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 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU
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// budgeted. The game thread never does decoration density math. Flow (UpdateDecorations each Tick):
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// - recompute desired cell set on player cell-boundary / strate change
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// - LaunchDecoTasks: fire async march tasks (capped by MaxConcurrentDecorationTasks)
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// - ProcessDecoResults: drain finished tasks' results, apply (spawn) budgeted, epoch-guarded
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// - ProcessDecoResults: drain finished cell results into their region builds (BuildId-guarded),
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// then apply completed regions (spawn) budgeted
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// Decorations exist ONLY in the player's current strate (march is strate-bounded) → a strate change
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// wipes + rebuilds them, and there is no cross-strate light bleed to cull.
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//
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