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M03 — Renderer Facade and Safe Extraction

Outcome

Закрыть монолитный streamer стабильным API и постепенно извлечь тестируемые подсистемы без rewrite.

Steps

  • Ввести WorldRenderFacade для focus, environment, entity visuals, ground query и metrics.
  • Запретить gameplay/editor доступ к внутренним очередям streamer.
  • Извлечь pure StreamingTargetPlanner.
  • 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: 2026-07-17
  • Revision/worktree: master merges 7ece2ab, 7e35de7, 80cb084, d6e5b53, c69abd6, 606770c, 630a0c1, f36fabb, 24aef13, 2342430, 396be5e, f88bf97, 3f84717, d2cb52f, f9e5a4f, c06aed5, a878e7c, 60603e1, b4955d6, ada0fd9, f470775, 874fd0f, 38f831e, 83b3618, 3094561, fa85985, 1fafdde, 7cd07dd; 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, M03-RND-M2-PLACEMENT-TRANSFORM-001, M03-RND-M2-PLACEMENT-GROUPER-001, M03-RND-M2-BUILD-BATCH-PLANNER-001, M03-RND-WMO-PLACEMENT-RESOLVER-001, M03-RND-WMO-PLACEMENT-REGISTRY-001, M03-RND-WMO-RENDER-BUILD-PLANNER-001, M03-RND-WMO-RENDER-BUILD-QUEUE-001, M03-RND-WMO-RENDER-RESOURCE-CACHE-001, M03-RND-WMO-SCENE-RESOURCE-CACHE-001, M03-RND-ADT-WATER-LOAD-PIPELINE-001, M03-RND-ADT-WATER-SCENE-FINALIZER-001, M03-RND-M2-RUNTIME-REBUILD-CLASSIFIER-001, M03-RND-M2-MESH-LOAD-PIPELINE-001, M03-RND-M2-MESH-RESOURCE-CACHE-001, M03-RND-M2-MESH-RESOURCE-EXTRACTOR-001, M03-RND-M2-RUNTIME-MESH-FINALIZER-001, M03-RND-M2-RAW-MODEL-REPOSITORY-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. M2 placement transform resolver passed cases=9 iterations=10000 elapsed_ms=27.409; post-merge M2 registry, internal-access 42, facade, 7/7 manifest, documentation and coordination gates remained green. M2 placement grouper passed cases=9 iterations=100 placements=256 elapsed_ms=67.104; post-merge transform resolver, registry, internal-access 42, facade, 7/7 manifest, documentation and coordination gates remained green. M2 build batch planner passed cases=8 iterations=20000 elapsed_ms=14.532; post-merge grouper, transform resolver, registry, internal-access 42, facade, 7/7 manifest, documentation and coordination gates remained green. WMO placement resolver passed cases=9 iterations=20000 elapsed_ms=27.919; post-merge renderer materials, shutdown, internal-access 42, facade, 7/7 manifest, documentation and coordination gates remained green. WMO placement registry passed cases=10 iterations=100 elapsed_ms=53.941; all 21 adjacent WMO/M2/terrain/facade/scheduler/streaming/coordinate regressions and the 7/7 checkpoint dry-run passed; post-merge registry (54.178ms), resolver, shutdown, facade, documentation and coordination gates remained green. WMO render build step planner passed cases=9 iterations=20000 elapsed_ms=11.914; WMO registry/resolver/material/shutdown, 18 adjacent regressions and the 7/7 checkpoint dry-run passed; post-merge planner (11.059ms), registry, resolver, shutdown, facade, documentation and coordination gates remained green. WMO render build queue passed cases=11 iterations=100 elapsed_ms=59.874; WMO planner/registry/resolver/material/shutdown, 18 adjacent regressions and the 7/7 checkpoint dry-run passed. The first post-merge smoke exposed an editor class-cache dependency; a fresh no-.godot run verified the fix (57.835ms), and post-fix master passed queue (56.454ms), planner, registry, resolver, shutdown, facade, documentation and coordination gates without parse diagnostics. WMO render Resource cache state passed cases=10 iterations=100 elapsed_ms=58.727; direct no-.godot service verification passed (45.361ms), WMO queue/planner/registry/resolver/material/shutdown and 18 adjacent regressions passed, and the checkpoint dry-run retained 7/7 plans. Post-merge cache state (51.949ms), shutdown, WMO queue/resolver, facade, internal-access 41, 7/7 manifest, documentation and coordination gates remained green. WMO scene Resource cache state passed cases=11 iterations=100 elapsed_ms=40.768; its initial direct no-.godot run passed (43.636ms), render-cache state, WMO queue/planner/registry/resolver/material/shutdown and 18 adjacent regressions passed, and checkpoint dry-run retained 7/7 plans. Post-merge scene state (40.113ms), render state (43.434ms), shutdown, WMO queue/resolver, facade, internal-access 40, 7/7 manifest, documentation and coordination gates remained green. ADT water load pipeline state passed cases=12 iterations=100 elapsed_ms=86.170; its initial direct no-.godot run passed (94.576ms), WMO caches/queue/planner/registry/resolver/material/shutdown and 18 adjacent M2/terrain/facade/scheduler/streaming/coordinate regressions passed, and the checkpoint dry-run retained 7/7 plans. Post-merge water state (86.935ms), shutdown, renderer materials, facade, internal-access 36, 7/7 manifest, documentation and coordination gates remained green. ADT water scene finalizer passed cases=8 iterations=100 elapsed_ms=0.042 after an initial 0.024ms run; synthetic data produced one four-vertex/ six-index liquid surface with exact tile attachment and recursive editor owner. Water pipeline, WMO/M2/terrain/facade/scheduler/streaming/coordinate, material, shutdown and 32 headless contract regressions passed; checkpoint dry-run retained 7/7 plans. Post-merge finalizer (0.025ms), water pipeline (98.398ms), shutdown, materials, facade, internal-access 36, 7/7 manifest, documentation and coordination gates remained green. M2 runtime mesh rebuild classifier passed cases=12 iterations=100 elapsed_ms=64.585 after an initial 35.461ms run; billboard flag/count, invalid variants/indices, UV rotation/speed/epsilon, four-stage cap, memoization, detached diagnostics and both clear sites passed. Thirty-three M2/WMO/liquid/terrain/facade/scheduler/streaming/coordinate/material/shutdown regressions and checkpoint dry-run 7/7 passed. Post-merge classifier (45.439ms), materials, shutdown, M2 batch planner, facade, internal-access 35, 7/7 manifest, documentation and coordination gates remained green. M2 mesh load pipeline state passed cases=11 iterations=100 elapsed_ms=100.273 with request validation/dedupe, insertion-order polling, terminal transition/completion FIFO, opaque statuses, discard, detached diagnostics, metrics, clear and 100-by-256 timing. Thirty-four adjacent headless regressions and checkpoint dry-run 7/7 passed. Post-merge pipeline state (69.196ms), classifier, materials, shutdown, facade, internal-access 34, 7/7 manifest, documentation and coordination gates remained green. M2 mesh resource cache state passed cases=9 iterations=100 elapsed_ms=38.974 with invalid-input guards, exact-reference lookup, replacement, detached path diagnostics, idempotent clear and 100-by-256 timing. Thirty-five renderer/coordinate regressions and checkpoint dry-run 7/7 passed. Post-merge cache state (38.686ms), pipeline, classifier, materials, shutdown, facade, internal-access 34, 7/7 manifest, documentation and coordination gates remained green. M2 mesh resource extractor passed cases=10 iterations=10000 elapsed_ms=39.243 with direct/invalid Resource, depth-first order, null-Mesh sibling continuation, subtree ownership, PackedScene Mesh identity and temporary-root release contracts. Thirty-six renderer/coordinate regressions and checkpoint dry-run 7/7 passed. Post-merge extractor (38.172ms), cache, pipeline, classifier, materials, shutdown, facade, internal-access 34, 7/7 manifest, documentation and coordination gates remained green. M2 runtime mesh finalizer passed cases=11 iterations=100 elapsed_ms=53.719 with current/stale raw-data gating, empty/ordinary marking, synthetic triangle billboard rebuild, failed-rebuild fallback, version 2 metadata and classifier-clear contracts. Thirty-seven renderer/coordinate regressions and checkpoint dry-run 7/7 passed. Post-merge finalizer (54.349ms), classifier, extractor, cache, pipeline, materials, shutdown, facade, internal-access 34, 7/7 manifest, documentation and coordination gates remained green. M2 raw model repository passed cases=10 iterations=10000 elapsed_ms=3.275 with empty/missing/stateless failure, exact native-method, path and three-caller boundary contracts. Forty-five autonomous headless regressions and checkpoint dry-run 7/7 passed; the proprietary ADT probe remained unavailable without data/extracted. Post-merge repository (3.200ms), finalizer, extractor, cache, pipeline, shutdown, facade, internal-access 34, 7/7 manifest, documentation and coordination gates remained green. 