fix #434: delete the unreachable DebugPanel/DebugVM surface and the comments that advertised it
DebugPanel and DebugVM have not been constructible since Campaign V slice
V11 removed the ImGui frontend that hosted them: nothing in src/ ever
called their constructors, only a test did. Two consequences, both fixed
here — 35 environment reads inside them were unreachable, and roughly forty
XML doc comments across the diagnostics owners promised a runtime checkbox
that no longer exists. A flag documented as runtime-toggleable when it is
startup-only sends the next investigation down a path that cannot work.
Deleted DebugPanel.cs (340 lines), DebugVM.cs (548) and DebugVMTests.cs
(327). Corrected the surviving claims in PhysicsDiagnostics,
RenderingDiagnostics, CameraDiagnostics, PhysicsEngine and GameWindow to say
what is actually true: these flags are set from the environment at startup
or by direct assignment.
The one real dependant was CombatFeedbackSlot, whose binding target was
DebugVM. It now takes a plain Action<string>, which removes the dependency
without changing behavior — and makes visible that there is no behavior:
nothing binds the slot, so the combat refusals it carries ("No monster
target", "Enter melee or missile combat first") have been discarded all
along. Filed as #436 and pinned by a test, rather than papered over with an
invented chat message; the retail text and channel need the oracle first.
Deliberately untouched: F1's AcdreamToggleDebugPanel binding, which
GameplayInputCommandController consumes as a documented no-op so the key
does not fall through to a lower input scope; and the
DebugVmRenderFactsPublisher / DevToolsRuntimeSources chain, which is still
wired into production composition and deserves its own dead-code pass
instead of being pulled into this one.
Full hermetic suite 15,333 passed / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
e77dd7c413
commit
05bfe8d162
11 changed files with 129 additions and 1294 deletions
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@ -66,27 +66,39 @@ internal interface ICombatFeedbackSink
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void Show(string message);
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}
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/// <summary>
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/// Routes combat refusal text ("No monster target") to whichever surface is
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/// bound to show it.
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/// </summary>
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/// <remarks>
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/// #434: the bound target used to be the developer <c>DebugVM</c>, which
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/// Campaign V slice V11 left unreachable — nothing has constructed it since,
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/// so both messages below have been going nowhere. The binding target is now a
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/// plain delegate so this seam no longer depends on that dead class, but it
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/// still has no production binder: wiring it to the chat window, where retail
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/// puts this text, is #436.
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/// </remarks>
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internal sealed class CombatFeedbackSlot : ICombatFeedbackSink
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{
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private AcDream.UI.Abstractions.Panels.Debug.DebugVM? _viewModel;
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private Action<string>? _target;
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public void Bind(AcDream.UI.Abstractions.Panels.Debug.DebugVM viewModel)
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public void Bind(Action<string> target)
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{
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ArgumentNullException.ThrowIfNull(viewModel);
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if (_viewModel is not null && !ReferenceEquals(_viewModel, viewModel))
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ArgumentNullException.ThrowIfNull(target);
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if (_target is not null && !ReferenceEquals(_target, target))
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throw new InvalidOperationException(
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"Combat feedback is already bound to a developer view model.");
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_viewModel = viewModel;
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"Combat feedback is already bound to a presentation target.");
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_target = target;
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}
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public void Unbind(AcDream.UI.Abstractions.Panels.Debug.DebugVM viewModel)
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public void Unbind(Action<string> target)
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{
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ArgumentNullException.ThrowIfNull(viewModel);
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if (ReferenceEquals(_viewModel, viewModel))
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_viewModel = null;
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ArgumentNullException.ThrowIfNull(target);
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if (ReferenceEquals(_target, target))
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_target = null;
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}
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public void Show(string message) => _viewModel?.AddToast(message);
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public void Show(string message) => _target?.Invoke(message);
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}
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internal sealed class CombatAttackOperationsSlot
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@ -134,8 +134,8 @@ public sealed class GameWindow :
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private DebugLineRenderer? _debugLines;
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// K-fix4 (2026-04-26): default OFF. The orange BSP / green cylinder
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// wireframes are noisy outdoors and confuse first-time users into
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// thinking they're a rendering bug. Ctrl+F2 toggles, the DebugPanel
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// → Diagnostics → "Toggle collision wires" button toggles too.
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// thinking they're a rendering bug. Ctrl+F2 toggles. (The DebugPanel
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// button that also toggled it is gone — #434.)
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private readonly AcDream.App.Rendering.WorldSceneDebugState
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_worldSceneDebugState = new();
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@ -6,10 +6,12 @@ namespace AcDream.Core.Physics;
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/// <summary>
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/// L.2a slice 1 (2026-05-12) — runtime-toggleable physics probe flags.
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/// Initialized from env vars at process start; flippable at runtime via
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/// the DebugPanel mirror (or by direct assignment). Log call sites read
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/// these statics so a checkbox toggle takes effect on the next resolve
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/// without relaunching.
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/// Initialized from env vars at process start; flippable at runtime by
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/// direct assignment. Log call sites read these statics so a change takes
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/// effect on the next resolve without relaunching. (#434: these flags used
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/// to have a DebugPanel checkbox mirror. That panel has been unreachable
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/// since Campaign V slice V11 removed its ImGui host, so every flag here is
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/// startup-or-assignment only.)
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///
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/// <para>
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/// L.2d slice 1 (2026-05-13) adds <see cref="ProbeBuildingEnabled"/> +
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@ -157,7 +159,7 @@ public static class PhysicsDiagnostics
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///
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/// <para>
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/// Initial state from <c>ACDREAM_PROBE_BUILDING=1</c>. Mirrorable
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/// via <c>DebugVM.ProbeBuilding</c> when <c>ACDREAM_DEVTOOLS=1</c>.
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/// by direct assignment (its DebugVM mirror is gone — #434).
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/// </para>
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///
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/// <para>
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@ -891,7 +893,7 @@ public static class PhysicsDiagnostics
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/// </para>
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///
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/// <para>Toggle via env var <c>ACDREAM_PROBE_USEABILITY_FALLBACK=1</c>
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/// or DebugPanel checkbox.</para>
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/// by direct assignment.</para>
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/// </summary>
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public static bool ProbeUseabilityFallbackEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_USEABILITY_FALLBACK") == "1";
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@ -915,7 +917,7 @@ public static class PhysicsDiagnostics
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/// the post-collision velocity disagrees with retail.</description></item>
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/// </list>
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/// Initial state from <c>ACDREAM_DUMP_STEEP_ROOF=1</c>. Runtime-toggleable
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/// via the property setter; not yet wired to a DebugPanel checkbox (open
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/// via the property setter (open
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/// follow-up if a debugging session calls for it).
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/// </summary>
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public static bool DumpSteepRoofEnabled { get; set; } =
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@ -940,7 +942,7 @@ public static class PhysicsDiagnostics
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///
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/// <para>
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/// Initial state from <c>ACDREAM_PROBE_INDOOR_BSP=1</c>.
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/// Runtime-toggleable via DebugPanel.
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/// Runtime-toggleable by direct assignment.
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/// </para>
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///
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/// <para>
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@ -967,7 +969,7 @@ public static class PhysicsDiagnostics
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/// zero poly refs, candidate (b)/(d).</description></item>
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/// </list>
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/// This diagnostic fires at most once per EnvCell (cache is no-op after
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/// first population). It does NOT have a DebugPanel mirror yet — this is
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/// first population). This is
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/// a one-shot capture tool, not a persistent toggle. Promote to full
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/// infrastructure after the root cause is identified.
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///
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@ -1019,7 +1021,7 @@ public static class PhysicsDiagnostics
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///
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/// <para>
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/// Initial state from <c>ACDREAM_PROBE_WALK_MISS=1</c>.
