feat(phys L.2d slice 1): BSP-hit diagnostic probe + plan-of-record correction
Adds ACDREAM_PROBE_BUILDING — a read-only per-shadow-entry probe that
captures full BSP collision evidence whenever TransitionTypes.FindObjCollisions
attributes a hit (via the existing L.2a slice 3 chain). One multi-line
[resolve-bldg] entry per attributed hit: partIdx, hasPhys, bspR vs
vAabbR, world-space entOrigin_lb, and the actual hit polygon's vertices
in both object-local and world space.
Paired with a one-time [entity-source] line at every ShadowObjects.Register
call site in GameWindow so entityId from a probe line is greppable to its
WorldEntity source within a single log file.
Plumbing: BSPQuery writes the resolved hit polygon to a new
PhysicsDiagnostics.LastBspHitPoly side-channel at the 5 SetCollisionNormal
sites in Paths 5/6 + CollideWithPt. TransitionTypes clears that field
before each shadow-entry dispatch and reads it back at the L.2a slice 3
attribution site to emit the probe line.
Spec component 4 originally described an out ResolvedPolygon? parameter
on BSPQuery.FindCollisions; the static side-channel achieves the same
observable behavior without plumbing through BSPQuery's recursive private
methods. Deviation noted in PhysicsDiagnostics.LastBspHitPoly's XML doc.
Reframes the plan-of-record's L.2d sub-direction paragraph: the 2026-05-12
handoff proposed porting CBuildingObj + per-cell walkability, but ACE
BuildingObj.cs:39-52 + named-retail acclient_2013_pseudo_c.txt:701260
show find_building_collisions is one BSP test on Parts[0]. Per-cell
walkability belongs to L.2e, not L.2d. L.2d slice 1 is the diagnostic;
slice 2 is the actual fix scoped from slice 1's evidence (one of three
hypotheses: wrong BSP loaded / over-registered parts / BSPQuery flaw).
Tests: 2 synthetic unit tests in PhysicsDiagnosticsTests.cs pin the
static API contract that the BSPQuery → side-channel → TransitionTypes
emission chain depends on. The multi-line line format itself is verified
by acceptance criterion 2 (live Holtburg-doorway capture) — covering it
here would require a heavy PhysicsEngine + Transition fixture for a
diagnostic-only emission.
Verified: dotnet build green; the 2 new tests pass; the 8 pre-existing
test failures listed in the L.2a handoff (MotionInterpreter GetMaxSpeed_*,
PositionManager.ComputeOffset_BothActive_Combined,
PlayerMovementController.Update_ForwardInput_*, Dispatcher.W_held_*,
BSPStepUpTests.{D4,C3}) remain failing — none introduced by this slice.
Spec: docs/superpowers/specs/2026-05-13-l2d-cbuildingobj-collision-design.md
Conformance anchors:
- acclient_2013_pseudo_c.txt:701260 (CBuildingObj::find_building_collisions)
- acclient_2013_pseudo_c.txt:323725 (BSPTREE::find_collisions)
- ACE references/ACE/Source/ACE.Server/Physics/Common/BuildingObj.cs:39-52
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
92cd7238ff
commit
66dc23e087
8 changed files with 326 additions and 22 deletions
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@ -2973,6 +2973,10 @@ public sealed class GameWindow : IDisposable
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AcDream.Core.Physics.ShadowCollisionType.Cylinder,
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cylHeight: height, scale: 1.0f,
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state: state, flags: flags);
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// L.2d slice 1 (2026-05-13): [entity-source] greppable from [resolve-bldg].
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if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeBuildingEnabled)
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Console.WriteLine(System.FormattableString.Invariant(
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$"[entity-source] id=0x{entity.Id:X8} entityId=0x{entity.Id:X8} src=0x{entity.SourceGfxObjOrSetupId:X8} gfxObj=0x{entity.SourceGfxObjOrSetupId:X8} lb=0x{spawn.Position.Value.LandblockId:X8} type=Cylinder note=server-spawn-root"));
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}
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private bool RemoveLiveEntityByServerGuid(uint serverGuid, bool logDelete)
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@ -5533,6 +5537,12 @@ public sealed class GameWindow : IDisposable
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origin.X, origin.Y, lb.LandblockId,
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AcDream.Core.Physics.ShadowCollisionType.BSP, 0f,
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partScale);
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// L.2d slice 1 (2026-05-13): [entity-source] greppable from [resolve-bldg].
