Files
settled-reach/server/src/lib.rs
T
jpmschweitzerandClaude Opus 4.6 0098ee5a41 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>
2026-04-11 00:15:05 +02:00

19 lines
551 B
Rust

// The Settled Reach - Simulation Server
// Rust/bevy_ecs simulation server for D-010 client-server architecture
pub mod bridge;
pub mod cause_chain;
pub mod knowledge;
pub mod npc;
pub mod perception;
pub mod settings;
pub mod simulation;
pub mod storyteller;
pub mod tick_phases;
pub mod voice;
pub mod workers;
// test_world::reset is always compiled (used by simulation::input).
// Room definitions, constants, and setup_gauntlet are gated behind
// the "gauntlet" feature (default-on) to allow stripping from release builds.
pub mod test_world;