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/// No DebugPanel mirror — one-shot diagnostic.
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/// One-shot diagnostic.
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/// </para>
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///
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/// <para>
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@ -1047,7 +1049,7 @@ public static class PhysicsDiagnostics
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///
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/// <para>
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/// Initial state from <c>ACDREAM_PROBE_PUSH_BACK=1</c>.
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/// Runtime-toggleable via DebugVM mirror.
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/// Runtime-toggleable by direct assignment.
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/// </para>
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///
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/// <para>
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@ -2034,7 +2036,7 @@ public static class PhysicsDiagnostics
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///
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/// <para>
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/// Initial state from <c>ACDREAM_PROBE_STEP_WALK=1</c>. One-shot
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/// diagnostic; no DebugPanel mirror until the root cause is identified.
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/// diagnostic.
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/// </para>
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/// </summary>
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public static bool ProbeStepWalkEnabled { get; set; } =
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@ -2316,7 +2316,7 @@ public sealed class PhysicsEngine
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// L.2a slice 1 (2026-05-12): general-purpose resolver probe.
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// One line per call when PhysicsDiagnostics.ProbeResolveEnabled
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// is set (env var ACDREAM_PROBE_RESOLVE=1 at startup, or the
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// DebugPanel checkbox flipped at runtime). Captures every
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// property assigned at runtime). Captures every
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// dimension L.2 cares about: input/output position, input/output
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// cell, ok-vs-partial, grounded-in vs contact-out, contact-plane
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// status, wall normal if hit, walkable polygon valid. Zero cost
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@ -6,7 +6,8 @@ namespace AcDream.Core.Rendering;
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/// Runtime-tunable knobs for the retail-faithful chase camera. Mirrors
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/// the <see cref="AcDream.Core.Physics.PhysicsDiagnostics"/> pattern:
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/// static fields seeded from env vars at process start, runtime-settable
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/// via property setters that the DebugPanel writes to.
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/// via property setters. (#434: the DebugPanel that used to write them has
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/// been unreachable since Campaign V slice V11.)
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///
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/// <para>
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/// Spec: <c>docs/superpowers/specs/2026-05-18-retail-chase-camera-design.md</c>.
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@ -21,7 +22,7 @@ public static class CameraDiagnostics
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/// <c>AcDream.App.Rendering.ChaseCamera</c> rigid-follow camera is.
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/// Initial state from <c>ACDREAM_RETAIL_CHASE</c> — default-on if
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/// unset, off only when explicitly set to <c>"0"</c>. The legacy
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/// camera stays available via the DebugPanel toggle pending the
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/// camera stays available by assigning this property pending the
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/// follow-up deletion commit.
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/// </summary>
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public static bool UseRetailChaseCamera { get; set; } =
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@ -8,9 +8,11 @@ namespace AcDream.Core.Rendering;
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/// <summary>
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/// 2026-05-19 — runtime-toggleable diagnostic flags for the indoor cell
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/// rendering pipeline. Initialized from env vars at process start;
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/// flippable at runtime via the DebugPanel mirror. Log call sites read
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/// these statics so a checkbox toggle takes effect on the next frame
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/// without relaunching.
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/// flippable at runtime by direct assignment. Log call sites read these
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/// statics so a change takes effect on the next frame without relaunching.
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/// (#434: these used to have a DebugPanel checkbox mirror. That panel has
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/// been unreachable since Campaign V slice V11 removed its ImGui host, so
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/// every flag here is startup-or-assignment only.)
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///
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/// <para>
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/// Mirrors the L.2a <see cref="AcDream.Core.Physics.PhysicsDiagnostics"/>
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@ -90,8 +92,8 @@ public static class RenderingDiagnostics
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/// Initial state from <c>ACDREAM_PROBE_VIS=1</c>.
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/// <para>
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/// Phase U.2d (2026-05-30) repurposed this flag from the abandoned A8
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/// two-pipe stencil pass to the Phase U unified pipeline. The env var name +
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/// the DebugPanel mirror (<c>DebugVM.ProbeVisibility</c>) are unchanged.
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/// two-pipe stencil pass to the Phase U unified pipeline. The env var name
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/// is unchanged (its DebugPanel mirror is gone — #434).
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/// </para>
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/// </summary>
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public static bool ProbeVisibilityEnabled { get; set; } =
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@ -352,8 +354,8 @@ public static class RenderingDiagnostics
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/// (the intensity-100 portal purples + the viewer fill off; statics stay);
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/// 3 = raw vLit visualization in the fragment shader (texture ignored).
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/// Discriminates lighting-driven stripes (gone at 1/2, visible in the field
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/// at 3) from texture/per-pixel machinery (survive 1). Settable for a
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/// future DebugPanel mirror.
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/// at 3) from texture/per-pixel machinery (survive 1). Settable at
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/// runtime by direct assignment.
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/// </summary>
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public static int LightDebugMode { get; set; } =
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int.TryParse(
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@ -771,7 +773,7 @@ public static class RenderingDiagnostics
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/// <c>FrameProfiler</c>'s own class doc. Every backend reports GPU time
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/// through <c>FrameProfiler.RecordGpuSample</c>.
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/// Initial state from <c>ACDREAM_FRAME_PROF=1</c>; runtime-toggleable
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/// via the DebugPanel mirror (<c>DebugVM.FrameProf</c>).
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/// by direct assignment (its DebugPanel mirror is gone — #434).
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/// Spec: docs/superpowers/specs/2026-07-05-modern-pipeline-design.md §5.
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/// </summary>
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public static bool FrameProfEnabled { get; set; } =
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@ -1,340 +0,0 @@
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using System.Numerics;
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namespace AcDream.UI.Abstractions.Panels.Debug;
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/// <summary>
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/// The Phase I.2 debug panel — single ImGui window with collapsing-header
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/// sections that replace the old custom <c>DebugOverlay</c>'s six floating
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/// panels (Info / Stats / Help / Compass / Chat / Event) plus the toast
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/// surface. Reads through <see cref="DebugVM"/> so values are always live.
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///
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/// <para>
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/// Layout: Player Info, Performance, Compass, Help, Combat events, Recent
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/// toasts, Diagnostics. Each section is a <c>CollapsingHeader</c>;
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/// importance-ranked sections default open, niche ones default closed.
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/// </para>
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///
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/// <para>
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/// Reuses the I.1 widget extensions only; never imports a backend
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/// namespace. Same constraints as <c>VitalsPanel</c> and <c>ChatPanel</c>.
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/// </para>
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/// </summary>
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public sealed class DebugPanel : IPanel
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{
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private readonly DebugVM _vm;
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public DebugPanel(DebugVM vm)
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{
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_vm = vm ?? throw new ArgumentNullException(nameof(vm));
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}
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/// <inheritdoc />
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public string Id => "acdream.debug";
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/// <inheritdoc />
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public string Title => "Debug";
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/// <inheritdoc />
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public bool IsVisible { get; set; } = true;
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/// <summary>
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/// Cheat-sheet of currently meaningful keybinds. Kept as a static
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/// table because the data is stable and the panel only renders
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/// labels — no behavior change to the bindings themselves.
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/// </summary>
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private static readonly (string Key, string Action)[] Keybinds =
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{
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// K-fix4 (2026-04-26): refreshed for the retail-default keymap +
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// Phase K input-pipeline bindings. F1-F12 alone are retail panel
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// toggles; acdream debug actions live behind Ctrl+F* to avoid
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// retail conflicts.
