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>
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4 changed files with 0 additions and 242 deletions
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@ -859,27 +859,6 @@ public static class CellTransit
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if (PhysicsDiagnostics.ProbeCellSetEnabled)
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PhysicsDiagnostics.LogCellSetBuild(currentCellId, worldSphereCenter, candidates);
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// Lost-collision probe (REMOVABLE): in a landblock that HAS cached buildings,
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// report which of them are reachable from the player's swept candidate set.
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// reachable=NO while standing at a wall ⇒ the building IS cached but the
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// post-teleport cell resolution excludes its landcell (#145); empty cachedInLb
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// ⇒ the landblock's CacheBuilding never ran. One line per walk, near buildings.
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if (PhysicsDiagnostics.ProbeBuildingReachEnabled)
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{
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uint prefix = currentCellId & 0xFFFF0000u;
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var cachedInLb = new List<uint>();
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foreach (var bid in cache.BuildingIds)
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if ((bid & 0xFFFF0000u) == prefix) cachedInLb.Add(bid);
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var inSet = new List<uint>();
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for (int ci = 0; ci < candidates.Count; ci++)
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{
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uint cid = candidates.OrderedIds[ci];
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if ((cid & 0xFFFFu) < 0x0100u && cache.GetBuilding(cid) is not null)
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inSet.Add(cid);
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}
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PhysicsDiagnostics.LogBuildingReach(currentCellId, candidates.Count, cachedInLb, inSet);
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}
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// THE PICK — verbatim CObjCell::find_cell_list containing-cell pick
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// (pseudo_c:308788-308825): iterate the array IN ORDER from index 0; for each
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// cell, point_in_cell; set the running result on ANY containing cell;
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