tile_y>` keys | `StreamingWorldLoader` WDT/directory catalog | Planner membership checks | Loader-owned, read-only during call | Map session |
| Input | `StreamingTargetPolicy` | Streamer configuration snapshot | Planner | Immutable caller value | One or more plans |
| Input | Editor preview radius | Editor scene configuration | Planner | Scalar copy | One plan |
| Output | `StreamingTargetPlan.focus_tile` | Planner/`CoordinateMapper` | Streamer diagnostics | Immutable typed coordinate | Plan lifetime |
| Output | Wanted tile-key set | Planner | Streamer queue/state apply | Plan-owned read-only Dictionary | Plan lifetime |
| Output | Retained tile-key set | Planner | Streamer hysteresis/state apply | Plan-owned read-only Dictionary | Plan lifetime |
Side effects:
- none;
- no input mutation;
- no logging, I/O, task submission, cache access, SceneTree or GPU work.
## Data flow
```mermaid
flowchart TD
Position[GodotWorldPosition] --> Tile[CoordinateMapper.godot_to_adt_tile]
Position --> Local[CoordinateMapper.godot_to_adt_tile_local]
Policy[StreamingTargetPolicy] --> Radii[load and retained radii]
Policy --> Threshold[clamped boundary threshold]
Tile --> Centers[base prefetch center]
Local --> Centers
Threshold --> Centers
Centers --> Wanted[available keys within load radius]
Centers --> Retained[available keys within retained radius]
Catalog[Available tile keys] --> Wanted
Catalog --> Retained
Wanted --> Plan[StreamingTargetPlan]
Retained --> Plan
Tile --> Plan
```
## Lifecycle/state
The planner is stateless. A call creates local center/set dictionaries, freezes
the result dictionaries in `StreamingTargetPlan`, returns the plan and retains
no reference to inputs or output. There is no retry, cancellation or shutdown
state machine.
## Main sequence
```mermaid
sequenceDiagram
participant Stream as StreamingWorldLoader
participant Planner as StreamingTargetPlanner
participant Mapper as CoordinateMapper
participant Plan as StreamingTargetPlan
Stream->>Planner: plan_runtime(catalog, typed focus, policy)
Planner->>Mapper: focus tile and tile-local position
Mapper-->>Planner: typed coordinates
Planner->>Planner: prefetch centers and available key sets
Planner->>Plan: freeze focus/wanted/retained result
Plan-->>Stream: immutable target plan
Stream->>Stream: apply queues, LOD and detail state
```
## Ownership, threading and resources
- `StreamingWorldLoader` owns the available catalog and must not mutate it during a planning call.
- `StreamingTargetPolicy` and typed focus remain caller-owned immutable values.
- The planner owns temporary center/set values only until plan construction.
- `StreamingTargetPlan` owns its read-only result dictionaries.
- The planner creates no Node, Resource, RID, thread, mutex or task.
- Current runtime calls occur on the main thread; scene-free contracts permit a
future worker call only after catalog publication/ownership is explicit.
## Errors, cancellation and recovery
| Failure | Detection | Behavior | Diagnostic | Recovery |
|---|---|---|---|---|
| Empty/unavailable catalog | No membership matches | Valid plan with empty sets | Streamer retains existing missing-data diagnostics | Load a valid WDT/directory catalog and replan |
| Focus outside catalog/grid | Typed coordinate does not match keys | Valid focus tile with filtered empty/partial sets | Caller diagnostic if required | Supply valid focus/map or catalog |
| Negative prewarm/retain margin | Policy effective-radius query | Margin clamps to zero | Contract test | Correct configuration if negative value was unintended |
| Boundary threshold outside range | Policy query | Clamp to `0.0..0.49` | Contract test | Correct configuration or accept safe clamp |
| Plan no longer current | New focus/config/catalog revision | Caller discards ephemeral plan | Streamer refresh diagnostics | Replan from current inputs |
Cancellation is not applicable: planning is synchronous, bounded and owns no
external work. A returned stale plan is simply not retained by the planner.
## Configuration and capabilities
| Setting/capability | Default source | Profile | Runtime mutable | Effect |
|---|---|---|---|---|
| `lod2_radius_chunks` | Streamer scene/profile | Renderer | Yes at composition/debug boundary | Converts chunk coverage to minimum ADT radius |
| `lod2_tile_radius` | Streamer scene/profile | Renderer | Yes | Minimum visible ADT radius |
| `warm_tile_margin` | Streamer scene/profile | Renderer | Yes | Extends chunk-derived visible radius |
| `prewarm_tile_margin` | Streamer scene/profile | Renderer | Yes | Extends wanted/load radius |
| `retain_tile_margin` | Streamer scene/profile | Renderer | Yes | Extends retained hysteresis radius |
| `boundary_prefetch_threshold` | Streamer scene/profile | Renderer | Yes | Adds adjacent/corner prefetch centers near tile boundaries |
| Editor preview radius | Editor scene | Authoring preview | Yes | Square wanted/retained preview set |
The planner does not select `Blizzlike335` or `Enhanced`; it applies the values
already selected by renderer composition.
## Persistence, cache and migration
- Planner contracts are runtime-only and are not serialized.
- Existing tile keys and cache paths are unchanged.
- No cache/resource/schema version bump or migration is required.
## Diagnostics and observability
- Logs remain emitted by `StreamingWorldLoader` after applying a plan.
- `StreamingTargetPlan` exposes focus/wanted/retained data for deterministic tests.
- Dedicated verifier reports case count, iteration count, total time and average plan time.
- No correlation ID is required for synchronous ephemeral plans.
## Verification
- Unit/contract: `src/tools/verify_streaming_target_planner.gd` covers center
radii, edge/corner cross product, catalog filtering, clamps, editor behavior,
input/result ownership and scene-free dependencies.
- Integration: streamer source gate confirms both runtime/editor delegation and
removal of `_predictive_focus_tiles` from the monolith.
- Fidelity evidence: expected sets encode the pre-extraction formulas; renderer
checkpoint dry-run must retain all seven checkpoint plans.
- Performance budget: 250 synthetic High-like corner plans average at most
`4.0 ms` each on the headless regression runner; measured result is recorded
in test output.
- Manual diagnostics: unchanged `StreamingWorld` focus/wanted/queued log.
## Extension points
- Direction/velocity/frustum priority can extend policy/input only with fixtures
and a compatibility-safe default reproducing the current position-only plan.
- Multi-focus planning may union additional typed centers without giving the
planner ownership of queues or consumers.
- Queue ordering remains a separate scheduler/application responsibility.
## Capability status
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
| Runtime wanted/retained sets | Implemented | Center/corner/catalog fixtures | Add paired traversal performance evidence |
| Boundary prefetch centers | Implemented | Edge/corner cross-product fixture | Direction/velocity prediction not implemented |
| Editor preview set | Implemented | Negative/radius-one fixtures | Editor viewport integration remains existing adapter |
| Scene-free deterministic execution | Implemented | Dependency/source gate and 250-iteration run | Worker execution is unnecessary today |
| Queue priority/LOD | Not in module | Preserved in streamer | Separate extraction packages |
## Known gaps and risks
- Tile-key sets preserve the streamer's internal string representation; a typed
catalog migration is deferred until it can remove, rather than duplicate, that source of truth.
- Planner time scales with the union of square radii/prefetch centers. The
current bounded regression covers High-like corner input but not pathological custom radii.
- Exact p95/p99 frame impact still requires renderer baseline runs with local assets.
- Direction, velocity and camera frustum do not influence target selection yet.
## Source map
| Path | Responsibility |
|---|---|
| `src/render/streaming/streaming_target_planner.gd` | Pure runtime/editor set calculation and boundary centers |
| `src/render/streaming/streaming_target_policy.gd` | Immutable radius/threshold snapshot and effective clamps |
| `src/render/streaming/streaming_target_plan.gd` | Immutable typed focus and read-only result sets |
| `src/scenes/streaming/streaming_world_loader.gd` | Planner composition and plan application to queues/state |
| `src/tools/verify_streaming_target_planner.gd` | Asset-free behavior/dependency/performance regression |
## Related decisions and references
- [`world-renderer.md`](world-renderer.md)
- [`../../targets/03-renderer-facade.md`](../../targets/03-renderer-facade.md)
- [`../../targets/roadmap/02-rendering-and-graphics.md`](../../targets/roadmap/02-rendering-and-graphics.md)
- [`../GODOT_BEST_PRACTICES.md`](../GODOT_BEST_PRACTICES.md)
- [`../CODING_STANDARD.md`](../CODING_STANDARD.md)
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# 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)
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| 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 |
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# 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)
+183 -29
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`; декомпозиция M02–M03 |
| Target/work package | M00 baseline; `M01-RND-STREAMING-FOCUS-001`; `M01-QAR-SERVER-SPAWN-RENDERER-001`; M03 facade/planner/scheduler/internal-access/ground/environment/entity packages; `M03-RND-TERRAIN-CACHE-SERVICE-001` |
| Owners | Renderer workstream / milestone integrator |
| Last verified | Worktree `work/sindo-main-codex/m01-server-spawn-renderer`, 2026-07-13 |
| Last verified | Worktree `work/sindo-main-codex/m03-terrain-quality-cache`, 2026-07-16 |
| Profiles/capabilities | `Performance`, `Balanced`, `High`, `Custom`; Blizzlike fidelity incomplete |
## Purpose
@@ -32,15 +32,29 @@ flowchart LR
SpawnFixture[Pinned server spawn fixture] --> SpawnManifest[Spawn render manifest]
SpawnManifest --> Capture
Adapter --> Focus
Focus --> Loader[StreamingWorldLoader]
Focus --> Facade[WorldRenderFacade]
Facade --> Loader[StreamingWorldLoader internal]
Loader --> Planner[StreamingTargetPlanner]
Planner --> TargetPlan[StreamingTargetPlan]
TargetPlan --> Loader
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
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:
@@ -60,36 +74,68 @@ Forbidden dependencies:
## Public API
Текущая система ещё не имеет стабильного facade. Фактический integration surface — `StreamingWorldLoader` Node3D и exported properties. M03 должен заменить этот surface на `WorldRenderFacade`.
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.
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
| `map_name` | Exported property | WDT/map directory name | Set before world load | Missing WDT produces diagnostic/empty world |
| `extracted_dir` | Exported property | Root of legally extracted client data | Session lifetime | Missing files reported per loader path |
| `StreamingFocus` | Immutable value | Typed Godot-basis position without Node/Camera dependency | Any thread; caller-owned reference | Null position is a caller contract violation |
| `streaming_focus_source_path` | Exported adapter property | Samples any explicit `Node3D` source into `StreamingFocus` | Main thread, scene lifetime | Missing/wrong node warns once and retains prior focus |
| `set_streaming_focus` | Public method | Accepts focus from app/editor/tool composition | Main thread/session | Null focus is ignored by refresh until replaced |
| `refresh_streaming_focus` | Public method | Samples configured source and applies refresh thresholds | Main thread/session | Returns `false` when no valid focus exists |
| `WorldRenderFacade.streaming_focus_source_path` | Exported adapter property | Samples any explicit `Node3D` source into `StreamingFocus` | Main thread, scene lifetime | Missing/wrong node warns once and retains prior focus |
| `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 |
Публичным contract не считаются внутренние dictionaries, queues, job records и generated node names.
Публичным contract не считаются `StreamingWorldLoader` methods/properties,
внутренние dictionaries, queues, job records и generated node names. Scene-owned
loader configuration remains transitional composition data, not a caller API.
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | `StreamingFocus` | Player/spectator/editor/capture adapter | `StreamingWorldLoader` | Immutable caller value | Main thread/session |
| Input | Focus-source `NodePath` | Runtime/test scene composition | Loader source adapter | Scene-owned node, sampled position | Main thread/scene lifetime |
| 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 | Desired tile/detail operations | Streaming planner inside loader | Finalize queues | Loader-owned | Cross-frame |
| 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 |
| 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 | Metrics/diagnostics | Hitch/stat instrumentation | Logs/baseline tools | Immutable records | Periodic/frame |
| 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 |
Side effects:
@@ -104,7 +150,7 @@ Side effects:
```mermaid
flowchart TD
P[Player/spectator Node3D] --> A[Explicit scene adapter]
PlayerSource[Player/spectator Node3D] --> A[Explicit scene adapter]
C[Capture camera] --> A
SF[Pinned server spawn] --> SM[Validated spawn manifest]
SM --> C
@@ -112,23 +158,39 @@ flowchart TD
E[Editor viewport] --> EA[Editor adapter]
A --> F[StreamingFocus]
EA --> F
F --> T[Compute desired ADT tiles]
WDT[WDT tile catalog] --> T
F --> RF[WorldRenderFacade]
RF --> Planner[StreamingTargetPlanner]
Planner --> T[StreamingTargetPlan apply]
WDT[WDT tile catalog] --> Planner
T --> Q[Tile load queue]
Q --> P[Worker parse/cache load]
P --> R[Result queues]
R --> B[Per-frame budget scheduler]
Q --> Parse[Worker parse/cache load]
Parse --> R[Result queues]
R --> TerrainCache[TerrainQualityMeshCache store]
TerrainCache --> Revisit[Revisited tile state restore]
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
Liquid --> World
Marker --> World
F --> E[Eviction/retention decisions]
E --> World
F --> Eviction[Eviction/retention decisions]
Eviction --> World
```
## Lifecycle/state
@@ -155,18 +217,37 @@ stateDiagram-v2
sequenceDiagram
participant Source as Player/Editor/Capture source
participant Focus as StreamingFocus adapter
participant Stream as StreamingWorldLoader
participant Facade as WorldRenderFacade
participant Stream as StreamingWorldLoader internal
participant Planner as StreamingTargetPlanner
participant Worker as Worker task
participant Budget as Main-thread budget
participant Budget as RenderBudgetScheduler
participant Render as SceneTree/RenderingServer
Source->>Focus: sample explicit Godot position
Focus->>Stream: set/refresh typed focus
Stream->>Stream: desired tiles and priorities
Focus->>Facade: set/refresh typed focus
Facade->>Stream: delegate focus and refresh
Stream->>Planner: typed focus, catalog and target policy
Planner-->>Stream: immutable wanted/retained plan
Stream->>Stream: queue priority and loaded-tile LOD/detail state
Stream->>Worker: parse/load tile and detail data
Worker-->>Stream: immutable result
Stream->>Budget: enqueue finalize operations
Budget->>Render: attach bounded terrain/M2/WMO/liquid work
Stream->>Budget: begin_frame(operation limits)
Stream->>Budget: try_consume_permit(lane)
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
Stream->>Render: clear queues and owned tree nodes/RIDs
@@ -176,6 +257,29 @@ sequenceDiagram
## Ownership, threading and resources
- `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, 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.
