chore: strip collision debug logging

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-14 12:55:18 +02:00
parent 4d335c74da
commit 08c4f2764c

View file

@ -611,7 +611,6 @@ public sealed class Transition
// Reused per-call to avoid per-step allocation; safe because Transition
// is single-threaded per movement resolve.
private readonly List<ShadowEntry> _nearbyObjs = new();
private int _debugMissCounter;
/// <summary>
/// Query the ShadowObjectRegistry for nearby static objects and run
@ -647,8 +646,6 @@ public sealed class Transition
worldOffsetX, worldOffsetY, landblockId,
_nearbyObjs);
if (_debugMissCounter % 600 == 0)
Console.WriteLine($"QUERY: pos={currPos} lb=0x{landblockId:X8} off=({worldOffsetX:F0},{worldOffsetY:F0}) qr={queryRadius:F1} found={_nearbyObjs.Count} totalReg={engine.ShadowObjects.TotalRegistered}");
// Find the EARLIEST collision along the movement path.
float bestT = float.MaxValue;
@ -761,15 +758,6 @@ public sealed class Transition
if (bestT >= float.MaxValue)
{
if (_debugMissCounter++ % 120 == 0 && _nearbyObjs.Count > 0)
{
foreach (var obj in _nearbyObjs)
{
float d = Vector3.Distance(checkPos, obj.Position);
float hd = MathF.Sqrt((checkPos.X-obj.Position.X)*(checkPos.X-obj.Position.X)+(checkPos.Y-obj.Position.Y)*(checkPos.Y-obj.Position.Y));
Console.WriteLine($"MISS: eid={obj.EntityId:X8} gfx={obj.GfxObjId:X8} type={obj.CollisionType} dist={d:F2} hdist={hd:F2} r={obj.Radius:F2} cylH={obj.CylHeight:F1} playerZ={checkPos.Z:F1} objZ={obj.Position.Z:F1} player=({checkPos.X:F1},{checkPos.Y:F1}) obj=({obj.Position.X:F1},{obj.Position.Y:F1})");
}
}
return TransitionState.OK;
}