perf(diag): per-frame history export + checkpoint LOH/cache counters + soak capped mode (2026-07-24 audit review)
An adversarial performance review found our own instruments cannot measure the project's own performance gates: - FrameProfiler aggregated CPU/GPU/alloc/stage samples into ~5-second windows and reset the ring buffers after each report, so route-wide p50/p95/p99 distributions across a whole soak could not be reconstructed after the fact. ACDREAM_FRAME_HISTORY=<path> now opts into a separate per-frame history (one record per frame, ~72 bytes/record, accumulated in memory with zero frame-thread I/O) that a shutdown-only Dispose() writes as CSV. The aggregated [frame-prof] report format and its existing metrics are unchanged. - The canonical checkpoint JSON tracked cache residency (entry/byte counts) but never LOH size/fragmentation, process-wide allocated bytes, or cache hit/miss/eviction traffic — a committed audit JSON showed 65% LOH fragmentation that no tracked instrument recorded, and "does a revisit portal hit or miss the caches" was unanswerable from an artifact alone. WorldLifecycleResourceSnapshot now carries loh_size_bytes/loh_fragmentation_bytes (GCMemoryInfo.GenerationInfo index 3), process_total_allocated_bytes (GC.GetTotalAllocatedBytes), and Interlocked hit/miss/eviction counters for the CPU mesh cache, decoded-texture cache, and the four bounded DAT-object caches (portal/cell/highRes/language, aggregated). - run-connected-r6-soak.ps1 unconditionally forced ACDREAM_UNCAPPED_RENDER=1 with no capped mode, while its sibling lifecycle-gate script correctly gated it behind a switch. Added -Uncapped (default capped, matching the sibling script's pattern), fixed the stationary dwell (12s -> 26s, past the 25s LiveEntityLivenessController deadline the adjacent comment already cited), and now write an env-disclosure.json into the automation artifact directory before every launch listing every ACDREAM_* var the script sets plus -Uncapped, since the prior audit could only see ACDREAM_DUMP_MOVE_TRUTH and nothing else was ever recorded anywhere. Cache counters are wired via the existing composition path (ObjectMeshManager already owns the CPU mesh cache and the mesh extractor directly; content.Dats is threaded into WorldLifecycleResourceSnapshotSource the same way every other composition consumer receives it). The DAT-object cache lives behind IDatReaderWriter, a third-party interface from the DatReaderWriter package that cannot be extended; RuntimeDatCollection (the one production implementation) exposes the aggregate stats directly and a pattern match reads them, degrading to zero for any test double — no new static registry was introduced (GpuMemoryTracker remains the one precedented process-wide static). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> (cherry picked from commit 1da2c33c875b41fa383dd79694ee2765f0e21896)
This commit is contained in:
parent
bfc5e47365
commit
7b456b49d6
20 changed files with 477 additions and 9 deletions
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@ -1,6 +1,8 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Globalization;
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using System.IO;
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using System.Text;
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using AcDream.Core.Rendering;
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using Silk.NET.OpenGL;
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@ -20,6 +22,38 @@ public enum FrameStage
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Pacing = 3,
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}
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/// <summary>
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/// One <c>ACDREAM_FRAME_HISTORY</c> CSV row — every field the aggregated
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/// <c>[frame-prof]</c> report discards when its 5-second window resets.
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/// Stage fields mirror <see cref="FrameStage"/> positionally (Update /
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/// Upload / ImGui / Pacing, matching <see cref="FrameProfiler.FormatReport"/>'s
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/// <c>names</c> array) — if <see cref="FrameStage"/> grows, extend this
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/// record, <see cref="FrameProfiler.WriteHistoryCsv"/>, and the CSV header
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/// together. <c>GpuUs</c> is <c>-1</c> for a frame with no available GPU
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/// sample (warm-up, or <c>ACDREAM_WB_DIAG=1</c> self-disable).
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/// </summary>
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internal readonly struct FrameHistoryRecord(
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int frameIndex,
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double timestampMs,
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long cpuUs,
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long gpuUs,
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long allocBytes,
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long updateUs,
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long uploadUs,
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long imGuiUs,
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long pacingUs)
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{
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public readonly int FrameIndex = frameIndex;
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public readonly double TimestampMs = timestampMs;
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public readonly long CpuUs = cpuUs;
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public readonly long GpuUs = gpuUs;
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public readonly long AllocBytes = allocBytes;
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public readonly long UpdateUs = updateUs;
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public readonly long UploadUs = uploadUs;
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public readonly long ImGuiUs = imGuiUs;
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public readonly long PacingUs = pacingUs;
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}
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/// <summary>
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/// MP0 (2026-07-05) — the permanent honest frame profiler. One
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/// <c>FrameBoundary</c> call at the top of <c>GameWindow.OnRender</c>
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@ -35,11 +69,28 @@ public enum FrameStage
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/// <para>Permanent apparatus — every MP-track gate reads it; do not strip.
