chore(G.3): strip the #133 temp diagnostics
Remove the throwaway probes added to diagnose the dungeon FPS/grey issues now that they're fixed: the ACDREAM_LOG_FPS headless line + [cellreg] registration line (GameWindow), and the [pv-trace] 0x0007 gate-widen + raw-NDC bbox addition to the flap probe (PortalVisibilityBuilder, reverted to the pre-#133 form). The permanent Phase-U.4c [flap]/[pv-trace] probes (ACDREAM_PROBE_FLAP) are kept as-is. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
3e006d372a
commit
3e641339e9
2 changed files with 1 additions and 49 deletions
|
|
@ -61,7 +61,6 @@ public sealed class GameWindow : IDisposable
|
|||
// though the title-bar FPS is only updated every 0.5s.
|
||||
private double _lastFps = 60.0;
|
||||
private double _lastFrameMs = 16.7;
|
||||
private string _lastCellRegSig = ""; // TEMP #133 ramp-flood-collapse [cellreg] dedup
|
||||
|
||||
// Phase I.2: per-frame counters surfaced through the ImGui DebugPanel
|
||||
// VM closures. Computed once per render pass alongside the frustum
|
||||
|
|
@ -7701,25 +7700,6 @@ public sealed class GameWindow : IDisposable
|
|||
playerCellId: playerRoot?.CellId ?? 0u,
|
||||
lights: Lighting);
|
||||
|
||||
// TEMP (#133 ramp-flood-collapse): cell-registration completeness for the
|
||||
// player's dungeon landblock. If the ramp neighbour (0x....014D in 0x0007)
|
||||
// is absent from _cellVisibility, the portal flood can't admit it (lookup-miss
|
||||
// at PortalVisibilityBuilder.cs:369) and the grey clear shows through. Logs only
|
||||
// when the count or ramp-presence changes (dedup) — pairs with [pv-trace] skip=.
|
||||
if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeFlapEnabled && playerRoot is not null)
|
||||
{
|
||||
uint plb = playerRoot.CellId >> 16;
|
||||
int reg = _cellVisibility.GetCellsForLandblock(plb).Count;
|
||||
uint rampId = (plb << 16) | 0x014Du;
|
||||
bool hasRamp = _cellVisibility.TryGetCell(rampId, out _);
|
||||
string sig = plb.ToString("X4") + ":" + reg + ":" + hasRamp;
|
||||
if (sig != _lastCellRegSig)
|
||||
{
|
||||
_lastCellRegSig = sig;
|
||||
Console.WriteLine($"[cellreg] lb=0x{plb:X4} registered={reg} hasRamp0x{rampId:X8}={hasRamp} playerCell=0x{playerRoot.CellId:X8}");
|
||||
}
|
||||
}
|
||||
|
||||
// Never cull the landblock the player is currently on.
|
||||
uint? playerLb = null;
|
||||
if (_playerMode && _playerController is not null)
|
||||
|
|
@ -8494,11 +8474,6 @@ public sealed class GameWindow : IDisposable
|
|||
}
|
||||
_lastFps = fps;
|
||||
_lastFrameMs = avgFrameTime;
|
||||
// TEMP (A7 FPS measurement, strip after): headless FPS/frame-time so the
|
||||
// launch log can be correlated against the [WB-DIAG] draw stats.
|
||||
if (Environment.GetEnvironmentVariable("ACDREAM_LOG_FPS") == "1")
|
||||
Console.WriteLine(
|
||||
$"[FPS] {fps:F1} fps | {avgFrameTime:F2} ms | lb {visibleLandblocks}/{totalLandblocks} | ent {entityCount} anim {animatedCount}");
|
||||
_perfAccum = 0;
|
||||
_perfFrameCount = 0;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue