diag(net): #260 outbound/command-gate probe + corrected issue framing
The two-agent investigation refuted #260's as-filed hypotheses: every UseWithTarget was acked (the J5.2 use gate never latched), and the LOH leak is bounded sawtooth churn - the real climb is ~2.25 GB of native/ GPU memory (WS 3,261 vs managed 1,015 MiB at wedge). The wedge evidence also showed why it could hide: the live combat toggle routes through the generation-gated runtime command seam, and every rejection exit in that chain (Disposed / StaleGeneration / !IsInWorld at Validate, plus the operations slot reading IsInWorld=false when unbound) is COMPLETELY silent - no log, no event. ACDREAM_PROBE_NET=1 (NetDiagnostics owner, PhysicsDiagnostics pattern) now arms three probe families, all zero-cost when off: - [net-out] per reliable send at the SendGameMessage chokepoint: opcode, GameAction type+sequence, fragment/packet sequence, managed thread id (two tids would prove the cross-thread ISAAC-desync hypothesis alone), and state; [net-out-EX] via an exception FILTER that logs without catching, so propagation is unchanged. - [net-tick] 1 Hz cadence from WorldSession.Tick: inbound/s, queue depth, budget breaks, worst inter-tick gap (frame-stall witness), out/s, acks/s. - [cmd-gate] every silent runtime-command rejection with expected-vs- view generation, lifecycle, and IsInWorld, plus the combat toggle result (whose Inactive exit reads a DIFFERENT IsInWorld source). One walked-portal repro session with this probe distinguishes all remaining #260 wedge hypotheses. ISSUES.md #260 rewritten to the corrected two-root framing. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
ab3da28c34
commit
534bacbc23
4 changed files with 245 additions and 55 deletions
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@ -97,14 +97,15 @@ Copy this block when adding a new issue:
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---
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## #260 — Portal-network wedge: server-round-trip actions die, LOH leaks — REPRODUCED
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## #260 — Portal-network wedge: outbound actions die + native/GPU memory climbs
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**Status:** OPEN — reproduced live, forensics captured, investigation not started
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**Status:** OPEN — investigated 2026-07-29 (two-agent report-only pass over the
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captured evidence); fix authorized by the user. **Verdict: two separate roots.**
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**Severity:** HIGH (renders the client unplayable after sustained portal use)
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**Filed:** 2026-07-29 (instrumented Coldeve session, Vulkan backend)
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**Component:** interaction/use transaction gate + inbound stream + managed memory
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**Component:** WorldSession outbound boundary + Vulkan resource lifecycle
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**Supersedes framing of:** #256 (invisible portal-network objects) and #257
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(~1.5 GB working set) — both are almost certainly facets of this.
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(~1.5 GB working set) — both are facets of this.
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**Reproduction (the first solid one):** on Coldeve (`play.coldeve.ac`), character
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Barris, after several portal-network runs returning to the town portal network,
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@ -116,36 +117,41 @@ gcdump taken *in the broken state* (15 MB), full session log with
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`[cell-transit]`/`[input]`/`[use-target]`/`equipment` traces, the
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`dotnet-counters` CSV, and stderr.
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**Two symptoms, established from the traces:**
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1. **The outbound action pipeline is wedged.** `CombatToggleCombat Press` × 3
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produced **zero outbound send** (movement, being client-predicted, still
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produces `[cell-transit]`). Signature of the one-request-at-a-time
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interaction/use gate (J5.2) latching closed because a `UseWithTarget` never
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received its server ack — a burst of `[use-target] … SEND UseWithTarget`
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precedes the hang. Every server-round-trip action (portal use, combat mode)
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is then silently dropped; local-only actions still work.
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2. **A managed leak on the LOH — this one is ours.** `dotnet-counters` at wedge:
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**LOH 601,807,472 B (574 MB)**, process WS 3.2 GB — distinct from the flat
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~1.9 GB residency *level* the V11 soak plateaued at (that was benign; this
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climbs under live walked play). Fingerprint matches the project's prior LOH
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leak class (per-event `float[]`/`byte[]` never released). 185 `equipment:
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attached … RightHandCombat` re-attach lines but only 1 CreateObject, so it is
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re-attach/replay churn on existing entities, not fresh-object accumulation.
