diff --git a/docs/launch-options.md b/docs/launch-options.md
index 9decd203..7037b2a2 100644
--- a/docs/launch-options.md
+++ b/docs/launch-options.md
@@ -314,6 +314,7 @@ issue is closed, the strip was missed; delete both.
| `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` |
| `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` |
| `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` |
+| `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` |
| `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` |
| `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 |
| `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` |
diff --git a/src/AcDream.App/Composition/FrameRootComposition.cs b/src/AcDream.App/Composition/FrameRootComposition.cs
index c92d5320..793ce392 100644
--- a/src/AcDream.App/Composition/FrameRootComposition.cs
+++ b/src/AcDream.App/Composition/FrameRootComposition.cs
@@ -517,7 +517,8 @@ internal sealed class FrameRootCompositionPhase
// data, published/retired with each landblock by the
// render publisher (FW3.1).
live.LandblockPipeline.RenderPublisher?.WalkBuildings,
- live.LandblockPipeline.RenderPublisher?.WalkLandscape),
+ live.LandblockPipeline.RenderPublisher?.WalkLandscape,
+ d.CellVisibility),
retailPViewPassExecutor,
retailPViewPassExecutor),
retailPViewCells,
diff --git a/src/AcDream.App/Rendering/RetailPViewRenderer.cs b/src/AcDream.App/Rendering/RetailPViewRenderer.cs
index dadbdc9c..81c38464 100644
--- a/src/AcDream.App/Rendering/RetailPViewRenderer.cs
+++ b/src/AcDream.App/Rendering/RetailPViewRenderer.cs
@@ -96,18 +96,21 @@ public sealed class RetailPViewRenderer
// Campaign FW3.2b-2: the walk's production world-data registries
// (published/retired by LandblockRenderPublisher) plus the per-frame
// driver state. Null until the composition passes them; the static
- // cutover requires both.
+ // cutover requires all three.
private readonly Walk.WalkBuildingRegistry? _walkBuildings;
private readonly Walk.WalkLandscapeAssembler? _walkLandscape;
+ private readonly CellVisibility? _walkCellRegistry;
internal RetailPViewRenderer(
InteriorEntityPartition.IObserver? partitionObserver,
RenderScenePViewFrameProductController? sceneFrameProduct = null,
Walk.WalkBuildingRegistry? walkBuildings = null,
- Walk.WalkLandscapeAssembler? walkLandscape = null)
+ Walk.WalkLandscapeAssembler? walkLandscape = null,
+ CellVisibility? walkCellRegistry = null)
{
_walkBuildings = walkBuildings;
_walkLandscape = walkLandscape;
+ _walkCellRegistry = walkCellRegistry;
_partitionObserver = partitionObserver;
_candidateObserver = partitionObserver as ICurrentRenderPViewObserver;
_sceneFrameProduct = sceneFrameProduct;
@@ -293,6 +296,13 @@ public sealed class RetailPViewRenderer
partition);
passes.EmitDiagnostics(ctx, result);
+ // Campaign FW3.2b-2 flip apparatus (ACDREAM_PROBE_WALK_SHADOW=1,
+ // throwaway — dies with the flip commit): run the PRODUCTION
+ // retail frame walk in shadow and report set divergence vs this
+ // frame's old-path visibility. No draws change.
+ if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeWalkShadowEnabled)
+ RunWalkShadowProbe(ctx, prepareCells);
+
// #118: stage assignment for dynamics under an INTERIOR root. Retail
// draws the OUTSIDE world's objects inside the landscape stage —
// PView::DrawCells runs LScape::draw FIRST (pc:432719), then the gated
@@ -870,6 +880,111 @@ public sealed class RetailPViewRenderer
}
}
+ /// Campaign FW3.2b-2 flip apparatus (the I5 dual-shadow
+ /// pattern): drive the production walk over the FW3.1 registries with a
+ /// set-collecting sink and print one [walk-shadow] line per frame
+ /// whose visited cells diverge from the old path's
+ /// (main flood ∪ look-ins). Divergence is
+ /// EXPECTED where the walk's retail model deliberately differs from the
+ /// old builder — the probe's value is proving the production data
+ /// pipeline live and QUANTIFYING the difference for the flip review. A
+ /// probe exception prints loudly and never kills the frame (it is the
+ /// probe's own signal, not a production fault).
+ private void RunWalkShadowProbe(
+ RetailPViewFrameInput ctx, HashSet oldPathCells)
+ {
+ if (_walkBuildings is null || _walkLandscape is null
+ || _walkCellRegistry is null)
+ {
+ return;
+ }
+ try
+ {
+ // Forward = -(view column 3): System.Numerics CreateLookAt's
+ // zaxis is eye-target (backward). Viewport: the walk's SETS are
+ // viewport-scale-tolerant (every screen projection shares the
+ // same constants), so the shadow pins retail's capture size; the
+ // flip itself will use the real attachment extent.
