# M03-RND-TERRAIN-CACHE-SERVICE-001 — Terrain quality mesh cache service ## 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: ## 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.