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类 | |
| class | eve::procgen::TerrainGenerationSession |
| Owned in-memory terrain operation session; records native stamps, scalar effects and erosion. Owns baseline, current terrain, sediment, water and immutable copies of operation inputs. No borrowed raster, scene object, script callback or GPU resource survives a call. Replays use the same CPU kernels and inputs in order; determinism is same-build floating arithmetic. All access is serialized by the caller on its owning thread. History mutations and terrain, sediment and all water channels publish together after successful evaluation; allocation failure preserves all state. Snapshots are copies, never a second writable view of the authoritative terrain. Versioned snapshots retain the baseline, every owned command, enabled flags, cursor and access policy. Asynchronous worker tickets and a generic gameplay object model are not introduced. 更多... | |
命名空间 | |
| namespace | eve |
| Build metadata (engine git commit, build time, third-party version). | |
| namespace | eve::procgen |
枚举 | |
| enum class | eve::procgen::TerrainSessionAccess { eve::procgen::Editable , eve::procgen::Locked } |
| Edit policy for the owned operation history and terrain. 更多... | |
| enum class | eve::procgen::TerrainSessionRunStatus { eve::procgen::Idle , eve::procgen::Pending , eve::procgen::Completed , eve::procgen::Cancelled , eve::procgen::Failed } |
| Observable lifecycle of a caller-driven staged session replay. 更多... | |