chore(meta): docs/build sweep + tooling test gate (T-1069, T-1066)
- make test-tooling: planet-gen determinism guard + import_economics
--dry-run, wired into pre-push on TOOLING_CHANGED; ruff widened to
E4/E7/E9/F/W (90 safe auto-fixes applied; E402/E702/F841 ignored with
documented counts)
- one-generator reality fixed in DEVOPS.md, asset-pipeline rule, CLAUDE.md
(import_economics sole generator since #951/D-223); dead check-protocol
target deleted; DEVOPS hook/config sections rewritten from the actual
hook sources; team-patterns gate description updated (client+tooling)
- project.yaml: 0.2.0 → 0.4.0 per the 0.{phase}.{n} scheme, description
refreshed from the v0.1 Sova narration to cascade reality
- stale comment sweep: voxel.rs stub claims (all 8 families implemented),
cascade.rs TODO recited to T-1044, main.rs D-192 handshake claim,
relationships.rs/chunk_streaming.rs version targets → phase language
- gitignore: client/settings.db* e2e-run artifacts
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -1,9 +1,10 @@
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//! Chunk streaming system (#578, D-012).
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//!
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//! Loads chunks near the player and unloads distant chunks based on a
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//! configurable radius. For v0.1 the radius covers the entire hand-authored
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//! configurable radius. Until Phase 5 the radius covers the entire hand-authored
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//! district (256×256 visual tiles = 8×8 chunks of 32 tiles), so all chunks
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//! remain loaded. The architecture supports future per-demand loading (v0.3+).
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//! remain loaded. The architecture supports per-demand loading over the
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//! generated world once player control lands (Phase 5).
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//!
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//! The system runs on a configurable tick cadence (default: every 10 ticks).
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//! It queries the player's TilePosition, computes which chunks should be
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@@ -17,8 +18,9 @@ use crate::simulation::time::SimulationTime;
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/// How many chunks around the player to keep loaded (Chebyshev distance).
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///
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/// Default: 8, which covers the full v0.1 district (256×256 = 8×8 chunks).
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/// For v0.3+ borderless generation, set to 3-4 for memory-bounded streaming.
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/// Default: 8, which covers the full hand-authored district (256×256 = 8×8
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/// chunks). For Phase 5 borderless streaming over the generated world, set to
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/// 3-4 for memory-bounded loading.
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#[derive(Resource, Debug, Clone)]
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pub struct ChunkLoadRadius {
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pub radius: i32,
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