THE ?r=3 BREACH — the carried number was stale by 84 draws. Re-measured with the pin
method of record (stepwalk 2m, 802 stations, fresh headless contexts, no-store server):
default 282/291 (≤300, 9 margin at night) · classic 269 byte-exact to the R38 pin incl.
90,580 tris · ?r=3 382/391, NOT 307. Decision: GATE, not shave — the 91-draw excess is
the R+1 live-chunk window (48 vs 31 chunks) on a per-chunk cost already collapsed to
~1 draw/kind/chunk, so shaving it means cutting default-boot content to legalise a
diagnostic. ?r= above auto now declares PROCITY.budget {draws:420, diagnostic:true} and
console-warns its own law; HUD threshold + DBG.info().budget read it; new
tools/qa/r40_lane_b.py enforces it (386 ≤ 420, and >300 so the exemption is provably
load-bearing).
?classic=1 TOWN SELECTOR (Fable ruled): true by construction, now deliberate and
qa-asserted — 27 options, one fetch (the named POST_V2_EXCEPTION), picks stay classic,
zero draws, 0 errors.
FOG SIGNAGE: three silent surfaces consume A's address layer via new
createStreetLocator(plan) — HUD street row, door tooltip ('Little Paris Cafe ·
Katoomba Street'), fog-map caption. Never branches on town type; classic-gated by
construction (#pc-street absent, tooltip pre-R40-byte).
E's arcade rule applied verbatim (§40.4): roof spans, a spanned roof has no posts;
district.kind keying, explicit ARCADEKIT classic gate + ?arcadekit=0 control.
-34 post instances exactly, lane draws 120→120 (+0). Shot pair vs E's reference.
Goldens 157,647/157,647, 0x5f76e76 unmoved after every wave.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
186 lines
8.5 KiB
JavaScript
186 lines
8.5 KiB
JavaScript
// PROCITY Lane B — chunks.js
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// The streamer. Around the player it keeps chunks within Chebyshev radius R built and disposes
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// anything past R+1, so the world is never rebuilt wholesale. Chunk builds are queued nearest-first
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// and drained under a 4ms/frame budget so streaming never hitches. Each chunk aggregates its
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// buildings (buildings.js) + furniture (furniture.js); ground/sky/lighting are global.
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import { chunkIndex, chunkCoord, chunkKey, parseKey } from './planutil.js';
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import { buildChunkBuildings, prefetchStockIndex } from './buildings.js';
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import { buildChunkFurniture } from './furniture.js';
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const BUILD_BUDGET_MS = 4;
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export function createChunkManager(plan, scene, ctx) {
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const R = ctx.radius ?? 3;
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const DISPOSE_R = R + 1;
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const index = chunkIndex(plan);
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prefetchStockIndex(plan); // R26 #5: keyed plans only — warm the stock manifest before any chunk builds
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// [Lane B R40 §40.4 — THE ARCADE KIT, district plumbing] The builder needs to know which BLOCKS
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// sit in an arcade DISTRICT (lots carry `block`, but block→district lives only on the plan).
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// Keyed on `district.kind`, NEVER `edge.kind` — the R39 rule: real towns carry 1,102 arcade-KIND
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// edges (39 km of ordinary covered footpath) and zero arcade DISTRICTS, so an edge-kind test
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// would re-roof half a real town. Derived once per manager, read by buildings.js's awning block.
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const kindById = new Map((plan.districts || []).map((d) => [d.id, d.kind]));
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ctx.arcadeBlocks = new Set((plan.blocks || [])
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.filter((b) => kindById.get(b.district) === 'arcade').map((b) => b.id));
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const live = new Map(); // key → { buildings, furniture, colliders, cx, cz }
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const doorMeshes = []; // live door meshes (for HUD raycast)
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let queue = []; // keys pending build, nearest-first
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let queued = new Set();
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let lastCx = null, lastCz = null;
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let lastBuildMs = 0; // rolling measure for the HUD/notes
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const _colliders = []; // scratch, refilled each getColliders()
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// ── the per-chunk lifecycle seam (ROUND37 §0.4) ──────────────────────────────────────────────
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// The producer below has fired `ctx.onChunkBuilt` / `ctx.onChunkDisposed` since R3 and Lane D's
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// sim has carried the matching `onChunkBuilt(key)` / `onChunkDisposed(key)` methods just as long —
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// but nothing could ever connect them: `ctx` is the shell's local object and the manager never
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// handed it back, so a consumer holding only the manager (which is all `PROCITY.chunks` is) had
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// nowhere to attach. Two ways in now, both inert until someone uses them:
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// • `chunks.onChunkBuilt(fn)` → returns an unsubscribe. MANY consumers, none clobbering another
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// (the single `ctx` slot is last-writer-wins, and the v8 slate has several per-chunk systems).
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// • `chunks.ctx.onChunkBuilt = fn` — the original single slot, still first to fire, and now
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// reachable exactly as LANE_D_NOTES §35 documents it.
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// Zero cost when nobody listens: the detail object is only allocated inside the guard, so a
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// subscriber-free boot does the same two truthiness tests it has done since R3 and nothing else.
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const builtSubs = [], disposedSubs = [];
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const subscribe = (list, fn) => {
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if (typeof fn !== 'function') return () => {};
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list.push(fn);
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return () => { const i = list.indexOf(fn); if (i >= 0) list.splice(i, 1); };
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};
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// A throwing subscriber must never take the streamer down with it — a half-built chunk leaks its
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// groups and the player walks into a void. Report and carry on.