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("Esc", "exit fly / close window"),
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("F11", "open Settings (key rebinding etc.)"),
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("Ctrl+Shift+F", "toggle free-fly camera"),
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("Ctrl+F1", "toggle this debug panel"),
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("Ctrl+F2", "toggle collision wireframes"),
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("Ctrl+F3", "console dump (pos + nearby objects)"),
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("Ctrl+F7", "cycle time-of-day override"),
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("Ctrl+F8 / F9", "mouse sensitivity slower / faster"),
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("Ctrl+F10", "cycle weather"),
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("W / X", "run forward / backward"),
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("A / D", "turn left / right"),
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("Z / C", "strafe left / right"),
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("Q", "autorun toggle"),
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("Shift", "walk modifier (default = run)"),
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("Space", "jump (hold to charge)"),
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("Y G H B", "stand / sit / crouch / lie"),
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("Hold MMB", "instant mouse-look"),
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("Hold RMB", "free orbit camera around player"),
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("Wheel", "zoom chase camera in / out"),
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("Tab", "focus chat input"),
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};
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/// <inheritdoc />
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public void Render(PanelContext ctx, IPanelRenderer renderer)
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{
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if (!renderer.Begin(Title))
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{
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renderer.End();
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return;
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}
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DrawPlayerInfo(renderer);
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DrawChaseCamera(renderer);
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DrawPerformance(renderer);
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DrawCompass(renderer);
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DrawHelp(renderer);
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DrawCombatEvents(renderer);
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DrawRecentToasts(renderer);
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DrawDiagnostics(renderer);
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renderer.End();
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}
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// ── Sections ──────────────────────────────────────────────────────
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private void DrawPlayerInfo(IPanelRenderer r)
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{
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if (!r.CollapsingHeader("Player Info", defaultOpen: true)) return;
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string mode = _vm.InPlayerMode ? "PLAYER"
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: _vm.InFlyMode ? "FLY"
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: "ORBIT";
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r.Text($"mode: {mode} cell: 0x{_vm.CellId:X8}");
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var p = _vm.PlayerPosition;
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r.Text($"pos: ({p.X,7:F1}, {p.Y,7:F1}, {p.Z,7:F2})");
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r.Text($"heading: {_vm.HeadingDeg,3:F0}°");
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r.Text($"grounded: {(_vm.OnGround ? "yes" : "no ")} vZ: {_vm.VerticalVelocity,5:F2}");
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string near = float.IsPositiveInfinity(_vm.NearestObjDist)
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? "---"
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: $"{_vm.NearestObjDist,4:F1}m";
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if (_vm.Colliding)
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{
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r.TextColored(new Vector4(1f, 0.4f, 0.35f, 1f),
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$"near: {near} {_vm.NearestObjLabel} [BLOCKED]");
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}
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else
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{
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r.Text($"near: {near} {_vm.NearestObjLabel}");
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}
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if (_vm.InPlayerMode)
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r.Text($"chase dist: {_vm.ChaseDistance,4:F1}m{(_vm.RmbOrbit ? " [RMB orbit]" : "")}");
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r.Text($"sens: {_vm.MouseSensitivity:F3}x");
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}
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private void DrawChaseCamera(IPanelRenderer r)
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{
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if (!r.CollapsingHeader("Chase camera", defaultOpen: true)) return;
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bool useRetail = _vm.UseRetailChaseCamera;
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bool alignSlope = _vm.CameraAlignToSlope;
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float tStiff = _vm.CameraTranslationStiffness;
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float rStiff = _vm.CameraRotationStiffness;
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float lpWindow = _vm.CameraMouseLowPassWindowSec;
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float adjSpeed = _vm.CameraAdjustmentSpeed;
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if (r.Checkbox("Use retail chase camera (env: ACDREAM_RETAIL_CHASE)", ref useRetail))
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_vm.UseRetailChaseCamera = useRetail;
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if (r.Checkbox("Align to slope (env: ACDREAM_CAMERA_ALIGN_SLOPE)", ref alignSlope))
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_vm.CameraAlignToSlope = alignSlope;
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if (r.SliderFloat("Translation stiffness", ref tStiff, 0.05f, 1.0f))
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_vm.CameraTranslationStiffness = tStiff;
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if (r.SliderFloat("Rotation stiffness", ref rStiff, 0.05f, 1.0f))
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_vm.CameraRotationStiffness = rStiff;
|
||||
if (r.SliderFloat("Mouse low-pass window (s)", ref lpWindow, 0.0f, 0.5f))
|
||||
_vm.CameraMouseLowPassWindowSec = lpWindow;
|
||||
if (r.SliderFloat("Adjustment speed (units/s)", ref adjSpeed, 10f, 80f))
|
||||
_vm.CameraAdjustmentSpeed = adjSpeed;
|
||||
}
|
||||
|
||||
private void DrawPerformance(IPanelRenderer r)
|
||||
{
|
||||
if (!r.CollapsingHeader("Performance", defaultOpen: true)) return;
|
||||
|
||||
r.Text($"fps: {_vm.Fps,5:F0} frame: {_vm.FrameMs,5:F1} ms");
|
||||
r.Text($"visible LB: {_vm.LandblocksVisible,3}/{_vm.LandblocksTotal,3} radius: {_vm.StreamingRadius}");
|
||||
r.Text($"entities: {_vm.EntityCount,4} animated: {_vm.AnimatedCount,3} coll: {_vm.ShadowObjectCount}");
|
||||
r.Text($"lights: {_vm.ActiveLights}/{_vm.RegisteredLights} particles: {_vm.ParticleCount}");
|
||||
r.Text($"time: {_vm.DayFraction,5:F2} {_vm.HourName} weather: {_vm.Weather}");
|
||||
}
|
||||
|
||||
private void DrawCompass(IPanelRenderer r)
|
||||
{
|
||||
if (!r.CollapsingHeader("Compass", defaultOpen: false)) return;
|
||||
|
||||
// Phase I.2 stub — the visual strip + cardinal markers from the
|
||||
// old DebugOverlay relied on raw 2D-rect primitives we don't (and
|
||||
// shouldn't) expose through IPanelRenderer. The fancy compass
|
||||
// strip lands in D.6 with proper world-HUD draw-list primitives.
|
||||
// For now show heading degrees + compass cardinal label.
|
||||
float h = NormalizeDeg(_vm.HeadingDeg);
|
||||
r.Text($"heading: {h,3:F0}° cardinal: {Cardinal(h)}");
|
||||
}
|
||||
|
||||
private void DrawHelp(IPanelRenderer r)
|
||||
{
|
||||
if (!r.CollapsingHeader("Help", defaultOpen: false)) return;
|
||||
|
||||
r.BeginTable("debug.help", 2);
|
||||
foreach (var (key, action) in Keybinds)
|
||||
{
|
||||
r.TableNextColumn();
|
||||
r.Text(key);
|
||||
r.TableNextColumn();
|
||||
r.Text(action);
|
||||
}
|
||||
r.EndTable();
|
||||
}
|
||||
|
||||
private void DrawCombatEvents(IPanelRenderer r)
|
||||
{
|
||||
if (!r.CollapsingHeader("Combat events", defaultOpen: true)) return;
|
||||
|
||||
if (_vm.CombatEvents.Count == 0)
|
||||
{
|
||||
r.Text("(no recent combat)");
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var line in _vm.CombatEvents)
|
||||
{
|
||||
r.TextColored(ColorForCombat(line.Kind), line.Text);
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawRecentToasts(IPanelRenderer r)
|
||||
{
|
||||
if (!r.CollapsingHeader("Recent toasts", defaultOpen: false)) return;
|
||||
|
||||
if (_vm.RecentToasts.Count == 0)
|
||||
{
|
||||
r.Text("(none)");
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var t in _vm.RecentToasts)
|
||||
{
|
||||
string ts = t.Timestamp.ToLocalTime().ToString("HH:mm:ss");
|
||||
r.TextColored(ColorForToast(t.Kind), $"[{ts}] {t.Text}");
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawDiagnostics(IPanelRenderer r)
|
||||
{
|
||||
if (!r.CollapsingHeader("Diagnostics", defaultOpen: true)) return;
|
||||
|
||||
bool dumpMotion = _vm.DumpMotion;
|
||||
bool dumpVitals = _vm.DumpVitals;
|
||||
bool dumpOpcodes = _vm.DumpOpcodes;
|
||||
bool dumpSky = _vm.DumpSky;
|
||||
bool probeResolve = _vm.ProbeResolve;
|
||||
bool probeCell = _vm.ProbeCell;
|
||||
bool probeBuilding = _vm.ProbeBuilding;
|
||||
bool probeAutoWalk = _vm.ProbeAutoWalk;
|
||||
|
||||
if (r.Checkbox("Dump motion (ACDREAM_DUMP_MOTION)", ref dumpMotion)) _vm.DumpMotion = dumpMotion;
|
||||
if (r.Checkbox("Dump vitals (ACDREAM_DUMP_VITALS)", ref dumpVitals)) _vm.DumpVitals = dumpVitals;
|
||||
if (r.Checkbox("Dump opcodes (ACDREAM_DUMP_OPCODES)", ref dumpOpcodes)) _vm.DumpOpcodes = dumpOpcodes;
|
||||
if (r.Checkbox("Dump sky (ACDREAM_DUMP_SKY)", ref dumpSky)) _vm.DumpSky = dumpSky;
|
||||
// L.2a slice 1 (2026-05-12): unlike the four above, these
|
||||
// forward to PhysicsDiagnostics so a toggle takes effect live.