- 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
cancellation flag. The streamer retains queue ordering and all operation side effects.
- Focus producers own the immutable `StreamingFocus` reference; the loader retains
the latest reference and converts it to `Vector3` only inside the render boundary.
- Worker tasks не должны менять SceneTree и shared Resource concurrently.
@@ -192,10 +296,18 @@ sequenceDiagram
|---|---|---|---|---|
| Missing WDT/ADT | File/catalog check | Tile/map unavailable | Loader warning/error | Fix extraction/profile, reload |
| 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 |
@@ -225,6 +337,8 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
## Diagnostics and observability
- Logs: `HITCH`, `PERF`, `TERRAIN_QUALITY`, `SKY_LIGHT`, `SKYBOX_MODEL`.
- API snapshot: `WorldRenderFacade.renderer_metrics_snapshot()` returns detached
queue/cache/activity counts without exposing mutable renderer state.
- Metrics: queue depths, active tiles/assets, named finalize times, frame percentiles and max hitch.
- Debug views: render checkpoint scenes/captures; future streaming/LOD/portal overlays.
- Correlation IDs: currently mostly tile/path keys; target architecture adds session/job IDs.
@@ -232,6 +346,18 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
## Verification
- 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.
- 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.
@@ -257,7 +383,14 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
| Character presentation | Prototype | Character creator/player experiment | Full customization/equipment states |
| Camera-independent streaming focus | Implemented | Typed contract, two player-focused runtime scenes and three explicitly camera-focused diagnostic tools | Multi-focus/direction/velocity belong to planner extraction |
| Golden server-spawn visualization | Implemented | Pinned AzerothCore fixture, validated renderer manifest and diagnostic origin-marker capture at ADT `(32,48)`/MCNK `(3,12)` | No TrinityCore row or original-client visual-parity claim |
| Stable renderer facade | Planned | M03 | Current caller uses monolithic Node API |
| 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 |
| 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/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
@@ -278,14 +411,35 @@ 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.
- 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/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 |
| `src/render/streaming/render_budget_scheduler.gd` | Scene-free per-frame operation permits and terminal cancellation |
| `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` | 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/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 |
@@ -301,7 +455,7 @@ 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
+1
View File
@@ -0,0 +1 @@
# Reference projects are research inputs, not OpenWC runtime resources.
+4
View File
@@ -2,6 +2,10 @@ Reference-only sources and tools.
This directory contains external projects used to compare WoW file-format behavior and editor pipelines while implementing OpenWC. Runtime code should not depend on anything in this directory.
Godot project scanning is disabled for this directory by `.gdignore`. Reference
assets remain available to Git, text search and external tooling, but Godot must
not generate `.import` sidecars inside nested reference repositories.
- `blender-wow-studio-3.4-1.1.0_Experimental/` - Blender add-on sources for M2/WMO import/export reference.
- `wow.export/` - wow.export source tree and Blender OBJ importer reference.
- `noggit-red/` - Noggit RED source tree from `https://gitlab.com/dirtbikercj/noggit-red`, used as a reference for WoW 3.3.5 map editing, ADT/WMO/M2 placement behavior, UID handling and editor workflows.
Submodule reference/open-realm updated: dfe316d3b0...c7ed0545c8
@@ -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
@@ -0,0 +1,84 @@
## Issues bounded, per-frame permits for renderer main-thread operation lanes.
##
## The scheduler owns counters only. Queue contents, operation ordering and the
## side effects performed after a permit remain owned by the caller. One instance
## belongs to one renderer lifecycle and must only be used on the main thread.
class_name RenderBudgetScheduler
extends RefCounted
const TILE_FINALIZE: StringName = &"tile_finalize"
const TERRAIN_UPGRADE_FINALIZE: StringName = &"terrain_upgrade_finalize"
const TERRAIN_CONTROL_SPLAT_FINALIZE: StringName = &"terrain_control_splat_finalize"
const TERRAIN_SPLAT_CACHE_FINALIZE: StringName = &"terrain_splat_cache_finalize"
const TERRAIN_SPLAT_BUILD: StringName = &"terrain_splat_build"
const WATER_FINALIZE: StringName = &"water_finalize"
const CHUNK_GEOMETRY: StringName = &"chunk_geometry"
const TILE_LOAD_START: StringName = &"tile_load_start"
const TILE_LOD_CREATE: StringName = &"tile_lod_create"
const TILE_LOD_REMOVE: StringName = &"tile_lod_remove"
const M2_ANIMATION_FINALIZE: StringName = &"m2_animation_finalize"
const M2_MESH_FINALIZE: StringName = &"m2_mesh_finalize"
const M2_BUILD: StringName = &"m2_build"
const WMO_BUILD: StringName = &"wmo_build"
const WMO_RENDER_GROUP_BUILD: StringName = &"wmo_render_group_build"
const DETAIL_ASSET_SYNC: StringName = &"detail_asset_sync"
var _remaining_permits_by_lane: Dictionary = {}
var _consumed_permits_by_lane: Dictionary = {}
var _is_cancelled := false
## Replaces all lane limits for a new frame. Negative limits are treated as zero.
## Calling this after [method cancel] leaves the scheduler cancelled.
func begin_frame(operation_limits_by_lane: Dictionary) -> void:
_remaining_permits_by_lane.clear()
_consumed_permits_by_lane.clear()
if _is_cancelled:
return
for lane_variant in operation_limits_by_lane:
var lane := StringName(lane_variant)
_remaining_permits_by_lane[lane] = maxi(0, int(operation_limits_by_lane[lane_variant]))
_consumed_permits_by_lane[lane] = 0
## Returns whether a lane can issue another permit without consuming it.
## Unknown lanes and cancelled schedulers return false.
func has_remaining_permit(lane: StringName) -> bool:
if _is_cancelled:
return false
return int(_remaining_permits_by_lane.get(lane, 0)) > 0
## Consumes one permit from [param lane] and returns true when it was granted.
## Unknown, exhausted or cancelled lanes return false without changing state.
func try_consume_permit(lane: StringName) -> bool:
if not has_remaining_permit(lane):
return false
_remaining_permits_by_lane[lane] = int(_remaining_permits_by_lane[lane]) - 1
_consumed_permits_by_lane[lane] = int(_consumed_permits_by_lane.get(lane, 0)) + 1
return true
## Returns the unconsumed permit count for one lane.
func remaining_permits(lane: StringName) -> int:
if _is_cancelled:
return 0
return int(_remaining_permits_by_lane.get(lane, 0))
## Returns a detached diagnostic snapshot of permits consumed in this frame.
func consumed_permits_snapshot() -> Dictionary:
return _consumed_permits_by_lane.duplicate()
## Permanently rejects new permits for this scheduler instance and clears limits.
## In-flight work remains the caller's responsibility and is not interrupted.
func cancel() -> void:
_is_cancelled = true
_remaining_permits_by_lane.clear()
## Returns whether [method cancel] ended this scheduler lifecycle.
func is_cancelled() -> bool:
return _is_cancelled
@@ -0,0 +1 @@
uid://byaii7lec82i6
@@ -0,0 +1,37 @@
class_name StreamingTargetPlan
extends RefCounted
## Immutable result of one runtime or editor target-planning operation.
## Tile-key sets use the streamer's existing `<tile_x>_<tile_y>` representation.
var focus_tile: AdtTileCoordinate:
get:
return _focus_tile
var _focus_tile: AdtTileCoordinate
var _wanted_tile_keys: Dictionary
var _retained_tile_keys: Dictionary
## Takes ownership of planner-created sets and freezes them. The planner creates
## these dictionaries independently from its catalog input, so no copy is needed.
func _init(
focus_tile_value: AdtTileCoordinate,
wanted_tile_keys_value: Dictionary,
retained_tile_keys_value: Dictionary
) -> void:
_focus_tile = focus_tile_value
_wanted_tile_keys = wanted_tile_keys_value
_retained_tile_keys = retained_tile_keys_value
_wanted_tile_keys.make_read_only()
_retained_tile_keys.make_read_only()
## Returns the immutable wanted tile-key set.
func wanted_tile_keys() -> Dictionary:
return _wanted_tile_keys
## Returns the immutable retained tile-key set.
func retained_tile_keys() -> Dictionary:
return _retained_tile_keys
@@ -0,0 +1 @@
uid://fq1ax8tdju2q
@@ -0,0 +1,104 @@
class_name StreamingTargetPlanner
extends RefCounted
## Scene-free deterministic calculator for runtime/editor ADT target sets.
## It creates no tasks or renderer resources and never mutates its inputs.
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 TARGET_PLAN_SCRIPT := preload("res://src/render/streaming/streaming_target_plan.gd")
## Builds runtime wanted and retained sets, including the existing edge/corner
## prefetch centers. `available_tile_paths_by_key` is read only for membership.
func plan_runtime(
available_tile_paths_by_key: Dictionary,
focus_position: GodotWorldPosition,
policy
):
var focus_tile = COORDINATE_MAPPER_SCRIPT.godot_to_adt_tile(focus_position)
var prefetch_centers := _prefetch_centers(focus_position, focus_tile, policy)
var wanted_tile_keys := _available_keys_within_radius(
available_tile_paths_by_key,
prefetch_centers,
policy.load_tile_radius()
)
var retained_tile_keys := _available_keys_within_radius(
available_tile_paths_by_key,
prefetch_centers,
policy.retained_tile_radius()
)
return TARGET_PLAN_SCRIPT.new(focus_tile, wanted_tile_keys, retained_tile_keys)
## Builds the editor square preview set. Editor wanted and retained sets are
## identical and a negative radius is clamped to the focus tile.
func plan_editor(
available_tile_paths_by_key: Dictionary,
focus_position: GodotWorldPosition,
editor_preview_tile_radius: int
):
var focus_tile = COORDINATE_MAPPER_SCRIPT.godot_to_adt_tile(focus_position)
var centers: Array[AdtTileCoordinate] = [focus_tile]
var wanted_tile_keys := _available_keys_within_radius(
available_tile_paths_by_key,
centers,
maxi(0, editor_preview_tile_radius)
)
return TARGET_PLAN_SCRIPT.new(focus_tile, wanted_tile_keys, wanted_tile_keys)
func _prefetch_centers(
focus_position: GodotWorldPosition,
focus_tile: AdtTileCoordinate,
policy
) -> Array[AdtTileCoordinate]:
var centers: Array[AdtTileCoordinate] = [focus_tile]
var threshold: float = policy.clamped_boundary_prefetch_threshold()
if threshold <= 0.0:
return centers
var tile_local_position = COORDINATE_MAPPER_SCRIPT.godot_to_adt_tile_local(focus_position)
var local_x_fraction: float = tile_local_position.east_yards / COORDINATE_MAPPER_SCRIPT.ADT_TILE_SIZE_YARDS
var local_z_fraction: float = tile_local_position.south_yards / COORDINATE_MAPPER_SCRIPT.ADT_TILE_SIZE_YARDS
var tile_x_offsets: Array[int] = [0]
var tile_y_offsets: Array[int] = [0]
if local_x_fraction <= threshold:
tile_x_offsets.append(-1)
elif local_x_fraction >= 1.0 - threshold:
tile_x_offsets.append(1)
if local_z_fraction <= threshold:
tile_y_offsets.append(-1)
elif local_z_fraction >= 1.0 - threshold:
tile_y_offsets.append(1)
for tile_x_offset in tile_x_offsets:
for tile_y_offset in tile_y_offsets:
if tile_x_offset == 0 and tile_y_offset == 0:
continue
centers.append(ADT_TILE_COORDINATE_SCRIPT.new(
focus_tile.tile_x + tile_x_offset,
focus_tile.tile_y + tile_y_offset
))
return centers
func _available_keys_within_radius(
available_tile_paths_by_key: Dictionary,
centers: Array[AdtTileCoordinate],
tile_radius: int
) -> Dictionary:
var available_tile_keys: Dictionary = {}
for center in centers:
for tile_y in range(center.tile_y - tile_radius, center.tile_y + tile_radius + 1):
for tile_x in range(center.tile_x - tile_radius, center.tile_x + tile_radius + 1):
var tile_key := _tile_key(tile_x, tile_y)
if available_tile_paths_by_key.has(tile_key):
available_tile_keys[tile_key] = true
return available_tile_keys
func _tile_key(tile_x: int, tile_y: int) -> String:
return "%d_%d" % [tile_x, tile_y]
@@ -0,0 +1 @@
uid://crqjbgoe3f6ea
@@ -0,0 +1,108 @@
class_name StreamingTargetPolicy
extends RefCounted
## Immutable runtime tile-radius and boundary-prefetch policy consumed by
## [StreamingTargetPlanner]. Values preserve scene configuration exactly;
## effective radii and thresholds apply the existing renderer clamps.
const CHUNKS_PER_ADT_TILE := 16
var lod2_radius_chunks: int:
get:
return _lod2_radius_chunks
var lod2_tile_radius: int:
get:
return _lod2_tile_radius
var warm_tile_margin: int:
get:
return _warm_tile_margin
var prewarm_tile_margin: int:
get:
return _prewarm_tile_margin
var retain_tile_margin: int:
get:
return _retain_tile_margin
var boundary_prefetch_threshold: float:
get:
return _boundary_prefetch_threshold
var _lod2_radius_chunks: int
var _lod2_tile_radius: int
var _warm_tile_margin: int
var _prewarm_tile_margin: int
var _retain_tile_margin: int
var _boundary_prefetch_threshold: float
## Captures one renderer configuration snapshot for a deterministic plan.
func _init(
lod2_radius_chunks_value: int,
lod2_tile_radius_value: int,
warm_tile_margin_value: int,
prewarm_tile_margin_value: int,
retain_tile_margin_value: int,
boundary_prefetch_threshold_value: float
) -> void:
_lod2_radius_chunks = lod2_radius_chunks_value
_lod2_tile_radius = lod2_tile_radius_value
_warm_tile_margin = warm_tile_margin_value
_prewarm_tile_margin = prewarm_tile_margin_value
_retain_tile_margin = retain_tile_margin_value
_boundary_prefetch_threshold = boundary_prefetch_threshold_value
## Returns the current visible ADT radius derived from chunk and tile settings.
func visible_tile_radius() -> int:
return calculate_visible_tile_radius(_lod2_radius_chunks, _lod2_tile_radius, _warm_tile_margin)
## Returns the visible radius plus the non-negative prewarm margin.
func load_tile_radius() -> int:
return calculate_load_tile_radius(
_lod2_radius_chunks,
_lod2_tile_radius,
_warm_tile_margin,
_prewarm_tile_margin
)
## Returns the load radius plus the non-negative hysteresis margin.
func retained_tile_radius() -> int:
return load_tile_radius() + maxi(0, _retain_tile_margin)
## Returns the edge fraction accepted by the existing prefetch policy.
func clamped_boundary_prefetch_threshold() -> float:
return clampf(_boundary_prefetch_threshold, 0.0, 0.49)
## Calculates the visible radius without allocating a policy. The streamer uses
## this hot-path form while finalizing tiles between planning refreshes.
static func calculate_visible_tile_radius(
lod2_radius_chunks_value: int,
lod2_tile_radius_value: int,
warm_tile_margin_value: int
) -> int:
var chunk_tile_radius := int(ceil(
float(lod2_radius_chunks_value) / float(CHUNKS_PER_ADT_TILE)
)) + warm_tile_margin_value
return maxi(chunk_tile_radius, lod2_tile_radius_value)
## Calculates the load radius without allocating a policy.
static func calculate_load_tile_radius(
lod2_radius_chunks_value: int,
lod2_tile_radius_value: int,
warm_tile_margin_value: int,
prewarm_tile_margin_value: int
) -> int:
return calculate_visible_tile_radius(
lod2_radius_chunks_value,
lod2_tile_radius_value,
warm_tile_margin_value
) + maxi(0, prewarm_tile_margin_value)
@@ -0,0 +1 @@
uid://cfrad5wr668w5
@@ -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 +1,73 @@
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
+243
View File
@@ -0,0 +1,243 @@
@tool
class_name WorldRenderFacade
extends Node
## Stable main-thread boundary between runtime/tool callers and the monolithic
## streaming renderer. The facade owns no queues, caches, nodes or RIDs.
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
func _ready() -> void:
_resolve_streaming_world_loader()
set_process(streaming_focus_source_path != NodePath())
if streaming_focus_source_path != NodePath():
# Child nodes become ready before their parent StreamingWorldLoader. Only
# publish the initial focus here; the loader applies it after initialization.
_capture_streaming_focus_from_source()
func _process(_delta_seconds: float) -> void:
_capture_streaming_focus_from_source()
## Replaces the renderer focus. The immutable value remains caller-owned; the
## internal streamer retains the reference for its next throttled refresh.
func set_streaming_focus(streaming_focus: StreamingFocus) -> void:
var loader := _resolve_streaming_world_loader()
if loader == null:
return
loader.call("set_streaming_focus", streaming_focus)
## Samples the configured source and requests target refresh from the internal
## streamer. Returns false when either dependency or a valid focus is unavailable.
func refresh_streaming_focus(force: bool = false) -> bool:
_capture_streaming_focus_from_source()
var loader := _resolve_streaming_world_loader()
if loader == null:
return false
return bool(loader.call("refresh_streaming_focus", force))
## Returns a detached read-only metrics snapshot for diagnostics and baselines.
## Mutating the returned Dictionary cannot mutate renderer-owned state.
func renderer_metrics_snapshot() -> Dictionary:
var loader := _resolve_streaming_world_loader()
if loader == null:
return {}
var metrics_variant = loader.call("render_baseline_snapshot")
if not (metrics_variant is Dictionary):
push_error("WorldRenderFacade received a non-Dictionary renderer metrics snapshot.")
return {}
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
var focus_source := get_node_or_null(streaming_focus_source_path) as Node3D
if focus_source == null:
if not _missing_focus_source_reported:
push_warning("WorldRenderFacade focus source is missing or is not Node3D: %s" % streaming_focus_source_path)
_missing_focus_source_reported = true
return
_missing_focus_source_reported = false
var godot_position: Vector3 = focus_source.global_position
var typed_world_position = GODOT_WORLD_POSITION_SCRIPT.new(
godot_position.x,
godot_position.y,
godot_position.z
)
set_streaming_focus(STREAMING_FOCUS_SCRIPT.new(typed_world_position))
func _resolve_streaming_world_loader() -> Node:
if is_instance_valid(_streaming_world_loader):
return _streaming_world_loader
var candidate := get_node_or_null(streaming_world_loader_path)
if candidate == null:
if not _missing_loader_reported:
push_error("WorldRenderFacade cannot resolve StreamingWorldLoader at %s" % streaming_world_loader_path)
_missing_loader_reported = true
return null
for required_method in [
&"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:
push_error("WorldRenderFacade renderer implementation lacks %s" % required_method)
_missing_loader_reported = true
return null
_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
+1
View File
@@ -0,0 +1 @@
uid://sxn3ai2ic18r
+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
@@ -3,9 +3,11 @@
[ext_resource type="Script" uid="uid://yi6lawwjgocg" path="res://src/scenes/streaming/streaming_world_loader.gd" id="1_stream"]
[ext_resource type="Script" uid="uid://ltn2ko5kxvo4" path="res://src/scenes/player/third_person_wow_controller.gd" id="2_player"]
[ext_resource type="Script" uid="uid://didjth34ut0v1" path="res://src/scenes/sky/wow_sky_controller.gd" id="3_sky"]
[ext_resource type="Script" path="res://src/scenes/player/third_person_camera_rig.gd" id="4_camera_rig"]
[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" uid="uid://cq60al4uw0mgo" path="res://src/scenes/player/third_person_camera_rig.gd" id="4_camera_rig"]
[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
@@ -56,7 +58,6 @@ fog_depth_end = 5200.0
[node name="StreamingWorld" type="Node3D" unique_id=1063159974]
script = ExtResource("1_stream")
streaming_focus_source_path = NodePath("ThirdPersonPlayer")
camera_path = NodePath("ThirdPersonPlayer/CameraPivot/Camera3D")
quality_preset = "High"
update_interval = 0.1
@@ -94,11 +95,22 @@ wmo_visibility_range = 3600.0
debug_streaming = true
hitch_profiler_enabled = true
[node name="WorldRenderFacade" type="Node" parent="."]
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)
script = ExtResource("2_player")
spawn_tile_x = 31
spawn_tile_y = 49
movement_profile_id = "Blizzlike335"
[node name="CollisionShape3D" type="CollisionShape3D" parent="ThirdPersonPlayer" unique_id=1297880621]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.05, 0)
@@ -109,7 +121,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.05, 0)
mesh = SubResource("PlayerCapsuleMesh_1")
script = ExtResource("5_appearance")
[node name="AnimationPresenter" type="Node" parent="ThirdPersonPlayer/Visual"]
[node name="AnimationPresenter" type="Node" parent="ThirdPersonPlayer/Visual" unique_id=2131488264]
script = ExtResource("6_animation")
[node name="CameraPivot" type="Node3D" parent="ThirdPersonPlayer" unique_id=499263249]
+12 -1
View File
@@ -6,6 +6,8 @@
[ext_resource type="Script" path="res://src/scenes/player/third_person_camera_rig.gd" id="4_camera_rig"]
[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
@@ -57,7 +59,6 @@ fog_depth_end = 5200.0
[node name="StreamingWorld" type="Node3D" unique_id=1063159974]
script = ExtResource("1_sisqv")
map_name = "Kalimdor"
streaming_focus_source_path = NodePath("ThirdPersonPlayer")
camera_path = NodePath("ThirdPersonPlayer/CameraPivot/Camera3D")
quality_preset = "High"
update_interval = 0.1
@@ -95,6 +96,16 @@ wmo_visibility_range = 3600.0
debug_streaming = true
hitch_profiler_enabled = true
[node name="WorldRenderFacade" type="Node" parent="."]
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)
script = ExtResource("2_puy8r")
+304 -180
View File
@@ -17,11 +17,17 @@ 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 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")
const REQUIRED_BAKED_TILE_FORMAT_VERSION := 5
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
@@ -174,6 +180,7 @@ const QUALITY_HIGH := "High"
@export var hitch_profiler_threshold_ms: float = 20.0
var _builder
var _streaming_target_planner := STREAMING_TARGET_PLANNER_SCRIPT.new()
var _map_dir := ""
var _abs_map_dir := ""
var _wdt_info: Dictionary = {}
@@ -230,12 +237,12 @@ var _dbg_last_report := 0.0
var _runtime_stats_accum := 0.0
var _terrain_quality_log_accum := 0.0
var _shutting_down := false
var _render_budget_scheduler := RENDER_BUDGET_SCHEDULER_SCRIPT.new()
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 = {}
@@ -313,6 +320,7 @@ func _ready() -> void:
func _process(delta: float) -> void:
if _available_tiles.is_empty():
return
_render_budget_scheduler.begin_frame(_render_operation_limits_for_frame())
var profile_enabled := hitch_profiler_enabled and not Engine.is_editor_hint()
var profile_start := Time.get_ticks_usec() if profile_enabled else 0
@@ -384,11 +392,33 @@ func _process(delta: float) -> void:
func _exit_tree() -> void:
_shutting_down = true
_render_budget_scheduler.cancel()
_wait_for_tile_tasks()
_clear_streamed_world()
_release_runtime_caches_for_shutdown()
func _render_operation_limits_for_frame() -> Dictionary:
return {
RENDER_BUDGET_SCHEDULER_SCRIPT.TILE_FINALIZE: maxi(1, tile_finalize_ops_per_tick),
RENDER_BUDGET_SCHEDULER_SCRIPT.TERRAIN_UPGRADE_FINALIZE: maxi(0, terrain_upgrade_finalize_ops_per_tick),
RENDER_BUDGET_SCHEDULER_SCRIPT.TERRAIN_CONTROL_SPLAT_FINALIZE: maxi(0, terrain_control_splat_cache_finalize_ops_per_tick),
RENDER_BUDGET_SCHEDULER_SCRIPT.TERRAIN_SPLAT_CACHE_FINALIZE: maxi(0, terrain_splat_cache_finalize_ops_per_tick),
RENDER_BUDGET_SCHEDULER_SCRIPT.TERRAIN_SPLAT_BUILD: maxi(0, terrain_splat_builds_per_tick),
RENDER_BUDGET_SCHEDULER_SCRIPT.WATER_FINALIZE: maxi(0, water_finalize_ops_per_tick),
RENDER_BUDGET_SCHEDULER_SCRIPT.CHUNK_GEOMETRY: maxi(0, chunk_ops_per_tick),
RENDER_BUDGET_SCHEDULER_SCRIPT.TILE_LOAD_START: maxi(0, tiles_per_tick),
RENDER_BUDGET_SCHEDULER_SCRIPT.TILE_LOD_CREATE: maxi(0, tile_lod_ops_per_tick),
RENDER_BUDGET_SCHEDULER_SCRIPT.TILE_LOD_REMOVE: maxi(0, tile_lod_remove_ops_per_tick),
RENDER_BUDGET_SCHEDULER_SCRIPT.M2_ANIMATION_FINALIZE: maxi(0, m2_animation_finalize_ops_per_tick),
RENDER_BUDGET_SCHEDULER_SCRIPT.M2_MESH_FINALIZE: maxi(0, m2_mesh_finalize_ops_per_tick),
RENDER_BUDGET_SCHEDULER_SCRIPT.M2_BUILD: maxi(0, m2_build_groups_per_tick),
RENDER_BUDGET_SCHEDULER_SCRIPT.WMO_BUILD: maxi(0, wmo_build_instances_per_tick),
RENDER_BUDGET_SCHEDULER_SCRIPT.WMO_RENDER_GROUP_BUILD: maxi(0, wmo_render_group_ops_per_tick),
RENDER_BUDGET_SCHEDULER_SCRIPT.DETAIL_ASSET_SYNC: maxi(0, detail_asset_ops_per_tick),
}
## Frees detached prototype nodes and releases render resources owned by this
## loader after all asynchronous work has completed. Map refreshes retain these
## caches; only scene shutdown destroys them.
@@ -720,57 +750,47 @@ func _refresh_editor_streaming_targets_at(focus_pos: Vector3, force: bool) -> vo
if not force and not _should_refresh_focus(focus_pos):
return
var focus_tile := _world_to_tile(focus_pos)
var total_tile_radius: int = maxi(0, editor_preview_tile_radius)
var typed_focus_position = GODOT_WORLD_POSITION_SCRIPT.new(focus_pos.x, focus_pos.y, focus_pos.z)
var target_plan = _streaming_target_planner.plan_editor(
_available_tiles,
typed_focus_position,
editor_preview_tile_radius
)
var wanted_tiles: Dictionary = target_plan.wanted_tile_keys()
var wanted_tiles: Dictionary = {}
for ty in range(focus_tile.y - total_tile_radius, focus_tile.y + total_tile_radius + 1):
for tx in range(focus_tile.x - total_tile_radius, focus_tile.x + total_tile_radius + 1):
var key := _tile_key(tx, ty)
if _available_tiles.has(key):
wanted_tiles[key] = true
_apply_streaming_target(wanted_tiles, wanted_tiles, focus_pos)
_apply_streaming_target(wanted_tiles, target_plan.retained_tile_keys(), focus_pos)
_note_refresh_focus(focus_pos)
if force or debug_streaming:
print("StreamingWorld(editor): focus_tile=%s wanted=%d queued=%d" % [
focus_tile, wanted_tiles.size(), _tile_load_queue.size()])
Vector2i(target_plan.focus_tile.tile_x, target_plan.focus_tile.tile_y),
wanted_tiles.size(),
_tile_load_queue.size(),
])
func _refresh_streaming_targets_at(focus_pos: Vector3, force: bool) -> void:
if not force and not _should_refresh_focus(focus_pos):
return
var focus_tile := _world_to_tile(focus_pos)
# Chunk-LOD radius → tile radius (ceiling), plus margin for pre-warming.
var focus_tiles := _predictive_focus_tiles(focus_pos)
var total_tile_radius: int = _runtime_load_tile_radius()
var retain_tile_radius: int = _runtime_retain_tile_radius()
var retained_tiles: Dictionary = {}
for center in focus_tiles:
for ty in range(center.y - retain_tile_radius, center.y + retain_tile_radius + 1):
for tx in range(center.x - retain_tile_radius, center.x + retain_tile_radius + 1):
var retained_key := _tile_key(tx, ty)
if _available_tiles.has(retained_key):
retained_tiles[retained_key] = true
var wanted_tiles: Dictionary = {}
for center in focus_tiles:
for ty in range(center.y - total_tile_radius, center.y + total_tile_radius + 1):
for tx in range(center.x - total_tile_radius, center.x + total_tile_radius + 1):
var key := _tile_key(tx, ty)
if _available_tiles.has(key):
wanted_tiles[key] = true
var typed_focus_position = GODOT_WORLD_POSITION_SCRIPT.new(focus_pos.x, focus_pos.y, focus_pos.z)
var target_plan = _streaming_target_planner.plan_runtime(
_available_tiles,
typed_focus_position,
_streaming_target_policy()
)
var wanted_tiles: Dictionary = target_plan.wanted_tile_keys()
var retained_tiles: Dictionary = target_plan.retained_tile_keys()
_apply_streaming_target(wanted_tiles, retained_tiles, focus_pos)
_note_refresh_focus(focus_pos)
if force or debug_streaming:
print("StreamingWorld: focus_tile=%s wanted=%d queued=%d" % [
focus_tile, wanted_tiles.size(), _tile_load_queue.size()])
Vector2i(target_plan.focus_tile.tile_x, target_plan.focus_tile.tile_y),
wanted_tiles.size(),
_tile_load_queue.size(),
])
@@ -916,33 +936,31 @@ func _rebuild_chunk_queues() -> void:
func _process_queues() -> void:
