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.
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@@ -10,6 +10,11 @@ public sealed class Configuration
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public int MaxMeshUploadsPerFrame { get; set; } = 4;
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public int MaxMeshUploadsPerFrame { get; set; } = 4;
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public int WorkerThreadCount { get; set; } = Math.Max(1, Environment.ProcessorCount / 2);
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public int WorkerThreadCount { get; set; } = Math.Max(1, Environment.ProcessorCount / 2);
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// Multiplier applied to (dy)^2 in chunk-load priority. >1 prioritizes
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// chunks at the player's Y over equally-distant chunks above/below, so the
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// visible surface fills in before far-underground / overhead chunks.
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public int VerticalPriorityWeight { get; set; } = 4;
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public float MoveSpeed { get; set; } = 8f;
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public float MoveSpeed { get; set; } = 8f;
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public float MouseSensitivity { get; set; } = 0.15f;
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public float MouseSensitivity { get; set; } = 0.15f;
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public float Fov { get; set; } = 60f;
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public float Fov { get; set; } = 60f;
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@@ -351,4 +351,33 @@ public class ChunkStreamerTests
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streamer.Tick(new Vector3i(0, 0, 0));
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streamer.Tick(new Vector3i(0, 0, 0));
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Assert.Equal(1, generateCalls);
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Assert.Equal(1, generateCalls);
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}
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}
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[Fact]
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public void Tick_VerticalPriorityWeight_PrefersHorizontalAtSameDistance()
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{
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var cfg = new Configuration
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{
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RenderDistanceHorizontal = 1,
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RenderDistanceVertical = 1,
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MaxGenerateJobsInFlight = 100,
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MaxMeshUploadsPerFrame = 5, // player's chunk + 4 horizontal cardinals
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VerticalPriorityWeight = 4,
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};
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var (streamer, world, _) = CreateStreamer(cfg);
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// Player chunk at Y=2 so vertical neighbors Y=1 and Y=3 are valid.
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var playerPos = new Vector3i(0, 2, 0);
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streamer.Tick(playerPos);
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// Drain budget = 5 = priority 0 (player) + 4 priority-1 (horizontal
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// cardinals). With VerticalPriorityWeight=4, vertical cardinals
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// (Y=1, Y=3) have priority 4 — they should NOT be among the first 5.
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Assert.NotNull(world.GetChunk(playerPos));
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Assert.NotNull(world.GetChunk(new Vector3i( 1, 2, 0)));
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Assert.NotNull(world.GetChunk(new Vector3i(-1, 2, 0)));
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Assert.NotNull(world.GetChunk(new Vector3i( 0, 2, 1)));
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Assert.NotNull(world.GetChunk(new Vector3i( 0, 2, -1)));
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Assert.Null(world.GetChunk(new Vector3i(0, 3, 0)));
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Assert.Null(world.GetChunk(new Vector3i(0, 1, 0)));
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}
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}
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}
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@@ -122,9 +122,12 @@ public sealed class ChunkStreamer : IDisposable
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if (this._failed.Contains(pos)) continue;
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if (this._failed.Contains(pos)) continue;
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if (this._tracked.Add(pos))
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if (this._tracked.Add(pos))
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{
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{
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int priority = (pos.X - p.X) * (pos.X - p.X)
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int dx = pos.X - p.X;
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+ (pos.Y - p.Y) * (pos.Y - p.Y)
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int dy = pos.Y - p.Y;
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+ (pos.Z - p.Z) * (pos.Z - p.Z);
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int dz = pos.Z - p.Z;
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int priority = dx * dx
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+ dz * dz
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+ dy * dy * this._cfg.VerticalPriorityWeight;
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this._pendingLoad.Enqueue(pos, priority);
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this._pendingLoad.Enqueue(pos, priority);
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}
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}
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}
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}
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