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:<decimal> first-owner semantics, within-call duplicate suppression, cross-tile skip/retry and unkeyed pass-through. M2 regular Euler, Elwynn cliff-rock shell correction, waterfall yaw/local-axis twist, tall-waterfall anchor compensation, path normalization and caller scale clamps are unchanged across worker grouping, placeholders and direct instances. M2 worker grouping retains invalid-record filtering, case-sensitive lowercase .mdx/.mdl conversion, first-seen group/per-group placement order, tile-local origin subtraction and the 0.0001 scale clamp. M2 build batching retains animated/static limit selection, minimum-one clamp, remaining-transform cap and the exact offset/group-completion cursor rules. WMO cache-key normalization, positive MODF identity with tile/index fallback and world position/Euler/unclamped-scale transforms are unchanged across lightweight render, cached-scene and live-prototype paths. WMO first/idempotent/shared/non-owner/final/global reference behavior is unchanged; the extracted registry owns only String reference sets while the loader retains the parallel key-to-Node map and final-release cancellation/free. Lightweight WMO render groups retain mesh-before-MultiMesh order, one cursor increment and one budget permit per valid or null group; completion still cancels the job after both raw integer cursor comparisons are exhausted. Pending WMO render builds retain typed root/resource/cursors, FIFO order, duplicate replacement, stale-front pop, first-occurrence cancel and three idempotent clear sites. Queue release never frees engine objects; the loader retains validity checks, materialization, permits and Node destruction. Lightweight WMO render cache paths retain the same cached/pending/missing transitions, retry behavior for absent files and map-reset versus final-shutdown lifetime. ResourceLoader, script identity and FORMAT_VERSION validation remain loader-owned before the extracted state accepts a Resource. Cached WMO scene paths retain direct negative caching for missing/oversize/ request-start failures, terminal missing state for load/validation failures and the prior transient-reset versus final-shutdown lifetime. File-size limits, PackedScene probe instantiation, WMOBuilder metadata validation and probe-node destruction remain loader-owned before state accepts a scene. ADT water requests retain FIFO order and tile-key deduplication; tile release removes pending requests without cancelling active work, task completion and result publication order are unchanged, and the mutex remains limited to the worker/main-thread mailbox. The loader still owns ADT parsing, concurrency and profile limits, stale tile/path/root rejection, WATER_FINALIZE permits, tile subtree lifetime and water_loaded timing. Both raw-tile and delayed cached-tile water paths now call the same stateless finalizer. It invokes the unchanged ADTBuilder.build_tile_water_scene, attaches the returned root once and applies the existing optional recursive Editor ownership; tile subtree lifetime and dry-root cleanup are unchanged. M2 stale-cache rebuild selection retains the same positive billboard flag/ vertex-count tests, referenced non-identity UV rotation, exclusive 0.000001 speed threshold, four-stage cap and first-decision-per-path cache lifetime. Raw loading, material refresh version, M2Builder rebuild/fallback and Mesh adoption remain loader-owned. Static M2 mesh pending requests preserve normalized-path dedupe and Dictionary insertion polling