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const fire = (fn, key, detail, what) => {
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try { fn(key, detail); } catch (err) { console.warn(`[procity] ${what} subscriber threw for ${key}`, err); }
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};
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const emit = (slot, list, key, detail, what) => {
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if (slot) fire(slot, key, detail, what);
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for (let i = 0; i < list.length; i++) fire(list[i], key, detail, what);
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};
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function buildChunk(key) {
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if (live.has(key)) return;
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const data = index.get(key);
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if (!data) return;
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const { cx, cz } = parseKey(key);
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const t0 = performance.now();
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const buildings = buildChunkBuildings(data, ctx);
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const furniture = buildChunkFurniture(data, ctx, cx, cz);
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lastBuildMs = performance.now() - t0;
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scene.add(buildings.group, furniture.group);
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if (buildings.doorMesh) doorMeshes.push(buildings.doorMesh);
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// player colliders = building/yard rects + any furniture keep-outs (bus shelters)
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const colliders = furniture.colliders && furniture.colliders.length
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? buildings.colliders.concat(furniture.colliders) : buildings.colliders;
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live.set(key, { buildings, furniture, colliders, cx, cz });
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// optional lifecycle hook (Lane D/F per-chunk spawning, ambient, LOD — LANE_F_NOTES §8).
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if (ctx.onChunkBuilt || builtSubs.length) {
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emit(ctx.onChunkBuilt, builtSubs, key,
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{ cx, cz, buildings: buildings.group, furniture: furniture.group, data }, 'onChunkBuilt');
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}
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}
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function disposeChunk(key) {
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const b = live.get(key);
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if (!b) return;
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// fires BEFORE the groups are freed, so a consumer can still read what it is losing
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if (ctx.onChunkDisposed || disposedSubs.length) {
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emit(ctx.onChunkDisposed, disposedSubs, key, { cx: b.cx, cz: b.cz }, 'onChunkDisposed');
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}
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scene.remove(b.buildings.group, b.furniture.group);
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if (b.buildings.doorMesh) {
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const i = doorMeshes.indexOf(b.buildings.doorMesh);
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if (i >= 0) doorMeshes.splice(i, 1);
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}
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b.buildings.dispose();
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b.furniture.dispose();
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live.delete(key);
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}
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function recompute(pcx, pcz) {
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// dispose anything beyond R+1
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for (const key of [...live.keys()]) {
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const { cx, cz } = parseKey(key);
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if (Math.max(Math.abs(cx - pcx), Math.abs(cz - pcz)) > DISPOSE_R) disposeChunk(key);
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}
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// enqueue desired-but-missing, nearest first
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const want = [];
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for (let dz = -R; dz <= R; dz++) {
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for (let dx = -R; dx <= R; dx++) {
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const key = chunkKey(pcx + dx, pcz + dz);
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if (index.has(key) && !live.has(key)) want.push({ key, d: dx * dx + dz * dz });
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}
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}
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want.sort((a, b) => a.d - b.d);
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queue = want.map((w) => w.key);
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queued = new Set(queue);
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}
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function drainQueue() {
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if (!queue.length) return;
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const t0 = performance.now();
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while (queue.length && performance.now() - t0 < BUILD_BUDGET_MS) {
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const key = queue.shift();
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queued.delete(key);
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buildChunk(key);
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}
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}
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function update(playerPos) {
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const pcx = chunkCoord(playerPos.x), pcz = chunkCoord(playerPos.z);
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if (pcx !== lastCx || pcz !== lastCz) { lastCx = pcx; lastCz = pcz; recompute(pcx, pcz); }
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drainQueue();
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}
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// Prebuild everything within radius synchronously (used once at spawn so the player never
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// starts inside an unbuilt void).
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function warmup(playerPos) {
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const pcx = chunkCoord(playerPos.x), pcz = chunkCoord(playerPos.z);
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lastCx = pcx; lastCz = pcz;
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recompute(pcx, pcz);
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while (queue.length) { const key = queue.shift(); queued.delete(key); buildChunk(key); }
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}
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// Colliders from the player's chunk + its 8 neighbours (refills a scratch array; no per-frame alloc).
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function getColliders(x, z) {
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const pcx = chunkCoord(x), pcz = chunkCoord(z);
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_colliders.length = 0;
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for (let dz = -1; dz <= 1; dz++) {
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for (let dx = -1; dx <= 1; dx++) {
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const b = live.get(chunkKey(pcx + dx, pcz + dz));
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if (b) for (let i = 0; i < b.colliders.length; i++) _colliders.push(b.colliders[i]);
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}
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}
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return _colliders;
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}
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function setNight(night) {
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ctx.night = night;
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for (const b of live.values()) { b.buildings.applyNight(night); b.furniture.applyNight(night); }
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}
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function dispose() {
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for (const key of [...live.keys()]) disposeChunk(key);
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queue = []; queued.clear();
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}
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return {
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update, warmup, getColliders, setNight, dispose,
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// §0.4 — the lifecycle seam, subscribable. `onChunkBuilt(fn)` → unsubscribe(); `ctx` is handed
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// back so the original single-slot form works too. Keys are planutil chunk keys ("cx,cz"),
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// which sim.js derives identically (sim.js:52).
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onChunkBuilt: (fn) => subscribe(builtSubs, fn),
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onChunkDisposed: (fn) => subscribe(disposedSubs, fn),
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get subscriberCount() { return builtSubs.length + disposedSubs.length; },
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ctx,
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getDoorMeshes: () => doorMeshes,
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get count() { return live.size; },
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get pending() { return queue.length; },
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get lastBuildMs() { return lastBuildMs; },
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};
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}
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