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**Root 1 — the wedge (cause still open, field narrowed).** The as-filed
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hypothesis (J5.2 use gate latched by an un-acked `UseWithTarget`) is **refuted**:
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the log shows every `UseWithTarget` received its matching `[use-done]`, all
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reveal generations 2→17 reached `event=complete cancelled=False failures=0`,
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and `RuntimeCombatModeState.Toggle()`
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(`src/AcDream.Runtime/Gameplay/RuntimeCombatModeState.cs:49-93`) never touches
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that gate — it gates only on `IsInWorld`. Remaining ranked hypotheses:
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(1) frame-thread saturation — inbound drains from an *unbounded*
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`_inboundQueue` on a ~4 ms frame budget (`WorldSession.cs:990-1016`), collapsed
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by Root 2's memory pressure; (2) outbound ISAAC/sequence desync — a send off
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the frame thread desyncs the cipher (`NextGameActionSequence()` is a non-atomic
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`++`, `WorldSession.cs:1618`) and the server silently drops every subsequent
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packet, which uniquely explains hard-zero effect while client-predicted
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movement survives.
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**Hypothesis (unproven, for the investigation):** a jammed inbound stream could
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both starve the ack the use-gate waits on AND accumulate LOH buffers — one root,
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two symptoms. Or two bugs. The gcdump names the LOH type by retainer; the log
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timeline names the unacked request. Not confirmed either way.
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**Root 2 — the memory climb is NATIVE/GPU, not managed.** The as-filed "LOH
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leak" is wrong: LOH is a bounded sawtooth (318→829→318 MiB; churn, not
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retention) and live managed heap at wedge was only 333 MB. The monotonic climb
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is **working set 1,295→3,261 MiB (~180 MB/min)**; at peak, WS 3,261 vs managed
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committed 1,015 MiB leaves **~2.25 GB unaccounted native/GPU memory**. Prime
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suspect: Vulkan device resources minted per equipment re-attach (185–187
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`equipment: attached … RightHandCombat` lines vs 1 CreateObject) and per vfx
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setup, never released.
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**Why the scripted gates missed it:** the V11 portal-churn soak used `/teleloc`,
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which enters the transit state machine by a different door than a *walked* portal
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transit — exactly the gap the walked-play session was designed to probe.
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**Next (investigation, user-approved fix only):** read the gcdump retainer graph
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per `reference_memory_leak_toolchain.md`; reconstruct the use-gate timeline from
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the log to find the unacked request; determine shared-vs-separate root. Do NOT
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patch the symptom (a gate timeout would be the classic forbidden workaround) —
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find why the ack never lands.
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**Next (authorized):** (a) instrument the `WorldSession` outbound boundary —
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opcode+sequence per send, swallowed exceptions, `IsInWorld`, per-frame dt,
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inbound-queue depth — and reproduce with walked portal play; at a dead combat
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toggle, whether the send reaches the wire and whether the sequence still
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advances distinguishes the remaining hypotheses. (b) audit the
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attach→GPU-resource path for create-without-release. Do NOT patch the symptom
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(a gate timeout or retry loop is the classic forbidden workaround).
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---
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@ -231,6 +231,17 @@ internal sealed class CurrentGameRuntimeCommandAdapter
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RuntimeCommandStatus.Inactive,
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_ => RuntimeCommandStatus.Rejected,
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};
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// #260 probe: the toggle's own Inactive exit comes from a
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// DIFFERENT IsInWorld source than Validate's (the operations
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// slot, which reads false when unbound). Logging the result
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// here separates "gate passed, toggle refused" from "gate
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// rejected" — the two look identical to the player.