order; loaded/failed transitions preserve completion-order finalization FIFO and opaque statuses. All three pending-plus-finalize metrics, both clear sites and shutdown ResourceLoader drain order are unchanged; cache path selection, I/O, permits, shared missing state and adoption remain loader-owned. Prepared static M2 Mesh lookups retain exact Resource identity, same-path replacement and map-refresh lifetime; the only clear remains final shutdown after asynchronous drain. Shared missing/prototype/animated caches and materialization remain loader-owned. Direct Mesh Resources, temporary PackedScene instances and prototype/rebuild subtrees retain the same depth-first first-Mesh rule. PackedScene still instantiates once and frees its temporary root synchronously before return; the extractor retains no state or Resource reference. Runtime material refresh remains version 2; current Meshes skip raw loading, empty/ordinary data marks and reuses the original, billboard/UV-rotation data attempts the same M2Builder rebuild, and failure marks/reuses the original. Raw FileAccess/ClassDB M2Loader I/O now belongs to the stateless repository; exact path resolution and load_m2/load_m2_animated names are unchanged. Loader-owned normalization, fallback order, missing/prototype caches, builders and result adoption remain unchanged. 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, stateless M2 placement transform resolver and three transform consumers, stateless M2 placement grouper and worker adapter, stateless M2 build batch planner and loader cursor adapter, stateless WMO placement resolver and seven cache/identity/transform adapters, stateful WMO placement registry and global/tile add/release/clear adapters, stateless WMO render build step planner and loader cursor-adoption adapter, typed WMO render build job/queue and loader enqueue/drain/cancel/clear adapters, lightweight WMO render Resource/missing/request state and loader I/O/validation/ reset adapters, cached WMO PackedScene/missing/request state and loader file-size/I/O/probe/ validation/reset adapters, ADT water pending/task/result pipeline state and loader enqueue/start/publish/ drain/release/reset/shutdown/metrics adapters, stateless ADT water scene finalizer and both loader build/attach adapters, memoized M2 runtime mesh rebuild classifier and loader query/clear adapters, M2 mesh load pipeline state and loader request/poll/finalize/metric/clear adapters, prepared M2 Mesh resource cache state and loader lookup/store/shutdown adapters, stateless M2 Mesh resource extractor and three loader traversal adapters, M2 runtime Mesh finalizer and loader raw-data/finalize/clear adapters, stateless M2 raw model repository and three native-load adapters, expanded facade/internal-access/coordinate verifiers; work-package claims and this evidence.
  • Remaining risks: worker concurrency and stale-result validation 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 asset-backed visual transform recheck, grouping/build/tasks/caches/finalization and boundary traversal p95/p99 remain pending; path grouping is not yet culling-driven spatial-cell grouping; M2 rebuild classification and static request/finalize bookkeeping, prepared Mesh cache ownership and first-Mesh traversal plus refresh/rebuild/fallback and raw native M2 I/O are separated, but synchronous parsing, ResourceLoader, shared missing state and Mesh adoption remain in the loader or its direct call path; raw WMO ResourceLoader/FileAccess I/O, live fallback and group materialization remain in the loader; asset-backed WMO placement/portal/material/leak/p95/p99 evidence remains pending; ADT water parsing and active worker interruption remain loader-owned; materialization is separated but remains synchronous main-thread work behind the existing permit, and asset-backed MH2O/MCLQ traversal/leak/p95/p99/ original-client evidence is pending; M03 still needs further terrain/M2/WMO/ liquid service extraction and dependency/performance acceptance.