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:
2026-05-24 10:47:59 +02:00
co-authored by Claude Opus 4.7
parent 53263492ab
commit 8cedf670f0
5 changed files with 239 additions and 44 deletions
+24
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@@ -17,6 +17,7 @@
use std::path::Path;
use crate::atlas::body_world_state::{BodyWorldState, RiverNetwork};
use crate::atlas::heightmap::{self, BodyHeightmap, HeightmapLoadError};
use crate::atlas::layer1::{self, Layer1Output};
use crate::seed::SeedChain;
@@ -48,6 +49,29 @@ pub struct CascadeSnapshot {
pub layer1: Option<Layer1Output>,
}
impl CascadeSnapshot {
/// Convert into a [`BodyWorldState`] for the D-203 cache (#968). Moves the
/// heightmap raster and the Layer-1 outputs in; `last_accessed` starts at 0
/// (the cache stamps it on read). A snapshot that stopped at Layer 0 yields
/// empty river/basin/attractor data.
pub fn into_body_world_state(self) -> BodyWorldState {
let (river_network, drainage_basins, attractors) = match self.layer1 {
Some(l1) => (l1.river_network, l1.drainage_basins, l1.attractors),
None => (RiverNetwork::default(), Vec::new(), Vec::new()),
};
BodyWorldState {
body_id: self.body_id,
heightmap: self.heightmap.data,
heightmap_width: self.heightmap.width,
heightmap_height: self.heightmap.height,
river_network,
drainage_basins,
attractors,
last_accessed: 0,
}
}
}
/// Run the cascade from a heightmap already in memory, up to `up_to`.
///
/// Pure (no I/O); this is the testable core. `body_seed` is this body's
+94 -44
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@@ -21,11 +21,17 @@
//!
//! **Thread count (D-206):** `available_parallelism - 2`, minimum 1.
use std::path::PathBuf;
use std::sync::{Arc, Mutex};
use bevy_ecs::prelude::Resource;
use crossbeam_channel::{Receiver, Sender};
use crate::atlas::body_world_state::BodyWorldState;
use crate::atlas::cascade::{run_cascade_from_heightmap, CascadeLayer};
use crate::atlas::heightmap::{load_heightmap_png, GRID_H, GRID_W};
use crate::seed::SeedChain;
// ---------------------------------------------------------------------------
// Priority
// ---------------------------------------------------------------------------
@@ -50,8 +56,16 @@ pub enum GenPriority {
/// A unit of background generation work (D-206).
#[derive(Debug, Clone)]
pub enum GenWorkItem {
/// Run D8 drainage analysis + attractor extraction for this body.
AnalyzeBody { body_id: String },
/// Run the Layer-1 cascade (drainage → features → sub-biome) for this body.
/// The enqueuer resolves the inputs (D-225): `heightmap_path` is the
/// mod-resolved source PNG, `body_seed` is this body's SeedChain position.
/// `run_work_item` is pure compute — it does no path/DB resolution.
AnalyzeBody {
body_id: String,
heightmap_path: PathBuf,
sea_level: f32,
body_seed: SeedChain,
},
/// Generate a Phase 1 DistrictSkeleton for this city.
GenerateSkeleton { city_id: u64 },
/// Pre-fill a chunk in an existing district.
@@ -63,7 +77,7 @@ pub enum GenWorkItem {
impl GenWorkItem {
pub fn body_id(&self) -> Option<&str> {
if let GenWorkItem::AnalyzeBody { body_id } = self {
if let GenWorkItem::AnalyzeBody { body_id, .. } = self {
Some(body_id)
} else {
None
@@ -80,6 +94,8 @@ impl GenWorkItem {
pub enum GenCompletion {
BodyAnalyzed {
body_id: String,
/// The computed world state, ready for `BodyWorldStateCache::insert`.
state: BodyWorldState,
},
SkeletonGenerated {
city_id: u64,
@@ -286,15 +302,38 @@ impl Default for GenerationQueue {
// Work execution stub
// ---------------------------------------------------------------------------
/// Execute one work item. This is the Rayon task body.
/// Execute one work item. This is the Rayon task body (off the tick thread).
///
/// Currently a stub — real implementations will call `drainage::analyze()`,
/// the attractor pipeline, and the district skeleton generator. Stubs return
/// immediate success to allow the queue infrastructure to be tested independently.
/// `AnalyzeBody` runs the real Layer-1 cascade (#968, D-225). `GenerateSkeleton`
/// and `FillChunk` remain stubs — their layers (#957 / #959) are not built yet —
/// returning immediate success so the queue infrastructure stays testable.
fn run_work_item(item: &GenWorkItem) -> GenCompletion {
match item {
GenWorkItem::AnalyzeBody { body_id } => GenCompletion::BodyAnalyzed {
body_id: body_id.clone(),
GenWorkItem::AnalyzeBody {
body_id,
heightmap_path,
sea_level,
body_seed,
} => match load_heightmap_png(heightmap_path, body_id, *sea_level) {
Ok(hm) => {
// Layer 1 runs at the GRID_W×GRID_H working resolution (D-202):
// downsample the higher-res stored heightmap first.
let working = if hm.width > GRID_W || hm.height > GRID_H {
hm.downsample(GRID_W, GRID_H)
} else {
hm
};
let snapshot =
run_cascade_from_heightmap(*body_seed, working, CascadeLayer::Topography);
GenCompletion::BodyAnalyzed {
body_id: body_id.clone(),
state: snapshot.into_body_world_state(),
}
}
Err(e) => GenCompletion::Failed {
item: item.clone(),
reason: format!("heightmap load failed: {e}"),
},
},
GenWorkItem::GenerateSkeleton { city_id } => {
GenCompletion::SkeletonGenerated { city_id: *city_id }
@@ -322,22 +361,51 @@ mod tests {
GenerationQueue::with_threads(2)
}
/// Write a tiny 16-bit grayscale heightmap PNG to a unique temp path so the
/// real cascade can run in `run_work_item` without a committed fixture.
fn test_heightmap_path() -> std::path::PathBuf {
use std::io::BufWriter;
use std::sync::atomic::{AtomicU32, Ordering};
static SEQ: AtomicU32 = AtomicU32::new(0);
let n = SEQ.fetch_add(1, Ordering::Relaxed);
let path = std::env::temp_dir().join(format!("sr_genq_{}_{n}.png", std::process::id()));
let file = std::fs::File::create(&path).expect("create test heightmap");
let mut enc = png::Encoder::new(BufWriter::new(file), 32, 16);
enc.set_color(png::ColorType::Grayscale);
enc.set_depth(png::BitDepth::Sixteen);
let mut w = enc.write_header().expect("png header");
let data: Vec<u8> = (0..32u32 * 16)
.flat_map(|i| (((i * 600) % 65536) as u16).to_be_bytes())
.collect();
w.write_image_data(&data).expect("png data");
path
}
/// Build an `AnalyzeBody` work item pointing at a tiny test heightmap.
fn analyze(body_id: &str) -> GenWorkItem {
GenWorkItem::AnalyzeBody {
body_id: body_id.to_string(),
heightmap_path: test_heightmap_path(),
sea_level: 0.3,
body_seed: SeedChain::for_body(42, body_id),
}
}
#[test]
fn submit_and_drain() {
let q = make_queue();
q.submit(
GenWorkItem::AnalyzeBody {
body_id: "TestBody".to_string(),
},
GenPriority::Medium,
);
// Give Rayon time to complete the (stub) task.
std::thread::sleep(Duration::from_millis(50));
q.submit(analyze("TestBody"), GenPriority::Medium);
// Give Rayon time to load the heightmap and run the cascade.
std::thread::sleep(Duration::from_millis(100));
let completions = q.drain_completions();
assert_eq!(completions.len(), 1);
// The work item ran the real cascade and produced a populated state.
assert!(matches!(
&completions[0],
GenCompletion::BodyAnalyzed { body_id } if body_id == "TestBody"
GenCompletion::BodyAnalyzed { body_id, state }
if body_id == "TestBody"
&& state.heightmap_width == 32
&& state.heightmap_height == 16
));
}
@@ -345,18 +413,8 @@ mod tests {
fn dedup_analyze_body() {
let q = make_queue();
// Submit the same body twice before it can complete.
q.submit(
GenWorkItem::AnalyzeBody {
body_id: "Dup".to_string(),
},
GenPriority::Low,
);
q.submit(
GenWorkItem::AnalyzeBody {
body_id: "Dup".to_string(),
},
GenPriority::Low,
);
q.submit(analyze("Dup"), GenPriority::Low);
q.submit(analyze("Dup"), GenPriority::Low);
std::thread::sleep(Duration::from_millis(50));
let completions = q.drain_completions();
// Should have completed exactly once.
@@ -399,18 +457,8 @@ mod tests {
// Vec while "BodyA" is in-flight (in_flight_count = 1 = n_threads).
// - When "BodyA" completes, drain_completions() calls dispatch_next()
// which picks index 0 = "BodyB" (Immediate).
q.submit(
GenWorkItem::AnalyzeBody {
body_id: "BodyA".to_string(),
},
GenPriority::Low,
);
q.submit(
GenWorkItem::AnalyzeBody {
body_id: "BodyB".to_string(),
},
GenPriority::Immediate,
);
q.submit(analyze("BodyA"), GenPriority::Low);
q.submit(analyze("BodyB"), GenPriority::Immediate);
// Wait for BodyA to complete.
std::thread::sleep(Duration::from_millis(50));
// drain_completions dispatches BodyB (Immediate, index 0 of pending).
@@ -421,9 +469,11 @@ mod tests {
assert_eq!(first.len(), 1);
assert_eq!(second.len(), 1);
assert!(matches!(&first[0], GenCompletion::BodyAnalyzed { body_id } if body_id == "BodyA"));
assert!(
matches!(&second[0], GenCompletion::BodyAnalyzed { body_id } if body_id == "BodyB")
matches!(&first[0], GenCompletion::BodyAnalyzed { body_id, .. } if body_id == "BodyA")
);
assert!(
matches!(&second[0], GenCompletion::BodyAnalyzed { body_id, .. } if body_id == "BodyB")
);
}
+3
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@@ -13,6 +13,9 @@ pub mod features;
pub mod gen_queue;
pub mod heightmap;
pub mod layer1;
pub mod plugin;
pub mod skeleton_gen;
pub mod subbiome;
pub mod tile_condition;
pub use plugin::GenerationPlugin;
+116
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@@ -0,0 +1,116 @@
//! Generation tier plugin (#968, D-206) — wires the background generation queue
//! and the per-body world-state cache into the running app.
//!
//! Registers [`GenerationQueue`] and [`BodyWorldStateCache`] as resources and
//! adds a `PreInput` system that drains completed work each tick and inserts the
//! computed [`BodyWorldState`](crate::atlas::body_world_state::BodyWorldState)
//! into the cache. The queue's *submitter* is the atlas layer-stream proxy
//! (#969, D-225); this plugin closes the submit→Rayon→cascade→drain→cache loop.
use bevy_app::prelude::*;
use bevy_ecs::prelude::*;
use bevy_ecs::schedule::IntoScheduleConfigs;
use crate::atlas::body_world_state::{BodyWorldStateCache, CACHE_CAPACITY};
use crate::atlas::gen_queue::{GenCompletion, GenerationQueue};
use crate::tick_phases::TickPhase;
/// Wires the D-206 background generation tier into the app (#968).
pub struct GenerationPlugin;
impl Plugin for GenerationPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(GenerationQueue::new())
.insert_resource(BodyWorldStateCache::new(CACHE_CAPACITY))
.add_systems(
Update,
drain_generation_completions.in_set(TickPhase::PreInput),
);
}
}
/// Drain finished background work each tick and apply it to the cache (D-206).