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/// Whole-frame GPU timing self-disables under <c>ACDREAM_WB_DIAG=1</c>
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/// (nested TimeElapsed is illegal GL; see GpuFrameTimer).</para>
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///
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/// <para>2026-07-24 measurement-tooling review — the aggregated report
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/// resets its ring buffers every ~5 s (<see cref="FrameStatsBuffer.Reset"/>),
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/// so route-wide p50/p95/p99 distributions across a whole soak cannot be
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/// reconstructed after the fact. <see cref="RenderingDiagnostics.FrameHistoryPath"/>
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/// (<c>ACDREAM_FRAME_HISTORY=<path></c>) opts into a SEPARATE
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/// per-frame history: one <see cref="FrameHistoryRecord"/> per frame in a
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/// preallocated, grow-as-needed <see cref="List{T}"/> (1 int + 1 double +
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/// 7 longs ≈ 72 bytes/record; a multi-hour capture at 165 fps is roughly
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/// 165 * 3600 * 72 bytes ≈ 43 MB/hour — fine for a bounded diagnostic run,
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/// not for unattended day-long capture). ZERO frame-thread I/O: the list only grows during
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/// <see cref="FrameBoundary"/>; the CSV is written once, from
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/// <see cref="Dispose"/>, at shutdown. Recording only takes effect while
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/// <see cref="RenderingDiagnostics.FrameProfEnabled"/> is ALSO true — it
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/// reuses that instrumentation rather than duplicating it. Does not
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/// change the <c>[frame-prof]</c> report format or any existing metric.</para>
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/// Spec: docs/superpowers/specs/2026-07-05-modern-pipeline-design.md §5.
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/// </summary>
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public sealed class FrameProfiler : IDisposable
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{
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private const int WindowCapacity = 2048; // ~12 s at 165 fps
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private const int HistoryInitialCapacity = 4096;
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private const long ReportIntervalTicks = 5 * TimeSpan.TicksPerSecond;
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private static readonly int StageCount = Enum.GetValues<FrameStage>().Length;
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@ -48,8 +99,12 @@ public sealed class FrameProfiler : IDisposable
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private readonly FrameStatsBuffer _allocBytes = new(WindowCapacity);
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private readonly FrameStatsBuffer[] _stageUs;
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private readonly long[] _stageAccumTicks;
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private readonly long[] _lastStageUs;
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private readonly bool _wbDiagActive =
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Environment.GetEnvironmentVariable("ACDREAM_WB_DIAG") == "1";
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private readonly List<FrameHistoryRecord>? _history;
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private readonly long _profilerStartTimestamp;
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private int _historyFrameIndex;
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private GpuFrameTimer? _gpuTimer;
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private long _lastBoundaryTimestamp;
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@ -70,6 +125,10 @@ public sealed class FrameProfiler : IDisposable
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_stageUs = new FrameStatsBuffer[StageCount];
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for (int i = 0; i < StageCount; i++) _stageUs[i] = new FrameStatsBuffer(WindowCapacity);
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_stageAccumTicks = new long[StageCount];
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_lastStageUs = new long[StageCount];
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_profilerStartTimestamp = Stopwatch.GetTimestamp();
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if (RenderingDiagnostics.FrameHistoryPath is not null)
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_history = new List<FrameHistoryRecord>(HistoryInitialCapacity);
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}
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/// <summary>
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@ -105,6 +164,8 @@ public sealed class FrameProfiler : IDisposable
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long now = Stopwatch.GetTimestamp();
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long allocNow = GC.GetAllocatedBytesForCurrentThread();
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bool historyFrame = false;
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long historyCpuUs = 0, historyAllocBytes = 0;
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if (!_wasEnabled)
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{
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// First enabled frame (startup or runtime toggle-on): establish
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@ -128,21 +189,42 @@ public sealed class FrameProfiler : IDisposable
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{
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long cpuUs = (now - _lastBoundaryTimestamp) * 1_000_000L / Stopwatch.Frequency;
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_cpuUs.Push(cpuUs);
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_allocBytes.Push(allocNow - _lastAllocBytes);
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long allocDelta = allocNow - _lastAllocBytes;
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_allocBytes.Push(allocDelta);
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for (int i = 0; i < StageCount; i++)
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{
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_stageUs[i].Push(_stageAccumTicks[i] * 1_000_000L / Stopwatch.Frequency);
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long stageUs = _stageAccumTicks[i] * 1_000_000L / Stopwatch.Frequency;
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_stageUs[i].Push(stageUs);
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_lastStageUs[i] = stageUs;
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_stageAccumTicks[i] = 0;
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}
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_framesInWindow++;
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historyFrame = _history is not null;
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historyCpuUs = cpuUs;
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historyAllocBytes = allocDelta;
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}
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_lastBoundaryTimestamp = now;
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_lastAllocBytes = allocNow;
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if (_gpuTimer?.FrameBoundary() is long gpuUs)
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long? gpuUsSample = _gpuTimer?.FrameBoundary();
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if (gpuUsSample is long gpuUs)
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_gpuUs.Push(gpuUs);
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if (historyFrame)
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{