|
||||
if (r.Checkbox("Probe resolve (ACDREAM_PROBE_RESOLVE)", ref probeResolve)) _vm.ProbeResolve = probeResolve;
|
||||
if (r.Checkbox("Probe cell-transit (ACDREAM_PROBE_CELL)",ref probeCell)) _vm.ProbeCell = probeCell;
|
||||
// L.2d slice 1 (2026-05-13): heavy per-hit BSP diagnostic for
|
||||
// doorway / building shape-fidelity work. Emits multi-line
|
||||
// [resolve-bldg] entries; expect log volume to spike at walls.
|
||||
if (r.Checkbox("Probe BSP hits (ACDREAM_PROBE_BUILDING, slow)",
|
||||
ref probeBuilding)) _vm.ProbeBuilding = probeBuilding;
|
||||
// B.6 slice 1 (2026-05-14): local-player auto-walk trace for issue #63.
|
||||
// Low volume — only the local player's UM/UP/Use/PickUp events emit.
|
||||
if (r.Checkbox("Probe auto-walk (ACDREAM_PROBE_AUTOWALK)",
|
||||
ref probeAutoWalk)) _vm.ProbeAutoWalk = probeAutoWalk;
|
||||
|
||||
// MP0 (2026-07-05): permanent frame profiler toggle — not a
|
||||
// throwaway investigation probe, so it lives with the other
|
||||
// always-available diagnostics rather than a dated section.
|
||||
bool frameProf = _vm.FrameProf;
|
||||
if (r.Checkbox("Frame profiler ([frame-prof])", ref frameProf)) _vm.FrameProf = frameProf;
|
||||
|
||||
// ── Indoor rendering diagnostics (2026-05-19) ───────────────
|
||||
// Pinpoint where the EnvCell rendering chain breaks for
|
||||
// hypothesis-driven Phase 2 fix. Spec:
|
||||
// docs/superpowers/specs/2026-05-19-indoor-cell-rendering-fix-design.md
|
||||
r.Separator();
|
||||
r.Text("Indoor rendering (envCell):");
|
||||
|
||||
bool probeIndoorAll = _vm.ProbeIndoorAll;
|
||||
bool probeIndoorWalk = _vm.ProbeIndoorWalk;
|
||||
bool probeIndoorLookup = _vm.ProbeIndoorLookup;
|
||||
bool probeIndoorUpload = _vm.ProbeIndoorUpload;
|
||||
bool probeIndoorXform = _vm.ProbeIndoorXform;
|
||||
bool probeIndoorCull = _vm.ProbeIndoorCull;
|
||||
|
||||
if (r.Checkbox("Indoor: ALL (ACDREAM_PROBE_INDOOR_ALL)", ref probeIndoorAll)) _vm.ProbeIndoorAll = probeIndoorAll;
|
||||
if (r.Checkbox("Indoor: walk (ACDREAM_PROBE_INDOOR_WALK)", ref probeIndoorWalk)) _vm.ProbeIndoorWalk = probeIndoorWalk;
|
||||
if (r.Checkbox("Indoor: lookup (ACDREAM_PROBE_INDOOR_LOOKUP)", ref probeIndoorLookup)) _vm.ProbeIndoorLookup = probeIndoorLookup;
|
||||
if (r.Checkbox("Indoor: upload (ACDREAM_PROBE_INDOOR_UPLOAD)", ref probeIndoorUpload)) _vm.ProbeIndoorUpload = probeIndoorUpload;
|
||||
if (r.Checkbox("Indoor: xform (ACDREAM_PROBE_INDOOR_XFORM)", ref probeIndoorXform)) _vm.ProbeIndoorXform = probeIndoorXform;
|
||||
if (r.Checkbox("Indoor: cull (ACDREAM_PROBE_INDOOR_CULL)", ref probeIndoorCull)) _vm.ProbeIndoorCull = probeIndoorCull;
|
||||
|
||||
bool probeIndoorBsp = _vm.ProbeIndoorBsp;
|
||||
if (r.Checkbox("Indoor: BSP collision (ACDREAM_PROBE_INDOOR_BSP)", ref probeIndoorBsp)) _vm.ProbeIndoorBsp = probeIndoorBsp;
|
||||
|
||||
r.Spacing();
|
||||
|
||||
// Cycle / toggle actions live on the VM as Action handles; the
|
||||
// host (GameWindow) populates them with the same lambdas the
|
||||
// old F7/F10/F2 keybinds used.
|
||||
if (r.Button("Cycle time of day")) _vm.CycleTimeOfDay?.Invoke();
|
||||
r.SameLine();
|
||||
if (r.Button("Cycle weather")) _vm.CycleWeather?.Invoke();
|
||||
r.SameLine();
|
||||
if (r.Button("Toggle collision wires")) _vm.ToggleCollisionWires?.Invoke();
|
||||
|
||||
// Phase K.2 — explicit free-fly toggle button. Mirrors the
|
||||
// legacy F-key alias but is discoverable to users who haven't
|
||||
// memorized the Ctrl+F* debug bindings. Action handle owned
|
||||
// by GameWindow; null-safe for tests / offline.
|
||||
if (r.Button("Toggle Free-Fly Mode")) _vm.ToggleFlyMode?.Invoke();
|
||||
|
||||
r.Text(_vm.DebugWireframes ? "collision wires: ON" : "collision wires: OFF");
|
||||
}
|
||||
|
||||
// ── Color helpers ─────────────────────────────────────────────────
|
||||
|
||||
private static Vector4 ColorForCombat(CombatEventKind kind) => kind switch
|
||||
{
|
||||
CombatEventKind.Info => new Vector4(1.0f, 0.9f, 0.3f, 1f), // yellow
|
||||
CombatEventKind.Warn => new Vector4(1.0f, 0.5f, 0.5f, 1f), // light red
|
||||
CombatEventKind.Error => new Vector4(1.0f, 0.3f, 0.3f, 1f), // deep red
|
||||
_ => new Vector4(1f, 1f, 1f, 1f),
|
||||
};
|
||||
|
||||
private static Vector4 ColorForToast(ToastKind kind) => kind switch
|
||||
{
|
||||
ToastKind.Warn => new Vector4(1.0f, 0.8f, 0.4f, 1f),
|
||||
ToastKind.Error => new Vector4(1.0f, 0.4f, 0.4f, 1f),
|
||||
_ => new Vector4(0.85f, 0.95f, 1.0f, 1f),
|
||||
};
|
||||
|
||||
private static float NormalizeDeg(float deg)
|
||||
{
|
||||
deg %= 360f;
|
||||
if (deg < 0) deg += 360f;
|
||||
return deg;
|
||||
}
|
||||
|
||||
private static string Cardinal(float deg)
|
||||
{
|
||||
// Heading 0 = +X (east) per the old overlay. Same eight cardinal
|
||||
// labels — N/E/S/W with NE/SE/SW/NW between.