var ops_left: int = chunk_ops_per_tick
var tile_lod_create_left: int = tile_lod_ops_per_tick
var tile_lod_remove_left: int = tile_lod_remove_ops_per_tick
# Free stale terrain first so GPU descriptors/memory are reclaimed before new creates.
while ops_left > 0 and not _chunk_remove_queue.is_empty():
while not _chunk_remove_queue.is_empty() and _render_budget_scheduler.try_consume_permit(
RENDER_BUDGET_SCHEDULER_SCRIPT.CHUNK_GEOMETRY):
_remove_chunk(_chunk_remove_queue.pop_back())
ops_left -= 1
while tile_lod_remove_left > 0 and not _tile_lod_remove_queue.is_empty():
while not _tile_lod_remove_queue.is_empty() and _render_budget_scheduler.try_consume_permit(
RENDER_BUDGET_SCHEDULER_SCRIPT.TILE_LOD_REMOVE):
_remove_tile_lod(_tile_lod_remove_queue.pop_back())
tile_lod_remove_left -= 1
# Parse N ADT files this tick — the main throttle knob
var loads_left: int = tiles_per_tick
while loads_left > 0 and not _tile_load_queue.is_empty() and _tile_loading_tasks.size() < max_concurrent_tile_tasks:
while (
not _tile_load_queue.is_empty()
and _tile_loading_tasks.size() < max_concurrent_tile_tasks
and _render_budget_scheduler.try_consume_permit(RENDER_BUDGET_SCHEDULER_SCRIPT.TILE_LOAD_START)
):
_start_tile_load_async(_tile_load_queue.pop_front())
loads_left -= 1
while tile_lod_create_left > 0 and not _tile_lod_create_queue.is_empty():
while not _tile_lod_create_queue.is_empty() and _render_budget_scheduler.try_consume_permit(
RENDER_BUDGET_SCHEDULER_SCRIPT.TILE_LOD_CREATE):
_create_tile_lod(_tile_lod_create_queue.pop_front())
tile_lod_create_left -= 1
# Create chunk meshes — sorted nearest-first so visible detail appears first
while ops_left > 0 and not _chunk_create_queue.is_empty():
while not _chunk_create_queue.is_empty() and _render_budget_scheduler.try_consume_permit(
RENDER_BUDGET_SCHEDULER_SCRIPT.CHUNK_GEOMETRY):
_create_chunk(_chunk_create_queue.pop_front())
ops_left -= 1
# Debug summary every 2 seconds
_dbg_last_report += get_process_delta_time()
@@ -1022,6 +1040,173 @@ func render_baseline_snapshot() -> Dictionary:
}
## Samples already loaded render terrain at one typed Godot world position.
## This diagnostic rendering view is not authoritative gameplay collision.
func sample_rendered_ground_height(godot_world_position: GodotWorldPosition) -> RefCounted:
var ground_query_snapshot := render_ground_query_snapshot(godot_world_position)
if ground_query_snapshot.has("terrain_height"):
return RENDERED_GROUND_SAMPLE_SCRIPT.available(float(ground_query_snapshot["terrain_height"]))
var query_status := StringName(ground_query_snapshot.get("status", "render_terrain_unavailable"))
match query_status:
&"mesh_not_ready":
return RENDERED_GROUND_SAMPLE_SCRIPT.unavailable(&"render_terrain_mesh_not_ready")
&"no_intersection":
return RENDERED_GROUND_SAMPLE_SCRIPT.unavailable(&"render_terrain_no_intersection")
_:
return RENDERED_GROUND_SAMPLE_SCRIPT.unavailable(&"render_terrain_unavailable")
## Returns a detached diagnostic read model for the loaded terrain around one
## typed position. Queue/cache ownership and mutable tile state stay internal.
func render_ground_query_snapshot(godot_world_position: GodotWorldPosition) -> Dictionary:
var world_position := Vector3(
godot_world_position.x_units,
godot_world_position.y_units,
godot_world_position.z_units
)
var tile_coordinate = COORDINATE_MAPPER_SCRIPT.godot_to_adt_tile(godot_world_position)
var highest_terrain_height := -INF
var intersected_tile_key := ""
var ready_mesh_count := 0
for tile_y in range(tile_coordinate.tile_y - 1, tile_coordinate.tile_y + 2):
for tile_x in range(tile_coordinate.tile_x - 1, tile_coordinate.tile_x + 2):
var tile_key := _tile_key(tile_x, tile_y)
if not _tile_states.has(tile_key):
continue
var terrain_state: Dictionary = _tile_states[tile_key]
var terrain_height_variant = _intersect_rendered_terrain_state(terrain_state, world_position)
if terrain_height_variant == null:
continue
ready_mesh_count += 1
var terrain_height := float(terrain_height_variant)
if terrain_height > highest_terrain_height:
highest_terrain_height = terrain_height
intersected_tile_key = tile_key
if is_finite(highest_terrain_height):
return {
"status": "sampled",
"tile": intersected_tile_key,
"terrain_height": highest_terrain_height,
}
var focus_tile_key := _tile_key(tile_coordinate.tile_x, tile_coordinate.tile_y)
var missing_snapshot := {
"status": "no_intersection" if ready_mesh_count > 0 else "mesh_not_ready",
"tile": focus_tile_key,
}
missing_snapshot.merge(
_render_ground_tile_diagnostic(focus_tile_key, world_position),
true
)
if bool(missing_snapshot.get("quality_mesh_present", false)) or bool(
missing_snapshot.get("tile_lod_mesh_present", false)):
missing_snapshot["status"] = "no_intersection"
missing_snapshot.merge(_nearest_rendered_terrain_sample(world_position), true)
if missing_snapshot.get("nearest_sample_distance", null) != null:
missing_snapshot["status"] = "sampled_nearby"
missing_snapshot["terrain_height"] = float(missing_snapshot["nearest_sample_height"])
return missing_snapshot
func _intersect_rendered_terrain_state(terrain_state: Dictionary, world_position: Vector3):
var terrain_mesh: Mesh = terrain_state.get("quality_terrain_mesh", null)
if terrain_mesh == null:
terrain_mesh = terrain_state.get("tile_lod_mesh", null)
if terrain_mesh == null:
return null
var triangle_mesh := terrain_mesh.generate_triangle_mesh()
if triangle_mesh == null:
return null
var tile_root := terrain_state.get("root", null) as Node3D
if tile_root == null or not is_instance_valid(tile_root):
return null
var inverse_transform := tile_root.global_transform.affine_inverse()
var local_ray_origin := inverse_transform * Vector3(
world_position.x,
RENDER_GROUND_QUERY_RAY_HEIGHT_UNITS,
world_position.z
)
var local_ray_direction := inverse_transform.basis * Vector3.DOWN
var intersection: Dictionary = triangle_mesh.intersect_ray(local_ray_origin, local_ray_direction)
if intersection.is_empty():
return null
var local_hit: Vector3 = intersection.get("position", Vector3.ZERO)
return (tile_root.global_transform * local_hit).y
func _render_ground_tile_diagnostic(tile_key: String, world_position: Vector3) -> Dictionary:
var queued_index := -1
for request_index in _tile_load_queue.size():
var tile_request: Dictionary = _tile_load_queue[request_index]
if String(tile_request.get("key", "")) == tile_key:
queued_index = request_index
break
var diagnostic_snapshot := {
"available": _available_tiles.has(tile_key),
"queued_index": queued_index,
"loading": _tile_loading_tasks.has(tile_key),
"state_present": _tile_states.has(tile_key),
"load_queue_size": _tile_load_queue.size(),
}
if not _tile_states.has(tile_key):
return diagnostic_snapshot
var terrain_state: Dictionary = _tile_states[tile_key]
var quality_mesh: Mesh = terrain_state.get("quality_terrain_mesh", null)
var tile_lod_mesh: Mesh = terrain_state.get("tile_lod_mesh", null)
diagnostic_snapshot["quality_mesh_present"] = quality_mesh != null
diagnostic_snapshot["tile_lod_mesh_present"] = tile_lod_mesh != null
diagnostic_snapshot["quality_source"] = String(terrain_state.get("quality_terrain_source", ""))
diagnostic_snapshot["tile_lod"] = int(terrain_state.get("tile_lod", -1))
var tile_root := terrain_state.get("root", null) as Node3D
if tile_root != null and is_instance_valid(tile_root):
var local_position := tile_root.global_transform.affine_inverse() * world_position
diagnostic_snapshot["tile_root_position"] = _render_ground_vector3_array(tile_root.global_position)
diagnostic_snapshot["probe_local_position"] = _render_ground_vector3_array(local_position)
var diagnostic_mesh := quality_mesh if quality_mesh != null else tile_lod_mesh
if diagnostic_mesh != null:
var mesh_bounds := diagnostic_mesh.get_aabb()
diagnostic_snapshot["mesh_aabb_position"] = _render_ground_vector3_array(mesh_bounds.position)
diagnostic_snapshot["mesh_aabb_size"] = _render_ground_vector3_array(mesh_bounds.size)
return diagnostic_snapshot
func _nearest_rendered_terrain_sample(world_position: Vector3) -> Dictionary:
for radius_units in [2.0, 5.0, 10.0, 20.0, 40.0]:
for offset in [
Vector2(radius_units, 0.0),
Vector2(-radius_units, 0.0),
Vector2(0.0, radius_units),
Vector2(0.0, -radius_units),
]:
var sample_position := world_position + Vector3(offset.x, 0.0, offset.y)
var typed_sample_position = GODOT_WORLD_POSITION_SCRIPT.new(
sample_position.x,
sample_position.y,
sample_position.z
)
var sample_tile = COORDINATE_MAPPER_SCRIPT.godot_to_adt_tile(typed_sample_position)
var sample_tile_key := _tile_key(sample_tile.tile_x, sample_tile.tile_y)
if not _tile_states.has(sample_tile_key):
continue
var terrain_height_variant = _intersect_rendered_terrain_state(
_tile_states[sample_tile_key],
sample_position
)
if terrain_height_variant != null:
return {
"nearest_sample_distance": radius_units,
"nearest_sample_height": float(terrain_height_variant),
"nearest_sample_tile": sample_tile_key,
}
return {"nearest_sample_distance": null}
func _render_ground_vector3_array(vector: Vector3) -> Array[float]:
return [vector.x, vector.y, vector.z]
func _tick_runtime_stats(delta: float) -> void:
if not runtime_stats_enabled or Engine.is_editor_hint():
return
@@ -1293,11 +1478,10 @@ func _load_tile_task(request: Dictionary) -> void:
func _drain_tile_load_results() -> void:
var results: Array = []
var finalize_budget: int = maxi(1, tile_finalize_ops_per_tick)
_tile_result_mutex.lock()
while finalize_budget > 0 and not _tile_result_queue.is_empty():
while not _tile_result_queue.is_empty() and _render_budget_scheduler.try_consume_permit(
RENDER_BUDGET_SCHEDULER_SCRIPT.TILE_FINALIZE):
results.append(_tile_result_queue.pop_front())
finalize_budget -= 1
_tile_result_mutex.unlock()
for result in results:
@@ -1321,10 +1505,10 @@ func _drain_tile_load_results() -> void:
_finalize_loaded_tile(request, result["data"])
var baked_ready: Array = []
if finalize_budget <= 0:
if not _render_budget_scheduler.has_remaining_permit(RENDER_BUDGET_SCHEDULER_SCRIPT.TILE_FINALIZE):
return
for key in _tile_loading_tasks.keys():
if baked_ready.size() >= finalize_budget:
if not _render_budget_scheduler.has_remaining_permit(RENDER_BUDGET_SCHEDULER_SCRIPT.TILE_FINALIZE):
break
var pending: Dictionary = _tile_loading_tasks[key]
if pending.get("mode", "raw") != "baked" and pending.get("mode", "raw") != "stream":
@@ -1332,7 +1516,8 @@ func _drain_tile_load_results() -> void:
var status := ResourceLoader.load_threaded_get_status(pending["path"])
if status == ResourceLoader.THREAD_LOAD_LOADED or status == ResourceLoader.THREAD_LOAD_FAILED:
baked_ready.append(key)
if _render_budget_scheduler.try_consume_permit(RENDER_BUDGET_SCHEDULER_SCRIPT.TILE_FINALIZE):
baked_ready.append(key)
for key in baked_ready:
if not _tile_loading_tasks.has(key):
@@ -1750,18 +1935,18 @@ func _request_terrain_splat_cache(state: Dictionary) -> bool:
func _drain_terrain_upgrade_results() -> void:
var ready: Array[String] = []
var budget := maxi(0, terrain_upgrade_finalize_ops_per_tick)
if budget <= 0:
if not _render_budget_scheduler.has_remaining_permit(RENDER_BUDGET_SCHEDULER_SCRIPT.TERRAIN_UPGRADE_FINALIZE):
return
for key_variant in _terrain_upgrade_tasks.keys():
if ready.size() >= budget:
if not _render_budget_scheduler.has_remaining_permit(RENDER_BUDGET_SCHEDULER_SCRIPT.TERRAIN_UPGRADE_FINALIZE):
break
var key := String(key_variant)
var pending: Dictionary = _terrain_upgrade_tasks[key]
var status := ResourceLoader.load_threaded_get_status(String(pending.get("path", "")))
if status == ResourceLoader.THREAD_LOAD_LOADED or status == ResourceLoader.THREAD_LOAD_FAILED:
ready.append(key)
if _render_budget_scheduler.try_consume_permit(RENDER_BUDGET_SCHEDULER_SCRIPT.TERRAIN_UPGRADE_FINALIZE):
ready.append(key)
var changed := false
for key in ready:
@@ -1809,18 +1994,18 @@ func _drain_terrain_upgrade_results() -> void:
func _drain_terrain_control_splat_cache_results() -> void:
var ready: Array[String] = []
var budget := maxi(0, terrain_control_splat_cache_finalize_ops_per_tick)
if budget <= 0:
if not _render_budget_scheduler.has_remaining_permit(RENDER_BUDGET_SCHEDULER_SCRIPT.TERRAIN_CONTROL_SPLAT_FINALIZE):
return
