chore(p2): strip cellar-lip dispatch-trace probes after visual confirmation
The stale-footCenter fix (cc4590f) is visually confirmed: cellar ascent is
smooth, inn door still blocks, generic step-up still climbs. The residual
9/29 (0,-1,0)-sliding-normal records did NOT manifest in live play —
confirming they were buggy-trajectory artifacts.
Remove the temporary investigation scaffolding added for this trace:
- [fc-dispatch] probe in BSPQuery.FindCollisions
- [step-sphere-down] probe in BSPQuery.StepSphereDown
- CellarLipWedgeTests.Diagnostic_TraceRecordByIndex [Theory]
Kept: the fix, the Fix_StaleFootCenter_* regression guards, and the
DocumentsResidualWedge_* documents-the-bug test. Core suite 1317 pass /
4 fail (documented baseline) / 1 skip.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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cc4590f9e5
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2 changed files with 0 additions and 69 deletions
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@ -1236,20 +1236,9 @@ public static class BSPQuery
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ResolvedPolygon? polyHit = null;
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ushort _polyId = 0; // step-down doesn't need the id, but the signature requires it
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// TEMP diagnostic (cellar-lip wedge dispatch trace, 2026-06-05): Path 3
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// reached — log the step-down probe inputs + the walkable-finder result so
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// we can see whether the cottage floor is tested + accepted. STRIP after fix.
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if (PhysicsDiagnostics.ProbeIndoorBspEnabled)
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Console.WriteLine(System.FormattableString.Invariant(
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$"[step-sphere-down] ENTER cell=0x{path.CheckCellId:X8} stepDownAmt={path.StepDownAmt:F3} walkInterp={path.WalkInterp:F3} move=({movement.X:F3},{movement.Y:F3},{movement.Z:F3}) center=({checkPos.Center.X:F3},{checkPos.Center.Y:F3},{checkPos.Center.Z:F3}) r={checkPos.Radius:F3}"));
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FindWalkableInternal(root, resolved, path, validPos, movement, up,
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ref polyHit, ref _polyId, ref changed);
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if (PhysicsDiagnostics.ProbeIndoorBspEnabled)
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Console.WriteLine(System.FormattableString.Invariant(
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$"[step-sphere-down] RESULT cell=0x{path.CheckCellId:X8} changed={changed} poly={(polyHit is null ? "n/a" : $"0x{polyHit.Id:X4} n=({polyHit.Plane.Normal.X:F3},{polyHit.Plane.Normal.Y:F3},{polyHit.Plane.Normal.Z:F3})")}"));
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if (changed && polyHit is not null)
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{
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// ACE: path.LocalSpacePos.LocalToGlobalVec(adjusted) * scale
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@ -1718,23 +1707,6 @@ public static class BSPQuery
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returnState: -1);
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}
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// TEMP diagnostic (cellar-lip wedge dispatch trace, 2026-06-05): which of
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// the 6 paths does this cell take? The path is flag-driven (BSP-independent),
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// so the synthetic-leaf test reproduces it faithfully. Deduce the path from
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// the dispatch order so a single line names path + every gating flag.
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// Gated on ACDREAM_PROBE_INDOOR_BSP. STRIP once the wedge fix lands.
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if (PhysicsDiagnostics.ProbeIndoorBspEnabled)
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{
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int _p = (path.InsertType == InsertType.Placement || obj.Ethereal) ? 1
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: path.CheckWalkable ? 2
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: path.StepDown ? 3
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: path.Collide ? 4
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: obj.State.HasFlag(ObjectInfoState.Contact) ? 5
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: 6;
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Console.WriteLine(System.FormattableString.Invariant(
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$"[fc-dispatch] cell=0x{path.CheckCellId:X8} PATH={_p} stepUp={path.StepUp} stepDown={path.StepDown} chkWalk={path.CheckWalkable} insert={path.InsertType} collide={path.Collide} contact={obj.State.HasFlag(ObjectInfoState.Contact)} ethereal={obj.Ethereal} c0=({sphere0.Center.X:F3},{sphere0.Center.Y:F3},{sphere0.Center.Z:F3}) hasS1={sphere1 is not null}"));
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}
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// Helper: transform a local-space vector to world space.
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// ACE: path.LocalSpacePos.LocalToGlobalVec(v)
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Vector3 L2W(Vector3 v) => Vector3.Transform(v, localToWorld);
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