feat(slice2): arrival-gate probe — log NotReady→Ready flip with landblock count
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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1 changed files with 14 additions and 0 deletions
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@ -31,6 +31,19 @@ public static class PhysicsDiagnostics
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public static bool ProbeResolveEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_RESOLVE") == "1";
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/// <summary>
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/// Retail teleport readiness gate (§3.4, 2026-06-21). When true, every transition of
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/// the <c>TeleportArrivalReadiness</c> verdict (NotReady → Ready / Impossible) emits one
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/// <c>[arrival-gate]</c> line: the destination cell id, landblock id, verdict,
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/// <c>PhysicsEngine.LandblockCount</c> at the moment it flips, and whether the
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/// flip was forced (Impossible) or natural (Ready).
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///
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/// <para>Initial state from <c>ACDREAM_PROBE_RESOLVE=1</c> — shares the existing probe
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/// flag because this is a readiness-path extension; no new env var needed.</para>
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/// </summary>
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public static bool ProbeArrivalGateEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_RESOLVE") == "1";
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/// <summary>
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/// When true, every change to <c>PlayerMovementController.CellId</c>
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/// emits one <c>[cell-transit]</c> line: old → new cell, current
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@ -534,6 +547,7 @@ public static class PhysicsDiagnostics
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public static void ResetForTest()
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{
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ProbeResolveEnabled = false;
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ProbeArrivalGateEnabled = false;
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ProbeCellEnabled = false;
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ProbeBuildingEnabled = false;
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ProbeCellSetEnabled = false;
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