feat: weight vertical distance in chunk-load priority

Adds Configuration.VerticalPriorityWeight (default 4). The priority
formula in ChunkStreamer.RecomputeTargetSet now uses
dx^2 + dz^2 + dy^2 * VerticalPriorityWeight, so horizontal chunks at
the player's Y are dispatched before equally-distant chunks above or
below. Fixes janky loading where deep-underground chunks were
competing with surface chunks for early dispatch slots.
This commit is contained in:
2026-06-01 13:41:55 +02:00
parent 4fe552b8bd
commit 2c95c7831a
3 changed files with 40 additions and 3 deletions

View File

@@ -351,4 +351,33 @@ public class ChunkStreamerTests
streamer.Tick(new Vector3i(0, 0, 0));
Assert.Equal(1, generateCalls);
}
[Fact]
public void Tick_VerticalPriorityWeight_PrefersHorizontalAtSameDistance()
{
var cfg = new Configuration
{
RenderDistanceHorizontal = 1,
RenderDistanceVertical = 1,
MaxGenerateJobsInFlight = 100,
MaxMeshUploadsPerFrame = 5, // player's chunk + 4 horizontal cardinals
VerticalPriorityWeight = 4,
};
var (streamer, world, _) = CreateStreamer(cfg);
// Player chunk at Y=2 so vertical neighbors Y=1 and Y=3 are valid.
var playerPos = new Vector3i(0, 2, 0);
streamer.Tick(playerPos);
// Drain budget = 5 = priority 0 (player) + 4 priority-1 (horizontal
// cardinals). With VerticalPriorityWeight=4, vertical cardinals
// (Y=1, Y=3) have priority 4 — they should NOT be among the first 5.
Assert.NotNull(world.GetChunk(playerPos));
Assert.NotNull(world.GetChunk(new Vector3i( 1, 2, 0)));
Assert.NotNull(world.GetChunk(new Vector3i(-1, 2, 0)));
Assert.NotNull(world.GetChunk(new Vector3i( 0, 2, 1)));
Assert.NotNull(world.GetChunk(new Vector3i( 0, 2, -1)));
Assert.Null(world.GetChunk(new Vector3i(0, 3, 0)));
Assert.Null(world.GetChunk(new Vector3i(0, 1, 0)));
}
}