feat(simulation): activate background generation tier end-to-end (#968, D-206/D-225)
The D-206 queue (#924) and D-203 cache (#917) were built but never connected to the running app — the whole background tier was inert. This closes the loop: submit -> Rayon -> cascade -> completion -> drain -> cache. - gen_queue.rs: GenWorkItem::AnalyzeBody now carries enqueuer-resolved inputs { body_id, heightmap_path, sea_level, body_seed: SeedChain } (D-225 boundary — run_work_item stays pure compute, no path/DB resolution). run_work_item runs the real cascade: load heightmap.png -> downsample to GRID_W×GRID_H working grid (D-202) -> run_layer1 -> BodyWorldState; load failure -> Failed. GenCompletion::BodyAnalyzed carries the computed BodyWorldState. - cascade.rs: CascadeSnapshot::into_body_world_state() conversion. - plugin.rs (new): GenerationPlugin registers GenerationQueue + BodyWorldStateCache and adds a PreInput drain system that inserts BodyAnalyzed states into the cache (off the Rayon workers — a cheap channel drain, never the ~45ms cascade). Wired into both the production and test app setups. Tests run the real cascade on a tiny temp heightmap PNG (no committed fixture); the plugin test proves the full submit->...->cache loop. The proxy (#969) is the production submitter. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -17,6 +17,7 @@
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use std::path::Path;
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use crate::atlas::body_world_state::{BodyWorldState, RiverNetwork};
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use crate::atlas::heightmap::{self, BodyHeightmap, HeightmapLoadError};
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use crate::atlas::layer1::{self, Layer1Output};
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use crate::seed::SeedChain;
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@@ -48,6 +49,29 @@ pub struct CascadeSnapshot {
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pub layer1: Option<Layer1Output>,
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}
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impl CascadeSnapshot {
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/// Convert into a [`BodyWorldState`] for the D-203 cache (#968). Moves the
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/// heightmap raster and the Layer-1 outputs in; `last_accessed` starts at 0
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/// (the cache stamps it on read). A snapshot that stopped at Layer 0 yields
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/// empty river/basin/attractor data.
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pub fn into_body_world_state(self) -> BodyWorldState {
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let (river_network, drainage_basins, attractors) = match self.layer1 {
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Some(l1) => (l1.river_network, l1.drainage_basins, l1.attractors),
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None => (RiverNetwork::default(), Vec::new(), Vec::new()),
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};
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BodyWorldState {
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body_id: self.body_id,
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heightmap: self.heightmap.data,
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heightmap_width: self.heightmap.width,
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heightmap_height: self.heightmap.height,
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river_network,
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drainage_basins,
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attractors,
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last_accessed: 0,
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}
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}
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}
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/// Run the cascade from a heightmap already in memory, up to `up_to`.
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///
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/// Pure (no I/O); this is the testable core. `body_seed` is this body's
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@@ -21,11 +21,17 @@
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//!
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//! **Thread count (D-206):** `available_parallelism - 2`, minimum 1.
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use std::path::PathBuf;
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use std::sync::{Arc, Mutex};
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use bevy_ecs::prelude::Resource;
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use crossbeam_channel::{Receiver, Sender};
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use crate::atlas::body_world_state::BodyWorldState;
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use crate::atlas::cascade::{run_cascade_from_heightmap, CascadeLayer};
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use crate::atlas::heightmap::{load_heightmap_png, GRID_H, GRID_W};
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use crate::seed::SeedChain;
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// ---------------------------------------------------------------------------
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// Priority
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// ---------------------------------------------------------------------------
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@@ -50,8 +56,16 @@ pub enum GenPriority {
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/// A unit of background generation work (D-206).
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#[derive(Debug, Clone)]
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pub enum GenWorkItem {
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/// Run D8 drainage analysis + attractor extraction for this body.
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AnalyzeBody { body_id: String },
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/// Run the Layer-1 cascade (drainage → features → sub-biome) for this body.
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/// The enqueuer resolves the inputs (D-225): `heightmap_path` is the
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/// mod-resolved source PNG, `body_seed` is this body's SeedChain position.
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/// `run_work_item` is pure compute — it does no path/DB resolution.
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AnalyzeBody {
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body_id: String,
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heightmap_path: PathBuf,
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sea_level: f32,
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body_seed: SeedChain,
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},
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/// Generate a Phase 1 DistrictSkeleton for this city.
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GenerateSkeleton { city_id: u64 },
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/// Pre-fill a chunk in an existing district.
