#119 decisive probe: ACDREAM_DUMP_ENTITY one-shot entity dump (H-A/H-B/H-C discriminator)
The broken-state log (user-session-capture2.log) shows meshMissing=0 / entSeen==entDrawn WHILE broken stairs are on screen - the staircase is DRAWN WRONG, not missing. This probe discriminates the three live hypotheses in ONE launch (handoff 2026-06-11 s4): - HYDRATE dump (GameWindow.BuildInteriorEntitiesForStreaming): per-part placement-frame translations + dropped-part accounting at the MOMENT MeshRefs are constructed. H-A (SetupMesh.Flatten identity fallback / silent gfx-null part drops under degraded dat reads) shows here as zero translations or built<43. - DRAW dump (WbDrawDispatcher, first tuple per entity): live MeshRefs translation summary + per-part loaded flags + Tier-1 classification cache state (batch count + RestPose translation summary), re-emitted compactly on signature change. H-B (partial/stale cached batch set) shows as correct translations + odd batch count. - WALK-REJECT lines (rate-limited): attributes 'entity never reaches the draw loop' to the specific gate (visibleCellIds/frustum). - Correct everything -> H-C (draw-side compose), instrument next. Targets: ACDREAM_DUMP_ENTITY=0x020003F2,0x020005D8 (the 43-part spiral staircase Setup + the wall barrels; H-A predicts the user's 'barrel' IS the collapsed staircase). Probe is inert when the env var is unset. Parser in RenderingDiagnostics (diagnostic-owner pattern) + 5 unit tests. Suites: App 242+1skip / Core 1427+2skip / UI 420 / Net 294. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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4 changed files with 246 additions and 2 deletions
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@ -251,6 +251,21 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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private readonly HashSet<ulong> _missRequested = new();
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private readonly HashSet<ulong> _missLogged = new();
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// #119 decisive probe (2026-06-11): ACDREAM_DUMP_ENTITY one-shot entity
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// dump. Keyed by entity Id; the stored signature re-emits the header line
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// whenever (MeshRefs count, cache batch count, zero-translation count,
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// culled) changes — e.g. the Tier-1 populate landing one frame after the
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// first slow-path draw. The full per-part listing prints only on first
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// sight. Inert (one Count==0 check per new entity) when the env var is
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// unset. Render-thread only.
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private readonly Dictionary<uint, (int MeshRefCount, int CacheBatches, int ZeroT, bool Culled)> _entityDumpSig = new();
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// Rate limiter for [dump-entity] WALK-REJECT lines: a rejected entity
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// re-tests every frame; emit the first rejection per entity then every
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// 300th (~5 s at 60 fps). Static because WalkEntitiesInto is static;
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// render-thread only like the walk itself.
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private static readonly Dictionary<uint, int> _walkRejectCounts = new();
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// CPU + GPU timing for [WB-DIAG] under ACDREAM_WB_DIAG=1.
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private readonly System.Diagnostics.Stopwatch _cpuStopwatch = new();
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private readonly long[] _cpuSamples = new long[256]; // microseconds
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@ -662,6 +677,7 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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if (!cellInVis)
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{
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if (shellScoped) result.BuildingShellAnchorReject++;
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MaybeEmitWalkRejectDump(entity, "visibleCellIds-miss");
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if (isCellEntity && RenderingDiagnostics.ProbeIndoorCullEnabled
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&& indoorProbeState!.ShouldEmit(cellProbeId))
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{
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@ -687,6 +703,7 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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if (!aabbVisible)
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{
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MaybeEmitWalkRejectDump(entity, "frustum");
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if (isCellEntity && RenderingDiagnostics.ProbeIndoorCullEnabled
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&& indoorProbeState!.ShouldEmit(cellProbeId))
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{
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@ -719,6 +736,94 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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}
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}
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/// <summary>
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/// #119 decisive probe: rate-limited <c>[dump-entity] WALK-REJECT</c> line
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/// for an <c>ACDREAM_DUMP_ENTITY</c>-targeted entity that the walk filtered
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/// out (visibleCellIds gate / per-entity frustum). Absence of any DRAW dump
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/// plus presence of these lines attributes "entity exists but never reaches
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/// the draw loop" to the specific gate. Inert when the target set is empty.
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/// </summary>
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private static void MaybeEmitWalkRejectDump(WorldEntity entity, string reason)
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{
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var targets = RenderingDiagnostics.DumpEntitySourceIds;
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if (targets.Count == 0 || !targets.Contains(entity.SourceGfxObjOrSetupId)) return;
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_walkRejectCounts.TryGetValue(entity.Id, out int n);
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_walkRejectCounts[entity.Id] = n + 1;
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if (n % 300 != 0) return;
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Console.WriteLine(
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$"[dump-entity] WALK-REJECT id=0x{entity.Id:X8} src=0x{entity.SourceGfxObjOrSetupId:X8} " +
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$"reason={reason} parentCell=0x{(entity.ParentCellId ?? 0u):X8} " +
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$"pos=({entity.Position.X:F2},{entity.Position.Y:F2},{entity.Position.Z:F2}) n={n + 1}");
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}
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/// <summary>
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/// #119 decisive probe: per-entity state dump at draw time for
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/// <c>ACDREAM_DUMP_ENTITY</c>-targeted entities. First sight prints a
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/// header + every MeshRef's GfxObj id, part-transform translation, and
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/// loaded flag; afterwards a compact header re-emits only when the
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/// (meshRefs, cacheBatches, zeroTranslations, culled) signature changes.
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/// Discriminates H-A (hydration-time MeshRef corruption: translations
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/// collapsed to ~zero / missing parts) from H-B (Tier-1 cache holding a
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/// partial or stale batch set) from H-C (both healthy ⇒ draw-side compose).
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/// </summary>
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private void MaybeEmitEntityDump(WorldEntity entity, uint landblockId, bool culled)
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{
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var targets = RenderingDiagnostics.DumpEntitySourceIds;
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if (targets.Count == 0 || !targets.Contains(entity.SourceGfxObjOrSetupId)) return;
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var refs = entity.MeshRefs;
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int zeroT = 0;
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float tzMin = float.MaxValue, tzMax = float.MinValue;
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for (int i = 0; i < refs.Count; i++)
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{
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var t = refs[i].PartTransform.Translation;
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if (t.LengthSquared() < 1e-9f) zeroT++;
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if (t.Z < tzMin) tzMin = t.Z;
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if (t.Z > tzMax) tzMax = t.Z;
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}
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int cacheBatches = -1;
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int restZero = 0;
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float rzMin = float.MaxValue, rzMax = float.MinValue;
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if (_cache.TryGet(entity.Id, landblockId, out var cacheEntry))
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{
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cacheBatches = cacheEntry!.Batches.Length;
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foreach (var b in cacheEntry.Batches)
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{
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var t = b.RestPose.Translation;
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if (t.LengthSquared() < 1e-9f) restZero++;
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if (t.Z < rzMin) rzMin = t.Z;
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if (t.Z > rzMax) rzMax = t.Z;
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}
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}
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var sig = (refs.Count, cacheBatches, zeroT, culled);
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bool first = !_entityDumpSig.TryGetValue(entity.Id, out var prev);
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if (!first && prev == sig) return;
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_entityDumpSig[entity.Id] = sig;
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string cacheStr = cacheBatches < 0
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? (_tier1CacheDisabled ? "disabled" : "miss")
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: $"hit:{cacheBatches} restZero={restZero} restZ=[{rzMin:F2}..{rzMax:F2}]";
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Console.WriteLine(
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$"[dump-entity] DRAW{(first ? "" : "-CHANGED")} id=0x{entity.Id:X8} src=0x{entity.SourceGfxObjOrSetupId:X8} " +
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$"lb=0x{landblockId:X8} cell=0x{(entity.ParentCellId ?? 0u):X8} " +
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$"pos=({entity.Position.X:F2},{entity.Position.Y:F2},{entity.Position.Z:F2}) scale={entity.Scale:F2} " +
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$"meshRefs={refs.Count} tZero={zeroT} tZ=[{tzMin:F2}..{tzMax:F2}] cache={cacheStr} culled={culled}");
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if (first)
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{
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for (int i = 0; i < refs.Count; i++)
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{
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var mr = refs[i];
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var t = mr.PartTransform.Translation;
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bool loaded = _meshAdapter.TryGetRenderData(mr.GfxObjId) is not null;
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Console.WriteLine(
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$"[dump-entity] part[{i:D2}] gfx=0x{mr.GfxObjId:X8} t=({t.X:F3},{t.Y:F3},{t.Z:F3}) loaded={loaded}");
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}
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}
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}
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public void Draw(
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ICamera camera,
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IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax,
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@ -920,6 +1025,11 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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_cellIdToSlot, _outdoorSlot, _outdoorVisible);
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if (_currentEntityCulled)
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probeCulledEntities++;
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// #119 decisive probe: one-shot dump (+ change re-emission) for
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// ACDREAM_DUMP_ENTITY-targeted entities. Before the culled-continue
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// so a routed-out entity still reports its state.
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MaybeEmitEntityDump(entity, landblockId, _currentEntityCulled);
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}
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prevTupleEntityId = entity.Id;
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