95 lines
6.3 KiB
Markdown
95 lines
6.3 KiB
Markdown
# M03 — Renderer Facade and Safe Extraction
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<!-- OPENWC_TARGET:ACTIVE -->
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## Outcome
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Закрыть монолитный streamer стабильным API и постепенно извлечь тестируемые подсистемы без rewrite.
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## Steps
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- [x] Ввести `WorldRenderFacade` для focus, environment, entity visuals, ground query и metrics.
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- [x] Запретить gameplay/editor доступ к внутренним очередям streamer.
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- [x] Извлечь pure `StreamingTargetPlanner`.
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- [x] Извлечь `RenderBudgetScheduler` с bounded queues/cancellation.
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- [ ] Затем извлекать terrain, M2, WMO и liquid services по одному.
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- [ ] Сохранить cache versioning и main-thread GPU finalization rules.
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- [ ] Добавить dependency и performance regression checks.
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## Fidelity evidence
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Все baseline checkpoints сравниваются до/после; placement, visibility, animation и materials не меняются без отдельной fidelity-задачи.
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## Exit criteria
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Runtime и Editor используют facade; planner/scheduler тестируются без полного мира; p95/p99 и hitch budgets не хуже согласованного baseline.
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## Evidence
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- Date: 2026-07-16
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- Revision/worktree: master merges `7ece2ab`, `7e35de7`, `80cb084`, `d6e5b53`, `c69abd6`, `606770c`, `630a0c1`, `f36fabb`, `24aef13`;
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packages `M03-RND-SCHEDULER-001`, `M03-RND-INTERNAL-ACCESS-GATE-001`,
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`M03-RND-FACADE-GROUND-QUERY-001`, `M03-RND-FACADE-ENVIRONMENT-001`,
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`M03-RND-FACADE-ENTITY-001`, `M03-RND-TERRAIN-CACHE-SERVICE-001`,
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`M03-RND-TERRAIN-LOD-PLANNER-001`, `M03-RND-TERRAIN-CHUNK-QUEUE-001`
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- Commands: dedicated scheduler/planner/facade/focus/coordinate/manifest/shutdown
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headless verifiers; Godot cold editor parse; coordination, documentation and diff gates.
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- Results: scheduler `cases=6 iterations=20000 elapsed_ms=10.216`; planner
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`cases=5 average_ms=1.804`; facade/focus passed; coordinate boundary
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`files=111 consumers=6`; renderer manifest retained `7/7` checkpoints;
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shutdown ownership and repository gates passed. Internal-access gate additionally
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derived `43` private symbols and found no forbidden access across `7` gameplay
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and `9` EditorPlugin-package sources plus the terrain probe. Ground facade passed
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`delegation=5 ground_contract=2`; cold `RenderedGroundSample contract=3`;
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environment integration passed cold snapshot `contract=5` and facade
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`delegation=6 environment_contract=7`; dry-run retained all `7/7` plans and
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applied the dusk checkpoint at `time=19.00`. Entity presentation passed
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`snapshot_cases=8 lifecycle_cases=14 runtime_scenes=2`; facade expanded to
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`delegation=9 entity_contract=6`, while character presentation remained `9/10/3/1`.
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Terrain quality cache passed `contract_cases=15 loader_calls=3`; internal-access
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inventory decreased to `42` because the loader no longer owns the LRU-order field.
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Terrain chunk LOD planner passed `cases=7 iterations=250 elapsed_ms=12.630`;
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post-merge facade, internal-access and `7/7` manifest gates remained green.
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Terrain chunk geometry queue planner passed `cases=8 iterations=100
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elapsed_ms=229.324`; internal-access remained `42` and post-merge facade and
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`7/7` manifest gates stayed green.
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M02 terrain-query regression
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remained green (13 pre-existing expired M00 claim warnings).
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- Fidelity comparison: all 16 historical operation limits and drain sites were
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preserved; chunk removal/create retain their shared removal-first budget.
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Defaults, quality presets, cache versions and visual rules are unchanged.
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Rendered-ground diagnostics preserve the prior 5000-unit ray, 3x3 search and
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`2/5/10/20/40`-unit nearby fallback while hiding mutable renderer state.
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Environment snapshots preserve the prior fixed-clock assignments while DBC
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profile/area/skybox selection, interpolation, fog, sun and shader rules remain unchanged.
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Runtime produces no world-entity commands yet, so player/world output and all
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baseline plans remain unchanged by the new present/remove ownership boundary.
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Terrain revisit cache retains the same admitted/excluded sources, LRU touch/trim,
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profile capacities and three loader adapter sites; no cache format changed.
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Chunk LOD keeps horizontal XZ chunk-center distance, inclusive squared thresholds,
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sparse-index omission and raw negative-radius squaring at both loader call sites.
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Chunk operation planning preserves stable removals, nearest-first create sorting,
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tile-LOD remove-all takeover, sparse tile-origin fallback and XZ-only distance;
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loader still drains removals first through the shared `chunk_geometry` budget.
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No new build-12340 parity claim is made; asset-backed visual/p95/p99 comparison remains pending.
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- Changed files: scene-free scheduler and verifier; streamer budget composition/
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permit delegation; scheduler module spec; world renderer/module registry/RENDER notes;
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renderer-owned ground sample, facade/loader ground query, migrated terrain probe,
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immutable environment snapshot, facade/sky adapter, migrated checkpoint time input,
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contract-v1 entity snapshot, renderer-owned entity presenter, runtime composition,
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scene-free terrain quality Mesh cache and loader store/restore/clear adapters,
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immutable terrain chunk LOD policy, pure planner and both loader plan adapters,
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pure terrain chunk geometry queue planner and loader queue-adoption adapter,
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expanded facade/internal-access/coordinate verifiers; work-package claims and this evidence.
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- Remaining risks: queue storage length and worker concurrency/stale-result logic
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remain streamer-owned; cancellation stops new permits but does not interrupt
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in-flight work; the environment snapshot currently covers world time but not weather
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or indoor state; entity PackedScene loading is synchronous and not accepted for
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network-scale hot paths; terrain cache is entry-count bounded without Mesh-byte
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metrics and the remaining terrain build/tasks/state/finalization stay monolithic;
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chunk LOD asset-backed p95/p99 and visual acceptance remain pending;
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chunk queue planning adds a second tile-state pass whose asset-backed p95/p99
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still needs acceptance, while queue drains and geometry finalization remain monolithic;
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M03 still needs further terrain/M2/WMO/liquid service extraction
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and dependency/performance acceptance.
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