feat(runtime): bound static preview asset loading
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This commit is contained in:
2026-07-18 09:36:29 +04:00
parent f75601a86a
commit 697cbbfd36
5 changed files with 94 additions and 21 deletions
+1 -1
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@@ -27,7 +27,7 @@ Open source проект с реализацией компонентов игр
- [apps/fparkan-cli](apps/fparkan-cli) — CLI для архивов, графов и acceptance-отчетов.
- [apps/fparkan-viewer](apps/fparkan-viewer) — inspection-only CLI для archive/model/texture/map без live Vulkan draw path.
- [apps/fparkan-headless](apps/fparkan-headless) — headless runtime composition root.
- [apps/fparkan-game](apps/fparkan-game) — mission composition root: по умолчанию выдаёт planning report; opt-in `--backend static-vulkan` открывает native Vulkan окно для первой подготовленной MSH-модели миссии.
- [apps/fparkan-game](apps/fparkan-game) — mission composition root: по умолчанию выдаёт planning report; opt-in `--backend static-vulkan` использует bounded preview loader и открывает native Vulkan окно для первой mesh-backed MSH-модели.
## Текущий статус рендера
+10 -8
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@@ -34,8 +34,8 @@ use fparkan_render_vulkan::{
VulkanSmokeRenderer, VulkanSmokeRendererCreateInfo, VulkanStaticMesh,
};
use fparkan_runtime::{
create, frame, load_mission, loaded_mission_assets, EngineConfig, EngineMode, EngineServices,
MissionAssets, MissionObjectDraft, MissionRequest,
create, frame, load_mission, load_mission_static_preview, loaded_mission_assets, EngineConfig,
EngineMode, EngineServices, MissionAssets, MissionObjectDraft, MissionRequest,
};
use fparkan_vfs::DirectoryVfs;
#[cfg(test)]
@@ -74,12 +74,14 @@ fn run(args: &[String]) -> Result<String, String> {
services,
)
.map_err(|err| err.to_string())?;
let loaded = load_mission(
&mut engine,
MissionRequest {
key: args.mission.clone(),
},
)
let request = MissionRequest {
key: args.mission.clone(),
};
let loaded = if args.backend == RenderBackendMode::StaticVulkan {
load_mission_static_preview(&mut engine, request)
} else {
load_mission(&mut engine, request)
}
.map_err(|err| err.to_string())?;
if args.backend == RenderBackendMode::StaticVulkan {
+69 -8
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@@ -31,7 +31,7 @@ use fparkan_path::{normalize_relative, NormalizedPath, PathError, PathPolicy};
use fparkan_prototype::{
build_prototype_graph_report, PrototypeGraph, PrototypeGraphFailure, PrototypeGraphReport,
};
use fparkan_resource::{resource_name, CachedResourceRepository};
use fparkan_resource::{resource_name, CachedResourceRepository, ResourceRepository};
use fparkan_vfs::{Vfs, VfsError};
use fparkan_world::{
construct_object, new as new_world, register_object, step, InputSnapshot, ObjectDraft,
@@ -182,6 +182,17 @@ pub struct MissionObjectDraft {
#[derive(Clone, Copy, Debug, Default, Eq, PartialEq)]
struct MissionLoadOptions {
fail_after_registered_objects: Option<usize>,
asset_scope: MissionAssetScope,
}
/// Selects how much of the resolved mission asset graph to prepare.
#[derive(Clone, Copy, Debug, Default, Eq, PartialEq)]
enum MissionAssetScope {
/// Prepare every reachable asset; required by normal runtime loading.
#[default]
Full,
/// Prepare one root at a time until a mesh-backed preview model is found.
FirstMeshPreview,
}
/// Loaded mission.
@@ -462,6 +473,33 @@ pub fn load_mission(
load_mission_with_trace(engine, request).map(|(loaded, _trace)| loaded)
}
/// Loads a mission using the bounded static-preview asset scope.
///
/// This mode preserves map, TMA, graph, construction and registration work,
/// but prepares only the first root that supplies a mesh-backed model. It is
/// intended solely for the opt-in static Vulkan preview and must not be used
/// for normal gameplay, where all reachable assets remain required.