for key_variant in _terrain_control_splat_cache_tasks.keys():
if ready.size() >= budget:
if not _render_budget_scheduler.has_remaining_permit(RENDER_BUDGET_SCHEDULER_SCRIPT.TERRAIN_CONTROL_SPLAT_FINALIZE):
break
var key := String(key_variant)
var pending: Dictionary = _terrain_control_splat_cache_tasks[key]
var status := ResourceLoader.load_threaded_get_status(String(pending.get("path", "")))
if status == ResourceLoader.THREAD_LOAD_LOADED or status == ResourceLoader.THREAD_LOAD_FAILED:
ready.append(key)
if _render_budget_scheduler.try_consume_permit(RENDER_BUDGET_SCHEDULER_SCRIPT.TERRAIN_CONTROL_SPLAT_FINALIZE):
ready.append(key)
var changed := false
for key in ready:
@@ -1875,18 +2060,18 @@ func _drain_terrain_control_splat_cache_results() -> void:
func _drain_terrain_splat_cache_results() -> void:
var ready: Array[String] = []
var budget := maxi(0, terrain_splat_cache_finalize_ops_per_tick)
if budget <= 0:
if not _render_budget_scheduler.has_remaining_permit(RENDER_BUDGET_SCHEDULER_SCRIPT.TERRAIN_SPLAT_CACHE_FINALIZE):
return
for key_variant in _terrain_splat_cache_tasks.keys():
if ready.size() >= budget:
if not _render_budget_scheduler.has_remaining_permit(RENDER_BUDGET_SCHEDULER_SCRIPT.TERRAIN_SPLAT_CACHE_FINALIZE):
break
var key := String(key_variant)
var pending: Dictionary = _terrain_splat_cache_tasks[key]
var status := ResourceLoader.load_threaded_get_status(String(pending.get("path", "")))
if status == ResourceLoader.THREAD_LOAD_LOADED or status == ResourceLoader.THREAD_LOAD_FAILED:
ready.append(key)
if _render_budget_scheduler.try_consume_permit(RENDER_BUDGET_SCHEDULER_SCRIPT.TERRAIN_SPLAT_CACHE_FINALIZE):
ready.append(key)
var changed := false
for key in ready:
@@ -1963,14 +2148,13 @@ func _load_terrain_splat_task(key: String, adt_path: String) -> void:
func _drain_terrain_splat_results() -> void:
var results: Array = []
var budget := maxi(0, terrain_splat_builds_per_tick)
if budget <= 0:
if not _render_budget_scheduler.has_remaining_permit(RENDER_BUDGET_SCHEDULER_SCRIPT.TERRAIN_SPLAT_BUILD):
return
_terrain_splat_result_mutex.lock()
while budget > 0 and not _terrain_splat_result_queue.is_empty():
while not _terrain_splat_result_queue.is_empty() and _render_budget_scheduler.try_consume_permit(
RENDER_BUDGET_SCHEDULER_SCRIPT.TERRAIN_SPLAT_BUILD):
results.append(_terrain_splat_result_queue.pop_front())
budget -= 1
_terrain_splat_result_mutex.unlock()
var changed := false
@@ -2074,14 +2258,13 @@ func _load_tile_water_task(key: String, adt_path: String) -> void:
func _drain_water_load_results() -> void:
var results: Array = []
var budget := maxi(0, water_finalize_ops_per_tick)
if budget <= 0:
if not _render_budget_scheduler.has_remaining_permit(RENDER_BUDGET_SCHEDULER_SCRIPT.WATER_FINALIZE):
return
_water_result_mutex.lock()
while budget > 0 and not _water_result_queue.is_empty():
while not _water_result_queue.is_empty() and _render_budget_scheduler.try_consume_permit(
RENDER_BUDGET_SCHEDULER_SCRIPT.WATER_FINALIZE):
results.append(_water_result_queue.pop_front())
budget -= 1
_water_result_mutex.unlock()
for result in results:
@@ -2891,50 +3074,24 @@ func _compute_desired_lods(state: Dictionary, cam_pos: Vector3) -> Dictionary:
return desired
func _runtime_visible_tile_radius() -> int:
var chunk_tile_radius: int = int(ceil(float(lod2_radius_chunks) / 16.0)) + warm_tile_margin
return maxi(chunk_tile_radius, lod2_tile_radius)
func _runtime_load_tile_radius() -> int:
return _runtime_visible_tile_radius() + maxi(0, prewarm_tile_margin)
return STREAMING_TARGET_POLICY_SCRIPT.calculate_load_tile_radius(
lod2_radius_chunks,
lod2_tile_radius,
warm_tile_margin,
prewarm_tile_margin
)
func _runtime_retain_tile_radius() -> int:
return _runtime_load_tile_radius() + maxi(0, retain_tile_margin)
func _predictive_focus_tiles(focus_pos: Vector3) -> Array[Vector2i]:
var base := _world_to_tile(focus_pos)
var result: Array[Vector2i] = [base]
var threshold: float = clampf(boundary_prefetch_threshold, 0.0, 0.49)
if threshold <= 0.0:
return result
var typed_focus_position = GODOT_WORLD_POSITION_SCRIPT.new(focus_pos.x, focus_pos.y, focus_pos.z)
var tile_local_position = COORDINATE_MAPPER_SCRIPT.godot_to_adt_tile_local(typed_focus_position)
var local_x: float = tile_local_position.east_yards / TILE_SIZE
var local_z: float = tile_local_position.south_yards / TILE_SIZE
var x_offsets: Array[int] = [0]
var z_offsets: Array[int] = [0]
if local_x <= threshold:
x_offsets.append(-1)
elif local_x >= 1.0 - threshold:
x_offsets.append(1)
if local_z <= threshold:
z_offsets.append(-1)
elif local_z >= 1.0 - threshold:
z_offsets.append(1)
for ox in x_offsets:
for oz in z_offsets:
if ox == 0 and oz == 0:
continue
result.append(Vector2i(base.x + ox, base.y + oz))
return result
func _streaming_target_policy():
return STREAMING_TARGET_POLICY_SCRIPT.new(
lod2_radius_chunks,
lod2_tile_radius,
warm_tile_margin,
prewarm_tile_margin,
retain_tile_margin,
boundary_prefetch_threshold
)
func _compute_desired_tile_lod(state: Dictionary, cam_pos: Vector3) -> int:
@@ -3285,12 +3442,11 @@ func _enqueue_detail_asset_sync(key: String) -> void:
func _process_detail_asset_queue() -> void:
var ops_left: int = maxi(0, detail_asset_ops_per_tick)
while ops_left > 0 and not _detail_asset_queue.is_empty():
while not _detail_asset_queue.is_empty() and _render_budget_scheduler.try_consume_permit(
RENDER_BUDGET_SCHEDULER_SCRIPT.DETAIL_ASSET_SYNC):
var key: String = String(_detail_asset_queue.pop_front())
_detail_asset_queued.erase(key)
_process_detail_asset_key(key)
ops_left -= 1
func _process_detail_asset_key(key: String) -> void:
@@ -3374,8 +3530,8 @@ func _register_tile_wmos(state: Dictionary, wmo_names: PackedStringArray, wmo_pl
func _process_wmo_build_jobs() -> void:
_drain_wmo_render_loads()
_drain_wmo_scene_loads()
var ops_left: int = maxi(0, wmo_build_instances_per_tick)
while ops_left > 0 and not _wmo_build_queue.is_empty():
while _render_budget_scheduler.has_remaining_permit(
RENDER_BUDGET_SCHEDULER_SCRIPT.WMO_BUILD) and not _wmo_build_queue.is_empty():
var tile_key: String = String(_wmo_build_queue.front())
if not _wmo_build_jobs.has(tile_key):
_wmo_build_queue.pop_front()
@@ -3472,7 +3628,7 @@ func _process_wmo_build_jobs() -> void:
_tile_states[tile_key] = state
_wmo_build_queue.pop_front()
_wmo_build_queue.append(tile_key)
ops_left -= 1
_render_budget_scheduler.try_consume_permit(RENDER_BUDGET_SCHEDULER_SCRIPT.WMO_BUILD)
continue
job["index"] = index + 1
@@ -3480,7 +3636,7 @@ func _process_wmo_build_jobs() -> void:
state["wmo_refs"] = refs
state["wmo_building"] = true
_tile_states[tile_key] = state
ops_left -= 1
_render_budget_scheduler.try_consume_permit(RENDER_BUDGET_SCHEDULER_SCRIPT.WMO_BUILD)
if int(job["index"]) >= wmo_placements.size():
state["wmo_refs"] = refs
@@ -3622,8 +3778,8 @@ func _start_wmo_render_build(unique_key: String, root: Node3D, render_resource:
func _process_wmo_render_build_jobs() -> void:
var ops_left: int = maxi(0, wmo_render_group_ops_per_tick)
while ops_left > 0 and not _wmo_render_build_queue.is_empty():
while _render_budget_scheduler.has_remaining_permit(
RENDER_BUDGET_SCHEDULER_SCRIPT.WMO_RENDER_GROUP_BUILD) and not _wmo_render_build_queue.is_empty():
var unique_key := String(_wmo_render_build_queue.front())
if not _wmo_render_build_jobs.has(unique_key):
_wmo_render_build_queue.pop_front()
@@ -3665,7 +3821,7 @@ func _process_wmo_render_build_jobs() -> void:
_set_editor_owner_recursive(mesh_instance)
job["mesh_index"] = mesh_index + 1
_wmo_render_build_jobs[unique_key] = job
ops_left -= 1
_render_budget_scheduler.try_consume_permit(RENDER_BUDGET_SCHEDULER_SCRIPT.WMO_RENDER_GROUP_BUILD)
continue
var multimeshes: Array = render_resource.get("multimeshes")
@@ -3697,7 +3853,7 @@ func _process_wmo_render_build_jobs() -> void:
_set_editor_owner_recursive(multimesh_instance)
job["multimesh_index"] = multimesh_index + 1
_wmo_render_build_jobs[unique_key] = job
ops_left -= 1
_render_budget_scheduler.try_consume_permit(RENDER_BUDGET_SCHEDULER_SCRIPT.WMO_RENDER_GROUP_BUILD)
continue
_cancel_wmo_render_build_job(unique_key)
@@ -4209,16 +4365,14 @@ func _drain_m2_animation_loads() -> void:
_m2_animation_load_requests.erase(normalized_rel)
_m2_animation_finalize_queue.append(pending)
var ops_left: int = maxi(0, m2_animation_finalize_ops_per_tick)
while ops_left > 0 and not _m2_animation_finalize_queue.is_empty():
while not _m2_animation_finalize_queue.is_empty() and _render_budget_scheduler.try_consume_permit(
RENDER_BUDGET_SCHEDULER_SCRIPT.M2_ANIMATION_FINALIZE):
var pending: Dictionary = _m2_animation_finalize_queue.pop_front()
var normalized_rel := String(pending.get("normalized", ""))
if normalized_rel.is_empty() or _m2_animated_scene_cache.has(normalized_rel) or _m2_static_animation_cache.has(normalized_rel):
ops_left -= 1
continue
if int(pending.get("status", ResourceLoader.THREAD_LOAD_FAILED)) != ResourceLoader.THREAD_LOAD_LOADED:
_m2_static_animation_cache[normalized_rel] = true
ops_left -= 1
continue
var path := String(pending.get("path", ""))
@@ -4232,11 +4386,9 @@ func _drain_m2_animation_loads() -> void:
_m2_animated_scene_cache[normalized_rel] = node as Node3D
if debug_streaming:
print("M2_ANIM_CACHE path=%s cache=%s players=%d" % [normalized_rel, path, players.size()])
ops_left -= 1
continue
node.free()
_m2_static_animation_cache[normalized_rel] = true
ops_left -= 1
func _drain_m2_mesh_loads() -> void:
@@ -4255,16 +4407,14 @@ func _drain_m2_mesh_loads() -> void:
_m2_mesh_load_requests.erase(normalized_rel)
_m2_mesh_finalize_queue.append(pending)
var ops_left: int = maxi(0, m2_mesh_finalize_ops_per_tick)
while ops_left > 0 and not _m2_mesh_finalize_queue.is_empty():
while not _m2_mesh_finalize_queue.is_empty() and _render_budget_scheduler.try_consume_permit(
RENDER_BUDGET_SCHEDULER_SCRIPT.M2_MESH_FINALIZE):
var pending: Dictionary = _m2_mesh_finalize_queue.pop_front()
var normalized_rel := String(pending.get("normalized", ""))
if normalized_rel.is_empty() or _m2_mesh_cache.has(normalized_rel):
ops_left -= 1
continue
if int(pending.get("status", ResourceLoader.THREAD_LOAD_FAILED)) != ResourceLoader.THREAD_LOAD_LOADED:
_m2_missing_cache[normalized_rel] = true
ops_left -= 1
continue
var path := String(pending.get("path", ""))
@@ -4274,12 +4424,11 @@ func _drain_m2_mesh_loads() -> void:
_m2_mesh_cache[normalized_rel] = _prepare_m2_mesh_for_runtime(normalized_rel, mesh)
else:
_m2_missing_cache[normalized_rel] = true
ops_left -= 1
func _process_m2_build_jobs() -> void:
var ops_left: int = maxi(0, m2_build_groups_per_tick)
while ops_left > 0 and not _m2_build_queue.is_empty():
while _render_budget_scheduler.has_remaining_permit(
RENDER_BUDGET_SCHEDULER_SCRIPT.M2_BUILD) and not _m2_build_queue.is_empty():
var key: String = String(_m2_build_queue.front())
if not _m2_build_jobs.has(key):
_m2_build_queue.pop_front()
@@ -4325,7 +4474,7 @@ func _process_m2_build_jobs() -> void:
if enable_m2_animated_instances and _m2_animation_load_requests.has(normalized_rel):
_m2_build_queue.pop_front()
_m2_build_queue.append(key)
ops_left -= 1
_render_budget_scheduler.try_consume_permit(RENDER_BUDGET_SCHEDULER_SCRIPT.M2_BUILD)
continue
var batch_size: int = (
maxi(1, m2_animated_instances_per_tick)
@@ -4344,7 +4493,7 @@ func _process_m2_build_jobs() -> void:
if not _m2_missing_cache.has(normalized_rel):
_m2_build_queue.pop_front()
_m2_build_queue.append(key)
ops_left -= 1
_render_budget_scheduler.try_consume_permit(RENDER_BUDGET_SCHEDULER_SCRIPT.M2_BUILD)
continue
else:
_materialize_m2_group_batch(root as Node3D, rel_path, mesh, transforms, offset, batch_count, serial)
@@ -4355,7 +4504,7 @@ func _process_m2_build_jobs() -> void:
else:
job["offset"] = offset + consumed
_m2_build_jobs[key] = job
ops_left -= 1
_render_budget_scheduler.try_consume_permit(RENDER_BUDGET_SCHEDULER_SCRIPT.M2_BUILD)
if int(job["index"]) >= group_keys.size():
_finish_m2_build_job(key)
@@ -5351,53 +5500,28 @@ 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")
+17 -14
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
@@ -64,7 +65,12 @@ func _capture_async() -> void:
camera.far = 50000.0
camera.position = _vector3(first.get("camera", [0.0, 0.0, 0.0]))