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if (AcDream.Core.Net.NetDiagnostics.ProbeNet)
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{
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Console.WriteLine(
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$"[cmd-gate] combat toggle result={result.Status}"
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+ $" mode={result.Mode}");
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}
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}
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else
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{
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@ -753,13 +764,31 @@ internal sealed class CurrentGameRuntimeCommandAdapter
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RuntimeGenerationToken expectedGeneration,
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bool requireWorld)
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{
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RuntimeCommandStatus status;
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if (_view.Lifecycle.State == RuntimeLifecycleState.Disposed)
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return RuntimeCommandStatus.Inactive;
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if (expectedGeneration != _view.Generation)
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return RuntimeCommandStatus.StaleGeneration;
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if (requireWorld && !_session.IsInWorld)
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return RuntimeCommandStatus.Inactive;
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return RuntimeCommandStatus.Accepted;
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status = RuntimeCommandStatus.Inactive;
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else if (expectedGeneration != _view.Generation)
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status = RuntimeCommandStatus.StaleGeneration;
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else if (requireWorld && !_session.IsInWorld)
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status = RuntimeCommandStatus.Inactive;
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else
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status = RuntimeCommandStatus.Accepted;
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// #260 probe: a rejected generation-gated command is otherwise
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// COMPLETELY silent (no log, no event) — which is exactly how the
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// portal-network wedge hid. Log every rejection with the full gate
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// state so the failing predicate names itself.
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if (status != RuntimeCommandStatus.Accepted
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&& AcDream.Core.Net.NetDiagnostics.ProbeNet)
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{
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Console.WriteLine(
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$"[cmd-gate] REJECT status={status}"
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+ $" expected={expectedGeneration}"
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+ $" view={_view.Generation}"
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+ $" lifecycle={_view.Lifecycle.State}"
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+ $" inWorld={_session.IsInWorld}");
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}
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return status;
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}
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private RuntimeCommandResult Result(
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36
src/AcDream.Core.Net/NetDiagnostics.cs
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36
src/AcDream.Core.Net/NetDiagnostics.cs
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@ -0,0 +1,36 @@
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namespace AcDream.Core.Net;
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/// <summary>
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/// Diagnostic owner for the <c>ACDREAM_PROBE_NET</c> probe family (#260).
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/// Read once at startup, following the <c>PhysicsDiagnostics</c> pattern.
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///
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/// <para>
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/// When enabled, three probe line families are emitted:
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/// <list type="bullet">
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/// <item><c>[net-out]</c> — one line per outbound reliable game message at the
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/// <c>WorldSession.SendGameMessage</c> chokepoint: opcode, game-action type +
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/// sequence (when the body is a 0xF7B1 GameAction), fragment/packet sequence,
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/// managed thread id, and session state. An exception escaping the wire write
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/// additionally emits <c>[net-out-EX]</c> via an exception filter (log
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/// without catching — behavior is unchanged).</item>
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/// <item><c>[net-tick]</c> — a once-per-second cadence summary from
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/// <c>WorldSession.Tick</c>: inbound datagrams/s, remaining queue depth,
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/// budget-break count, worst inter-tick gap (= worst frame stall as seen by
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/// the net pump), outbound sends/s, and acks/s.</item>
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/// <item><c>[cmd-gate]</c> — one line per generation-gated runtime command
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/// REJECTION in <c>CurrentGameRuntimeCommandAdapter.Validate</c> (status,
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/// expected vs view generation, lifecycle, IsInWorld) plus the combat-toggle
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/// result. These rejections are otherwise completely silent, which is what
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/// let #260's wedge hide.</item>
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/// </list>
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/// Zero steady-state cost when off: every site is behind this single bool.
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/// </para>
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/// </summary>
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public static class NetDiagnostics
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{
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/// <summary>
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/// <c>ACDREAM_PROBE_NET=1</c> — #260 outbound/command-gate probe family.
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/// </summary>
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public static bool ProbeNet { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_NET") == "1";
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}
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@ -990,6 +990,7 @@ public sealed class WorldSession : IDisposable
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public int Tick()
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{
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int processed = 0;
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bool budgetBroke = false;
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long start = Stopwatch.GetTimestamp();
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while (_inboundQueue.Reader.TryRead(
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out PooledInboundDatagram datagram))
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@ -1010,11 +1011,74 @@ public sealed class WorldSession : IDisposable
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// tolerance (holtburger defers acks on a flush cadence). The tail stays queued
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// (unbounded channel, FIFO) and drains next frame.
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if (InboundBudgetExceeded(CurrentState, start, Stopwatch.GetTimestamp(), InboundBudgetTicks))
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{
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budgetBroke = true;
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break;
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}
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}
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if (NetDiagnostics.ProbeNet)
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ProbeNetTickCadence(start, processed, budgetBroke);
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return processed;
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}
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// #260 probe state — only touched when NetDiagnostics.ProbeNet is set.
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// The inter-Tick gap doubles as a frame-stall witness: Tick runs once per
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// frame on the frame thread, so a GC pause or saturated frame shows up
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// directly as maxgap. _probeSendWindow/_probeAckWindow are Interlocked so
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// a hypothetical off-thread send can't corrupt the window counters (the
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// [net-out] tid field is what would prove such a send exists).
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private long _probeLastTickTs;
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private long _probeWindowStartTs;
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private long _probeMaxGapTicks;
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private int _probeProcessedWindow;
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private int _probeBudgetBreaks;
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private int _probeSendWindow;
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private int _probeAckWindow;
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/// <summary>
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/// #260 probe: accumulate per-Tick cadence facts and emit one
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/// <c>[net-tick]</c> summary line per second.
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/// </summary>
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private void ProbeNetTickCadence(long tickStartTs, int processed, bool budgetBroke)
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{
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if (_probeLastTickTs != 0)
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{
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long gap = tickStartTs - _probeLastTickTs;
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if (gap > _probeMaxGapTicks)
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_probeMaxGapTicks = gap;
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}
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_probeLastTickTs = tickStartTs;
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_probeProcessedWindow += processed;
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if (budgetBroke)
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_probeBudgetBreaks++;
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if (_probeWindowStartTs == 0)
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{
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_probeWindowStartTs = tickStartTs;
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return;
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}
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long windowTicks = tickStartTs - _probeWindowStartTs;
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if (windowTicks < Stopwatch.Frequency)
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return;
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double windowSeconds = (double)windowTicks / Stopwatch.Frequency;
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double maxGapMs = _probeMaxGapTicks * 1000.0 / Stopwatch.Frequency;
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int sends = Interlocked.Exchange(ref _probeSendWindow, 0);
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int acks = Interlocked.Exchange(ref _probeAckWindow, 0);
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Console.WriteLine(
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$"[net-tick] in/s={_probeProcessedWindow / windowSeconds:F0}"
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+ $" q={_inboundQueue.Reader.Count}"
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+ $" budget-breaks={_probeBudgetBreaks}"
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+ $" maxgap={maxGapMs:F0}ms"
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+ $" out/s={sends / windowSeconds:F0}"
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+ $" acks/s={acks / windowSeconds:F0}"
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+ $" st={CurrentState}");
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_probeWindowStartTs = tickStartTs;
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_probeMaxGapTicks = 0;
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_probeProcessedWindow = 0;
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_probeBudgetBreaks = 0;
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}
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/// <summary>
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/// Pure, testable decision for the per-frame inbound bound: stop draining only when
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/// in-world AND the elapsed Stopwatch ticks have reached the budget. Extracted so the
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@ -2162,28 +2226,81 @@ public sealed class WorldSession : IDisposable
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private void SendGameMessage(byte[] gameMessageBody, GameMessageGroup queue)
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{
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Span<byte> datagram = stackalloc byte[
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PacketHeader.Size
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+ MessageFragmentHeader.MaxFragmentSize];
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int fragmentLength =
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GameMessageFragment.WriteSingleFragment(
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datagram.Slice(PacketHeader.Size),
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_fragmentSequence++,
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queue,
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gameMessageBody);
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var header = new PacketHeader
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// #260 probe: log the send BEFORE the sequence counters are consumed
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// so the line carries the values this datagram will actually use. The
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// exception filter below logs a wire-write fault WITHOUT catching it
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// (the filter returns false), so behavior is byte-identical either way.