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// partCached?.BSP?.Root non-null was checked above (else `continue`),
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// so hasPhys=true on this path.
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if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeBuildingEnabled)
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Console.WriteLine(System.FormattableString.Invariant(
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$"[entity-source] id=0x{partId:X8} entityId=0x{entity.Id:X8} src=0x{entity.SourceGfxObjOrSetupId:X8} gfxObj=0x{meshRef.GfxObjId:X8} lb=0x{lb.LandblockId:X8} type=BSP note=partIdx={partIndex} hasPhys=true"));
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entityBsp++;
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partIndex++;
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@ -5584,6 +5594,10 @@ public sealed class GameWindow : IDisposable
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entity.Rotation, cylRadius,
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origin.X, origin.Y, lb.LandblockId,
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AcDream.Core.Physics.ShadowCollisionType.Cylinder, cylHeight);
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// L.2d slice 1 (2026-05-13): [entity-source] greppable from [resolve-bldg].
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if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeBuildingEnabled)
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Console.WriteLine(System.FormattableString.Invariant(
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$"[entity-source] id=0x{shapeId:X8} entityId=0x{entity.Id:X8} src=0x{entity.SourceGfxObjOrSetupId:X8} gfxObj=0x{entity.SourceGfxObjOrSetupId:X8} lb=0x{lb.LandblockId:X8} type=Cylinder note=setup-cylsphere#{ci}"));
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entityCyl++;
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}
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@ -5614,6 +5628,10 @@ public sealed class GameWindow : IDisposable
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entity.Rotation, sphRadius,
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origin.X, origin.Y, lb.LandblockId,
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AcDream.Core.Physics.ShadowCollisionType.Cylinder, sphHeight);
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// L.2d slice 1 (2026-05-13): [entity-source] greppable from [resolve-bldg].
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if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeBuildingEnabled)
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Console.WriteLine(System.FormattableString.Invariant(
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$"[entity-source] id=0x{shapeId:X8} entityId=0x{entity.Id:X8} src=0x{entity.SourceGfxObjOrSetupId:X8} gfxObj=0x{entity.SourceGfxObjOrSetupId:X8} lb=0x{lb.LandblockId:X8} type=Cylinder note=setup-sphere#{si}"));
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entityCyl++;
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}
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}
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@ -5632,6 +5650,10 @@ public sealed class GameWindow : IDisposable
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entity.Position, entity.Rotation, fr,
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origin.X, origin.Y, lb.LandblockId,
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AcDream.Core.Physics.ShadowCollisionType.Cylinder, fh);
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// L.2d slice 1 (2026-05-13): [entity-source] greppable from [resolve-bldg].
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if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeBuildingEnabled)
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Console.WriteLine(System.FormattableString.Invariant(
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$"[entity-source] id=0x{shapeId:X8} entityId=0x{entity.Id:X8} src=0x{entity.SourceGfxObjOrSetupId:X8} gfxObj=0x{entity.SourceGfxObjOrSetupId:X8} lb=0x{lb.LandblockId:X8} type=Cylinder note=setup-radius-fallback"));
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entityCyl++;
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}
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}
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@ -5813,6 +5835,10 @@ public sealed class GameWindow : IDisposable
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baseCenter, entity.Rotation, cylRadius,
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origin.X, origin.Y, lb.LandblockId,
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AcDream.Core.Physics.ShadowCollisionType.Cylinder, cylHeight);
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// L.2d slice 1 (2026-05-13): [entity-source] greppable from [resolve-bldg].
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if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeBuildingEnabled)
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Console.WriteLine(System.FormattableString.Invariant(
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$"[entity-source] id=0x{entity.Id:X8} entityId=0x{entity.Id:X8} src=0x{entity.SourceGfxObjOrSetupId:X8} gfxObj=0x{entity.SourceGfxObjOrSetupId:X8} lb=0x{lb.LandblockId:X8} type=Cylinder note=mesh-aabb-fallback"));
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entityCyl++;
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if (_isScenery) scRegistered++;
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}
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@ -1214,15 +1214,29 @@ public static class BSPQuery
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if (!obj.State.HasFlag(ObjectInfoState.PerfectClip))
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{
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collisions.SetCollisionNormal(collisionNormal);
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// L.2d slice 1 (2026-05-13): diagnostic side-channel.
