From c4397a5fb788fed95d3b06bc65d6fd553e40b344 Mon Sep 17 00:00:00 2001 From: Claude Date: Mon, 28 Sep 2026 14:34:31 +0000 Subject: [PATCH] docs(comments): content manager header matches the region-build flow ProcessDecoResults folds cell results into BuildId-matched region builds (MergeCellResult) and applies whole regions under the per-frame budget; there is no epoch guard on decoration results. Comment-only change. Co-Authored-By: Claude Opus 5.5 Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU --- Source/VoxelForge/Public/VoxelContentManager.h | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/Source/VoxelForge/Public/VoxelContentManager.h b/Source/VoxelForge/Public/VoxelContentManager.h index b9185a8..a41cc5b 100644 --- a/Source/VoxelForge/Public/VoxelContentManager.h +++ b/Source/VoxelForge/Public/VoxelContentManager.h @@ -17,7 +17,8 @@ // budgeted. The game thread never does decoration density math. Flow (UpdateDecorations each Tick): // - recompute desired cell set on player cell-boundary / strate change // - LaunchDecoTasks: fire async march tasks (capped by MaxConcurrentDecorationTasks) -// - ProcessDecoResults: drain finished tasks' results, apply (spawn) budgeted, epoch-guarded +// - ProcessDecoResults: drain finished cell results into their region builds (BuildId-guarded), +// then apply completed regions (spawn) budgeted // Decorations exist ONLY in the player's current strate (march is strate-bounded) → a strate change // wipes + rebuilds them, and there is no cross-strate light bleed to cull. //