diag(render): composite-warmup stall probe for the session-3 tunnel hang
The 2026-07-29 Coldeve session 3 stuck the player in the portal tunnel forever: generation 2 (Town Network, 0x00070156) published render but composites/collision never became ready, and the reveal latch correctly held the tunnel. The composite warmup queue in WbDrawDispatcher has exactly two permanent-stall shapes - a GfxObj id that never resolves (silent load failure, e.g. custom-server content absent from the baked pak) or an upload budget that never reopens - and they are indistinguishable from the reveal log alone. ACDREAM_PROBE_REVEAL=1 (NetDiagnostics.ProbeReveal) now emits one [composite-warmup] STALL line per second while warmup blocks a reveal: pending count, queue depth, scan state, upload-budget gate, and the first four pending GfxObj ids. Zero cost when off. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -33,4 +33,16 @@ public static class NetDiagnostics
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/// </summary>
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public static bool ProbeNet { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_NET") == "1";
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/// <summary>
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/// <c>ACDREAM_PROBE_REVEAL=1</c> — #260 reveal-stall probe: while a
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/// reveal destination's composite warmup is incomplete, emit one
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/// <c>[composite-warmup]</c> line per second naming the pending queue
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/// depth, scan state, upload-budget gate, and the first few unresolved
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/// GfxObj ids. The two permanent-stall shapes (a mesh id that never
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/// resolves vs. an upload budget that never reopens) are otherwise
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/// indistinguishable and invisible.
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/// </summary>
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public static bool ProbeReveal { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_REVEAL") == "1";
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}
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