Jahni: "can you not implement those settings? as in, have them be live in
game?" This is that. The composer stops being a lab tool.
THE ARCHITECTURAL LINE, which is the whole design (COMPOSER-NOTES §3.1):
COMPOSITION stays editor-only, EVALUATION becomes runtime. Rolling,
measuring, preview, selection, promotion, the corpus -- none of it reaches
a player's machine. What crosses into the runtime is exactly two things:
reading a season manifest, and materialising a recipe into an op stack.
UVoxelSeasonAsset a cookable UPrimaryDataAsset holding the manifest,
so a season ships in a packaged game. The JSON
stays the reviewable, git-diffable artefact.
UVoxelSettings::Season optional. Unset => behaviour is exactly as today.
GetEffective*() season seed / spine radius / world radius / season
number override the authored values when assigned.
The test deliberately sets DIFFERENT authored
values, so "the season is authoritative" is proved
rather than coincidental.
⭐ MULTIPLAYER DETERMINISM, PROVED: two independent runtime managers built
the same season and compared 393,216 density samples BIT-IDENTICALLY. This
is the property the whole multiplayer model rests on -- replicate seed +
layout + diff, never geometry.
⭐ AND A STALE SEASON IS DETECTABLE, NOT SILENT. Initialize() now returns
bool and an assigned-but-invalid season NEVER falls back to the authored
pool. Falling back would hand a client a world that looks fine and is not
the season -- silent divergence, the worst failure mode in a shared world.
GetCurrentSeasonContentHash() is exposed BlueprintPure to compare at join.
HasComposerRecipeOverride() is gone. It force-classified every custom recipe
as Mixed, which was correct while box verdicts were only proved for
hand-written stacks -- but 8e346a3 made EffectOverBox correct in ISOLATION,
proved on a stack no builder produces. Keeping the force would have cost
tile skipping on every composed world forever.
VF_RollStrateRegionCount moved behind WITH_EDITOR while the partition-seed
helpers stayed runtime: rolling out, evaluation in. Lateral regions remain
gated off.
⚠️ Sol hit its usage limit mid-task, so the edits arrived unvalidated. I
built and ran them myself rather than assume -- and they did not compile:
VoxelForgeComposerSeasonTest.cpp was missing UObject/Package.h, which every
other test picks up transitively through the shared fixture it does not use.
One include; every NewObject/GetTransientPackage in the file was failing.
Editor build clean. SHIPPING BUILD SUCCEEDS -- the invariant that proves no
composer roller is linked into a packaged game. 30 succeeded / 0 failed.
⚠️ UNVERIFIED: whether it looks right on screen. Nothing headless can tell
us that; it needs Jahni to assign a season asset and press play.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU
39 lines
1.5 KiB
C++
39 lines
1.5 KiB
C++
#include "VoxelStrateComposer.h"
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bool FVoxelStrateMeasuredMetrics::IsUsable() const
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{
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return bValid
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&& NumSampled > 0
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&& NumAir > 0
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&& NumSolid > 0
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&& NumSampled == NumAir + NumSolid
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&& NumAirComponents > 0
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&& LargestComponentCells > 0
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&& AirComponentCells.Num() == NumAirComponents
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&& FMath::IsFinite(AirFraction)
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&& FMath::IsFinite(LargestComponentShare)
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&& FMath::IsFinite(WalkableFraction)
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&& FMath::IsFinite(WalkableFloorAreaFraction)
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&& FMath::IsFinite(LargestWalkableSurfaceShare)
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&& FMath::IsFinite(MedianFeatureScale)
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&& FMath::IsFinite(LargestComponentPoint.X)
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&& FMath::IsFinite(LargestComponentPoint.Y)
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&& FMath::IsFinite(LargestComponentPoint.Z);
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}
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const TCHAR* VF_GetStrateArchetypeName(ECaveGeneratorType Archetype)
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{
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switch (Archetype)
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{
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case ECaveGeneratorType::TunnelNetwork: return TEXT("TunnelNetwork");
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case ECaveGeneratorType::FlatPlain: return TEXT("FlatPlain");
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case ECaveGeneratorType::CrystalChamber: return TEXT("CrystalChamber");
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case ECaveGeneratorType::Maze: return TEXT("Maze");
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case ECaveGeneratorType::SurfaceWorld: return TEXT("SurfaceWorld");
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case ECaveGeneratorType::VerticalShafts: return TEXT("VerticalShafts");
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case ECaveGeneratorType::FloatingIslands: return TEXT("FloatingIslands");
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case ECaveGeneratorType::Underwater: return TEXT("Underwater");
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}
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return TEXT("Unknown");
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}
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