docs(claude): name all four MPSC result queues in the async rule

Workers return tile results through CriticalProcessQueue,
EditedProcessQueue, NearProcessQueue or ProcessQueue (VoxelWorld.h), all
EQueueMode::Mpsc; the rule named only ProcessQueue. Rules and links are
otherwise unchanged (all links resolve, the other stated facts match the
code).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU
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Claude committed 2026-09-28 14:34:18 +00:00
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@@ -29,7 +29,8 @@ try to run anything.
- **Determinism:** all randomness = hash of (coord, seed, strateIndex). No RNG state — same seed ⇒
same world. Player edits (diff layer) are the only non-deterministic overlay.
- **Async safety:** worker tasks only READ Generator/Mesher, must check `bShuttingDown`, and return via
`ProcessQueue` (must stay `EQueueMode::Mpsc`). `EndPlay` blocks on `ActiveTaskCount → 0`.
the result queues — `ProcessQueue` and its `CriticalProcessQueue` / `EditedProcessQueue` /
`NearProcessQueue` siblings (all must stay `EQueueMode::Mpsc`). `EndPlay` blocks on `ActiveTaskCount → 0`.
- **Carry the `Epoch`** through any new async path (stale results are dropped on mismatch).
- **Don't "optimize" the perf invariants** in ARCHITECTURE `§8.10` — the `thread_local` box-valid
caches, two-pass MC loop, SSE noise, and clipmap streaming are intentional.