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