wip(assembler): round S7 -- workers kept busy: in-game cold full view 17.5 s -> 7.8 s

Two admission blockers found by per-frame decline codes: the near reserve held
four slots idle after LOD0 was done (coarse capped at 6), and finished-but-
unapplied results counted against the task cap. Admission now counts queued +
running tasks; near reserve releases once the walkable ring is ready while
stationary (voxel.StreamingDynamicNearReserve, default on). Walkable ring
0.65 -> 0.58 s, full LOD0 2.28 -> 1.44 s, busy workers 2.2 -> 5.6 of 10.
Old behaviour behind voxel.StreamingLegacyPendingResultCap. RMC source reviewed
(read-only): batching/fast-cook ranked, not yet worth it on measured apply cost.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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Fr0zkaandClaude Opus 5.5 committed 2026-10-19 08:10:10 +02:00
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@@ -1283,3 +1283,30 @@ S5. The new trace, regressions, run ledger, exact log-captured command lines, ha
spots are in [WorldAssemblerM3/Round10/REPORT.md](../../WorldAssemblerM3/Round10/REPORT.md).
— Luna
## World assembler S7 / M3 Round 11 — 2026-10-19
The BuildHost trace counted the old scheduler declines: after LOD0 completed, coarse work
hit the four-slot near reserve for 877 frames; 806 also had finished results waiting to
apply and counted against the old cap. The shared dynamic reserve and active-task count cut
the cold 2,578-key set from 17.527 s to 7.780 s. The walkable ring is 0.581 s and full
LOD0 is 1.439 s, both inside the requested limits. The full set still misses the roughly
4.2 s worker-seconds/10-slots estimate, and measured worker task-seconds rose about 10%,
so this is a throughput win with a tile-cost question left to profile. The moving trace also
shows a separate `bCoreRegionCompilePending` gate: 10 legacy and 11 dynamic submission passes
were rejected during region rebuilds despite free slots.
W1/W8/W16 determinism, Core-off, M2 fixtures, SurfaceWorld/FloatingIslands, S3 ground
agreement and S4 cap coverage passed. Three Standalone captures are saved, but their window
was hidden/occluded and they do not sign off player-visible enclosure. I reviewed RMC's
update batching, async collision and render-proxy paths; no change was clearly worth the
measured apply cost this round. Full commands, hashes, RMC source references, quality
limits and the async audit are in [WorldAssemblerM3/Round11/REPORT.md](../../WorldAssemblerM3/Round11/REPORT.md).
No new source file was added. The likely compile spots are `VoxelWorld.cpp` and
`VoxelWorld.h` in the VoxelForge runtime module; the harness controls changed in
`Tools/TestVoxelForgeCoreWorldHost.ps1`. No owner project/editor, asset or external plugin
file was modified. No commit, push or stash was made.
— Luna