+ Matrix4x4 view = ctx.CameraView;
+ var forward = Vector3.Normalize(new Vector3(-view.M13, -view.M23, -view.M33));
+ var context = new Walk.WalkProductionFrameContext(
+ _walkCellRegistry,
+ _walkBuildings,
+ ctx.ViewerEyePos,
+ forward,
+ ctx.ViewProjection,
+ viewportWidth: 1024f,
+ viewportHeight: 720f);
+ Walk.WalkLandscape landscape = _walkLandscape.Landscape;
+ _walkLandscape.SetViewer(ctx.ViewerCellId, ctx.ViewerEyePos);
+ Walk.WalkCell? cameraCell = null;
+ if ((ctx.ViewerCellId & 0xFFFFu) >= 0x100)
+ {
+ cameraCell = _walkCellRegistry.TryGetCell(ctx.ViewerCellId, out LoadedCell? loaded)
+ ? loaded?.Walk
+ : null;
+ if (cameraCell is null)
+ {
+ Console.WriteLine(
+ $"[walk-shadow] root={ctx.ViewerCellId:x8} interior camera cell has no walk data");
+ return;
+ }
+ }
+ var sink = new WalkShadowSink();
+ _walkShadowFrameWalk.WalkFrame(
+ ctx.ViewerCellId, cameraCell, landscape, context, sink);
+
+ int onlyWalk = 0;
+ foreach (uint id in sink.Cells)
+ if (!oldPathCells.Contains(id))
+ onlyWalk++;
+ int onlyOld = 0;
+ foreach (uint id in oldPathCells)
+ if (!sink.Cells.Contains(id))
+ onlyOld++;
+ if (onlyWalk != 0 || onlyOld != 0)
+ {
+ Console.WriteLine(
+ $"[walk-shadow] root={ctx.ViewerCellId:x8} walkCells={sink.Cells.Count} "
+ + $"oldCells={oldPathCells.Count} onlyWalk={onlyWalk} onlyOld={onlyOld} "
+ + $"walkBuildings={sink.BuildingCount} landscapeTurns={sink.LandscapeCount}");
+ }
+ }
+ catch (Exception failure)
+ {
+ Console.WriteLine($"[walk-shadow] PROBE FAULT root={ctx.ViewerCellId:x8}: {failure}");
+ }
+ }
+
+ private readonly Walk.RetailFrameWalk _walkShadowFrameWalk = new();
+
+ private sealed class WalkShadowSink : Walk.IWalkEventSink
+ {
+ public readonly HashSet Cells = new();
+ public int BuildingCount;
+ public int LandscapeCount;
+
+ public void Emit(in Walk.WalkEvent walkEvent)
+ {
+ switch (walkEvent.Kind)
+ {
+ case Walk.WalkEventKind.DrawInside:
+ Cells.Add(walkEvent.CellId);
+ break;
+ case Walk.WalkEventKind.DrawCells:
+ foreach (uint id in walkEvent.Cells)
+ Cells.Add(id);
+ break;
+ case Walk.WalkEventKind.Building:
+ BuildingCount++;
+ break;
+ case Walk.WalkEventKind.Landscape:
+ LandscapeCount++;
+ break;
+ }
+ }
+ }
+
private void DrawLandscapeThroughOutsideView(
RetailPViewFrameInput ctx,
IRetailPViewPassExecutor passes,
diff --git a/src/AcDream.Core/Rendering/RenderingDiagnostics.cs b/src/AcDream.Core/Rendering/RenderingDiagnostics.cs
index 634627f4..d7dcdef9 100644
--- a/src/AcDream.Core/Rendering/RenderingDiagnostics.cs
+++ b/src/AcDream.Core/Rendering/RenderingDiagnostics.cs
@@ -160,6 +160,17 @@ public static class RenderingDiagnostics
public static bool ProbeClipRouteEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_CLIPROUTE") == "1";
+ ///
+ /// Campaign FW3.2b-2 flip apparatus (2026-08-30): when true and the walk
+ /// registries are wired, RetailPViewRenderer runs the PRODUCTION retail
+ /// frame walk per frame in SHADOW (no draws change) and emits one
+ /// [walk-shadow] line per frame whose cell/building sets diverge from the
+ /// old visibility path — the I5 dual-shadow pattern applied to the FW3
+ /// static cutover. Throwaway apparatus — dies with the flip commit.
+ ///
+ public static bool ProbeWalkShadowEnabled { get; set; } =
+ Environment.GetEnvironmentVariable("ACDREAM_PROBE_WALK_SHADOW") == "1";
+
///
/// Bounded-propagation port apparatus (2026-06-08). When true, PortalVisibilityBuilder.Build emits
/// one [portal-churn] summary line per call: per-cell pop count (re-pops = churn), total re-enqueues,