|
||||
// 0=E, 90=N, 180=W, 270=S (acdream's coordinate convention).
|
||||
string[] dirs = { "E", "NE", "N", "NW", "W", "SW", "S", "SE" };
|
||||
int idx = (int)MathF.Round(deg / 45f) & 7;
|
||||
return dirs[idx];
|
||||
}
|
||||
}
|
||||
|
|
@ -1,548 +0,0 @@
|
|||
using System.Numerics;
|
||||
using AcDream.Core.Combat;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Rendering;
|
||||
|
||||
namespace AcDream.UI.Abstractions.Panels.Debug;
|
||||
|
||||
/// <summary>
|
||||
/// Severity tag for a single combat-event line in the
|
||||
/// <see cref="DebugVM.CombatEvents"/> ring. The panel reads this to pick
|
||||
/// a <c>TextColored</c> rgba per row (yellow info / red warn / deep-red
|
||||
/// error). Mirrors the same tri-tone the chat panel uses for combat
|
||||
/// (Phase I.7).
|
||||
/// </summary>
|
||||
public enum CombatEventKind
|
||||
{
|
||||
/// <summary>You dealt damage / landed a hit. Yellow.</summary>
|
||||
Info,
|
||||
/// <summary>An incoming hit you evaded. Red.</summary>
|
||||
Warn,
|
||||
/// <summary>You took damage. Deep red.</summary>
|
||||
Error,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Single typed entry in the combat-events ring. <see cref="Timestamp"/>
|
||||
/// is captured at append time so a future panel revision can fade old
|
||||
/// entries; for I.2 the panel just renders the text + rgba.
|
||||
/// </summary>
|
||||
public readonly record struct CombatEventLine(
|
||||
DateTime Timestamp,
|
||||
CombatEventKind Kind,
|
||||
string Text);
|
||||
|
||||
/// <summary>
|
||||
/// Severity tag for a transient toast message. Mirrors
|
||||
/// <see cref="CombatEventKind"/> but lives in its own enum so the toast
|
||||
/// surface can grow (e.g. an "OK" green) without dragging the combat
|
||||
/// surface along.
|
||||
/// </summary>
|
||||
public enum ToastKind
|
||||
{
|
||||
Info,
|
||||
Warn,
|
||||
Error,
|
||||
}
|
||||
|
||||
/// <summary>Single transient toast message kept in the recent-toasts ring.</summary>
|
||||
public readonly record struct ToastMessage(
|
||||
DateTime Timestamp,
|
||||
ToastKind Kind,
|
||||
string Text);
|
||||
|
||||
/// <summary>
|
||||
/// ViewModel for the Phase I.2 <see cref="DebugPanel"/>. Read-through
|
||||
/// (no caching): every property forwards to a <c>Func<T></c> that
|
||||
/// the host (<c>GameWindow</c>) wires up at construction. Internal
|
||||
/// state is limited to (a) the combat-event ring buffer, populated via a
|
||||
/// self-subscription to <see cref="CombatState"/>'s typed events
|
||||
/// (replacing the old <c>DebugOverlay.BindCombat</c>); (b) the toast
|
||||
/// ring; (c) the diagnostic-flag bools the panel exposes as checkboxes.
|
||||
///
|
||||
/// <para>
|
||||
/// Constructor explosion is intentional and acceptable here — the VM
|
||||
/// lives entirely inside the AcDream.App composition root, not in any
|
||||
/// plugin-facing surface. A nicer abstraction can come later if more
|
||||
/// debug panels appear.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public sealed class DebugVM : IDisposable
|
||||
{
|
||||
/// <summary>Maximum number of combat-event lines kept in the ring.</summary>
|
||||
public const int MaxCombatEvents = 25;
|
||||
|
||||
/// <summary>Maximum number of recent toast messages kept in the ring.</summary>
|
||||
public const int MaxRecentToasts = 25;
|
||||
|
||||
private readonly Func<Vector3> _getPlayerPosition;
|
||||
private readonly Func<float> _getPlayerHeadingDeg;
|
||||
private readonly Func<uint> _getPlayerCellId;
|
||||
private readonly Func<bool> _getPlayerOnGround;
|
||||
private readonly Func<bool> _getInPlayerMode;
|
||||
private readonly Func<bool> _getInFlyMode;
|
||||
private readonly Func<float> _getVerticalVelocity;
|
||||
private readonly Func<int> _getEntityCount;
|
||||
private readonly Func<int> _getAnimatedCount;
|
||||
private readonly Func<int> _getLandblocksVisible;
|
||||
private readonly Func<int> _getLandblocksTotal;
|
||||
private readonly Func<int> _getShadowObjectCount;
|
||||
private readonly Func<float> _getNearestObjDist;
|
||||
private readonly Func<string> _getNearestObjLabel;
|
||||
private readonly Func<bool> _getColliding;
|
||||
private readonly Func<bool> _getDebugWireframes;
|
||||
private readonly Func<int> _getStreamingRadius;
|
||||
private readonly Func<float> _getMouseSensitivity;
|
||||
private readonly Func<float> _getChaseDistance;
|
||||
private readonly Func<bool> _getRmbOrbit;
|
||||
private readonly Func<string> _getHourName;
|
||||
private readonly Func<float> _getDayFraction;
|
||||
private readonly Func<string> _getWeather;
|
||||
private readonly Func<int> _getActiveLights;
|
||||
private readonly Func<int> _getRegisteredLights;
|
||||
private readonly Func<int> _getParticleCount;
|
||||
private readonly Func<float> _getFps;
|
||||
private readonly Func<float> _getFrameMs;
|
||||
private readonly CombatState _combat;
|
||||
private bool _disposed;
|
||||
|
||||
private readonly Queue<CombatEventLine> _combatEvents = new();
|
||||
private readonly Queue<ToastMessage> _toasts = new();
|
||||
|
||||
/// <summary>
|
||||
/// Build a VM bound to live data sources. Every <c>Func</c> is read
|
||||
/// per-frame by the panel — pass closures that resolve to the
|
||||
/// authoritative source on each call so the panel always sees fresh
|
||||
/// state.