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_history!.Add(new FrameHistoryRecord(
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_historyFrameIndex++,
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(now - _profilerStartTimestamp) * 1000.0 / Stopwatch.Frequency,
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historyCpuUs,
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gpuUsSample ?? -1L,
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historyAllocBytes,
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_lastStageUs[(int)FrameStage.Update],
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_lastStageUs[(int)FrameStage.Upload],
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_lastStageUs[(int)FrameStage.ImGui],
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_lastStageUs[(int)FrameStage.Pacing]));
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}
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long nowTicks = DateTime.UtcNow.Ticks;
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if (nowTicks - _lastReportTicks >= ReportIntervalTicks && _framesInWindow > 0)
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{
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@ -200,7 +282,49 @@ public sealed class FrameProfiler : IDisposable
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return sb.ToString();
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}
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public void Dispose() => _gpuTimer?.Dispose();
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/// <summary>Pure CSV formatter — unit-tested; invariant culture. One header row plus one row per record.</summary>
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internal static void WriteHistoryCsv(IEnumerable<FrameHistoryRecord> records, TextWriter writer)
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{
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var ci = CultureInfo.InvariantCulture;
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writer.WriteLine("frame,timestamp_ms,cpu_us,gpu_us,alloc_bytes,update_us,upload_us,imgui_us,pacing_us");
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foreach (FrameHistoryRecord r in records)
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{
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writer.Write(r.FrameIndex.ToString(ci)); writer.Write(',');
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writer.Write(r.TimestampMs.ToString("0.000", ci)); writer.Write(',');
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writer.Write(r.CpuUs.ToString(ci)); writer.Write(',');
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writer.Write(r.GpuUs.ToString(ci)); writer.Write(',');
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writer.Write(r.AllocBytes.ToString(ci)); writer.Write(',');
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writer.Write(r.UpdateUs.ToString(ci)); writer.Write(',');
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writer.Write(r.UploadUs.ToString(ci)); writer.Write(',');
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writer.Write(r.ImGuiUs.ToString(ci)); writer.Write(',');
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writer.WriteLine(r.PacingUs.ToString(ci));
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}
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}
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/// <summary>
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/// Shutdown-only write of the accumulated <see cref="_history"/> as CSV
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/// (the ONLY I/O this feature performs — never from <see cref="FrameBoundary"/>).
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/// Failures are logged, not thrown: a history-export problem must never
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/// block the rest of the render-owner shutdown chain
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/// (<c>GameWindowLifetime</c>'s <c>Hard("frame profiler", ...)</c> stage).
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/// </summary>
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public void Dispose()
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{
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_gpuTimer?.Dispose();
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if (_history is { Count: > 0 } && RenderingDiagnostics.FrameHistoryPath is { } path)
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{
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try
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{
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using var writer = new StreamWriter(path, append: false);
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WriteHistoryCsv(_history, writer);
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Console.WriteLine($"[frame-prof] wrote {_history.Count} history record(s) to '{path}'");
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}
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catch (Exception ex)
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{
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Console.WriteLine($"[frame-prof] WARNING: failed to write frame history to '{path}': {ex.Message}");
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}
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}
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}
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}
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/// <summary>Disposable stage scope; default instance is a no-op.</summary>
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int CompositeWarmupPending,
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long ManagedBytes,
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long ManagedCommittedBytes,
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long LohSizeBytes,
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long LohFragmentationBytes,
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long ProcessTotalAllocatedBytes,
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long CpuMeshCacheHits,
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long CpuMeshCacheMisses,
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long CpuMeshCacheEvictions,
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long DecodedTextureCacheHits,
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long DecodedTextureCacheMisses,
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long DecodedTextureCacheEvictions,
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long DatObjectCacheHits,
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long DatObjectCacheMisses,
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long DatObjectCacheEvictions,
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double Fps,
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double FrameMilliseconds,
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string? LastFrameProfile);
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@ -3,7 +3,9 @@ using AcDream.App.Rendering.Vfx;
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using AcDream.App.Rendering.Wb;
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using AcDream.App.Streaming;
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using AcDream.App.World;
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using AcDream.Content;
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using AcDream.Core.Vfx;
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using DatReaderWriter.Lib.IO;
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namespace AcDream.App.Diagnostics;
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/// </summary>
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internal sealed class WorldLifecycleResourceSnapshotSource
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{
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// Generation index 3 is the large object heap; see GCMemoryInfo.GenerationInfo
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// (verified against the installed net10.0 runtime — Gen0/1/2, LOH, POH).
