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>
This commit is contained in:
parent
1051fc83c6
commit
4cad626ff5
4 changed files with 27 additions and 85 deletions
|
|
@ -2286,34 +2286,9 @@ public sealed class MotionInterpreter : IMotionDoneSink
|
|||
/// <param name="contextId">Retail <c>arg2</c> — <c>MotionNode.context_id</c>.</param>
|
||||
/// <param name="motion">Retail <c>arg3</c> — <c>MotionNode.motion</c>.</param>
|
||||
/// <param name="jumpErrorCode">Retail <c>arg4</c> — <c>MotionNode.jump_error_code</c>.</param>
|
||||
// #170 temp drain diag (ACDREAM_MVTO_DIAG): aggregate add_to_queue vs
|
||||
// MotionDone counts + this interp's pending depth — the apples-to-apples of
|
||||
// the retail cdb drain trace (retail: add==done). Strip after #170.
|
||||
private static readonly bool s_drainDiag =
|
||||
System.Environment.GetEnvironmentVariable("ACDREAM_MVTO_DIAG") == "1";
|
||||
private static int s_addCount;
|
||||
private static int s_doneCount;
|
||||
|
||||
public void AddToQueue(uint contextId, uint motion, uint jumpErrorCode)
|
||||
{
|
||||
_pendingMotions.AddLast(new MotionNode(contextId, motion, jumpErrorCode));
|
||||
if (s_drainDiag)
|
||||
{
|
||||
s_addCount++;
|
||||
// Dump this interp's queue CONTENTS whenever a backlog is present
|
||||
// (depth >= 2 = something isn't draining) so we can see WHICH motion
|
||||
// lingers and keeps MotionsPending() true (blocking the chase turn).
|
||||
if (_pendingMotions.Count >= 2)
|
||||
{
|
||||
var sb = new System.Text.StringBuilder();
|
||||
foreach (var n in _pendingMotions) { sb.Append("0x"); sb.Append(n.Motion.ToString("X8")); sb.Append(' '); }
|
||||
System.Console.WriteLine(System.FormattableString.Invariant(
|
||||
$"[drainq] depth={_pendingMotions.Count} lag={s_addCount - s_doneCount} q=[{sb}]"));
|
||||
}
|
||||
else if (s_addCount % 50 == 0)
|
||||
System.Console.WriteLine(System.FormattableString.Invariant(
|
||||
$"[drain] add={s_addCount} done={s_doneCount} lag={s_addCount - s_doneCount} depth={_pendingMotions.Count}"));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -2363,7 +2338,6 @@ public sealed class MotionInterpreter : IMotionDoneSink
|
|||
if (head1 is not null)
|
||||
{
|
||||
_pendingMotions.RemoveFirst();
|
||||
if (s_drainDiag) s_doneCount++;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue