# 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)