(world as Node3D).add_child(camera)
world.set("streaming_focus_source_path", NodePath("CheckpointCamera"))
var render_facade := world.get_node_or_null("WorldRenderFacade")
if render_facade == null:
push_error("Streaming scene has no WorldRenderFacade")
quit(1)
return
render_facade.set("streaming_focus_source_path", NodePath("../CheckpointCamera"))
world.set("debug_streaming", true)
world.set("runtime_stats_enabled", true)
get_root().add_child(world)
@@ -125,9 +131,8 @@ 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)))
if world.has_method("refresh_streaming_focus"):
world.call("refresh_streaming_focus", true)
_apply_environment_time(render_facade, float(checkpoint.get("time_hours", 13.0)))
render_facade.call("refresh_streaming_focus", true)
if dry_run:
print("RENDER_CHECKPOINT dry_run name=%s coverage=%s camera=%s target=%s yaw_offset=%.2f pitch_offset=%.2f time=%.2f" % [
@@ -148,7 +153,7 @@ func _capture_async() -> void:
var load_started := Time.get_ticks_usec()
await create_timer(maxf(wait_seconds, 0.0)).timeout
var load_time_ms := float(Time.get_ticks_usec() - load_started) / 1000.0
var metrics := await _measure_frames(maxf(measure_seconds, 0.1), world)
var metrics := await _measure_frames(maxf(measure_seconds, 0.1), render_facade)
await RenderingServer.frame_post_draw
var image := get_root().get_texture().get_image()
@@ -189,7 +194,7 @@ func _capture_async() -> void:
quit(0)
func _measure_frames(seconds: float, world: Node) -> Dictionary:
func _measure_frames(seconds: float, render_facade: Node) -> Dictionary:
var frame_times: Array[float] = []
var deadline := Time.get_ticks_usec() + int(seconds * 1000000.0)
var previous := Time.get_ticks_usec()
@@ -200,8 +205,8 @@ func _measure_frames(seconds: float, world: Node) -> Dictionary:
previous = now
frame_times.sort()
var snapshot := {}
if world.has_method("render_baseline_snapshot"):
snapshot = world.call("render_baseline_snapshot")
if render_facade.has_method("renderer_metrics_snapshot"):
snapshot = render_facade.call("renderer_metrics_snapshot")
return {
"frames": frame_times.size(),
"frame_ms_p50": _percentile(frame_times, 0.50),
@@ -304,12 +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:
@@ -0,0 +1 @@
uid://b5n7erahq8i46
+7 -3
View File
@@ -28,7 +28,12 @@ func _run_async() -> void:
camera.name = "OccluderProbeCamera"
camera.current = true
world.add_child(camera)
world.set("streaming_focus_source_path", NodePath(camera.name))
var render_facade := world.get_node_or_null("WorldRenderFacade")
if render_facade == null:
push_error("CAMERA_OCCLUDER_PROBE: streaming scene has no WorldRenderFacade")
quit(1)
return
render_facade.set("streaming_focus_source_path", NodePath("../%s" % camera.name))
world.set("debug_streaming", false)
get_root().add_child(world)
await process_frame
@@ -47,8 +52,7 @@ func _run_async() -> void:
var camera_position := _vector3(checkpoint.get("camera", []))
var target_position := _vector3(checkpoint.get("target", []))
camera.global_position = camera_position
if world.has_method("refresh_streaming_focus"):
world.call("refresh_streaming_focus", true)
render_facade.call("refresh_streaming_focus", true)
await create_timer(maxf(0.1, wait_seconds)).timeout
var geometry_nodes: Array[Node3D] = []
_collect_geometry_nodes(world, geometry_nodes)
@@ -0,0 +1 @@
uid://bpdv66fxxslbc
+16 -137
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:
@@ -37,7 +35,12 @@ func _run_async() -> void:
var camera := Camera3D.new()
camera.current = true
world.add_child(camera)
world.set("streaming_focus_source_path", NodePath(camera.name))
var render_facade := world.get_node_or_null("WorldRenderFacade")
if render_facade == null:
push_error("TERRAIN_HEIGHT_PROBE: streaming scene has no WorldRenderFacade")
quit(1)
return
render_facade.set("streaming_focus_source_path", NodePath("../%s" % camera.name))
world.set("debug_streaming", false)
get_root().add_child(world)
await process_frame
@@ -54,10 +57,17 @@ func _run_async() -> void:
continue
var camera_position := _vector3(checkpoint.get("camera", []))
camera.global_position = camera_position
if world.has_method("refresh_streaming_focus"):
world.call("refresh_streaming_focus", true)
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"):
@@ -90,137 +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
@@ -0,0 +1 @@
uid://dctxeqgyptl8l
@@ -0,0 +1 @@
uid://buw0m8pjm5h02
@@ -19,10 +19,10 @@ const ALLOWED_LEGACY_NAME_PATHS: Array[String] = [
]
const REQUIRED_MAPPER_CALLS := {
"res://src/scenes/sky/wow_sky_controller.gd": ["godot_to_canonical", "godot_to_adt_tile", "godot_to_adt_tile_local"],
"res://src/scenes/streaming/streaming_world_loader.gd": ["godot_to_adt_tile", "godot_to_adt_tile_local", "adt_tile_local_to_godot"],
"res://src/scenes/streaming/streaming_world_loader.gd": ["godot_to_adt_tile", "adt_tile_local_to_godot"],
"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"],
}
@@ -0,0 +1 @@
uid://qpkd87g1w31j
+1
View File
@@ -0,0 +1 @@
uid://dwx3m77yybv0h
@@ -0,0 +1 @@
uid://bcg11uv05uhcr
@@ -0,0 +1 @@
uid://bopeup4jipa35
+175
View File
@@ -0,0 +1,175 @@
extends SceneTree
## Asset-free M03 regression for bounded renderer operation permits and cancellation.
const SCHEDULER_SCRIPT := preload("res://src/render/streaming/render_budget_scheduler.gd")
const SCHEDULER_PATH := "res://src/render/streaming/render_budget_scheduler.gd"
const LOADER_PATH := "res://src/scenes/streaming/streaming_world_loader.gd"
const PERFORMANCE_ITERATIONS := 20000
const MAXIMUM_PERMIT_CHECK_MILLISECONDS := 150.0
func _initialize() -> void:
var failures: Array[String] = []
_verify_bounded_lane_and_diagnostics(failures)
_verify_shared_lane_priority(failures)
_verify_independent_lanes_and_frame_reset(failures)
_verify_invalid_limits_and_unknown_lane(failures)
_verify_cancellation(failures)
_verify_scene_free_extraction(failures)
var elapsed_milliseconds := _measure_permit_checks(failures)
if not failures.is_empty():
for failure in failures:
push_error("RENDER_BUDGET_SCHEDULER: %s" % failure)
quit(1)
return
print("RENDER_BUDGET_SCHEDULER PASS cases=6 iterations=%d elapsed_ms=%.3f" % [
PERFORMANCE_ITERATIONS,
elapsed_milliseconds,
])
quit(0)
func _verify_bounded_lane_and_diagnostics(failures: Array[String]) -> void:
var scheduler = SCHEDULER_SCRIPT.new()
scheduler.begin_frame({SCHEDULER_SCRIPT.TILE_FINALIZE: 2})
_expect_true(scheduler.try_consume_permit(SCHEDULER_SCRIPT.TILE_FINALIZE), "first permit", failures)
_expect_true(scheduler.try_consume_permit(SCHEDULER_SCRIPT.TILE_FINALIZE), "second permit", failures)
_expect_false(scheduler.try_consume_permit(SCHEDULER_SCRIPT.TILE_FINALIZE), "exhausted permit", failures)
_expect_equal(scheduler.remaining_permits(SCHEDULER_SCRIPT.TILE_FINALIZE), 0, "remaining permits", failures)
var consumed_snapshot: Dictionary = scheduler.consumed_permits_snapshot()
_expect_equal(int(consumed_snapshot[SCHEDULER_SCRIPT.TILE_FINALIZE]), 2, "consumed permits", failures)
consumed_snapshot[SCHEDULER_SCRIPT.TILE_FINALIZE] = 99
_expect_equal(
int(scheduler.consumed_permits_snapshot()[SCHEDULER_SCRIPT.TILE_FINALIZE]),
2,
"diagnostic snapshot is detached",
failures
)
func _verify_shared_lane_priority(failures: Array[String]) -> void:
var scheduler = SCHEDULER_SCRIPT.new()
scheduler.begin_frame({SCHEDULER_SCRIPT.CHUNK_GEOMETRY: 3})
var removals := 0
while removals < 2 and scheduler.try_consume_permit(SCHEDULER_SCRIPT.CHUNK_GEOMETRY):
removals += 1
var creates := 0
while scheduler.try_consume_permit(SCHEDULER_SCRIPT.CHUNK_GEOMETRY):
creates += 1
_expect_equal(removals, 2, "shared lane removals consume first", failures)
_expect_equal(creates, 1, "shared lane leaves one create", failures)
func _verify_independent_lanes_and_frame_reset(failures: Array[String]) -> void:
var scheduler = SCHEDULER_SCRIPT.new()
scheduler.begin_frame({
SCHEDULER_SCRIPT.TILE_LOD_CREATE: 1,
SCHEDULER_SCRIPT.TILE_LOD_REMOVE: 2,
})
_expect_true(scheduler.try_consume_permit(SCHEDULER_SCRIPT.TILE_LOD_CREATE), "create lane permit", failures)
_expect_equal(scheduler.remaining_permits(SCHEDULER_SCRIPT.TILE_LOD_REMOVE), 2, "remove lane independent", failures)
scheduler.begin_frame({SCHEDULER_SCRIPT.TILE_LOD_CREATE: 3})
_expect_equal(scheduler.remaining_permits(SCHEDULER_SCRIPT.TILE_LOD_CREATE), 3, "new frame resets lane", failures)
_expect_equal(scheduler.remaining_permits(SCHEDULER_SCRIPT.TILE_LOD_REMOVE), 0, "new frame removes absent lane", failures)
_expect_equal(int(scheduler.consumed_permits_snapshot()[SCHEDULER_SCRIPT.TILE_LOD_CREATE]), 0, "new frame resets diagnostics", failures)
func _verify_invalid_limits_and_unknown_lane(failures: Array[String]) -> void:
var scheduler = SCHEDULER_SCRIPT.new()
scheduler.begin_frame({
SCHEDULER_SCRIPT.WATER_FINALIZE: 0,
SCHEDULER_SCRIPT.M2_BUILD: -4,
})
_expect_false(scheduler.has_remaining_permit(SCHEDULER_SCRIPT.WATER_FINALIZE), "zero limit", failures)
_expect_false(scheduler.try_consume_permit(SCHEDULER_SCRIPT.M2_BUILD), "negative limit clamps", failures)
_expect_false(scheduler.try_consume_permit(&"unknown_lane"), "unknown lane", failures)
func _verify_cancellation(failures: Array[String]) -> void:
var scheduler = SCHEDULER_SCRIPT.new()
scheduler.begin_frame({SCHEDULER_SCRIPT.WMO_BUILD: 2})
scheduler.cancel()
_expect_true(scheduler.is_cancelled(), "cancelled state", failures)
_expect_false(scheduler.try_consume_permit(SCHEDULER_SCRIPT.WMO_BUILD), "cancel rejects permit", failures)
scheduler.begin_frame({SCHEDULER_SCRIPT.WMO_BUILD: 5})
_expect_equal(scheduler.remaining_permits(SCHEDULER_SCRIPT.WMO_BUILD), 0, "begin frame cannot revive cancelled lifecycle", failures)
func _verify_scene_free_extraction(failures: Array[String]) -> void:
var scheduler_source := _read_text(SCHEDULER_PATH, failures)
_expect_true(scheduler_source.contains("extends RefCounted"), "scheduler is RefCounted", failures)
for forbidden_text in ["extends Node", "WorkerThreadPool", "ResourceLoader", "RenderingServer", "Mutex"]:
_expect_false(scheduler_source.contains(forbidden_text), "scheduler omits %s" % forbidden_text, failures)
var loader_source := _read_text(LOADER_PATH, failures)
_expect_true(loader_source.contains("begin_frame(_render_operation_limits_for_frame())"), "loader begins one budget frame", failures)
_expect_true(loader_source.contains("_render_budget_scheduler.cancel()"), "loader cancels scheduler on teardown", failures)
_expect_false(loader_source.contains("var ops_left"), "loader has no local operation counters", failures)
_expect_false(loader_source.contains("var finalize_budget"), "loader has no local finalize counter", failures)
for exported_limit_name in [
"tile_finalize_ops_per_tick",
"terrain_upgrade_finalize_ops_per_tick",
"terrain_control_splat_cache_finalize_ops_per_tick",
"terrain_splat_cache_finalize_ops_per_tick",
"terrain_splat_builds_per_tick",
"water_finalize_ops_per_tick",
"chunk_ops_per_tick",
"tiles_per_tick",
"tile_lod_ops_per_tick",
"tile_lod_remove_ops_per_tick",
"m2_animation_finalize_ops_per_tick",
"m2_mesh_finalize_ops_per_tick",
"m2_build_groups_per_tick",
"wmo_build_instances_per_tick",
"wmo_render_group_ops_per_tick",
"detail_asset_ops_per_tick",
]:
_expect_true(
loader_source.contains(": maxi(") and loader_source.contains(exported_limit_name),
"frame snapshot includes %s" % exported_limit_name,
failures
)
func _measure_permit_checks(failures: Array[String]) -> float:
var scheduler = SCHEDULER_SCRIPT.new()
scheduler.begin_frame({SCHEDULER_SCRIPT.DETAIL_ASSET_SYNC: PERFORMANCE_ITERATIONS})
var started_microseconds := Time.get_ticks_usec()
for _iteration in PERFORMANCE_ITERATIONS:
scheduler.try_consume_permit(SCHEDULER_SCRIPT.DETAIL_ASSET_SYNC)
var elapsed_milliseconds := float(Time.get_ticks_usec() - started_microseconds) / 1000.0
_expect_true(
elapsed_milliseconds <= MAXIMUM_PERMIT_CHECK_MILLISECONDS,
"permit checks stay within %.1f ms (actual %.3f)" % [
MAXIMUM_PERMIT_CHECK_MILLISECONDS,
elapsed_milliseconds,
],
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)
func _expect_false(actual_value: bool, label: String, failures: Array[String]) -> void:
if actual_value:
failures.append("%s expected false" % label)
