# M03 — Renderer Facade and Safe Extraction ## Outcome Закрыть монолитный streamer стабильным API и постепенно извлечь тестируемые подсистемы без rewrite. ## Steps - [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. ## Fidelity evidence Все baseline checkpoints сравниваются до/после; placement, visibility, animation и materials не меняются без отдельной fidelity-задачи. ## Exit criteria Runtime и Editor используют facade; planner/scheduler тестируются без полного мира; p95/p99 и hitch budgets не хуже согласованного baseline. ## Evidence - Date: 2026-07-16 - Revision/worktree: master merges `7ece2ab`, `7e35de7`, `80cb084`, `d6e5b53`, `c69abd6`, `606770c`, `630a0c1`, `f36fabb`, `24aef13`, `2342430`; packages `M03-RND-SCHEDULER-001`, `M03-RND-INTERNAL-ACCESS-GATE-001`, `M03-RND-FACADE-GROUND-QUERY-001`, `M03-RND-FACADE-ENVIRONMENT-001`, `M03-RND-FACADE-ENTITY-001`, `M03-RND-TERRAIN-CACHE-SERVICE-001`, `M03-RND-TERRAIN-LOD-PLANNER-001`, `M03-RND-TERRAIN-CHUNK-QUEUE-001`, `M03-RND-M2-UNIQUE-REGISTRY-001` - 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. Terrain chunk LOD planner passed `cases=7 iterations=250 elapsed_ms=12.630`; post-merge facade, internal-access and `7/7` manifest gates remained green. Terrain chunk geometry queue planner passed `cases=8 iterations=100 elapsed_ms=229.324`; internal-access remained `42` and post-merge facade and `7/7` manifest gates stayed green. M2 unique placement registry passed `cases=10 iterations=100 elapsed_ms=35.513`; the historical `uid:11785` cross-tile smoke, internal-access `42`, facade and `7/7` manifest gates remained green after merge. M02 terrain-query regression remained green (13 pre-existing expired M00 claim warnings). - Fidelity comparison: all 16 historical operation limits and drain sites were preserved; chunk removal/create retain their shared removal-first budget. Defaults, quality presets, cache versions and visual rules are unchanged. Rendered-ground diagnostics preserve the prior 5000-unit ray, 3x3 search and `2/5/10/20/40`-unit nearby fallback while hiding mutable renderer state. Environment snapshots preserve the prior fixed-clock assignments while DBC profile/area/skybox selection, interpolation, fog, sun and shader rules remain unchanged. Runtime produces no world-entity commands yet, so player/world output and all baseline plans remain unchanged by the new present/remove ownership boundary. Terrain revisit cache retains the same admitted/excluded sources, LRU touch/trim, profile capacities and three loader adapter sites; no cache format changed. Chunk LOD keeps horizontal XZ chunk-center distance, inclusive squared thresholds, sparse-index omission and raw negative-radius squaring at both loader call sites. Chunk operation planning preserves stable removals, nearest-first create sorting, tile-LOD remove-all takeover, sparse tile-origin fallback and XZ-only distance; loader still drains removals first through the shared `chunk_geometry` budget. M2 positive `MDDF.uniqueId` retains `uid:` first-owner semantics, within-call duplicate suppression, cross-tile skip/retry and unkeyed pass-through. 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, immutable terrain chunk LOD policy, pure planner and both loader plan adapters, pure terrain chunk geometry queue planner and loader queue-adoption adapter, stateful M2 unique placement registry, loader reserve/release/clear adapters and migrated historical dedupe smoke, 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; chunk LOD asset-backed p95/p99 and visual acceptance remain pending; chunk queue planning adds a second tile-state pass whose asset-backed p95/p99 still needs acceptance, while queue drains and geometry finalization remain monolithic; private Azeroth data was absent for the asset-backed ADT placement probe; M2 grouping/build/tasks/caches/finalization and boundary traversal p95/p99 remain pending; M03 still needs further terrain/M2/WMO/liquid service extraction and dependency/performance acceptance.