refactor: store-owned diff snapshot and drop dead ChunkJob.ExistingChunk
TryGetDiff now returns an independent copy so callers can safely retain the reference; removes the defensive copy from ChunkStreamer.DispatchLoad. ChunkJob.ExistingChunk was never populated (DispatchRemesh uses closures instead), so the field is removed along with its misleading record-level comment.
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@@ -3,12 +3,12 @@ using VoxelEngine.World.Chunk;
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namespace VoxelEngine.World.Streaming;
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// Job dispatched to an IJobExecutor. For a fresh load, ExistingChunk is null
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// and the worker generates + applies diff + meshes. For a remesh-only job,
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// ExistingChunk holds the chunk and the worker only meshes (no generation).
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// Job dispatched to an IJobExecutor for a fresh chunk load. The worker
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// generates the chunk, applies any modification diff, and meshes the result.
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// Remesh-only jobs are dispatched separately by DispatchRemesh and capture
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// their state via closures, so they do not use this record.
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internal sealed record ChunkJob(
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Vector3i Pos,
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Chunk.Chunk? ExistingChunk,
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NeighborSnapshots Neighbors,
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IReadOnlyDictionary<int, ushort>? Diff);
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@@ -299,15 +299,9 @@ public sealed class ChunkStreamer : IDisposable
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private void DispatchLoad(Vector3i pos)
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{
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NeighborSnapshots neighbors = this.SnapshotNeighbors(pos);
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IReadOnlyDictionary<int, ushort>? diff = null;
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if (this._world.ModificationStore.TryGetDiff(pos, out var d) && d != null)
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{
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// Copy: TryGetDiff returns the live internal dictionary, which the
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// main thread may mutate via World.SetBlock while the worker iterates.
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diff = new Dictionary<int, ushort>(d);
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}
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this._world.ModificationStore.TryGetDiff(pos, out IReadOnlyDictionary<int, ushort>? diff);
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var job = new ChunkJob(pos, ExistingChunk: null, neighbors, diff);
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var job = new ChunkJob(pos, neighbors, diff);
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this._inFlight++;
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IChunkMesher mesher = this._mesher;
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