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private const int LohGenerationIndex = 3;
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private readonly GpuWorldState _world;
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private readonly LiveEntityAnimationRuntimeView<LiveEntityAnimationState>
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_animations;
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private readonly TextureCache _textures;
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private readonly WbDrawDispatcher _dispatcher;
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private readonly FrameProfiler _frameProfiler;
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private readonly IDatReaderWriter _dats;
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public WorldLifecycleResourceSnapshotSource(
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GpuWorldState world,
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WbMeshAdapter meshes,
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TextureCache textures,
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WbDrawDispatcher dispatcher,
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FrameProfiler frameProfiler)
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FrameProfiler frameProfiler,
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IDatReaderWriter dats)
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{
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_world = world ?? throw new ArgumentNullException(nameof(world));
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_animations = animations
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?? throw new ArgumentNullException(nameof(dispatcher));
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_frameProfiler = frameProfiler
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?? throw new ArgumentNullException(nameof(frameProfiler));
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_dats = dats ?? throw new ArgumentNullException(nameof(dats));
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}
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public WorldLifecycleResourceSnapshot Capture(RenderFrameOutcome outcome)
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var mesh = meshManager.Diagnostics;
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RenderFrameDiagnosticsSnapshot render = _renderDiagnostics.Snapshot;
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GCMemoryInfo memory = GC.GetGCMemoryInfo();
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ReadOnlySpan<GCGenerationInfo> generations = memory.GenerationInfo;
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long lohSizeBytes = generations.Length > LohGenerationIndex
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? generations[LohGenerationIndex].SizeAfterBytes
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: 0L;
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long lohFragmentationBytes = generations.Length > LohGenerationIndex
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? generations[LohGenerationIndex].FragmentationAfterBytes
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: 0L;
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// The DAT-object cache lives behind IDatReaderWriter (a third-party
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// interface from the DatReaderWriter package — we cannot extend it).
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// RuntimeDatCollection is the one production implementation that
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// owns the bounded per-database caches; a caller supplying a test
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// double simply reports zero counters here.
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CacheStats datObjectCacheStats = _dats is RuntimeDatCollection runtimeDats
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? runtimeDats.ObjectCacheStats
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: default;
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CacheStats cpuMeshCacheStats = meshManager.CpuMeshCacheStats;
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CacheStats decodedTextureCacheStats = meshManager.DecodedTextureCacheStats;
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return new WorldLifecycleResourceSnapshot(
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LoadedLandblocks: _world.LoadedLandblockIds.Count,
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WorldEntities: _world.Entities.Count,
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_dispatcher.LastCompositeWarmupPendingCount,
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ManagedBytes: GC.GetTotalMemory(forceFullCollection: false),
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ManagedCommittedBytes: memory.TotalCommittedBytes,
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LohSizeBytes: lohSizeBytes,
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LohFragmentationBytes: lohFragmentationBytes,
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ProcessTotalAllocatedBytes: GC.GetTotalAllocatedBytes(precise: false),
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CpuMeshCacheHits: cpuMeshCacheStats.Hits,
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CpuMeshCacheMisses: cpuMeshCacheStats.Misses,
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CpuMeshCacheEvictions: cpuMeshCacheStats.Evictions,
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DecodedTextureCacheHits: decodedTextureCacheStats.Hits,
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DecodedTextureCacheMisses: decodedTextureCacheStats.Misses,
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DecodedTextureCacheEvictions: decodedTextureCacheStats.Evictions,
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DatObjectCacheHits: datObjectCacheStats.Hits,
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DatObjectCacheMisses: datObjectCacheStats.Misses,
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DatObjectCacheEvictions: datObjectCacheStats.Evictions,
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Fps: render.Fps,
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FrameMilliseconds: render.FrameMilliseconds,
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LastFrameProfile: _frameProfiler.LastReport);
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