Run request analysis on demand on the VPS

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Andraxion 2026-06-27 00:18:41 -04:00
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# Chunk Storage And Streaming
## What It Does
World data is stored as per-chunk JSON files and loaded into the editor as chunk neighborhoods around a center chunk. The runtime caches chunk payloads, shifts neighborhoods as the viewport moves, and saves dirty chunks in batches.
## Key Files
- `server.js`
- `src/worldChunking.ts`
- `src/worldshaperStudio/bootstrap.ts`
- `src/worldshaperStudio/runtime.ts`
- `src/worldshaperStudio/persistenceController.ts`
## Endpoints It Uses
- `GET /api/world/:worldId/chunk/:chunkX/:chunkY`
- `POST /api/world/:worldId/chunk/:chunkX/:chunkY`
- `GET /api/world/:worldId/chunks`
- `POST /api/world/:worldId/chunks/batch-save`
## Important Data And Rules
- chunks are stored as `content/worlds/<worldId>/chunks/<x>_<y>.json`
- world neighborhoods are requested as a square around a center chunk
- runtime keeps a chunk cache and tracks dirty chunk keys
- chunk payloads include `roomLayers`, `heightLayers`, `instances`, and optional `backgroundTileId`
## Invariants And Constraints
- Exact chunk lookup is grid-based and direct.
- The editor does not load the entire world for normal editing.
- Small tile edits must sync back into the correct cached chunk.
- Save flow should preserve chunk-local edits without rebuilding unrelated chunks.
## Common Request Themes
- chunk loading speed
- chunk streaming behavior
- per-chunk backgrounds
- chunk transforms, duplication, deletion
- performance questions around indexing and caching
## Triage Questions
- Is the request about storage, fetch patterns, cache behavior, or save behavior?
- Does it affect only visible chunks or the full world?
- Is the user asking for chunk-local data, or freeform world overlays that break chunk assumptions?