feat(render) Campaign FW3.2b-2: the walk shadow probe (I5 pattern)
ACDREAM_PROBE_WALK_SHADOW=1 (documented row; throwaway - dies with the flip commit) runs the PRODUCTION retail frame walk per frame in shadow over the FW3.1 registries - WalkProductionFrameContext from the live camera, SetViewer recentring, interior rooting via LoadedCell.Walk - and prints one [walk-shadow] divergence line per frame whose visited cell set differs from the old path (main flood + look-ins), plus a loud PROBE FAULT line on any exception. No draws change. This is the I5 dual-shadow pattern applied to the FW3 static cutover: it proves the production walk world data live and quantifies old-vs-walk divergence before any pixel moves. CellVisibility joins the renderer plumbing as the walk cell registry. Suites: full Release build 0 warnings; hermetic 6,753/0; LaunchOptionsDocumentationTests green (both directions). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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4 changed files with 131 additions and 3 deletions
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@ -314,6 +314,7 @@ issue is closed, the strip was missed; delete both.
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| `ACDREAM_PROBE_CELL_CACHE` | indoor walking phase d | `=1` | gates one `[cell-cache]` line per EnvCell first-cached in `PhysicsDataCache.CacheCellStruct` (poly counts, BSP root structure) | print-only; fires at most once per EnvCell (cache is no-op after first population); no DebugPanel mirror | `PhysicsDiagnostics.ProbeCellCacheEnabled` |
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| `ACDREAM_PROBE_CHILD_CELL` | c4 route 7 | `=1` | gates one `[child-cell]` line per Runtime committed-child canonical-cell write in `RuntimeLiveEntitySessionController`, `RuntimeEntityObjectLifetime`, `RuntimeEntityDirectory` (parent/child guid, old/new cell, cause tag) | print-only | `PhysicsDiagnostics.ProbeChildCellEnabled` |
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| `ACDREAM_PROBE_CLIPROUTE` | "throwaway apparatus — strip once §4 ships" | `=1` | print-on-change `[clip-route]` / `[clip-route-disp]` / `[clip-route-scis]` lines: outside-slice clip routing, region-SSBO bytes, terrain-UBO head, actual GL/RHI scissor state | print-only | `RenderingDiagnostics.ProbeClipRouteEnabled` |
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| `ACDREAM_PROBE_WALK_SHADOW` | Campaign FW3.2b-2 flip apparatus — dies with the flip commit | `=1` | runs the PRODUCTION retail frame walk per frame in SHADOW (no draws change) and prints one `[walk-shadow]` line per frame whose visited cell/building sets diverge from the old visibility path (the I5 dual-shadow pattern applied to the FW3 static cutover) | print-only; adds the per-frame CPU cost of the shadow walk while set | `RenderingDiagnostics.ProbeWalkShadowEnabled` |
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| `ACDREAM_PROBE_CONTACT_PLANE` | spike-only, 2026-05-20 | `=1` | gates one `[cp-write]` line per write to `CollisionInfo.ContactPlane*`/`LastKnownContactPlane*` fields (field, old→new, caller method via stack walk, source line); only logs on actual value changes | print-only, but performs a stack walk to identify the caller method when firing — real CPU cost per write while on (not just a string format); suppresses no-op writes to bound volume | `PhysicsDiagnostics.ProbeContactPlaneEnabled` |
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| `ACDREAM_PROBE_ENT` | #138 | `="1"` | Traces the persistent player entity across teleport streaming churn: presence in the render draw-set flat view vs. survival of the dynamics cull, to distinguish "missing from draw set" vs "present but culled" | print-only, "Observation-only — emits no behavior change" (doc comment). `LogPlayerDynOnChange` dedupes by transition to avoid per-frame spam. Marked STRIP-once-root-caused (like the dense-town FPS apparatus). | `EntityVanishProbe.Enabled` (`EntityVanishProbe.cs:23-24`), issue #138-B |
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| `ACDREAM_PROBE_FLAP` | "throwaway apparatus — strip once the flap mechanism is confirmed" | `=1` | EVERY FRAME (unthrottled, not change-gated) while the camera root is indoor: `[flap]` from `PortalVisibilityBuilder.Build` (portal side-test/traverse/cull/projection) + paired `[flap-cam]` from `PhysicsCameraCollisionProbe`/`[flap-sweep]` (FindCameraCell resolution, eye positions) | print-only, but unthrottled per-frame `StringBuilder` allocation + `Console.WriteLine` on multiple call sites while indoor — heavy log volume/allocation under sustained indoor play; does not alter rendered output | `RenderingDiagnostics.ProbeFlapEnabled` |
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@ -517,7 +517,8 @@ internal sealed class FrameRootCompositionPhase
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// data, published/retired with each landblock by the
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// render publisher (FW3.1).
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live.LandblockPipeline.RenderPublisher?.WalkBuildings,
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live.LandblockPipeline.RenderPublisher?.WalkLandscape),
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live.LandblockPipeline.RenderPublisher?.WalkLandscape,
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d.CellVisibility),
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retailPViewPassExecutor,
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retailPViewPassExecutor),
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retailPViewCells,
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@ -96,18 +96,21 @@ public sealed class RetailPViewRenderer
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// Campaign FW3.2b-2: the walk's production world-data registries
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// (published/retired by LandblockRenderPublisher) plus the per-frame
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// driver state. Null until the composition passes them; the static
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// cutover requires both.
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// cutover requires all three.
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private readonly Walk.WalkBuildingRegistry? _walkBuildings;
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private readonly Walk.WalkLandscapeAssembler? _walkLandscape;
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private readonly CellVisibility? _walkCellRegistry;
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internal RetailPViewRenderer(
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InteriorEntityPartition.IObserver? partitionObserver,
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RenderScenePViewFrameProductController? sceneFrameProduct = null,
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Walk.WalkBuildingRegistry? walkBuildings = null,
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Walk.WalkLandscapeAssembler? walkLandscape = null)
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Walk.WalkLandscapeAssembler? walkLandscape = null,
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CellVisibility? walkCellRegistry = null)
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{
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_walkBuildings = walkBuildings;
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_walkLandscape = walkLandscape;
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_walkCellRegistry = walkCellRegistry;
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_partitionObserver = partitionObserver;
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_candidateObserver = partitionObserver as ICurrentRenderPViewObserver;
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_sceneFrameProduct = sceneFrameProduct;
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@ -293,6 +296,13 @@ public sealed class RetailPViewRenderer
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partition);
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passes.EmitDiagnostics(ctx, result);
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// Campaign FW3.2b-2 flip apparatus (ACDREAM_PROBE_WALK_SHADOW=1,
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// throwaway — dies with the flip commit): run the PRODUCTION
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// retail frame walk in shadow and report set divergence vs this
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// frame's old-path visibility. No draws change.
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if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeWalkShadowEnabled)
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RunWalkShadowProbe(ctx, prepareCells);
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// #118: stage assignment for dynamics under an INTERIOR root. Retail
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// draws the OUTSIDE world's objects inside the landscape stage —
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// PView::DrawCells runs LScape::draw FIRST (pc:432719), then the gated
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@ -870,6 +880,111 @@ public sealed class RetailPViewRenderer
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}
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}
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/// <summary>Campaign FW3.2b-2 flip apparatus (the I5 dual-shadow
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/// pattern): drive the production walk over the FW3.1 registries with a
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/// set-collecting sink and print one <c>[walk-shadow]</c> line per frame
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/// whose visited cells diverge from the old path's
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/// <paramref name="oldPathCells"/> (main flood ∪ look-ins). Divergence is
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/// EXPECTED where the walk's retail model deliberately differs from the
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/// old builder — the probe's value is proving the production data
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/// pipeline live and QUANTIFYING the difference for the flip review. A
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/// probe exception prints loudly and never kills the frame (it is the
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/// probe's own signal, not a production fault).</summary>
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private void RunWalkShadowProbe(
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RetailPViewFrameInput ctx, HashSet<uint> oldPathCells)
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{
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if (_walkBuildings is null || _walkLandscape is null
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|| _walkCellRegistry is null)
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{
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return;
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}
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try
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{
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// Forward = -(view column 3): System.Numerics CreateLookAt's
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// zaxis is eye-target (backward). Viewport: the walk's SETS are
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// viewport-scale-tolerant (every screen projection shares the
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// same constants), so the shadow pins retail's capture size; the
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// flip itself will use the real attachment extent.
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Matrix4x4 view = ctx.CameraView;
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var forward = Vector3.Normalize(new Vector3(-view.M13, -view.M23, -view.M33));
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var context = new Walk.WalkProductionFrameContext(
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_walkCellRegistry,
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_walkBuildings,
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ctx.ViewerEyePos,
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forward,
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ctx.ViewProjection,
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viewportWidth: 1024f,
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viewportHeight: 720f);
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Walk.WalkLandscape landscape = _walkLandscape.Landscape;
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_walkLandscape.SetViewer(ctx.ViewerCellId, ctx.ViewerEyePos);
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Walk.WalkCell? cameraCell = null;
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if ((ctx.ViewerCellId & 0xFFFFu) >= 0x100)
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{
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cameraCell = _walkCellRegistry.TryGetCell(ctx.ViewerCellId, out LoadedCell? loaded)
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? loaded?.Walk
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: null;
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if (cameraCell is null)
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{
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Console.WriteLine(
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$"[walk-shadow] root={ctx.ViewerCellId:x8} interior camera cell has no walk data");
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return;
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}
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}
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var sink = new WalkShadowSink();
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_walkShadowFrameWalk.WalkFrame(
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ctx.ViewerCellId, cameraCell, landscape, context, sink);
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int onlyWalk = 0;
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foreach (uint id in sink.Cells)
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if (!oldPathCells.Contains(id))
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onlyWalk++;
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int onlyOld = 0;
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foreach (uint id in oldPathCells)
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if (!sink.Cells.Contains(id))
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onlyOld++;
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if (onlyWalk != 0 || onlyOld != 0)
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{
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Console.WriteLine(
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$"[walk-shadow] root={ctx.ViewerCellId:x8} walkCells={sink.Cells.Count} "
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+ $"oldCells={oldPathCells.Count} onlyWalk={onlyWalk} onlyOld={onlyOld} "
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+ $"walkBuildings={sink.BuildingCount} landscapeTurns={sink.LandscapeCount}");
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}
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}
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catch (Exception failure)
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{
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Console.WriteLine($"[walk-shadow] PROBE FAULT root={ctx.ViewerCellId:x8}: {failure}");
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}
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}
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private readonly Walk.RetailFrameWalk _walkShadowFrameWalk = new();
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private sealed class WalkShadowSink : Walk.IWalkEventSink
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{
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public readonly HashSet<uint> Cells = new();
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public int BuildingCount;
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public int LandscapeCount;
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public void Emit(in Walk.WalkEvent walkEvent)
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{
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switch (walkEvent.Kind)
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{
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case Walk.WalkEventKind.DrawInside:
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Cells.Add(walkEvent.CellId);
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break;
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case Walk.WalkEventKind.DrawCells:
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foreach (uint id in walkEvent.Cells)
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Cells.Add(id);
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break;
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case Walk.WalkEventKind.Building:
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BuildingCount++;
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break;
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case Walk.WalkEventKind.Landscape:
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LandscapeCount++;
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break;
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}
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}
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}
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private void DrawLandscapeThroughOutsideView(
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RetailPViewFrameInput ctx,
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IRetailPViewPassExecutor passes,
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@ -160,6 +160,17 @@ public static class RenderingDiagnostics
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public static bool ProbeClipRouteEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_CLIPROUTE") == "1";
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/// <summary>
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/// Campaign FW3.2b-2 flip apparatus (2026-08-30): when true and the walk
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/// registries are wired, RetailPViewRenderer runs the PRODUCTION retail
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/// frame walk per frame in SHADOW (no draws change) and emits one
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/// [walk-shadow] line per frame whose cell/building sets diverge from the
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/// old visibility path — the I5 dual-shadow pattern applied to the FW3
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/// static cutover. Throwaway apparatus — dies with the flip commit.
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/// </summary>
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public static bool ProbeWalkShadowEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_WALK_SHADOW") == "1";
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/// <summary>
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/// Bounded-propagation port apparatus (2026-06-08). When true, PortalVisibilityBuilder.Build emits
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/// one [portal-churn] summary line per call: per-cell pop count (re-pops = churn), total re-enqueues,
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