wip(assembler): round S6 -- in-game cold view counted; workers mostly idle, apply cap not the floor
Direct per-tile trace on the BuildHost actor (owner plan, 2,578 keys): full set 17.4 s legacy; gated coarse-first (after the 9-tile walkable ring) 11.7 s with the ring still at 0.63 s, but full LOD0 slips 2.3 -> 10.2 s. Startup apply boost changed nothing (0.4%). 37.6 worker-s over 17.4 s on 10 slots = ~3.3 busy: the floor is admission/work supply. S5's 251 ms staircase was the trace sampler. Fixed CVar parsing in headless BeginPlay and the 60 m/s crossing instrument. All three knobs stay opt-in. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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@@ -996,6 +996,20 @@ exact-density-root LOD7/8 agreement audit with its datum-offset negative control
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ARCHITECTURE §8.25 and
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[`Standalone/Research/WorldAssemblerM3/Round8/REPORT.md`](Standalone/Research/WorldAssemblerM3/Round8/REPORT.md).
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### 3.14 Cold streaming apply trace and gated coarse order — World Assembler S6 / M3 Round 10
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`AVoxelWorld::ProcessPendingChunks` records per-frame result draining, visible-mesh applies, the
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authored/startup budgets, per-LOD apply counts and worker occupancy through
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`VoxelStartupTrace::RecordApplyFrame`. Direct `tile` events separate request-to-worker queue,
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generation work, worker-result queue and game-thread apply time; `collision_ready` records the
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RealtimeMesh body-update latency. `AVoxelWorld::UpdateChunksAroundPosition` samples resident counts
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every 250 ms (for observation only) and admits coarse-first work only after the required nine-tile
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walkable ring is ready. The order and startup apply boost are opt-in CVars; the boost is default-off.
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`VoxelForgeExploreCommandlet.cpp` drives the staged owner-plan trace and moving actor check. The
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standalone viewer's 60 m/s crossing counter now accepts multi-chunk forward deltas. See
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ARCHITECTURE §8.27 and
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[`Standalone/Research/WorldAssemblerM3/Round10/REPORT.md`](Standalone/Research/WorldAssemblerM3/Round10/REPORT.md).
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## 4. The density pipeline (most-edited hot path)
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### 4.1 `GetDensityWithParams` (TunnelNetwork) — VoxelGenerator.cpp:3749
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