///
/// Runs in `PreInput` (off the Rayon workers, on the main thread): a cheap
/// channel drain + cache insert, never the ~45 ms cascade itself.
fn drain_generation_completions(
queue: Res<GenerationQueue>,
mut cache: ResMut<BodyWorldStateCache>,
) {
for completion in queue.drain_completions() {
match completion {
GenCompletion::BodyAnalyzed { state, .. } => cache.insert(state),
GenCompletion::Failed { item, reason } => {
tracing::warn!(?item, %reason, "background generation work item failed");
}
// Produced once the later layers land (#957 / #959); no consumer yet.
GenCompletion::SkeletonGenerated { .. } | GenCompletion::ChunkFilled { .. } => {}
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::atlas::gen_queue::{GenPriority, GenWorkItem};
use crate::seed::SeedChain;
use bevy_ecs::schedule::Schedule;
use std::time::Duration;
/// Tiny 16-bit grayscale heightmap PNG at a unique temp path, so the real
/// cascade can run without a committed fixture.
fn test_heightmap_path() -> std::path::PathBuf {
use std::io::BufWriter;
use std::sync::atomic::{AtomicU32, Ordering};
static SEQ: AtomicU32 = AtomicU32::new(0);
let n = SEQ.fetch_add(1, Ordering::Relaxed);
let path =
std::env::temp_dir().join(format!("sr_genplugin_{}_{n}.png", std::process::id()));
let file = std::fs::File::create(&path).expect("create test heightmap");
let mut enc = png::Encoder::new(BufWriter::new(file), 32, 16);
enc.set_color(png::ColorType::Grayscale);
enc.set_depth(png::BitDepth::Sixteen);
let mut w = enc.write_header().expect("png header");
let data: Vec<u8> = (0..32u32 * 16)
.flat_map(|i| (((i * 600) % 65536) as u16).to_be_bytes())
.collect();
w.write_image_data(&data).expect("png data");
path
}
#[test]
fn drain_system_populates_cache() {
// The full loop: submit → Rayon cascade → completion → drain → cache.
let mut world = World::new();
world.insert_resource(GenerationQueue::new());
world.insert_resource(BodyWorldStateCache::new(CACHE_CAPACITY));
world.resource::<GenerationQueue>().submit(
GenWorkItem::AnalyzeBody {
body_id: "PlanetX".to_string(),
heightmap_path: test_heightmap_path(),
sea_level: 0.3,
body_seed: SeedChain::for_body(42, "PlanetX"),
},
GenPriority::Immediate,
);
let mut sched = Schedule::default();
sched.add_systems(drain_generation_completions);
// Rayon runs the cascade asynchronously; the drain runs each schedule pass.
let mut found = false;
for _ in 0..100 {
sched.run(&mut world);
if world.resource::<BodyWorldStateCache>().contains("PlanetX") {
found = true;
break;
}
std::thread::sleep(Duration::from_millis(10));
}
assert!(
found,
"drain system should insert the analyzed body into the cache"
);
}
}
+2
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@@ -154,6 +154,7 @@ fn main() {
app.add_plugins(settled_reach_server::storyteller::StorytellerPlugin);
app.add_plugins(settled_reach_server::settings::SettingsPlugin);
app.add_plugins(settled_reach_server::bookmark::BookmarkPlugin::default());
app.add_plugins(settled_reach_server::atlas::GenerationPlugin);
// Initialize culture resolver (#679, D-128).
// systems.db is shipped read-only alongside the binary.
@@ -391,6 +392,7 @@ fn dump_schedule_graph() {
app.add_plugins(settled_reach_server::storyteller::StorytellerPlugin);
app.add_plugins(settled_reach_server::settings::SettingsPlugin);
app.add_plugins(settled_reach_server::bookmark::BookmarkPlugin::default());
app.add_plugins(settled_reach_server::atlas::GenerationPlugin);
app.insert_resource(settled_reach_server::simulation::rng::SimRng::new(0));
// Access Schedules resource directly — schedules are populated by plugins