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@@ -63,7 +77,7 @@ pub enum GenWorkItem {
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impl GenWorkItem {
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pub fn body_id(&self) -> Option<&str> {
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if let GenWorkItem::AnalyzeBody { body_id } = self {
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if let GenWorkItem::AnalyzeBody { body_id, .. } = self {
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Some(body_id)
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} else {
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None
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@@ -80,6 +94,8 @@ impl GenWorkItem {
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pub enum GenCompletion {
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BodyAnalyzed {
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body_id: String,
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/// The computed world state, ready for `BodyWorldStateCache::insert`.
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state: BodyWorldState,
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},
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SkeletonGenerated {
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city_id: u64,
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@@ -286,15 +302,38 @@ impl Default for GenerationQueue {
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// Work execution stub
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// ---------------------------------------------------------------------------
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/// Execute one work item. This is the Rayon task body.
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/// Execute one work item. This is the Rayon task body (off the tick thread).
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///
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/// Currently a stub — real implementations will call `drainage::analyze()`,
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/// the attractor pipeline, and the district skeleton generator. Stubs return
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/// immediate success to allow the queue infrastructure to be tested independently.
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/// `AnalyzeBody` runs the real Layer-1 cascade (#968, D-225). `GenerateSkeleton`
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/// and `FillChunk` remain stubs — their layers (#957 / #959) are not built yet —
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/// returning immediate success so the queue infrastructure stays testable.
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fn run_work_item(item: &GenWorkItem) -> GenCompletion {
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match item {
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GenWorkItem::AnalyzeBody { body_id } => GenCompletion::BodyAnalyzed {
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body_id: body_id.clone(),
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GenWorkItem::AnalyzeBody {
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body_id,
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heightmap_path,
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sea_level,
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body_seed,
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} => match load_heightmap_png(heightmap_path, body_id, *sea_level) {
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Ok(hm) => {
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// Layer 1 runs at the GRID_W×GRID_H working resolution (D-202):
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// downsample the higher-res stored heightmap first.
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let working = if hm.width > GRID_W || hm.height > GRID_H {
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hm.downsample(GRID_W, GRID_H)
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} else {
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hm
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};
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let snapshot =
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run_cascade_from_heightmap(*body_seed, working, CascadeLayer::Topography);
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GenCompletion::BodyAnalyzed {
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body_id: body_id.clone(),
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state: snapshot.into_body_world_state(),
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}
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}
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Err(e) => GenCompletion::Failed {
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item: item.clone(),
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reason: format!("heightmap load failed: {e}"),
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},
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},
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GenWorkItem::GenerateSkeleton { city_id } => {
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GenCompletion::SkeletonGenerated { city_id: *city_id }
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@@ -322,22 +361,51 @@ mod tests {
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GenerationQueue::with_threads(2)
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}
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/// Write a tiny 16-bit grayscale heightmap PNG to a unique temp path so the
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/// real cascade can run in `run_work_item` without a committed fixture.
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fn test_heightmap_path() -> std::path::PathBuf {
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use std::io::BufWriter;
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use std::sync::atomic::{AtomicU32, Ordering};
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static SEQ: AtomicU32 = AtomicU32::new(0);
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let n = SEQ.fetch_add(1, Ordering::Relaxed);
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let path = std::env::temp_dir().join(format!("sr_genq_{}_{n}.png", std::process::id()));
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let file = std::fs::File::create(&path).expect("create test heightmap");
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let mut enc = png::Encoder::new(BufWriter::new(file), 32, 16);
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enc.set_color(png::ColorType::Grayscale);
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enc.set_depth(png::BitDepth::Sixteen);
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let mut w = enc.write_header().expect("png header");
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let data: Vec<u8> = (0..32u32 * 16)
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.flat_map(|i| (((i * 600) % 65536) as u16).to_be_bytes())
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.collect();
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w.write_image_data(&data).expect("png data");
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path
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}
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/// Build an `AnalyzeBody` work item pointing at a tiny test heightmap.
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fn analyze(body_id: &str) -> GenWorkItem {
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GenWorkItem::AnalyzeBody {
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body_id: body_id.to_string(),
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heightmap_path: test_heightmap_path(),
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sea_level: 0.3,
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body_seed: SeedChain::for_body(42, body_id),
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}
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}
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#[test]
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fn submit_and_drain() {
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let q = make_queue();
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q.submit(
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GenWorkItem::AnalyzeBody {
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body_id: "TestBody".to_string(),
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},
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GenPriority::Medium,
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);
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// Give Rayon time to complete the (stub) task.
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std::thread::sleep(Duration::from_millis(50));
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q.submit(analyze("TestBody"), GenPriority::Medium);
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// Give Rayon time to load the heightmap and run the cascade.
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std::thread::sleep(Duration::from_millis(100));
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let completions = q.drain_completions();
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assert_eq!(completions.len(), 1);
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// The work item ran the real cascade and produced a populated state.
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assert!(matches!(
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&completions[0],
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GenCompletion::BodyAnalyzed { body_id } if body_id == "TestBody"
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GenCompletion::BodyAnalyzed { body_id, state }
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if body_id == "TestBody"
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&& state.heightmap_width == 32
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&& state.heightmap_height == 16
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));
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}
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@@ -345,18 +413,8 @@ mod tests {
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fn dedup_analyze_body() {
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let q = make_queue();
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// Submit the same body twice before it can complete.
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q.submit(
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GenWorkItem::AnalyzeBody {
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body_id: "Dup".to_string(),
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},
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GenPriority::Low,
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);
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q.submit(
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GenWorkItem::AnalyzeBody {
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body_id: "Dup".to_string(),
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},
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GenPriority::Low,
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);
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q.submit(analyze("Dup"), GenPriority::Low);
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q.submit(analyze("Dup"), GenPriority::Low);
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std::thread::sleep(Duration::from_millis(50));
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let completions = q.drain_completions();
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// Should have completed exactly once.
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@@ -399,18 +457,8 @@ mod tests {
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// Vec while "BodyA" is in-flight (in_flight_count = 1 = n_threads).
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// - When "BodyA" completes, drain_completions() calls dispatch_next()
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// which picks index 0 = "BodyB" (Immediate).
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q.submit(
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GenWorkItem::AnalyzeBody {
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body_id: "BodyA".to_string(),
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},
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GenPriority::Low,
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);
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q.submit(
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GenWorkItem::AnalyzeBody {
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body_id: "BodyB".to_string(),
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},
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GenPriority::Immediate,
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);
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q.submit(analyze("BodyA"), GenPriority::Low);
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q.submit(analyze("BodyB"), GenPriority::Immediate);
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// Wait for BodyA to complete.
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std::thread::sleep(Duration::from_millis(50));
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// drain_completions dispatches BodyB (Immediate, index 0 of pending).
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@@ -421,9 +469,11 @@ mod tests {
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assert_eq!(first.len(), 1);
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assert_eq!(second.len(), 1);
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assert!(matches!(&first[0], GenCompletion::BodyAnalyzed { body_id } if body_id == "BodyA"));
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assert!(
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matches!(&second[0], GenCompletion::BodyAnalyzed { body_id } if body_id == "BodyB")
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matches!(&first[0], GenCompletion::BodyAnalyzed { body_id, .. } if body_id == "BodyA")
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);
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assert!(
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matches!(&second[0], GenCompletion::BodyAnalyzed { body_id, .. } if body_id == "BodyB")
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);
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}
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@@ -13,6 +13,9 @@ pub mod features;
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pub mod gen_queue;
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pub mod heightmap;
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pub mod layer1;
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pub mod plugin;
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pub mod skeleton_gen;
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pub mod subbiome;
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pub mod tile_condition;
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pub use plugin::GenerationPlugin;
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@@ -0,0 +1,116 @@
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//! Generation tier plugin (#968, D-206) — wires the background generation queue
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//! and the per-body world-state cache into the running app.
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//!
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//! Registers [`GenerationQueue`] and [`BodyWorldStateCache`] as resources and
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//! adds a `PreInput` system that drains completed work each tick and inserts the
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//! computed [`BodyWorldState`](crate::atlas::body_world_state::BodyWorldState)
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//! into the cache. The queue's *submitter* is the atlas layer-stream proxy
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//! (#969, D-225); this plugin closes the submit→Rayon→cascade→drain→cache loop.
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use bevy_app::prelude::*;
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use bevy_ecs::prelude::*;
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use bevy_ecs::schedule::IntoScheduleConfigs;
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use crate::atlas::body_world_state::{BodyWorldStateCache, CACHE_CAPACITY};
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use crate::atlas::gen_queue::{GenCompletion, GenerationQueue};
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use crate::tick_phases::TickPhase;
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/// Wires the D-206 background generation tier into the app (#968).
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pub struct GenerationPlugin;
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impl Plugin for GenerationPlugin {
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fn build(&self, app: &mut App) {
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app.insert_resource(GenerationQueue::new())
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.insert_resource(BodyWorldStateCache::new(CACHE_CAPACITY))
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.add_systems(
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Update,
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drain_generation_completions.in_set(TickPhase::PreInput),
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);
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}
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}
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/// Drain finished background work each tick and apply it to the cache (D-206).
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///
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/// Runs in `PreInput` (off the Rayon workers, on the main thread): a cheap
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/// channel drain + cache insert, never the ~45 ms cascade itself.
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fn drain_generation_completions(
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queue: Res<GenerationQueue>,
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mut cache: ResMut<BodyWorldStateCache>,
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) {
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for completion in queue.drain_completions() {
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match completion {
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GenCompletion::BodyAnalyzed { state, .. } => cache.insert(state),
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GenCompletion::Failed { item, reason } => {
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tracing::warn!(?item, %reason, "background generation work item failed");
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}
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// Produced once the later layers land (#957 / #959); no consumer yet.
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GenCompletion::SkeletonGenerated { .. } | GenCompletion::ChunkFilled { .. } => {}
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}
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use crate::atlas::gen_queue::{GenPriority, GenWorkItem};
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use crate::seed::SeedChain;
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use bevy_ecs::schedule::Schedule;
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use std::time::Duration;
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/// Tiny 16-bit grayscale heightmap PNG at a unique temp path, so the real
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/// cascade can run without a committed fixture.
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fn test_heightmap_path() -> std::path::PathBuf {
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use std::io::BufWriter;
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use std::sync::atomic::{AtomicU32, Ordering};
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static SEQ: AtomicU32 = AtomicU32::new(0);
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let n = SEQ.fetch_add(1, Ordering::Relaxed);
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let path =
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std::env::temp_dir().join(format!("sr_genplugin_{}_{n}.png", std::process::id()));
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let file = std::fs::File::create(&path).expect("create test heightmap");
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let mut enc = png::Encoder::new(BufWriter::new(file), 32, 16);
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enc.set_color(png::ColorType::Grayscale);
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enc.set_depth(png::BitDepth::Sixteen);
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let mut w = enc.write_header().expect("png header");
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let data: Vec<u8> = (0..32u32 * 16)
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.flat_map(|i| (((i * 600) % 65536) as u16).to_be_bytes())
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.collect();
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w.write_image_data(&data).expect("png data");
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path
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}
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#[test]
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fn drain_system_populates_cache() {
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// The full loop: submit → Rayon cascade → completion → drain → cache.
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let mut world = World::new();
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world.insert_resource(GenerationQueue::new());
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world.insert_resource(BodyWorldStateCache::new(CACHE_CAPACITY));
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world.resource::<GenerationQueue>().submit(
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GenWorkItem::AnalyzeBody {
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body_id: "PlanetX".to_string(),
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heightmap_path: test_heightmap_path(),
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sea_level: 0.3,
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body_seed: SeedChain::for_body(42, "PlanetX"),
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},
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GenPriority::Immediate,
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);
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let mut sched = Schedule::default();
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sched.add_systems(drain_generation_completions);
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// Rayon runs the cascade asynchronously; the drain runs each schedule pass.
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let mut found = false;
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for _ in 0..100 {
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sched.run(&mut world);
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if world.resource::<BodyWorldStateCache>().contains("PlanetX") {
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found = true;
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break;
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}
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std::thread::sleep(Duration::from_millis(10));
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}
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assert!(
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found,
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"drain system should insert the analyzed body into the cache"
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);
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}
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}
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@@ -154,6 +154,7 @@ fn main() {
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app.add_plugins(settled_reach_server::storyteller::StorytellerPlugin);
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app.add_plugins(settled_reach_server::settings::SettingsPlugin);
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app.add_plugins(settled_reach_server::bookmark::BookmarkPlugin::default());
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app.add_plugins(settled_reach_server::atlas::GenerationPlugin);
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// Initialize culture resolver (#679, D-128).
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// systems.db is shipped read-only alongside the binary.
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@@ -391,6 +392,7 @@ fn dump_schedule_graph() {
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app.add_plugins(settled_reach_server::storyteller::StorytellerPlugin);
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app.add_plugins(settled_reach_server::settings::SettingsPlugin);
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app.add_plugins(settled_reach_server::bookmark::BookmarkPlugin::default());
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app.add_plugins(settled_reach_server::atlas::GenerationPlugin);
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app.insert_resource(settled_reach_server::simulation::rng::SimRng::new(0));
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// Access Schedules resource directly — schedules are populated by plugins
|
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