probe: ACDREAM_PROBE_REVEAL_TIMING — wall-clock attribution of the login/portal hold
[reveal-timing] lines from the reveal coordinator: per-dimension first-ready edges (render neighborhood, composite textures, collision, gate, materialization), 1 Hz progress with the resident-landblock count (new GpuWorldState.LoadedLandblockCount), and one SUMMARY line at the viewport reveal. Measurement-first groundwork for the login-load speedup: the readiness barrier observes its dimensions serially, so the edges give each dimension's observed tail while the progress lines expose the pacing shape (a budget-paced linear drip reads directly off the counts). Probe-gated in StreamingDiagnostics per Code Structure Rules §5; no behavior change, one branch per Evaluate poll when unset. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
0bb47f2711
commit
695a27b48a
5 changed files with 190 additions and 2 deletions
|
|
@ -198,6 +198,10 @@ public sealed class GpuWorldState : ILiveEntitySpatialQuery
|
|||
/// that need to enumerate entities before the landblock is dropped
|
||||
/// (e.g. unregistering dynamic lights on a RemoveLandblock).
|
||||
/// </summary>
|
||||
/// <summary>Resident landblock count — reveal-timing probe progress
|
||||
/// lines only (<see cref="RevealTimingProbe"/>).</summary>
|
||||
public int LoadedLandblockCount => _loaded.Count;
|
||||
|
||||
public bool TryGetLandblock(uint landblockId, out LoadedLandblock? lb)
|
||||
{
|
||||
if (_loaded.TryGetValue(landblockId, out var found))
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue