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>
This commit is contained in:
2026-04-11 00:15:05 +02:00
co-authored by Claude Opus 4.6
parent 2175e9b31c
commit 0098ee5a41
7 changed files with 429 additions and 1 deletions
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//! Tick-loop integration systems for background workers (#843 Part C).
//!
//! - `poll_worker_results`: runs in PreInput, drains completed results
//! - `push_worker_requests`: runs in PostSnapshot, queues new work
//!
//! Both are no-ops when no results/requests are pending. The worker pools
//! exist as Bevy Resources — systems access them via `Res<ChunkGenWorker>` etc.
use bevy_ecs::prelude::*;
use super::stubs::{ChunkGenWorker, NpcPrepWorker, OffscreenTickWorker};
/// PreInput: poll all worker pools for completed results.
///
/// Incorporates results into the world state. Currently logs completions
/// at debug level — real incorporation logic (spawning chunks, activating
/// NPCs) plugs in at Phase 5+.
pub fn poll_worker_results(
chunk_worker: Option<Res<ChunkGenWorker>>,
npc_worker: Option<Res<NpcPrepWorker>>,
offscreen_worker: Option<Res<OffscreenTickWorker>>,
) {
if let Some(worker) = chunk_worker {
for (result, _strategy) in worker.drain() {
tracing::debug!(
chunk_x = result.chunk_x,
chunk_y = result.chunk_y,
"ChunkGen result ready"
);
}
}
if let Some(worker) = npc_worker {
for (result, _strategy) in worker.pool.drain() {
tracing::debug!(area = %result.area_id, "NpcPrep result ready");
}
}
if let Some(worker) = offscreen_worker {
for (result, _strategy) in worker.pool.drain() {
tracing::debug!(
area = %result.area_id,
ticks = result.ticks_advanced,
"OffscreenTick result ready"
);
}
}
}
/// PostSnapshot: push new work requests based on player state.
///
/// Placeholder — real logic (predict player movement direction, queue
/// chunks ahead, snapshot departing NPCs) plugs in at Phase 5+.
pub fn push_worker_requests() {
// No-op until chunk streaming and NPC tier transitions are implemented.
// The worker pools are ready to receive requests via:
// chunk_worker.submit(req, DeliveryStrategy::GracefulDegrade);
// npc_worker.pool.submit(WorkRequest { ... });
}