chore: strip world-load deep-dive diagnostic probes

Removes the scenery-frame, building-reach, and stream-resid probes added during the
world-load/FPS deep-dive (all root-caused + fixed). Gated-off diagnostics only; no
behavior change. The fixes they found remain.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-23 00:23:15 +02:00
parent 9945d46280
commit 92e95bea53
4 changed files with 0 additions and 242 deletions

View file

@ -859,27 +859,6 @@ public static class CellTransit
if (PhysicsDiagnostics.ProbeCellSetEnabled)
PhysicsDiagnostics.LogCellSetBuild(currentCellId, worldSphereCenter, candidates);
// Lost-collision probe (REMOVABLE): in a landblock that HAS cached buildings,
// report which of them are reachable from the player's swept candidate set.
// reachable=NO while standing at a wall ⇒ the building IS cached but the
// post-teleport cell resolution excludes its landcell (#145); empty cachedInLb
// ⇒ the landblock's CacheBuilding never ran. One line per walk, near buildings.
if (PhysicsDiagnostics.ProbeBuildingReachEnabled)
{
uint prefix = currentCellId & 0xFFFF0000u;
var cachedInLb = new List<uint>();
foreach (var bid in cache.BuildingIds)
if ((bid & 0xFFFF0000u) == prefix) cachedInLb.Add(bid);
var inSet = new List<uint>();
for (int ci = 0; ci < candidates.Count; ci++)
{
uint cid = candidates.OrderedIds[ci];
if ((cid & 0xFFFFu) < 0x0100u && cache.GetBuilding(cid) is not null)
inSet.Add(cid);
}
PhysicsDiagnostics.LogBuildingReach(currentCellId, candidates.Count, cachedInLb, inSet);
}
// THE PICK — verbatim CObjCell::find_cell_list containing-cell pick
// (pseudo_c:308788-308825): iterate the array IN ORDER from index 0; for each
// cell, point_in_cell; set the running result on ANY containing cell;