Commit aa1b6b5
feat(world): merge chunk light after ready, not as a pipeline stage
Light merging was the last stage of ChunkProcessingPipeline, so a chunk
could not become ready until all 26 neighbours needed for its merge
existed too. One slow - or never-requested - neighbour stalled the chunk
indefinitely, which is why c645e81 had to add a 10s idle timeout that
force-skips the stage.
Now a chunk goes ready as soon as its own generation finishes, and
LateLightMerger merges it afterwards, incrementally, as neighbours
arrive. A chunk at the edge of the loaded world simply stays unmerged -
visible, with imperfect edge lighting - instead of never becoming ready.
When a neighbour does load later, that neighbour's own merge propagates
across the shared face and corrects it.
Light merging was the only multi-chunk stage: the sole production uses of
ChunkTaskProvider.createMulti were the three "Light merging" stages
removed here. The pipeline's dependency machinery (blockedPositions,
skipBlockedStages, MultiplyRequirementChunkTask) is therefore now dead,
but is left in place - removing it here would double the review surface
and ChunkProcessingPipelineTest still covers the API. Follow-up.
Two things worth calling out:
- LightMerger marked nothing dirty. That was harmless while merging ran
before the chunk was ready, since its first mesh was still to come and
picked the result up for free. Now the chunk is already visible, so
without marking, merged light never reaches a mesh - ChunkMeshWorker
only re-meshes chunks that are isReady() && isDirty().
LocalChunkView now marks the chunk it writes to and any chunk within one
block of that write, as AbstractFullWorldView
already does for runtime block changes. Marking the whole 27-chunk
neighbourhood from the merger instead was the obvious alternative and is
wrong: a chunk sits in 27 neighbourhoods, so it gets re-meshed over and
over during a world load, and most of those merges never touch its light.
That exhausted the 768MB heap in mesh generation within minutes of
starting a world - found by running the game, not by any test here.
The one-block expansion matters and is not symmetry for its own sake: a
chunk mesh samples its neighbours light to shade the faces along a shared
boundary, and propagation does not necessarily write into that neighbour
as well - if its side of the boundary is opaque no light is written there
at all, yet its mesh is what shades the solid face. Interior writes still
touch only their own chunk.
- Merging now touches live chunks rather than chunks only the pipeline
can see, and deflated light storage can reallocate on write. It runs on
the main thread from each provider's update() under a time budget,
matching how runtime light propagation for block changes already works
(WorldProviderCoreImpl.processPropagation).
The design is @naalit's, from #4879: let a chunk go ready on its own and
merge light incrementally afterwards. That PR could not be rebased - it
targets an unmerged branch predating the engine package restructure - so
this is a fresh implementation of the same idea, with no code carried
over. It differs in two ways: #4879 merged off-thread, and it omitted the
dirty-marking above, so its merged light would never have reached a mesh.
Covered by two tests, both verified to fail against the pipeline-stage
merge rather than merely pass against this one:
- LateLightMergerMteTest asks for relevance on a single chunk, and
separately on an unpadded 3x3x3 region, then bounds readiness at 8s -
above generation time, below the ~10s the old idle-skip needed. Against
the old code both time out. The second case also shows
ChunkRegionFuture.REQUIRED_CHUNK_MARGIN is no longer structurally
needed for readiness; f324128 records that padding chunks near a
region edge could not complete their own stages before, which is the
same root cause. The margin is left in place - other tests share it.
- LateLightMergerTest drives the merger over a plain map and covers the
requeue in mergeAt: queue a position, drop a neighbour before the queue
drains, and the position must return to needsMerging rather than be
lost. Deleting that one line makes this test fail.
Co-Authored-By: naalit <sam@dirkback.com>
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>1 parent 338d7dd commit aa1b6b5
6 files changed
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File tree
- engine-tests/src/test/java/org/terasology/engine
- integrationenvironment
- world/chunks
- engine/src/main/java/org/terasology/engine/world
- chunks
- localChunkProvider
- remoteChunkProvider
- propagation
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