|
||||
/// </summary>
|
||||
public DebugVM(
|
||||
Func<Vector3> getPlayerPosition,
|
||||
Func<float> getPlayerHeadingDeg,
|
||||
Func<uint> getPlayerCellId,
|
||||
Func<bool> getPlayerOnGround,
|
||||
Func<bool> getInPlayerMode,
|
||||
Func<bool> getInFlyMode,
|
||||
Func<float> getVerticalVelocity,
|
||||
Func<int> getEntityCount,
|
||||
Func<int> getAnimatedCount,
|
||||
Func<int> getLandblocksVisible,
|
||||
Func<int> getLandblocksTotal,
|
||||
Func<int> getShadowObjectCount,
|
||||
Func<float> getNearestObjDist,
|
||||
Func<string> getNearestObjLabel,
|
||||
Func<bool> getColliding,
|
||||
Func<bool> getDebugWireframes,
|
||||
Func<int> getStreamingRadius,
|
||||
Func<float> getMouseSensitivity,
|
||||
Func<float> getChaseDistance,
|
||||
Func<bool> getRmbOrbit,
|
||||
Func<string> getHourName,
|
||||
Func<float> getDayFraction,
|
||||
Func<string> getWeather,
|
||||
Func<int> getActiveLights,
|
||||
Func<int> getRegisteredLights,
|
||||
Func<int> getParticleCount,
|
||||
Func<float> getFps,
|
||||
Func<float> getFrameMs,
|
||||
CombatState combat)
|
||||
{
|
||||
_combat = combat ?? throw new ArgumentNullException(nameof(combat));
|
||||
_getPlayerPosition = getPlayerPosition ?? throw new ArgumentNullException(nameof(getPlayerPosition));
|
||||
_getPlayerHeadingDeg = getPlayerHeadingDeg ?? throw new ArgumentNullException(nameof(getPlayerHeadingDeg));
|
||||
_getPlayerCellId = getPlayerCellId ?? throw new ArgumentNullException(nameof(getPlayerCellId));
|
||||
_getPlayerOnGround = getPlayerOnGround ?? throw new ArgumentNullException(nameof(getPlayerOnGround));
|
||||
_getInPlayerMode = getInPlayerMode ?? throw new ArgumentNullException(nameof(getInPlayerMode));
|
||||
_getInFlyMode = getInFlyMode ?? throw new ArgumentNullException(nameof(getInFlyMode));
|
||||
_getVerticalVelocity = getVerticalVelocity ?? throw new ArgumentNullException(nameof(getVerticalVelocity));
|
||||
_getEntityCount = getEntityCount ?? throw new ArgumentNullException(nameof(getEntityCount));
|
||||
_getAnimatedCount = getAnimatedCount ?? throw new ArgumentNullException(nameof(getAnimatedCount));
|
||||
_getLandblocksVisible = getLandblocksVisible ?? throw new ArgumentNullException(nameof(getLandblocksVisible));
|
||||
_getLandblocksTotal = getLandblocksTotal ?? throw new ArgumentNullException(nameof(getLandblocksTotal));
|
||||
_getShadowObjectCount = getShadowObjectCount ?? throw new ArgumentNullException(nameof(getShadowObjectCount));
|
||||
_getNearestObjDist = getNearestObjDist ?? throw new ArgumentNullException(nameof(getNearestObjDist));
|
||||
_getNearestObjLabel = getNearestObjLabel ?? throw new ArgumentNullException(nameof(getNearestObjLabel));
|
||||
_getColliding = getColliding ?? throw new ArgumentNullException(nameof(getColliding));
|
||||
_getDebugWireframes = getDebugWireframes ?? throw new ArgumentNullException(nameof(getDebugWireframes));
|
||||
_getStreamingRadius = getStreamingRadius ?? throw new ArgumentNullException(nameof(getStreamingRadius));
|
||||
_getMouseSensitivity = getMouseSensitivity ?? throw new ArgumentNullException(nameof(getMouseSensitivity));
|
||||
_getChaseDistance = getChaseDistance ?? throw new ArgumentNullException(nameof(getChaseDistance));
|
||||
_getRmbOrbit = getRmbOrbit ?? throw new ArgumentNullException(nameof(getRmbOrbit));
|
||||
_getHourName = getHourName ?? throw new ArgumentNullException(nameof(getHourName));
|
||||
_getDayFraction = getDayFraction ?? throw new ArgumentNullException(nameof(getDayFraction));
|
||||
_getWeather = getWeather ?? throw new ArgumentNullException(nameof(getWeather));
|
||||
_getActiveLights = getActiveLights ?? throw new ArgumentNullException(nameof(getActiveLights));
|
||||
_getRegisteredLights = getRegisteredLights ?? throw new ArgumentNullException(nameof(getRegisteredLights));
|
||||
_getParticleCount = getParticleCount ?? throw new ArgumentNullException(nameof(getParticleCount));
|
||||
_getFps = getFps ?? throw new ArgumentNullException(nameof(getFps));
|
||||
_getFrameMs = getFrameMs ?? throw new ArgumentNullException(nameof(getFrameMs));
|
||||
|
||||
// Self-subscribe to combat events. Each one becomes a typed entry
|
||||
// in the ring; the panel renders them in TextColored. Replaces
|
||||
// the old DebugOverlay.BindCombat side-channel.
|
||||
_combat.DamageTaken += OnDamageTaken;
|
||||
_combat.DamageDealtAccepted += OnDamageDealt;
|
||||
_combat.EvadedIncoming += OnEvadedIncoming;
|
||||
_combat.MissedOutgoing += OnMissedOutgoing;
|
||||
_combat.AttackDone += OnAttackDone;
|
||||
_combat.KillLanded += OnKillLanded;
|
||||
}
|
||||
|
||||
// ── Read-through value surfaces ───────────────────────────────────
|
||||
|
||||
public Vector3 PlayerPosition => _getPlayerPosition();
|
||||
public float HeadingDeg => _getPlayerHeadingDeg();
|
||||
public uint CellId => _getPlayerCellId();
|
||||
public bool OnGround => _getPlayerOnGround();
|
||||
public bool InPlayerMode => _getInPlayerMode();
|
||||
public bool InFlyMode => _getInFlyMode();
|
||||
public float VerticalVelocity => _getVerticalVelocity();
|
||||
public int EntityCount => _getEntityCount();
|
||||
public int AnimatedCount => _getAnimatedCount();
|
||||
public int LandblocksVisible => _getLandblocksVisible();
|
||||
public int LandblocksTotal => _getLandblocksTotal();
|
||||
public int ShadowObjectCount => _getShadowObjectCount();
|
||||
public float NearestObjDist => _getNearestObjDist();
|
||||
public string NearestObjLabel => _getNearestObjLabel();
|
||||
public bool Colliding => _getColliding();
|
||||
public bool DebugWireframes => _getDebugWireframes();
|
||||
public int StreamingRadius => _getStreamingRadius();
|
||||
public float MouseSensitivity => _getMouseSensitivity();
|
||||
public float ChaseDistance => _getChaseDistance();
|
||||
public bool RmbOrbit => _getRmbOrbit();
|
||||
public string HourName => _getHourName();
|
||||
public float DayFraction => _getDayFraction();
|
||||
public string Weather => _getWeather();
|
||||
public int ActiveLights => _getActiveLights();
|
||||
public int RegisteredLights => _getRegisteredLights();
|
||||
public int ParticleCount => _getParticleCount();
|
||||
public float Fps => _getFps();
|
||||
public float FrameMs => _getFrameMs();
|
||||
|
||||
// ── Diagnostic toggles (env-var-style runtime flags) ───────────────
|
||||
|
||||
/// <summary>Mirror of <c>ACDREAM_DUMP_MOTION</c>; flipped at runtime via the panel.</summary>
|
||||
public bool DumpMotion { get; set; }
|
||||
/// <summary>Mirror of <c>ACDREAM_DUMP_VITALS</c>.</summary>
|
||||
public bool DumpVitals { get; set; }
|
||||
/// <summary>Mirror of <c>ACDREAM_DUMP_OPCODES</c>.</summary>
|
||||
public bool DumpOpcodes { get; set; }
|
||||
/// <summary>Mirror of <c>ACDREAM_DUMP_SKY</c>.</summary>
|
||||
public bool DumpSky { get; set; }
|
||||
|
||||
// L.2a slice 1 (2026-05-12): unlike DumpMotion/Vitals/Opcodes/Sky
|
||||
// above (which are display-only mirrors of sticky-at-startup env
|
||||
// vars), these forward directly to the PhysicsDiagnostics statics,
|
||||
// so checkbox toggles take effect on the next physics resolve.
