Files
open-wc/coordination/claims/M03-RND-M2-ANIMATED-SCENE-FINALIZER-001.md
T

3.7 KiB

M03-RND-M2-ANIMATED-SCENE-FINALIZER-001

Owner

  • Agent ID: sindo-main-codex
  • Target: M03 Renderer Facade and Safe Extraction
  • Branch: work/sindo-main-codex/m03-m2-animated-scene-finalizer
  • Worktree: C:\Users\sindo\open-wc-worktrees\m03-m2-animated-scene-finalizer

Outcome

Extract animated M2 PackedScene candidate instantiation, material override repair and AnimationPlayer validation from StreamingWorldLoader into an explicit main-thread finalizer.

Non-goals

  • Call ResourceLoader or interpret threaded-load statuses.
  • Choose animation eligibility, cache paths, material prototypes or permits.
  • Adopt/cache prototype Nodes or change static/native animation paths.
  • Change visible materials, animation selection, cache formats or profiles.

Paths

  • Exclusive: src/render/m2/m2_animated_scene_finalizer.gd, src/tools/verify_m2_animated_scene_finalizer.gd, docs/modules/m2-animated-scene-finalizer.md, this claim
  • Shared/hotspots: src/scenes/streaming/streaming_world_loader.gd, M2 animation pipeline/prototype/material/build/shutdown/facade/internal-access/ manifest verifiers and module specs, docs/modules/world-renderer.md, docs/modules/README.md, RENDER.md, targets/03-renderer-facade.md
  • Generated/ignored: .godot, native DLL, generated M2 resources, caches and proprietary renderer corpus

Contracts and data

  • Only a PackedScene whose instantiated root is Node3D becomes a candidate; unsupported or invalid roots return null and any created invalid root is freed.
  • Material repair preserves depth-first MeshInstance3D order, source-index clamping, per-surface override priority and first-material fallback.
  • Finalization accepts a candidate only when at least one descendant AnimationPlayer exists; rejected detached candidates are freed synchronously.
  • Accepted result transfers the exact Node3D and player count to the loader.
  • Loader retains ResourceLoader, material-prototype acquisition, permit, prototype adoption/static fallback and diagnostic-log decisions.

Dependencies

  • Requires: accepted animation load pipeline package on master c20bc62
  • Blocks: further animated M2 build/materialization decomposition
  • External state: imported GLB/PackedScene shape remains engine-owned input

Verification

  • Commands: dedicated invalid/ownership/traversal/material/finalization/source/ timing verifier; animation pipeline/prototype/shutdown/material/M2 build/facade/ internal-access/manifest and adjacent M2 regressions; docs/coordination/dry-run gates
  • Fixtures: synthetic PackedScenes, nested AnimationPlayers and ArrayMesh materials
  • Fidelity evidence: exact material mapping and accepted/rejected Node transitions
  • Performance budget: 10,000 depth-first candidate queries under 1 second

Documentation deliverables

  • Inline public API docs
  • Module specification with inputs/outputs, ownership and source map
  • Data-flow, lifecycle/state, sequence and dependency diagrams
  • Adjacent animation/prototype/world-renderer/module-registry/RENDER updates

Simplicity and naming

  • Important name introduced: M2AnimatedSceneFinalizer
  • Simplest solution: one stateless main-thread RefCounted over engine scene types
  • Rejected complexity: callbacks, generic scene pipeline, signals or cache ownership
  • Unavoidable complexity: material repair occurs between candidate creation and acceptance
  • Measured optimization evidence: bounded synthetic subtree traversal

Status

  • State: claimed
  • Done: candidate/material/player ownership boundary audited on current master
  • Next: implement finalizer, migrate adapters, verify and document
  • Blocked by:

Handoff

  • Commit:
  • Results:
  • Remaining risks:
  • Documentation updated: