feat(slice2): arrival-gate probe — log NotReady→Ready flip with landblock count

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-21 20:12:45 +02:00
parent b745850ab8
commit 589c7cfb57

View file

@ -31,6 +31,19 @@ public static class PhysicsDiagnostics
public static bool ProbeResolveEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_RESOLVE") == "1";
/// <summary>
/// Retail teleport readiness gate (§3.4, 2026-06-21). When true, every transition of
/// the <c>TeleportArrivalReadiness</c> verdict (NotReady → Ready / Impossible) emits one
/// <c>[arrival-gate]</c> line: the destination cell id, landblock id, verdict,
/// <c>PhysicsEngine.LandblockCount</c> at the moment it flips, and whether the
/// flip was forced (Impossible) or natural (Ready).
///
/// <para>Initial state from <c>ACDREAM_PROBE_RESOLVE=1</c> — shares the existing probe
/// flag because this is a readiness-path extension; no new env var needed.</para>
/// </summary>
public static bool ProbeArrivalGateEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_RESOLVE") == "1";
/// <summary>
/// When true, every change to <c>PlayerMovementController.CellId</c>
/// emits one <c>[cell-transit]</c> line: old → new cell, current
@ -534,6 +547,7 @@ public static class PhysicsDiagnostics
public static void ResetForTest()
{
ProbeResolveEnabled = false;
ProbeArrivalGateEnabled = false;
ProbeCellEnabled = false;
ProbeBuildingEnabled = false;
ProbeCellSetEnabled = false;