@@ -0,0 +1 @@
uid://b27nncxfog7cv
@@ -0,0 +1 @@
uid://cojh1u6igoocj
@@ -0,0 +1 @@
uid://cy5sbwxmjyue8
@@ -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
@@ -0,0 +1,170 @@
extends SceneTree
## M03 repository gate preventing gameplay/EditorPlugin coupling to streamer internals.
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:
var failures: Array[String] = []
var loader_source := _read_text(STREAMING_WORLD_LOADER_PATH, failures)
var private_renderer_symbols := _extract_private_renderer_symbols(loader_source, failures)
_verify_synthetic_detection(private_renderer_symbols, failures)
var gameplay_paths := _collect_gdscript_paths(GAMEPLAY_ROOT)
var editor_source_paths := _discover_editor_source_paths(failures)
var consumer_paths_by_path: Dictionary = {}
for gameplay_path in gameplay_paths:
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)
var consumer_source := _read_text(consumer_path, failures)
for forbidden_symbol in _find_forbidden_symbols(consumer_source, private_renderer_symbols):
failures.append("%s accesses private renderer symbol %s" % [consumer_path, forbidden_symbol])
if not failures.is_empty():
for failure in failures:
push_error("RENDERER_INTERNAL_ACCESS: %s" % failure)
quit(1)
return
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)
func _extract_private_renderer_symbols(loader_source: String, failures: Array[String]) -> Array[String]:
var declaration_pattern := RegEx.new()
var compile_error := declaration_pattern.compile(
"(?m)^var\\s+(_[A-Za-z0-9_]*(?:queue|tasks|cache|states)[A-Za-z0-9_]*)"
)
if compile_error != OK:
failures.append("cannot compile private renderer symbol pattern")
return []
var symbols_by_name: Dictionary = {}
for regex_match in declaration_pattern.search_all(loader_source):
symbols_by_name[regex_match.get_string(1)] = true
var symbols: Array[String] = []
for symbol_variant in symbols_by_name:
symbols.append(String(symbol_variant))
symbols.sort()
if symbols.is_empty():
failures.append("streamer private symbol inventory is empty")
return symbols
func _discover_editor_source_paths(failures: Array[String]) -> Array[String]:
var all_source_paths: Array[String] = []
for source_root in SOURCE_ROOTS:
all_source_paths.append_array(_collect_gdscript_paths(source_root))
var editor_roots_by_path: Dictionary = {}
var editor_source_paths_by_path: Dictionary = {}
for source_path in all_source_paths:
var source := _read_text(source_path, failures)
if source_path.contains("/editor/"):
editor_source_paths_by_path[source_path] = true
if source.contains("extends " + "EditorPlugin") or source_path.ends_with("/plugin.gd"):
editor_roots_by_path[source_path.get_base_dir()] = true
for source_path in all_source_paths:
for editor_root_variant in editor_roots_by_path:
var editor_root := String(editor_root_variant)
if source_path.begins_with(editor_root + "/"):
editor_source_paths_by_path[source_path] = true
var editor_source_paths: Array[String] = []
for editor_source_path_variant in editor_source_paths_by_path:
editor_source_paths.append(String(editor_source_path_variant))
editor_source_paths.sort()
return editor_source_paths
func _collect_gdscript_paths(root_path: String) -> Array[String]:
var paths: Array[String] = []
var directory := DirAccess.open(root_path)
if directory == null:
return paths
directory.list_dir_begin()
var entry_name := directory.get_next()
while not entry_name.is_empty():
if entry_name.begins_with(".") or entry_name == "reference":
entry_name = directory.get_next()
continue
var entry_path := root_path.path_join(entry_name)
if directory.current_is_dir():
paths.append_array(_collect_gdscript_paths(entry_path))
elif entry_name.ends_with(".gd"):
paths.append(entry_path)
entry_name = directory.get_next()
directory.list_dir_end()
paths.sort()
return paths
func _find_forbidden_symbols(source: String, private_renderer_symbols: Array[String]) -> Array[String]:
var found_symbols: Array[String] = []
for private_renderer_symbol in private_renderer_symbols:
if _contains_external_symbol_access(source, private_renderer_symbol):
found_symbols.append(private_renderer_symbol)
return found_symbols
func _contains_external_symbol_access(source: String, private_renderer_symbol: String) -> bool:
for access_text in [
"." + private_renderer_symbol,
'.get("%s"' % private_renderer_symbol,
".get('%s'" % private_renderer_symbol,
'.set("%s"' % private_renderer_symbol,
".set('%s'" % private_renderer_symbol,
'.call("%s"' % private_renderer_symbol,
".call('%s'" % private_renderer_symbol,
'["%s"]' % private_renderer_symbol,
"['%s']" % private_renderer_symbol,
]:
if source.contains(access_text):
return true
return false
func _verify_synthetic_detection(private_renderer_symbols: Array[String], failures: Array[String]) -> void:
if not private_renderer_symbols.has("_tile_states"):
failures.append("streamer inventory does not contain _tile_states fixture")
return
var forbidden_fixture := 'var tile_states = world.get("_tile_states")'
var detected_symbols := _find_forbidden_symbols(forbidden_fixture, private_renderer_symbols)
if detected_symbols != ["_tile_states"]:
failures.append("synthetic private access was not detected exactly")
var direct_member_fixture := "var tile_states = world._tile_states"
if _find_forbidden_symbols(direct_member_fixture, private_renderer_symbols) != ["_tile_states"]:
failures.append("synthetic direct member access was not detected exactly")
var unrelated_owner_fixture := "var _tile_states: Dictionary = {}"
if not _find_forbidden_symbols(unrelated_owner_fixture, private_renderer_symbols).is_empty():
failures.append("unrelated private declaration was rejected")
var safe_fixture := "var metrics = render_facade.renderer_metrics_snapshot()"
if not _find_forbidden_symbols(safe_fixture, private_renderer_symbols).is_empty():
failures.append("facade metrics fixture was rejected")
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()
@@ -0,0 +1 @@
uid://y11r5k0ve0md
+15 -3
View File
@@ -6,6 +6,7 @@ const StreamingFocusScript = preload("res://src/domain/streaming/streaming_focus
const GodotWorldPositionScript = preload("res://src/domain/coordinates/godot_world_position.gd")
const LOADER_PATH := "res://src/scenes/streaming/streaming_world_loader.gd"
const FACADE_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",
@@ -21,6 +22,7 @@ func _initialize() -> void:
var failures: Array[String] = []
_verify_scene_free_focus_value(failures)
_verify_loader_boundary(failures)
_verify_facade_boundary(failures)
_verify_runtime_scene_wiring(failures)
_verify_capture_tool_wiring(failures)
@@ -65,11 +67,21 @@ func _verify_loader_boundary(failures: Array[String]) -> void:
_expect_true(not loader_source.contains(forbidden_text), "loader omits %s" % forbidden_text, failures)
func _verify_facade_boundary(failures: Array[String]) -> void:
var facade_source := _read_text(FACADE_PATH, failures)
for required_text in [
"class_name WorldRenderFacade",
"func set_streaming_focus(streaming_focus: StreamingFocus) -> void:",
"func refresh_streaming_focus(force: bool = false) -> bool:",
]:
_expect_true(facade_source.contains(required_text), "facade contains %s" % required_text, failures)
func _verify_runtime_scene_wiring(failures: Array[String]) -> void:
for scene_path in RUNTIME_SCENE_PATHS:
var scene_source := _read_text(scene_path, failures)
_expect_true(
scene_source.contains('streaming_focus_source_path = NodePath("ThirdPersonPlayer")'),
scene_source.contains('streaming_focus_source_path = NodePath("../ThirdPersonPlayer")'),
"%s uses player focus" % scene_path,
failures
)
@@ -78,8 +90,8 @@ func _verify_runtime_scene_wiring(failures: Array[String]) -> void:
func _verify_capture_tool_wiring(failures: Array[String]) -> void:
for tool_path in CAPTURE_TOOL_PATHS:
var tool_source := _read_text(tool_path, failures)
_expect_true(tool_source.contains('world.set("streaming_focus_source_path"'), "%s sets explicit focus source" % tool_path, failures)
_expect_true(tool_source.contains('world.call("refresh_streaming_focus", true)'), "%s uses public refresh" % tool_path, failures)
_expect_true(tool_source.contains('render_facade.set("streaming_focus_source_path"'), "%s sets explicit focus source" % tool_path, failures)
_expect_true(tool_source.contains('render_facade.call("refresh_streaming_focus", true)'), "%s uses facade refresh" % tool_path, failures)
_expect_true(not tool_source.contains('world.call("_refresh_streaming_targets_at"'), "%s avoids private refresh" % tool_path, failures)
@@ -0,0 +1,211 @@
extends SceneTree
## Asset-free M03 regression for pure runtime/editor ADT target planning.
const PLANNER_SCRIPT := preload("res://src/render/streaming/streaming_target_planner.gd")
const POLICY_SCRIPT := preload("res://src/render/streaming/streaming_target_policy.gd")
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 PLANNER_PATH := "res://src/render/streaming/streaming_target_planner.gd"
const LOADER_PATH := "res://src/scenes/streaming/streaming_world_loader.gd"
const PERFORMANCE_ITERATIONS := 250
const MAXIMUM_AVERAGE_PLAN_MILLISECONDS := 4.0
func _initialize() -> void:
var failures: Array[String] = []
var planner = PLANNER_SCRIPT.new()
_verify_center_radii_and_isolation(planner, failures)
_verify_corner_prefetch_and_catalog_filter(planner, failures)
_verify_policy_clamps(planner, failures)
_verify_editor_plan(planner, failures)
_verify_scene_free_extraction(failures)
var elapsed_milliseconds := _measure_planner_iterations(planner, failures)
if not failures.is_empty():
for failure in failures:
push_error("STREAMING_TARGET_PLANNER: %s" % failure)
quit(1)
return
print("STREAMING_TARGET_PLANNER PASS cases=5 iterations=%d elapsed_ms=%.3f average_ms=%.3f" % [
PERFORMANCE_ITERATIONS,
elapsed_milliseconds,
elapsed_milliseconds / float(PERFORMANCE_ITERATIONS),
])
quit(0)
func _verify_center_radii_and_isolation(planner, failures: Array[String]) -> void:
var available_tiles := _tile_catalog(28, 36, 44, 52)
var focus_position = _tile_position(32, 48, 0.5, 0.5)
var policy = POLICY_SCRIPT.new(0, 1, 0, 1, 1, 0.35)
var plan = planner.plan_runtime(available_tiles, focus_position, policy)
var wanted_tile_keys: Dictionary = plan.wanted_tile_keys()
var retained_tile_keys: Dictionary = plan.retained_tile_keys()
_expect_equal(plan.focus_tile.tile_x, 32, "center focus tile X", failures)
_expect_equal(plan.focus_tile.tile_y, 48, "center focus tile Y", failures)
_expect_equal(wanted_tile_keys.size(), 25, "center wanted 5x5", failures)
_expect_equal(retained_tile_keys.size(), 49, "center retained 7x7", failures)
_expect_true(wanted_tile_keys.has("30_46"), "wanted includes north-west radius edge", failures)
_expect_true(wanted_tile_keys.has("34_50"), "wanted includes south-east radius edge", failures)
_expect_true(retained_tile_keys.has("29_45"), "retained includes hysteresis edge", failures)
_expect_true(wanted_tile_keys.is_read_only(), "wanted result is immutable", failures)
_expect_true(retained_tile_keys.is_read_only(), "retained result is immutable", failures)
_expect_equal(available_tiles.size(), 81, "available catalog remains unchanged", failures)
func _verify_corner_prefetch_and_catalog_filter(planner, failures: Array[String]) -> void:
var available_tiles := {
"32_48": "tile-a",
"33_48": "tile-b",
"32_49": "tile-c",
"33_49": "tile-d",
"31_48": "outside-prefetch",
}
var focus_position = _tile_position(32, 48, 0.99, 0.99)
var policy = POLICY_SCRIPT.new(0, 0, 0, 0, 0, 0.35)
var plan = planner.plan_runtime(available_tiles, focus_position, policy)
_expect_set_equal(
plan.wanted_tile_keys(),
["32_48", "33_48", "32_49", "33_49"],
"corner prefetch cross product",
failures
)
_expect_set_equal(
plan.retained_tile_keys(),
["32_48", "33_48", "32_49", "33_49"],
"corner retained cross product",
failures
)
func _verify_policy_clamps(planner, failures: Array[String]) -> void:
var policy = POLICY_SCRIPT.new(16, 2, -5, -3, -4, 0.9)
_expect_equal(policy.visible_tile_radius(), 2, "visible radius keeps tile minimum", failures)
_expect_equal(policy.load_tile_radius(), 2, "negative prewarm clamps to zero", failures)
_expect_equal(policy.retained_tile_radius(), 2, "negative retain clamps to zero", failures)
_expect_near(policy.clamped_boundary_prefetch_threshold(), 0.49, "threshold upper clamp", failures)
var plan = planner.plan_runtime(
_tile_catalog(30, 34, 46, 50),
_tile_position(32, 48, 0.5, 0.5),
policy
)
_expect_equal(plan.wanted_tile_keys().size(), 25, "clamped policy wanted radius", failures)
_expect_equal(plan.retained_tile_keys().size(), 25, "clamped policy retained radius", failures)
func _verify_editor_plan(planner, failures: Array[String]) -> void:
var available_tiles := _tile_catalog(31, 33, 47, 49)
var focus_position = _tile_position(32, 48, 0.5, 0.5)
var negative_radius_plan = planner.plan_editor(available_tiles, focus_position, -4)
_expect_set_equal(
negative_radius_plan.wanted_tile_keys(),
["32_48"],
"editor negative radius clamps to focus",
failures
)
_expect_set_equal(
negative_radius_plan.retained_tile_keys(),
["32_48"],
"editor retained matches wanted",
failures
)
var radius_one_plan = planner.plan_editor(available_tiles, focus_position, 1)
_expect_equal(radius_one_plan.wanted_tile_keys().size(), 9, "editor radius one 3x3", failures)
_expect_set_equal(
radius_one_plan.retained_tile_keys(),
radius_one_plan.wanted_tile_keys().keys(),
"editor radius retained matches wanted",
failures
)
func _verify_scene_free_extraction(failures: Array[String]) -> void:
var planner_source := _read_text(PLANNER_PATH, failures)
_expect_true(planner_source.contains("extends RefCounted"), "planner is RefCounted", failures)
_expect_true(not planner_source.contains("extends Node"), "planner does not inherit Node", failures)
_expect_true(not planner_source.contains("Vector3"), "planner keeps typed position boundary", failures)
for forbidden_text in ["WorkerThreadPool", "RenderingServer", "ResourceLoader", "_tile_load_queue"]:
_expect_true(not planner_source.contains(forbidden_text), "planner omits %s" % forbidden_text, failures)
var loader_source := _read_text(LOADER_PATH, failures)
_expect_true(loader_source.contains("_streaming_target_planner.plan_runtime"), "loader delegates runtime planning", failures)
_expect_true(loader_source.contains("_streaming_target_planner.plan_editor"), "loader delegates editor planning", failures)
_expect_true(not loader_source.contains("func _predictive_focus_tiles"), "loader no longer owns prefetch planner", failures)
func _measure_planner_iterations(planner, failures: Array[String]) -> float:
var available_tiles := _tile_catalog(24, 40, 40, 56)
var focus_position = _tile_position(32, 48, 0.99, 0.99)
var policy = POLICY_SCRIPT.new(40, 5, 1, 3, 4, 0.42)
var started_microseconds := Time.get_ticks_usec()
for _iteration in PERFORMANCE_ITERATIONS:
planner.plan_runtime(available_tiles, focus_position, policy)
var elapsed_milliseconds := float(Time.get_ticks_usec() - started_microseconds) / 1000.0
var average_plan_milliseconds := elapsed_milliseconds / float(PERFORMANCE_ITERATIONS)
_expect_true(
average_plan_milliseconds <= MAXIMUM_AVERAGE_PLAN_MILLISECONDS,
"average plan stays within %.1f ms (actual %.3f)" % [
MAXIMUM_AVERAGE_PLAN_MILLISECONDS,
average_plan_milliseconds,
],
failures
)
return elapsed_milliseconds
func _tile_catalog(minimum_tile_x: int, maximum_tile_x: int, minimum_tile_y: int, maximum_tile_y: int) -> Dictionary:
var available_tiles: Dictionary = {}
for tile_y in range(minimum_tile_y, maximum_tile_y + 1):
for tile_x in range(minimum_tile_x, maximum_tile_x + 1):
available_tiles["%d_%d" % [tile_x, tile_y]] = "synthetic"
return available_tiles
func _tile_position(tile_x: int, tile_y: int, east_fraction: float, south_fraction: float) -> GodotWorldPosition:
var tile_coordinate = ADT_TILE_COORDINATE_SCRIPT.new(tile_x, tile_y)
var tile_local_position = ADT_TILE_LOCAL_POSITION_SCRIPT.new(
east_fraction * COORDINATE_MAPPER_SCRIPT.ADT_TILE_SIZE_YARDS,
0.0,
south_fraction * COORDINATE_MAPPER_SCRIPT.ADT_TILE_SIZE_YARDS
)
return COORDINATE_MAPPER_SCRIPT.adt_tile_local_to_godot(tile_coordinate, tile_local_position)
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_set_equal(actual_set: Dictionary, expected_keys: Array, label: String, failures: Array[String]) -> void:
var actual_keys := actual_set.keys()
actual_keys.sort()
var sorted_expected_keys := expected_keys.duplicate()
sorted_expected_keys.sort()
if actual_keys != sorted_expected_keys:
failures.append("%s expected %s, got %s" % [label, sorted_expected_keys, actual_keys])
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_true(actual_value: bool, label: String, failures: Array[String]) -> void:
if not actual_value:
failures.append("%s expected true" % label)
