refactor(render): remove Campaign FW probes

This commit is contained in:
Erik 2026-08-31 09:14:47 +02:00
parent b8befded8b
commit 4808d4d10b
10 changed files with 1 additions and 241 deletions

View file

@ -160,43 +160,6 @@ public static class RenderingDiagnostics
public static bool ProbeClipRouteEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_CLIPROUTE") == "1";
/// <summary>
/// Campaign FW3.2b-2 flip apparatus (2026-08-30): when true and the walk
/// registries are wired, RetailPViewRenderer runs the PRODUCTION retail
/// frame walk per frame in SHADOW (no draws change) and emits one
/// [walk-shadow] line per frame whose cell/building sets diverge from the
/// old visibility path — the I5 dual-shadow pattern applied to the FW3
/// static cutover. Throwaway apparatus — dies with the flip commit.
/// </summary>
public static bool ProbeWalkShadowEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_WALK_SHADOW") == "1";
/// <summary>
/// FW3 visual-gate apparatus (2026-08-30, throwaway — dies with the
/// stairwell-transition fix): when true, RetailPViewRenderer prints one
/// <c>[walk-root]</c> line per frame for the 8 frames after every
/// interior/outdoor ROOT flip — viewer cell, resolution, slice count,
/// and the walk's visited cell list — pinning which frames draw grass
/// over floor openings during a doorway crossing and why.
/// </summary>
public static bool ProbeWalkRootEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_WALK_ROOT") == "1";
/// <summary>Companion scratch for <see cref="ProbeWalkRootEnabled"/>
/// (throwaway, same investigation): the frame phase relative to the
/// interior depth clear ("pre"/"post"), stamped by the pass executor so
/// particle/alpha probe lines can tag WHEN a submission or drain ran.
/// Written only while the probe is on.</summary>
public static string WalkRootPhase = "";
/// <summary>Companion scratch for <see cref="ProbeWalkRootEnabled"/>
/// (throwaway, same investigation): true on the frames (~every 90th)
/// where the walk's PView logs its per-portal seen/in-view/clip
/// decisions as <c>[walk-portal]</c> lines — pins WHY an exit view
/// collapses at a given camera pose. Set by the renderer before
/// Collect; read by WalkPView.</summary>
public static bool WalkPortalProbeThisFrame;
/// <summary>
/// Bounded-propagation port apparatus (2026-06-08). When true, PortalVisibilityBuilder.Build emits
/// one [portal-churn] summary line per call: per-cell pop count (re-pops = churn), total re-enqueues,