|
||||
/// <summary>
|
||||
/// Runtime mirror of <c>PhysicsDiagnostics.ProbeResolveEnabled</c>
|
||||
/// (env var <c>ACDREAM_PROBE_RESOLVE</c>). Toggling here flips the
|
||||
/// resolver probe live — no relaunch required.
|
||||
/// </summary>
|
||||
public bool ProbeResolve
|
||||
{
|
||||
get => PhysicsDiagnostics.ProbeResolveEnabled;
|
||||
set => PhysicsDiagnostics.ProbeResolveEnabled = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Runtime mirror of <c>PhysicsDiagnostics.ProbeCellEnabled</c>
|
||||
/// (env var <c>ACDREAM_PROBE_CELL</c>). Toggling here flips the
|
||||
/// cell-transit probe live.
|
||||
/// </summary>
|
||||
public bool ProbeCell
|
||||
{
|
||||
get => PhysicsDiagnostics.ProbeCellEnabled;
|
||||
set => PhysicsDiagnostics.ProbeCellEnabled = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// L.2d slice 1 (2026-05-13). Runtime mirror of
|
||||
/// <c>PhysicsDiagnostics.ProbeBuildingEnabled</c> (env var
|
||||
/// <c>ACDREAM_PROBE_BUILDING</c>). Toggling here flips the per-hit
|
||||
/// <c>[resolve-bldg]</c> diagnostic + the registration-time
|
||||
/// <c>[entity-source]</c> log lines. Heavy when enabled — emits one
|
||||
/// multi-line entry per BSP hit per physics tick.
|
||||
/// </summary>
|
||||
public bool ProbeBuilding
|
||||
{
|
||||
get => PhysicsDiagnostics.ProbeBuildingEnabled;
|
||||
set => PhysicsDiagnostics.ProbeBuildingEnabled = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// B.6 slice 1 (2026-05-14). Runtime mirror of
|
||||
/// <c>PhysicsDiagnostics.ProbeAutoWalkEnabled</c> (env var
|
||||
/// <c>ACDREAM_PROBE_AUTOWALK</c>). Toggling here flips the
|
||||
/// <c>[autowalk-out]</c> / <c>[autowalk-mt]</c> / <c>[autowalk-up]</c>
|
||||
/// trace used to characterize ACE's behavior during a server-
|
||||
/// initiated auto-walk (issue #63). Low volume when off — only the
|
||||
/// local player's events are filtered through the probe.
|
||||
/// </summary>
|
||||
public bool ProbeAutoWalk
|
||||
{
|
||||
get => PhysicsDiagnostics.ProbeAutoWalkEnabled;
|
||||
set => PhysicsDiagnostics.ProbeAutoWalkEnabled = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Runtime mirror of <c>RenderingDiagnostics.FrameProfEnabled</c>
|
||||
/// (env var <c>ACDREAM_FRAME_PROF</c>). Toggling here starts/stops the
|
||||
/// [frame-prof] 5-second report live — no relaunch required.
|
||||
/// </summary>
|
||||
public bool FrameProf
|
||||
{
|
||||
get => RenderingDiagnostics.FrameProfEnabled;
|
||||
set => RenderingDiagnostics.FrameProfEnabled = value;
|
||||
}
|
||||
|
||||
// ── Indoor rendering diagnostics (2026-05-19) ───────────────────
|
||||
// Mirror RenderingDiagnostics statics so DebugPanel checkbox toggles
|
||||
// take effect on the next render frame without relaunching.
|
||||
|
||||
/// <summary>
|
||||
/// Runtime mirror of <c>RenderingDiagnostics.ProbeIndoorWalkEnabled</c>
|
||||
/// (env var <c>ACDREAM_PROBE_INDOOR_WALK</c>).
|
||||
/// </summary>
|
||||
public bool ProbeIndoorWalk
|
||||
{
|
||||
get => RenderingDiagnostics.ProbeIndoorWalkEnabled;
|
||||
set => RenderingDiagnostics.ProbeIndoorWalkEnabled = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Runtime mirror of <c>RenderingDiagnostics.ProbeIndoorLookupEnabled</c>
|
||||
/// (env var <c>ACDREAM_PROBE_INDOOR_LOOKUP</c>).
|
||||
/// </summary>
|
||||
public bool ProbeIndoorLookup
|
||||
{
|
||||
get => RenderingDiagnostics.ProbeIndoorLookupEnabled;
|
||||
set => RenderingDiagnostics.ProbeIndoorLookupEnabled = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Runtime mirror of <c>RenderingDiagnostics.ProbeIndoorUploadEnabled</c>
|
||||
/// (env var <c>ACDREAM_PROBE_INDOOR_UPLOAD</c>).
|
||||
/// </summary>
|
||||
public bool ProbeIndoorUpload
|
||||
{
|
||||
get => RenderingDiagnostics.ProbeIndoorUploadEnabled;
|
||||
set => RenderingDiagnostics.ProbeIndoorUploadEnabled = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Runtime mirror of <c>RenderingDiagnostics.ProbeIndoorXformEnabled</c>
|
||||
/// (env var <c>ACDREAM_PROBE_INDOOR_XFORM</c>).
|
||||
/// </summary>
|
||||
public bool ProbeIndoorXform
|
||||
{
|
||||
get => RenderingDiagnostics.ProbeIndoorXformEnabled;
|
||||
set => RenderingDiagnostics.ProbeIndoorXformEnabled = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Runtime mirror of <c>RenderingDiagnostics.ProbeIndoorCullEnabled</c>
|
||||
/// (env var <c>ACDREAM_PROBE_INDOOR_CULL</c>).
|
||||
/// </summary>
|
||||
public bool ProbeIndoorCull
|
||||
{
|
||||
get => RenderingDiagnostics.ProbeIndoorCullEnabled;
|
||||
set => RenderingDiagnostics.ProbeIndoorCullEnabled = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Phase A8 (2026-05-25). Runtime mirror of
|
||||
/// <c>RenderingDiagnostics.ProbeVisibilityEnabled</c>
|
||||
/// (env var <c>ACDREAM_PROBE_VIS</c>).
|
||||
/// </summary>
|
||||
public bool ProbeVisibility
|
||||
{
|
||||
get => RenderingDiagnostics.ProbeVisibilityEnabled;
|
||||
set => RenderingDiagnostics.ProbeVisibilityEnabled = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Indoor walking Phase 1 (2026-05-19). Runtime mirror of
|
||||
/// <c>PhysicsDiagnostics.ProbeIndoorBspEnabled</c> (env var
|
||||
/// <c>ACDREAM_PROBE_INDOOR_BSP</c>). Toggling here flips the
|
||||
/// <c>[indoor-bsp]</c> probe live — no relaunch required.
|
||||
/// Physics-side companion to the five render-side
|
||||
/// <c>ProbeIndoor*</c> mirrors directly above.
|
||||
/// </summary>
|
||||
public bool ProbeIndoorBsp
|
||||
{
|
||||
get => PhysicsDiagnostics.ProbeIndoorBspEnabled;
|
||||
set => PhysicsDiagnostics.ProbeIndoorBspEnabled = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Phase A6.P1 cdb probe spike (2026-05-21). Runtime mirror of
|
||||
/// <see cref="PhysicsDiagnostics.ProbePushBackEnabled"/> (env var
|
||||
/// <c>ACDREAM_PROBE_PUSH_BACK</c>). Toggling here flips the three
|
||||
/// <c>[push-back]</c> emission sites live — no relaunch required.