@@ -0,0 +1 @@
uid://b5unt23vi8krk
@@ -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
+1
View File
@@ -0,0 +1 @@
uid://caberesg37dmj
@@ -0,0 +1 @@
uid://c13xqbnau04i4
@@ -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
+313
View File
@@ -0,0 +1,313 @@
extends SceneTree
## Headless contract and wiring regression for the first M03 renderer facade seam.
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",
"res://src/scenes/streaming/kalimdor_streaming.tscn",
]
const TOOL_PATHS: Array[String] = [
"res://src/tools/capture_render_checkpoints.gd",
"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
func refresh_streaming_focus(_force: bool = false) -> bool:
refresh_count += 1
return current_focus != null
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)
if not failures.is_empty():
for failure in failures:
push_error("WORLD_RENDER_FACADE: %s" % failure)
quit(1)
return
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()
loader.name = "StreamingWorldLoaderDouble"
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
_expect_true(loader.current_focus != null, "ready captures explicit source", failures)
if loader.current_focus != null:
_expect_near(loader.current_focus.world_position.x_units, 10.0, "source X", failures)
_expect_near(loader.current_focus.world_position.y_units, 20.0, "source Y", failures)
_expect_near(loader.current_focus.world_position.z_units, 30.0, "source Z", failures)
var typed_focus = STREAMING_FOCUS_SCRIPT.new(GODOT_WORLD_POSITION_SCRIPT.new(40.0, 50.0, 60.0))
facade.streaming_focus_source_path = NodePath()
facade.set_streaming_focus(typed_focus)
_expect_true(facade.refresh_streaming_focus(true), "typed focus refresh delegates", failures)
_expect_true(loader.current_focus == typed_focus, "typed focus reference delegates", failures)
var snapshot: Dictionary = facade.renderer_metrics_snapshot()
snapshot["tiles"] = 999
(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()
func _verify_repository_wiring(failures: Array[String]) -> void:
for scene_path in RUNTIME_SCENE_PATHS:
var scene_source := _read_text(scene_path, failures)
_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)
_expect_true(tool_source.contains('get_node_or_null("WorldRenderFacade")'), "%s resolves facade" % tool_path, failures)
_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)
if file == null:
failures.append("cannot open %s" % path)
return ""
return file.get_as_text()
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://baoiewiesd02u
+54 -16
View File
@@ -1,6 +1,7 @@
# M02 — Player Decomposition
<!-- OPENWC_TARGET:ACTIVE -->
<!-- OPENWC_TARGET:DONE -->
<!-- OPENWC_TARGET_DONE:M02:work/sindo-main-codex/m02-integrator-closeout:2026-07-15 -->
## Outcome
@@ -8,14 +9,14 @@
## Steps
- [ ] Заменить hardcoded keys на remappable Input Map actions с профилем 3.3.5a.
- [ ] Выделить `PlayerInputSource → MoveIntent`.
- [ ] Выделить local movement state/controller.
- [ ] Выделить `TerrainQuery` и убрать прямой ADT parsing из player.
- [ ] Выделить third-person camera rig и camera collision policy.
- [ ] Выделить character appearance и animation presenters.
- [ ] Оставить sprint/flight debug-функции только в sandbox profile.
- [ ] Добавить movement/camera state tests и regression scene.
- [x] Заменить hardcoded keys на remappable Input Map actions с профилем 3.3.5a.
- [x] Выделить `PlayerInputSource → MoveIntent`.
- [x] Выделить local movement state/controller.
- [x] Выделить `TerrainQuery` и убрать прямой ADT parsing из player.
- [x] Выделить third-person camera rig и camera collision policy.
- [x] Выделить character appearance и animation presenters.
- [x] Оставить sprint/flight debug-функции только в sandbox profile.
- [x] Добавить movement/camera state tests и regression scene.
## Fidelity evidence
@@ -27,10 +28,47 @@
## Evidence
- Date:
- Revision/worktree:
- Commands:
- Results:
- Fidelity comparison:
- Changed files:
- Remaining risks:
- Date: 2026-07-15
- Revision/worktree: merged master `eb122d5`; closeout
`work/sindo-main-codex/m02-integrator-closeout`.
- Commands: `verify_player_input.gd`; `verify_local_player_movement.gd`;
`verify_player_movement_capabilities.gd`; `verify_terrain_query.gd`;
`verify_third_person_camera_rig.gd`; `verify_character_presentation.gd`;
`verify_coordinate_conversion_boundaries.gd`; `verify_streaming_focus.gd`;
`tools/run_render_baseline.ps1 -DryRun`; documentation, coordination and
diff-hygiene gates.
- Results: input PASS (`16` actions, `9` intent cases, `3` profiles, one
provenance fixture, `3` real-scene cases); movement PASS (`15` cases, `2`
state transitions); profile capabilities PASS (`3` profiles, sprint/flight
allow/reject and `2` scenes); terrain PASS (`4` contract, interpolation,
cache and `2` failure cases); camera PASS (`12` state and `3` policy cases);
presentation PASS (`9` appearance and `10` animation cases across `3`
scenes); coordinate boundary PASS (`103` files, `5` consumers); StreamingFocus
PASS (`2` runtime scenes, `3` capture tools). Renderer dry-run passed project,
material, dedupe and shutdown gates, manifest `7/7/7`, calibration maximum
error `0.000015`, server-spawn renderer and all seven planned checkpoints.
- Fidelity comparison: selected build-12340 default bindings are direct private
observations pinned by `DefaultBindings.wtf` SHA-256
`35FFA0E4E2356A13A0633A848F9E57ABE7DF9D8A16C2245E15D33013AD2F56A5`
and `Bindings.xml` SHA-256
`2E01276AFB7462F1417710F13B4BF1A456341F7F28CC8AE0D6D9C7442D7F6793`;
only sanitized selected facts are committed. `3.141594` rad/s keyboard turn
is pinned to TrinityCore 3.3.5 revision
`2853a621d6af91a803787a2b8a509f4ce3e0300d`; right-mouse A/D strafe routing
is supported by WoWee revision `626243e937fb93965fa583a6507ed5a1aa7dda4b`.
These two sources are compatibility references, not direct client timing/
conditional-behavior proof. Translation speeds and camera values remain
sandbox regression baselines rather than original-client parity evidence;
jump/fall/swim/fly gameplay is not implemented by this decomposition target.
Debug sprint/free flight is proven unable to execute in `Blizzlike335`.
- Changed files: typed input intent/actions/source, local movement/capabilities,
terrain query, camera rig/collision policy, character appearance/animation
presenters, player composition, Input Map configuration, asset-free regression
scenes, sanitized input fixture, M02 verifiers, module specifications and M02
coordination claims.
- Remaining risks: direct build-12340 timing evidence for movement/camera,
jump/fall/swim/fly, autorun, left-button camera/select behavior, active camera
collision, terrain slopes/holes/liquids, persisted keybindings, server authority,
prediction and reconciliation remain for M09/M10/M12. Runtime renderer scenes
continue to default to explicit `RenderSandbox` until an application shell
selects `Blizzlike335`. M02 makes no complete `1:1` compatibility claim.
+55 -12
View File
@@ -1,6 +1,6 @@
# M03 — Renderer Facade and Safe Extraction
<!-- OPENWC_TARGET:OPEN -->
<!-- OPENWC_TARGET:ACTIVE -->
## Outcome
@@ -8,10 +8,10 @@
## Steps
- [ ] Ввести `WorldRenderFacade` для focus, environment, entity visuals, ground query и metrics.
- [ ] Запретить gameplay/editor доступ к внутренним очередям streamer.
- [ ] Извлечь pure `StreamingTargetPlanner`.
- [ ] Извлечь `RenderBudgetScheduler` с bounded queues/cancellation.
- [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.
- [ ] Затем извлекать terrain, M2, WMO и liquid services по одному.
- [ ] Сохранить cache versioning и main-thread GPU finalization rules.
- [ ] Добавить dependency и performance regression checks.
@@ -26,10 +26,53 @@ Runtime и Editor используют facade; planner/scheduler тестиру
## Evidence
- Date:
- Revision/worktree:
- Commands:
- Results:
- Fidelity comparison:
- Changed files:
- Remaining risks:
- Date: 2026-07-16
- Revision/worktree: master merges `7ece2ab`, `7e35de7`, `80cb084`, `d6e5b53`, `c69abd6`, `606770c`, `630a0c1`;
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`
- 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
`cases=5 average_ms=1.804`; facade/focus passed; coordinate boundary
`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 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.
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.
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;
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,
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; 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;
M03 still needs further terrain/M2/WMO/liquid service extraction
and dependency/performance acceptance.
+1 -1
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@@ -21,7 +21,7 @@ OpenWC должен предоставить четыре согласованн
- MPQ/BLP/ADT/WDT/M2/WMO native parsing и renderer vertical slice уже существуют.
- Runtime streaming, terrain quality, MultiMesh M2, WMO caches, liquids, sky и character experiments находятся в рабочем состоянии, но сосредоточены в крупных orchestration scripts.
- Renderer baseline M00 завершён: paired comparison с оригинальным клиентом записывает измеренные gaps без заявления parity, а обязательные diagnostic gaps закрыты или явно классифицированы. M01 завершил coordinate, identity и streaming-focus seams; текущая работа M02 декомпозирует player input, movement, terrain query, camera и presentation без observable regression.
- Renderer baseline M00 завершён: paired comparison с оригинальным клиентом записывает измеренные gaps без заявления parity, а обязательные diagnostic gaps закрыты или явно классифицированы. M01 завершил coordinate, identity и streaming-focus seams; M02 декомпозировал player input, movement, terrain query, camera и presentation без observable regression. Текущая работа M03 закрывает renderer стабильным facade и извлекает planner/scheduler без rewrite.
- Gameplay domain, network protocol, production UI/Lua, audio orchestration и server adapters в основном предстоит реализовать.
- Editor plugin пока решает extraction/preview задачи, но не является полноценной authoring platform.
+3 -3
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@@ -10,7 +10,7 @@
## Current target
`M02` — [02-player-decomposition.md](02-player-decomposition.md)
`M03` — [03-renderer-facade.md](03-renderer-facade.md)
Одновременно `ACTIVE` может быть только одна цель. Следующая цель становится `ACTIVE` после появления валидной `OPENWC_TARGET_DONE` метки у предыдущей.
@@ -35,8 +35,8 @@
|---|---|---|---|
| M00 | [Renderer baseline](00-render-baseline.md) | — | DONE |
| M01 | [Coordinates and architecture seams](01-coordinates-and-seams.md) | M00 | DONE |
| M02 | [Player decomposition](02-player-decomposition.md) | M01 | ACTIVE |
| M03 | [Renderer facade and extraction](03-renderer-facade.md) | M02 | OPEN |
| M02 | [Player decomposition](02-player-decomposition.md) | M01 | DONE |
| M03 | [Renderer facade and extraction](03-renderer-facade.md) | M02 | ACTIVE |
| M04 | [Godot Editor shell](04-editor-shell.md) | M03 | OPEN |
| M05 | [Content Project](05-content-project.md) | M04 | OPEN |
| M06 | [Server database adapters](06-server-adapters.md) | M05 | OPEN |