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if (PhysicsDiagnostics.ProbeBuildingEnabled)
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PhysicsDiagnostics.LastBspHitPoly = hitPoly;
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return TransitionState.Collided;
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}
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var validPos = new CollisionSphere(checkPos);
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if (!AdjustToPlane(root, resolved, validPos, curPos, hitPoly, contactPoint))
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{
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// L.2d slice 1 (2026-05-13): record the would-have-hit poly before
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// the early-out — collisions.SetCollisionNormal isn't called on
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// this path, but the caller's CollisionInfo.CollisionNormalValid
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// check will catch the parent slide site's normal write instead.
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if (PhysicsDiagnostics.ProbeBuildingEnabled)
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PhysicsDiagnostics.LastBspHitPoly = hitPoly;
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return TransitionState.Collided;
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}
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collisions.SetCollisionNormal(collisionNormal);
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// L.2d slice 1 (2026-05-13): diagnostic side-channel.
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if (PhysicsDiagnostics.ProbeBuildingEnabled)
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PhysicsDiagnostics.LastBspHitPoly = hitPoly;
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var adjusted = validPos.Center - checkPos.Center;
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// ACE: path.LocalSpacePos.LocalToGlobalVec(adjusted) * scale
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@ -1545,6 +1559,9 @@ public static class BSPQuery
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// back to wall-slide so the inner sphere doesn't recurse.
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collisions.SetCollisionNormal(worldNormal);
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collisions.SetSlidingNormal(worldNormal);
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// L.2d slice 1 (2026-05-13): diagnostic side-channel.
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if (PhysicsDiagnostics.ProbeBuildingEnabled)
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PhysicsDiagnostics.LastBspHitPoly = hitPoly0;
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return TransitionState.Slid;
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}
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@ -1565,6 +1582,9 @@ public static class BSPQuery
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collisions.SetCollisionNormal(worldNormal);
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collisions.SetSlidingNormal(worldNormal);
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// L.2d slice 1 (2026-05-13): diagnostic side-channel.
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if (PhysicsDiagnostics.ProbeBuildingEnabled)
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PhysicsDiagnostics.LastBspHitPoly = hitPoly1;
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return TransitionState.Slid;
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}
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}
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@ -1638,6 +1658,9 @@ public static class BSPQuery
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collisions.SetCollisionNormal(worldNormal0);
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collisions.SetSlidingNormal(worldNormal0);
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// L.2d slice 1 (2026-05-13): diagnostic side-channel.
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if (PhysicsDiagnostics.ProbeBuildingEnabled)
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PhysicsDiagnostics.LastBspHitPoly = hitPoly0;
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return TransitionState.Slid;
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}
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@ -1645,6 +1668,9 @@ public static class BSPQuery
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// Per retail (acclient_2013_pseudo_c.txt:323783-323821).
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path.SetCollide(worldNormal0);
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path.WalkableAllowance = PhysicsGlobals.LandingZ;
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// L.2d slice 1 (2026-05-13): diagnostic side-channel.
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if (PhysicsDiagnostics.ProbeBuildingEnabled)
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PhysicsDiagnostics.LastBspHitPoly = hitPoly0;
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return TransitionState.Adjusted;
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}
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@ -1672,12 +1698,18 @@ public static class BSPQuery
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collisions.SetCollisionNormal(worldNormal1);
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collisions.SetSlidingNormal(worldNormal1);
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// L.2d slice 1 (2026-05-13): diagnostic side-channel.
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if (PhysicsDiagnostics.ProbeBuildingEnabled)
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PhysicsDiagnostics.LastBspHitPoly = hitPoly1;
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return TransitionState.Slid;
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}
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// Head sphere hit shallow surface: SetCollide.
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path.SetCollide(worldNormal1);
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path.WalkableAllowance = PhysicsGlobals.LandingZ;
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// L.2d slice 1 (2026-05-13): diagnostic side-channel.