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if (NetDiagnostics.ProbeNet)
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ProbeNetLogOutbound(gameMessageBody, queue);
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try
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{
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Sequence = _clientPacketSequence++,
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Flags = PacketHeaderFlags.BlobFragments | PacketHeaderFlags.EncryptedChecksum,
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Id = _sessionClientId,
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};
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int datagramLength = PacketCodec.FinalizeInPlace(
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header,
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datagram,
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fragmentLength,
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optionalLength: 0,
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_outboundIsaac);
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_net.Send(datagram.Slice(0, datagramLength));
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Span<byte> datagram = stackalloc byte[
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PacketHeader.Size
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+ MessageFragmentHeader.MaxFragmentSize];
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int fragmentLength =
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GameMessageFragment.WriteSingleFragment(
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datagram.Slice(PacketHeader.Size),
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_fragmentSequence++,
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queue,
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gameMessageBody);
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var header = new PacketHeader
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{
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Sequence = _clientPacketSequence++,
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Flags = PacketHeaderFlags.BlobFragments | PacketHeaderFlags.EncryptedChecksum,
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Id = _sessionClientId,
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};
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int datagramLength = PacketCodec.FinalizeInPlace(
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header,
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datagram,
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fragmentLength,
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optionalLength: 0,
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_outboundIsaac);
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_net.Send(datagram.Slice(0, datagramLength));
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}
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catch (Exception ex) when (ProbeNetLogOutboundFault(ex))
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{
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// Unreachable: the filter always returns false so the original
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// exception propagates to the caller exactly as before.
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throw;
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}
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if (NetDiagnostics.ProbeNet)
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Interlocked.Increment(ref _probeSendWindow);
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}
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/// <summary>
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/// #260 probe: one <c>[net-out]</c> line per outbound reliable game
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/// message. The thread id is load-bearing evidence — every send is
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/// supposed to happen on the frame thread (the ISAAC keystream is
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/// single-threaded); two distinct tids across [net-out] lines would
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/// prove the cross-thread-send/cipher-desync hypothesis by itself.
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/// </summary>
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private void ProbeNetLogOutbound(byte[] body, GameMessageGroup queue)
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{
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uint op = body.Length >= 4
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? BinaryPrimitives.ReadUInt32LittleEndian(body)
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: 0u;
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string detail = string.Empty;
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if (op == 0xF7B1 && body.Length >= 12)
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{
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uint gseq = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(4));
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uint act = BinaryPrimitives.ReadUInt32LittleEndian(body.AsSpan(8));
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detail = $" act=0x{act:X4} gseq={gseq}";
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}
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Console.WriteLine(
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$"[net-out] op=0x{op:X4}{detail} q={queue} fseq={_fragmentSequence}"
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+ $" pseq={_clientPacketSequence} len={body.Length}"
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+ $" tid={Environment.CurrentManagedThreadId} st={CurrentState}");
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}
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private bool ProbeNetLogOutboundFault(Exception ex)
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{
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if (NetDiagnostics.ProbeNet)
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{
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Console.WriteLine(
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$"[net-out-EX] {ex.GetType().Name}: {ex.Message}"
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+ $" tid={Environment.CurrentManagedThreadId} st={CurrentState}");
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}
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return false;
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}
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/// <summary>
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@ -2239,6 +2356,8 @@ public sealed class WorldSession : IDisposable
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optionalLength: sizeof(uint),
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outboundIsaac: null);
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_net.Send(datagram.Slice(0, datagramLength));
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if (NetDiagnostics.ProbeNet)
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Interlocked.Increment(ref _probeAckWindow);
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}
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private void Transition(State next)
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Loading…
Add table
Add a link
Reference in a new issue