feat(simulation): background worker pool infrastructure (#843 Part C)
Generic BackgroundWorkerPool<Req, Resp> with crossbeam channels, closure handlers, and 3 delivery strategies (Fallback, GracefulDegrade, ModalLock). Stub workers registered as Bevy resources: - ChunkGenWorker (2 threads) — terrain/props/navmesh generation - NpcPrepWorker (1 thread) — pre-compute NPC state for incoming areas - OffscreenTickWorker (1 thread) — advance NPCs outside active tier Tick loop integration: - PreInput: poll_worker_results drains completed work - PostSnapshot: push_worker_requests queues new work (no-op until Phase 5) Handlers are stubs — real computation plugs in when the phases that need them arrive. The infrastructure (channels, threads, push/poll, shutdown) is real and tested. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -11,6 +11,7 @@ pub mod simulation;
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pub mod storyteller;
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pub mod tick_phases;
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pub mod voice;
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pub mod workers;
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// test_world::reset is always compiled (used by simulation::input).
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// Room definitions, constants, and setup_gauntlet are gated behind
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// the "gauntlet" feature (default-on) to allow stripping from release builds.
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