feat(diag): #262 - wire the permanent [snap] login/teleport diagnostic (Campaign P P6)

PhysicsEngine.DiagnosticLog was never assigned in production, so the #111
[snap] apparatus (one line per entry-snap Resolve, low volume by design)
was structurally silent - including on the Coldeve run-on-the-spot login.
Wire it at session composition; a session reset constructs a fresh engine
and re-wires.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-30 08:21:51 +02:00
parent 9355ddcec6
commit aa07baed42

View file

@ -354,6 +354,14 @@ internal sealed class SessionPlayerCompositionPhase
// every other reveal condition (streaming residence, spawn-cell
// readiness, terrain residence, quiescence) is unchanged.
WbDrawDispatcher? revealDispatcher = live.DrawDispatcher;
// #262 (Campaign P P6): the #111 [snap] apparatus was designed as a
// permanent low-volume diagnostic (one line per login/teleport entry
// snap) but PhysicsEngine.DiagnosticLog was never wired in production,
// so the 2026-07-29 Coldeve acceptance log was structurally silent on
// which Resolve branch the run-on-the-spot login took. Wire it per
// session composition (a session reset constructs a fresh engine).
d.PhysicsEngine.DiagnosticLog =
static line => System.Console.WriteLine(line);
var revealRenderResources = new WorldRevealRenderResourceScheduler(
foundation.MeshAdapter is { } revealMeshes
? revealMeshes.SetDestinationRevealUploadPriority