|
||||
/// </summary>
|
||||
public bool ProbePushBack
|
||||
{
|
||||
get => PhysicsDiagnostics.ProbePushBackEnabled;
|
||||
set => PhysicsDiagnostics.ProbePushBackEnabled = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Runtime mirror of <c>RenderingDiagnostics.IndoorAll</c> — toggles all
|
||||
/// five indoor probes together. No dedicated env var; set any individual
|
||||
/// probe env var or use <c>ACDREAM_PROBE_INDOOR_ALL</c> to initialize
|
||||
/// all five flags on at startup.
|
||||
/// </summary>
|
||||
public bool ProbeIndoorAll
|
||||
{
|
||||
get => RenderingDiagnostics.IndoorAll;
|
||||
set => RenderingDiagnostics.IndoorAll = value;
|
||||
}
|
||||
|
||||
// ── Chase camera tunables (forward to CameraDiagnostics) ──────────
|
||||
|
||||
/// <summary>Runtime mirror of <see cref="CameraDiagnostics.UseRetailChaseCamera"/>.</summary>
|
||||
public bool UseRetailChaseCamera
|
||||
{
|
||||
get => CameraDiagnostics.UseRetailChaseCamera;
|
||||
set => CameraDiagnostics.UseRetailChaseCamera = value;
|
||||
}
|
||||
|
||||
/// <summary>Runtime mirror of <see cref="CameraDiagnostics.AlignToSlope"/>.</summary>
|
||||
public bool CameraAlignToSlope
|
||||
{
|
||||
get => CameraDiagnostics.AlignToSlope;
|
||||
set => CameraDiagnostics.AlignToSlope = value;
|
||||
}
|
||||
|
||||
/// <summary>Runtime mirror of <see cref="CameraDiagnostics.TranslationStiffness"/>.</summary>
|
||||
public float CameraTranslationStiffness
|
||||
{
|
||||
get => CameraDiagnostics.TranslationStiffness;
|
||||
set => CameraDiagnostics.TranslationStiffness = value;
|
||||
}
|
||||
|
||||
/// <summary>Runtime mirror of <see cref="CameraDiagnostics.RotationStiffness"/>.</summary>
|
||||
public float CameraRotationStiffness
|
||||
{
|
||||
get => CameraDiagnostics.RotationStiffness;
|
||||
set => CameraDiagnostics.RotationStiffness = value;
|
||||
}
|
||||
|
||||
/// <summary>Runtime mirror of <see cref="CameraDiagnostics.MouseLowPassWindowSec"/>.</summary>
|
||||
public float CameraMouseLowPassWindowSec
|
||||
{
|
||||
get => CameraDiagnostics.MouseLowPassWindowSec;
|
||||
set => CameraDiagnostics.MouseLowPassWindowSec = value;
|
||||
}
|
||||
|
||||
/// <summary>Runtime mirror of <see cref="CameraDiagnostics.CameraAdjustmentSpeed"/>.</summary>
|
||||
public float CameraAdjustmentSpeed
|
||||
{
|
||||
get => CameraDiagnostics.CameraAdjustmentSpeed;
|
||||
set => CameraDiagnostics.CameraAdjustmentSpeed = value;
|
||||
}
|
||||
|
||||
// ── Action hooks invoked by panel buttons ──────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// Cycle the time-of-day debug override (matches the old F7
|
||||
/// behavior — none → midnight → dawn → noon → dusk → none). Wired
|
||||
/// by <c>GameWindow</c>; null when no host is available (tests).
|
||||
/// </summary>
|
||||
public Action? CycleTimeOfDay { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Cycle the weather-kind debug override (matches the old F10
|
||||
/// behavior — clear → overcast → rain → snow → storm).
|
||||
/// </summary>
|
||||
public Action? CycleWeather { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Toggle the collision-wires debug renderer. Same effect as the
|
||||
/// old F2 keybind, which we keep as a hotkey alias.
|
||||
/// </summary>
|
||||
public Action? ToggleCollisionWires { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Phase K.2 — toggle the free-fly camera. Lets a user opt out of
|
||||
/// the auto-entered chase camera (e.g. to inspect a remote part of
|
||||
/// the world without the player following) without needing to find
|
||||
/// the Ctrl+F* debug binding. Wired by <c>GameWindow</c> to the
|
||||
/// same routine the legacy F-key fly toggle invokes.
|
||||
/// </summary>
|
||||
public Action? ToggleFlyMode { get; set; }
|
||||
|
||||
// ── Combat event ring + toast ring ─────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// Snapshot view of the combat-event ring. Oldest-first; the panel
|
||||
/// can iterate and render each line through <c>TextColored</c>
|
||||
/// based on <see cref="CombatEventLine.Kind"/>.
|
||||
/// </summary>
|
||||
public IReadOnlyCollection<CombatEventLine> CombatEvents => _combatEvents;
|
||||
|
||||
/// <summary>Snapshot view of the recent-toasts ring (oldest-first).</summary>
|
||||
public IReadOnlyCollection<ToastMessage> RecentToasts => _toasts;
|
||||
|
||||
/// <summary>
|
||||
/// Append a toast message to the ring. Cap at
|
||||
/// <see cref="MaxRecentToasts"/>; oldest entries drop. The panel's
|
||||
/// "Recent toasts" section reads this; no on-screen flash for I.2.
|
||||
/// </summary>
|
||||
public void AddToast(string text, ToastKind kind = ToastKind.Info)
|
||||
{
|
||||
if (string.IsNullOrEmpty(text)) return;
|
||||
_toasts.Enqueue(new ToastMessage(DateTime.UtcNow, kind, text));
|
||||
while (_toasts.Count > MaxRecentToasts)
|
||||
_toasts.Dequeue();
|
||||
}
|
||||
|
||||
private void Push(CombatEventKind kind, string text)
|
||||
{
|
||||
_combatEvents.Enqueue(new CombatEventLine(DateTime.UtcNow, kind, text));
|
||||
while (_combatEvents.Count > MaxCombatEvents)
|
||||
_combatEvents.Dequeue();
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (_disposed)
|
||||
return;
|
||||
|
||||
_combat.DamageTaken -= OnDamageTaken;
|
||||
_combat.DamageDealtAccepted -= OnDamageDealt;
|
||||
_combat.EvadedIncoming -= OnEvadedIncoming;
|
||||
_combat.MissedOutgoing -= OnMissedOutgoing;
|
||||
_combat.AttackDone -= OnAttackDone;
|
||||
_combat.KillLanded -= OnKillLanded;
|
||||
_disposed = true;
|
||||
}
|
||||
|
||||
private void OnDamageTaken(CombatState.DamageIncoming damage) =>
|
||||
Push(
|
||||
CombatEventKind.Error,
|
||||
$"<< {damage.AttackerName} hit you for {damage.Damage}" +
|
||||
(damage.Critical ? " CRIT!" : string.Empty));
|
||||
|
||||
private void OnDamageDealt(CombatState.DamageDealt damage) =>
|
||||
Push(
|
||||
CombatEventKind.Info,
|
||||
$">> you hit {damage.DefenderName} for {damage.Damage}");
|
||||
|
||||
private void OnEvadedIncoming(string attacker) =>
|
||||
Push(CombatEventKind.Warn, $"<< {attacker}'s attack missed you");
|
||||
|
||||
private void OnMissedOutgoing(string defender) =>
|
||||
Push(CombatEventKind.Info, $">> your attack missed {defender}");
|
||||
|
||||
private void OnAttackDone(uint _, uint weenieError)
|
||||
{
|
||||
if (weenieError != 0)
|
||||
Push(
|
||||
CombatEventKind.Error,
|
||||
$"!! attack failed (error 0x{weenieError:X})");
|
||||
}
|
||||
|
||||
private void OnKillLanded(string victim, uint _) =>
|
||||
Push(CombatEventKind.Info, $"** you killed {victim}");
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue