refactor(physics): promote ACDREAM_DUMP_STEEP_ROOF into PhysicsDiagnostics

First application of CLAUDE.md's new Code Structure Rules §5
("Runtime probes belong in diagnostic owner classes"). Migrates the
four ACDREAM_DUMP_STEEP_ROOF call-site env reads into a single
PhysicsDiagnostics.DumpSteepRoofEnabled property initialized from the
env var at type init, with a runtime setter that follows the existing
ProbeResolveEnabled / ProbeCellEnabled / ProbeBuildingEnabled pattern.

Sites migrated:
  - AcDream.Core/Physics/PhysicsEngine.cs:637 (KILL-VELOCITY-APPLIED log)
  - AcDream.Core/Physics/TransitionTypes.cs:718 (PHASE3-RESET log)
  - AcDream.App/Input/PlayerMovementController.cs:1117 (FRAME log)
  - AcDream.App/Input/PlayerMovementController.cs:1199 (per-frame bounce log)

Behavior-preservation only. ACDREAM_DUMP_STEEP_ROOF=1 still produces
identical [steep-roof] log output. The class-comment in
PhysicsDiagnostics already anticipated this migration
("Future slices may fold the older ACDREAM_DUMP_* env vars into this
class for unified runtime toggling").

Not yet wired to a DebugVM checkbox — runtime toggling is available
via the property setter for future debugging sessions, but exposing
it on the panel is a 30-second future cut, not in scope here.

Build: green.
Tests: same pass/fail profile as before this commit (8 pre-existing
Core failures unrelated to physics-diagnostics; App.Tests / Core.Net.Tests
/ UI.Abstractions.Tests all green).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-17 09:20:00 +02:00
parent eda936dc4d
commit 32423c2ba2
4 changed files with 29 additions and 4 deletions

View file

@ -634,7 +634,7 @@ public sealed class PhysicsEngine
// acclient_2013_pseudo_c.txt:272567 (validate_transition)
if (transition.ObjectInfo.VelocityKilled)
{
if (Environment.GetEnvironmentVariable("ACDREAM_DUMP_STEEP_ROOF") == "1")
if (PhysicsDiagnostics.DumpSteepRoofEnabled)
Console.WriteLine($"[steep-roof] KILL-VELOCITY-APPLIED Vbefore=({body.Velocity.X:F2},{body.Velocity.Y:F2},{body.Velocity.Z:F2}) → 0,0,0");
body.Velocity = Vector3.Zero;
}