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if (PhysicsDiagnostics.ProbeBuildingEnabled)
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PhysicsDiagnostics.LastBspHitPoly = hitPoly1;
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return TransitionState.Adjusted;
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}
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}
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@ -10,11 +10,11 @@ namespace AcDream.Core.Physics;
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/// without relaunching.
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///
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/// <para>
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/// Slice 1 ships <see cref="ProbeResolveEnabled"/> +
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/// <see cref="ProbeCellEnabled"/>. Future slices may fold the older
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/// <c>ACDREAM_DUMP_*</c> env vars into this class for unified runtime
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/// toggling. Until then, those older flags remain sticky-at-startup
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/// per their original implementation.
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/// L.2d slice 1 (2026-05-13) adds <see cref="ProbeBuildingEnabled"/> +
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/// the <see cref="LastBspHitPoly"/> diagnostic side-channel. Future
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/// slices may fold the older <c>ACDREAM_DUMP_*</c> env vars into this
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/// class for unified runtime toggling. Until then, those older flags
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/// remain sticky-at-startup per their original implementation.
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/// </para>
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/// </summary>
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public static class PhysicsDiagnostics
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@ -37,4 +37,61 @@ public static class PhysicsDiagnostics
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/// </summary>
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public static bool ProbeCellEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_CELL") == "1";
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/// <summary>
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/// L.2d slice 1 (2026-05-13). When true, every BSP-shadow-entry hit
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/// attributed by <c>TransitionTypes.FindObjCollisions</c> emits a
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/// multi-line <c>[resolve-bldg]</c> entry: which part (partIdx vs 0),
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/// physics-BSP root radius vs visual AABB radius, world-space entity
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/// origin, and the specific hit polygon's vertices in both
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/// object-local and world space. Designed to distinguish the three
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/// L.2d hypotheses (wrong BSP loaded / over-registered parts /
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/// BSPQuery flaw) from a single Holtburg-doorway capture.
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///
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/// <para>
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/// Also gates a one-time <c>[entity-source]</c> log line at every
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/// <c>ShadowObjects.Register(...)</c> call site in <c>GameWindow</c>
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/// — makes <c>entityId=0xA9B479</c> in a probe line greppable to its
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/// source registration within the same log file.
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/// </para>
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///
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/// <para>
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/// Initial state from <c>ACDREAM_PROBE_BUILDING=1</c>. Mirrorable
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/// via <c>DebugVM.ProbeBuilding</c> when <c>ACDREAM_DEVTOOLS=1</c>.
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/// </para>
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///
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/// <para>
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/// Spec: <c>docs/superpowers/specs/2026-05-13-l2d-cbuildingobj-collision-design.md</c>.
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/// </para>
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/// </summary>
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public static bool ProbeBuildingEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_BUILDING") == "1";
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/// <summary>
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/// L.2d slice 1 (2026-05-13). Diagnostic side-channel: the
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/// <see cref="ResolvedPolygon"/> that <see cref="BSPQuery"/>
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/// recorded for the most recent collision-normal write.
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/// <see cref="TransitionTypes.FindObjCollisions"/> clears this to
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/// <see langword="null"/> before each shadow-entry test and reads it
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/// back after, so emitting the <c>[resolve-bldg]</c> probe line can
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/// reference the actual hit poly without plumbing an out-param
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/// through BSPQuery's recursive private methods.
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///
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/// <para>
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/// Written by <see cref="BSPQuery"/> only when
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/// <see cref="ProbeBuildingEnabled"/> is true, so this stays
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/// zero-cost in normal play. Cylinder collisions leave this
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/// <see langword="null"/> — the probe line emits
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/// <c>hitPoly: n/a (cylinder)</c> in that case.
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/// </para>
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///
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/// <para>
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/// Not threadsafe — physics runs on a single thread. If that
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/// changes, this needs <c>[ThreadStatic]</c> or rethink. Deviation
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/// from spec component 4 (which described an out-param); the
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/// side-channel keeps BSPQuery's signature stable and the diagnostic
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/// path off the production code surface.
