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TerrainGenerationSession.h 文件参考
#include <memory>
#include <string>
#include "common/Result.h"

浏览源代码.

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...