chore(#170): strip the temp probes, close the issue (user visual gate PASSED)
Gate result: user side-by-side vs retail — "looks good, as close to retail now as I can see". Telemetry from the gate session (launch-170-gate2.log): BeginMoveForward ~1:1 with MoveToObject arms for every chasing creature (pre-fix capture was 16:1), ZERO "SERVERVEL skips UseTime while armed" occurrences, pending_motions depth 1 at last sample. Stripped per the #170 close-out plan: s_mvtoDiag + all [mvto] prints (MoveToManager), s_drainDiag + [drain]/[drainq] (MotionInterpreter), the [npc-tick] branch prints and the "UM actions" inbound-action dump (GameWindow). The durable ACDREAM_DUMP_MOTION family stays. The RemoteChaseEndToEndHarnessTests + RemoteChaseDrainBisectTests conformance suites stay as the permanent regression net for this pipeline. ISSUES: #170 -> DONE + Recently-closed entry (fix SHAs427332ac,d2ccc80e,1051fc83). Memory topic + index flipped to CLOSED. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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4 changed files with 27 additions and 85 deletions
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@ -738,12 +738,6 @@ public sealed class MoveToManager
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/// (<see cref="PreviousDistance"/>/<see cref="OriginalDistance"/> = dist,
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/// both times = now).
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/// </summary>
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// #170 temp diag (ACDREAM_MVTO_DIAG): trace the MoveTo dispatch/re-drive/cancel
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// events to compare acdream's run-cycle install cadence against a live retail
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// cdb count. Strip once #170 is understood.
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private static readonly bool s_mvtoDiag =
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System.Environment.GetEnvironmentVariable("ACDREAM_MVTO_DIAG") == "1";
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public void BeginMoveForward()
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{
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if (!HasPhysicsObj)
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@ -762,10 +756,6 @@ public sealed class MoveToManager
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Params.GetCommand(dist, heading, out uint cmd, out HoldKey holdKey, out bool movingAway);
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if (s_mvtoDiag)
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System.Console.WriteLine(System.FormattableString.Invariant(
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$"[mvto] BeginMoveForward dist={dist:F2} cmd=0x{cmd:X8} hold={holdKey} movingAway={movingAway}"));
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if (cmd == 0)
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{
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RemovePendingActionsHead();
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@ -826,10 +816,6 @@ public sealed class MoveToManager
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return;
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}
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if (s_mvtoDiag)
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System.Console.WriteLine(System.FormattableString.Invariant(
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$"[mvto] BeginTurnToHeading motionsPending={_interp.MotionsPending()} curCmd=0x{CurrentCommand:X8}"));
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if (_interp.MotionsPending())
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{
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return;
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@ -966,10 +952,6 @@ public sealed class MoveToManager
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/// </summary>
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public void UseTime()
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{
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if (s_mvtoDiag && (MovementTypeState != MovementType.Invalid || _pendingActions.First is not null))
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System.Console.WriteLine(System.FormattableString.Invariant(
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$"[mvto] UseTime enter contact={_contact()} pending={_pendingActions.Count} mtState={MovementTypeState} init={Initialized} hasPhys={HasPhysicsObj}"));
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if (!HasPhysicsObj || !_contact()) return;
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if (_pendingActions.First is null) return;
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@ -978,9 +960,6 @@ public sealed class MoveToManager
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if (!objectMoveGate) return;
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MovementType type = _pendingActions.First.Value.Type;
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if (s_mvtoDiag)
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System.Console.WriteLine(System.FormattableString.Invariant(
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$"[mvto] UseTime dispatch node={type} mtState={MovementTypeState}"));
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if (type == MovementType.MoveToPosition)
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{
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HandleMoveToPosition();
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@ -1249,10 +1228,6 @@ public sealed class MoveToManager
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/// </summary>
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public void HandleUpdateTarget(TargetInfo info)
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{
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if (s_mvtoDiag)
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System.Console.WriteLine(System.FormattableString.Invariant(
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$"[mvto] HandleUpdateTarget objId=0x{info.ObjectId:X8} myTgt=0x{TopLevelObjectId:X8} match={(TopLevelObjectId == info.ObjectId)} init={Initialized} mtState={MovementTypeState} status={info.Status}"));
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if (!HasPhysicsObj)
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{
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CancelMoveTo(WeenieError.NoPhysicsObject);
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@ -1485,9 +1460,6 @@ public sealed class MoveToManager
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/// </summary>
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public void CancelMoveTo(WeenieError error)
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{
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if (s_mvtoDiag && MovementTypeState != MovementType.Invalid)
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System.Console.WriteLine($"[mvto] CancelMoveTo (real) wasType={MovementTypeState} err={error}");
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_ = error; // retail: never read in the body (decomp §7c) — kept for parity/logging.
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if (MovementTypeState == MovementType.Invalid) return;
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@ -2286,34 +2286,9 @@ public sealed class MotionInterpreter : IMotionDoneSink
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/// <param name="contextId">Retail <c>arg2</c> — <c>MotionNode.context_id</c>.</param>
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/// <param name="motion">Retail <c>arg3</c> — <c>MotionNode.motion</c>.</param>
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/// <param name="jumpErrorCode">Retail <c>arg4</c> — <c>MotionNode.jump_error_code</c>.</param>
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// #170 temp drain diag (ACDREAM_MVTO_DIAG): aggregate add_to_queue vs
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// MotionDone counts + this interp's pending depth — the apples-to-apples of
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// the retail cdb drain trace (retail: add==done). Strip after #170.
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private static readonly bool s_drainDiag =
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System.Environment.GetEnvironmentVariable("ACDREAM_MVTO_DIAG") == "1";
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private static int s_addCount;
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private static int s_doneCount;
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public void AddToQueue(uint contextId, uint motion, uint jumpErrorCode)
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{
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_pendingMotions.AddLast(new MotionNode(contextId, motion, jumpErrorCode));
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if (s_drainDiag)
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{
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s_addCount++;
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// Dump this interp's queue CONTENTS whenever a backlog is present
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// (depth >= 2 = something isn't draining) so we can see WHICH motion
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// lingers and keeps MotionsPending() true (blocking the chase turn).
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if (_pendingMotions.Count >= 2)
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{
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var sb = new System.Text.StringBuilder();
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foreach (var n in _pendingMotions) { sb.Append("0x"); sb.Append(n.Motion.ToString("X8")); sb.Append(' '); }
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System.Console.WriteLine(System.FormattableString.Invariant(
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$"[drainq] depth={_pendingMotions.Count} lag={s_addCount - s_doneCount} q=[{sb}]"));
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}
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else if (s_addCount % 50 == 0)
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System.Console.WriteLine(System.FormattableString.Invariant(
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$"[drain] add={s_addCount} done={s_doneCount} lag={s_addCount - s_doneCount} depth={_pendingMotions.Count}"));
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}
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}
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/// <summary>
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@ -2363,7 +2338,6 @@ public sealed class MotionInterpreter : IMotionDoneSink
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if (head1 is not null)
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{
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_pendingMotions.RemoveFirst();
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if (s_drainDiag) s_doneCount++;
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}
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}
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