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/// </para>
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/// </summary>
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public static ResolvedPolygon? LastBspHitPoly { get; set; }
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}
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@ -1469,6 +1469,13 @@ public sealed class Transition
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// the [resolve] probe surfaces the responsible entity id.
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bool collisionWasValidPre = ci.CollisionNormalValid;
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// L.2d slice 1 (2026-05-13): clear the BSP-hit side-channel so the
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// [resolve-bldg] emission below reads only this iteration's poly.
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// Cylinder collisions leave it null on purpose (probe emits
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// "hitPoly: n/a (cylinder)").
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if (PhysicsDiagnostics.ProbeBuildingEnabled)
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PhysicsDiagnostics.LastBspHitPoly = null;
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TransitionState result;
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if (obj.CollisionType == ShadowCollisionType.BSP)
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@ -1541,13 +1548,69 @@ public sealed class Transition
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// entity id. CollideObjectGuids carries the full chain; the last
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// assignment to LastCollidedObjectGuid wins which matches retail's
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// "most recent" semantics for the probe.
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if (result != TransitionState.OK
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|| (!collisionWasValidPre && ci.CollisionNormalValid))
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bool attributed = result != TransitionState.OK
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|| (!collisionWasValidPre && ci.CollisionNormalValid);
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if (attributed)
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{
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ci.CollideObjectGuids.Add(obj.EntityId);
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ci.LastCollidedObjectGuid = obj.EntityId;
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}
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// L.2d slice 1 (2026-05-13): emit one multi-line [resolve-bldg]
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// entry per attributed hit when the per-shadow-entry probe is on.
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// Captures partIdx (distinguishes hypothesis Y: over-registration),
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// bspR vs vAabbR (hypothesis X: wrong BSP loaded), and the actual
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// hit polygon's vertices in object-local and world space
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// (hypothesis Z: BSPQuery flaw). One Holtburg-doorway capture
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// resolves which hypothesis is true; slice 2 is the right-sized
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// fix. Spec:
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// docs/superpowers/specs/2026-05-13-l2d-cbuildingobj-collision-design.md.
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// Conformance anchor: ACE BuildingObj.cs:39-52 + named-retail
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// acclient_2013_pseudo_c.txt:701260 (find_building_collisions is
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// one BSP test on Parts[0]; doorway gap lives inside that BSP).
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if (attributed && PhysicsDiagnostics.ProbeBuildingEnabled)
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{
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uint partIdx = obj.EntityId & 0xFFu;
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uint entityIdProbe = obj.EntityId >> 8;
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var cachedPhys = engine.DataCache.GetGfxObj(obj.GfxObjId);
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var visBounds = engine.DataCache.GetVisualBounds(obj.GfxObjId);
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float bspR = cachedPhys?.BoundingSphere?.Radius ?? 0f;
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float vAabbR = visBounds?.Radius ?? 0f;
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bool hasPhys = cachedPhys is not null;
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var entOriginLb = obj.Position - new Vector3(worldOffsetX, worldOffsetY, 0f);
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var sb = new System.Text.StringBuilder(256);
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sb.Append(System.FormattableString.Invariant(
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$"[resolve-bldg] obj=0x{obj.EntityId:X8} entityId=0x{entityIdProbe:X8} partIdx={partIdx}\n"));
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sb.Append(System.FormattableString.Invariant(
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$" gfxObj=0x{obj.GfxObjId:X8} hasPhys={hasPhys} bspR={bspR:F2} vAabbR={vAabbR:F2}\n"));
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sb.Append(System.FormattableString.Invariant(
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$" entOrigin_lb=({entOriginLb.X:F1},{entOriginLb.Y:F1},{entOriginLb.Z:F1})"));
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var poly = PhysicsDiagnostics.LastBspHitPoly;
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if (poly is null)
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{
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sb.Append("\n hitPoly: n/a (cylinder)");
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}
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else
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{
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sb.Append(System.FormattableString.Invariant(
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$"\n hitPoly: numVerts={poly.NumPoints} plane=({poly.Plane.Normal.X:F3},{poly.Plane.Normal.Y:F3},{poly.Plane.Normal.Z:F3},{poly.Plane.D:F3})"));
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int vMax = Math.Min(poly.Vertices.Length, 4);
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for (int vi = 0; vi < vMax; vi++)
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{
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var vLocal = poly.Vertices[vi];
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var vWorld = obj.Position + Vector3.Transform(vLocal * obj.Scale, obj.Rotation);
|
||||
sb.Append(System.FormattableString.Invariant(
|
||||
$"\n v{vi}_local=({vLocal.X,5:F2},{vLocal.Y,5:F2},{vLocal.Z,5:F2}) v{vi}_world=({vWorld.X,6:F2},{vWorld.Y,6:F2},{vWorld.Z,6:F2})"));
|
||||
}
|
||||
if (poly.Vertices.Length > 4)
|
||||
sb.Append(System.FormattableString.Invariant(
|
||||
$"\n ... ({poly.Vertices.Length - 4} more verts elided)"));
|
||||
}
|
||||
Console.WriteLine(sb.ToString());
|
||||
}
|
||||
|
||||
if (result != TransitionState.OK)
|
||||
{
|
||||
if (airborneDiag)
|
||||
|
|
|
|||
|
|
@ -203,8 +203,9 @@ public sealed class DebugPanel : IPanel
|
|||
bool dumpVitals = _vm.DumpVitals;
|
||||
bool dumpOpcodes = _vm.DumpOpcodes;
|
||||
bool dumpSky = _vm.DumpSky;
|
||||
bool probeResolve = _vm.ProbeResolve;
|
||||
bool probeCell = _vm.ProbeCell;
|
||||
bool probeResolve = _vm.ProbeResolve;
|
||||
bool probeCell = _vm.ProbeCell;
|
||||
bool probeBuilding = _vm.ProbeBuilding;
|
||||
|
||||
if (r.Checkbox("Dump motion (ACDREAM_DUMP_MOTION)", ref dumpMotion)) _vm.DumpMotion = dumpMotion;
|
||||
if (r.Checkbox("Dump vitals (ACDREAM_DUMP_VITALS)", ref dumpVitals)) _vm.DumpVitals = dumpVitals;
|
||||
|
|
@ -214,6 +215,11 @@ public sealed class DebugPanel : IPanel
|
|||
// forward to PhysicsDiagnostics so a toggle takes effect live.
|
||||
if (r.Checkbox("Probe resolve (ACDREAM_PROBE_RESOLVE)", ref probeResolve)) _vm.ProbeResolve = probeResolve;
|
||||
if (r.Checkbox("Probe cell-transit (ACDREAM_PROBE_CELL)",ref probeCell)) _vm.ProbeCell = probeCell;
|
||||
// L.2d slice 1 (2026-05-13): heavy per-hit BSP diagnostic for
|
||||
// doorway / building shape-fidelity work. Emits multi-line
|
||||
// [resolve-bldg] entries; expect log volume to spike at walls.
|
||||
if (r.Checkbox("Probe BSP hits (ACDREAM_PROBE_BUILDING, slow)",
|
||||
ref probeBuilding)) _vm.ProbeBuilding = probeBuilding;
|
||||
|
||||
r.Spacing();
|
||||
|
||||
|
|
|
|||
|
|
@ -261,6 +261,20 @@ public sealed class DebugVM
|
|||
set => PhysicsDiagnostics.ProbeCellEnabled = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// L.2d slice 1 (2026-05-13). Runtime mirror of
|
||||
/// <c>PhysicsDiagnostics.ProbeBuildingEnabled</c> (env var
|
||||
/// <c>ACDREAM_PROBE_BUILDING</c>). Toggling here flips the per-hit
|
||||
/// <c>[resolve-bldg]</c> diagnostic + the registration-time
|
||||
/// <c>[entity-source]</c> log lines. Heavy when enabled — emits one
|
||||
/// multi-line entry per BSP hit per physics tick.
|
||||
/// </summary>
|
||||
public bool ProbeBuilding
|
||||
{
|
||||
get => PhysicsDiagnostics.ProbeBuildingEnabled;
|
||||
set => PhysicsDiagnostics.ProbeBuildingEnabled = value;
|
||||
}
|
||||
|
||||
// ── Action hooks invoked by panel buttons ──────────────────────────
|
||||
|
||||
/// <summary>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue