chore(diag): [FRAME-DIAG] StreamingController counters (apparatus)
DeferredApplyBacklog / ForceReloadCount / LastForceReloadDropCount, read by GameWindow's [FRAME-DIAG] rollup. Diagnostic scaffolding (ACDREAM_WB_DIAG=1); strip with the rest of [FRAME-DIAG] when the FPS work fully lands. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@ -122,6 +122,16 @@ public sealed class StreamingController
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/// </summary>
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public int PriorityRadius { get; set; }
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// [FRAME-DIAG] (read by GameWindow's ACDREAM_WB_DIAG rollup): the standing
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// deferred-LOAD backlog. A non-zero value during/after a teleport is the
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// GPU-upload tail draining at MaxCompletionsPerFrame. Removable probe surface.
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public int DeferredApplyBacklog => _deferredApply.Count;
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// [FRAME-DIAG]: how many times ForceReloadWindow has fired (each one drops +
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// re-uploads the WHOLE window) and the landblock count it dropped last time.
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public int ForceReloadCount { get; private set; }
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public int LastForceReloadDropCount { get; private set; }
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// Completions that were drained past a priority item get buffered here
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// so they still apply over subsequent frames without loss.
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private readonly List<LandblockStreamResult> _deferredApply = new();
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@ -361,6 +371,8 @@ public sealed class StreamingController
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_collapsed = false;
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// Snapshot — RemoveLandblock mutates the loaded set we're iterating.
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var ids = new List<uint>(_state.LoadedLandblockIds);
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ForceReloadCount++; // [FRAME-DIAG] churn counter
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LastForceReloadDropCount = ids.Count; // = upcoming re-upload volume
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foreach (var id in ids)
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{
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_state.RemoveLandblock(id);
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