///
/// # Errors
///
/// Returns [`EngineError`] under the same decoding, graph, terrain and world
/// conditions as [`load_mission`], plus asset errors for the roots examined by
/// the preview scope.
pub fn load_mission_static_preview(
engine: &mut Engine,
request: MissionRequest,
) -> Result<LoadedMission, EngineError> {
load_mission_with_options(
engine,
request,
MissionLoadOptions {
asset_scope: MissionAssetScope::FirstMeshPreview,
..MissionLoadOptions::default()
},
)
.map(|(loaded, _trace)| loaded)
}
/// Loads mission transactionally and returns a diagnostic trace.
///
/// # Errors
@@ -564,15 +602,22 @@ fn load_mission_with_options(
failures: prototype_report.failures.clone(),
});
}
let mission_assets = AssetManager::new(repository)
.prepare_mission_assets(
let asset_manager = AssetManager::new(repository);
let mission_assets = match options.asset_scope {
MissionAssetScope::Full => asset_manager.prepare_mission_assets(
&prototype_graph.root_prototype_request_spans,
&resolved_prototypes,
)
.map_err(|source| EngineError::AssetPreparation {
mission: request.key.clone(),
source,
})?;
),
MissionAssetScope::FirstMeshPreview => prepare_first_mesh_preview_assets(
&asset_manager,
&prototype_graph.root_prototype_request_spans,
&resolved_prototypes,
),
}
.map_err(|source| EngineError::AssetPreparation {
mission: request.key.clone(),
source,
})?;
let mission_asset_plan = mission_assets.to_plan();
let object_drafts: Vec<_> = mission
.objects
@@ -672,6 +717,21 @@ fn load_mission_with_options(
Ok((summary, trace))
}
fn prepare_first_mesh_preview_assets<R: ResourceRepository>(
asset_manager: &AssetManager<R>,
root_spans: &[std::ops::Range<usize>],
prototypes: &[fparkan_prototype::EffectivePrototype],
) -> Result<MissionAssets, AssetPreparationError> {
for span in root_spans {
let assets =
asset_manager.prepare_mission_assets(std::slice::from_ref(span), prototypes)?;
if !assets.models.is_empty() {
return Ok(assets);
}
}
Ok(MissionAssets::default())
}
/// Steps headless mode.
///
/// # Errors
@@ -1063,6 +1123,7 @@ mod tests {
},
MissionLoadOptions {
fail_after_registered_objects: Some(1),
..MissionLoadOptions::default()
},
)
.expect_err("forced registration failure");
+6 -4
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@@ -35,10 +35,12 @@
- `apps/fparkan-game` по умолчанию выдает `render-planning` JSON report поверх
synthetic window descriptor и `VulkanPlanningBackend`. Opt-in `--backend static-vulkan`
уже создаёт native `winit` window и передаёт первую подготовленную MSH модели миссии в
`VulkanSmokeRenderer` с пустым списком materials (явный white-fallback). Это не является
rendered acceptance: fresh GOG `MISSIONS/Autodemo.00/data.tma` test не дошёл до окна за
локальный 120-second runner limit, поэтому нет live report, pixel artifact или validation
evidence именно для game path.
`VulkanSmokeRenderer` с пустым списком materials (явный white-fallback). Режим использует
отдельный bounded preview loader: normal `load_mission` по-прежнему готовит все reachable
assets, тогда как preview останавливает asset preparation после первого root с mesh-backed
model. Это не является rendered acceptance: fresh GOG `MISSIONS/Autodemo.00/data.tma` test
с этим scope всё равно не дошёл до окна за локальный 120-second runner limit, поэтому нет
live report, pixel artifact или validation evidence именно для game path.
- `apps/fparkan-viewer` сейчас inspection-only CLI и не открывает live Vulkan
asset viewer.
- Следующий реальный milestone для rendered acceptance: `VulkanAssetRenderer`
+8
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@@ -951,6 +951,14 @@ WEAR/MAT0/TEXM material data, or establish a game camera. A GOG
limit before the window/report, so this mode has implementation and unit/lint
evidence only, not a corpus GPU acceptance claim.
The preview now asks `load_mission_static_preview` for assets. Normal mission
loading remains full and transactional; the preview scope walks root spans in
TMA order and stops asset preparation after the first mesh-backed model. It is
therefore not a hidden relaxation of gameplay validation. A second GOG
`Autodemo.00` attempt with this narrower asset scope still exceeded 120 seconds
before opening a window, which locates the remaining startup cost before the
Vulkan draw loop but does not identify it as terrain versus graph work.
`Land.msh` использует отдельный geometry-only bridge: validated `TerrainFace28`
сохраняет source triangle order, а его positions и packed UV0 попадают в тот же
static vertex/index upload path. Для текущего диагностического viewer XZ bounds