feat(streaming): load surface shell + player slab instead of vertical box
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@@ -17,6 +17,7 @@ public sealed class ChunkStreamer : IDisposable
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private readonly Configuration _cfg;
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private readonly IWorld _world;
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private readonly Func<Vector3i, VoxelChunk> _generate;
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private readonly Func<int, int, int> _surfaceHeightAt;
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private readonly IChunkMesher _mesher;
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private readonly BlockRegistry _registry;
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private readonly IJobExecutor _executor;
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@@ -51,6 +52,7 @@ public sealed class ChunkStreamer : IDisposable
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Configuration cfg,
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IWorld world,
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Func<Vector3i, VoxelChunk> generate,
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Func<int, int, int> surfaceHeightAt,
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IChunkMesher mesher,
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BlockRegistry registry,
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IJobExecutor executor,
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@@ -59,6 +61,7 @@ public sealed class ChunkStreamer : IDisposable
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this._cfg = cfg;
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this._world = world;
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this._generate = generate;
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this._surfaceHeightAt = surfaceHeightAt;
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this._mesher = mesher;
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this._registry = registry;
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this._executor = executor;
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@@ -104,18 +107,8 @@ public sealed class ChunkStreamer : IDisposable
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this._spawnAnchorSet = true;
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}
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int h = this._cfg.RenderDistanceHorizontal;
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int v = this._cfg.RenderDistanceVertical;
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var target = new HashSet<Vector3i>();
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for (int dx = -h; dx <= h; dx++)
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for (int dy = -v; dy <= v; dy++)
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for (int dz = -h; dz <= h; dz++)
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{
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int cy = p.Y + dy;
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if (cy < 0 || cy >= WorldConstants.WorldHeightChunks) continue;
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target.Add(new Vector3i(p.X + dx, cy, p.Z + dz));
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}
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this.CollectTargets(p, this._cfg.RenderDistanceHorizontal, target);
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foreach (var pos in target)
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{
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@@ -145,6 +138,60 @@ public sealed class ChunkStreamer : IDisposable
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}
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}
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// Fills `into` with the chunk positions to load for a viewer at chunk
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// `center`, over a square horizontal region of Chebyshev radius `radiusH`.
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// Per column the loaded Y-range is the union of the surface shell and the
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// player slab, clamped to the world's vertical bounds.
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private void CollectTargets(Vector3i center, int radiusH, HashSet<Vector3i> into)
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{
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int v = this._cfg.RenderDistanceVertical;
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int skirt = this._cfg.SurfaceShellSkirtBelow;
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for (int dx = -radiusH; dx <= radiusH; dx++)
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for (int dz = -radiusH; dz <= radiusH; dz++)
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{
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int cx = center.X + dx;
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int cz = center.Z + dz;
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(int minH, int maxH) = this.SurfaceHeightRange(cx, cz);
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int shellBot = ChunkMath.FloorDiv(minH, VoxelChunk.Size) - skirt;
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int shellTop = ChunkMath.FloorDiv(maxH, VoxelChunk.Size);
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ChunkStreamer.AddColumn(into, cx, cz, shellBot, shellTop);
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ChunkStreamer.AddColumn(into, cx, cz, center.Y - v, center.Y + v);
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}
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}
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private static void AddColumn(HashSet<Vector3i> into, int cx, int cz, int loCy, int hiCy)
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{
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int lo = Math.Max(0, loCy);
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int hi = Math.Min(WorldConstants.WorldHeightChunks - 1, hiCy);
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for (int cy = lo; cy <= hi; cy++)
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into.Add(new Vector3i(cx, cy, cz));
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}
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// Min/max terrain surface height across a chunk column's 16×16 footprint,
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// sampled at the four corners and the centre (catches slope spread cheaply).
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private (int min, int max) SurfaceHeightRange(int cx, int cz)
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{
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int x0 = cx * VoxelChunk.Size;
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int z0 = cz * VoxelChunk.Size;
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int x1 = x0 + VoxelChunk.Size - 1;
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int z1 = z0 + VoxelChunk.Size - 1;
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int xm = x0 + VoxelChunk.Size / 2;
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int zm = z0 + VoxelChunk.Size / 2;
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int h0 = this._surfaceHeightAt(x0, z0);
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int h1 = this._surfaceHeightAt(x1, z0);
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int h2 = this._surfaceHeightAt(x0, z1);
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int h3 = this._surfaceHeightAt(x1, z1);
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int h4 = this._surfaceHeightAt(xm, zm);
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int min = Math.Min(Math.Min(h0, h1), Math.Min(Math.Min(h2, h3), h4));
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int max = Math.Max(Math.Max(h0, h1), Math.Max(Math.Max(h2, h3), h4));
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return (min, max);
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}
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private void DrainCompleted()
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{
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int budget = this._cfg.MaxMeshUploadsPerFrame;
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@@ -176,20 +223,17 @@ public sealed class ChunkStreamer : IDisposable
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{
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if (this._spawnReady || !this._spawnAnchorSet) return;
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int hs = this._cfg.SpawnReadyRadiusHorizontal;
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int v = this._cfg.RenderDistanceVertical;
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Vector3i a = this._spawnAnchor;
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var spawnTargets = new HashSet<Vector3i>();
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this.CollectTargets(this._spawnAnchor, this._cfg.SpawnReadyRadiusHorizontal, spawnTargets);
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for (int dx = -hs; dx <= hs; dx++)
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for (int dy = -v; dy <= v; dy++)
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for (int dz = -hs; dz <= hs; dz++)
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foreach (var pos in spawnTargets)
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{
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int cy = a.Y + dy;
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if (cy < 0 || cy >= WorldConstants.WorldHeightChunks) continue;
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if (!this._ready.Contains(new Vector3i(a.X + dx, cy, a.Z + dz))) return;
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if (this._failed.Contains(pos)) continue;
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if (!this._ready.Contains(pos)) return;
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}
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this._spawnReady = true;
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Log.Information("Spawn area ready at anchor {Anchor}", a);
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Log.Information("Spawn area ready at anchor {Anchor}", this._spawnAnchor);
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}
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private void InstallResult(ChunkJobResult result)
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