feat(B.4c): [door-cycle] diagnostic in OnLiveMotionUpdated
Logs one line per UpdateMotion arriving for an entity named "Door" when ACDREAM_PROBE_BUILDING=1. Greppable trail for the B.4c visual test: confirms the dispatcher hit the sequencer for door open / close. Durable subsystem-named tag per the Opus reviewer's B.4b feedback ([B.4c] would rot after phase archival; [door-cycle] survives). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@ -3149,6 +3149,15 @@ public sealed class GameWindow : IDisposable
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$"| seq now style=0x{seqStyle:X8} motion=0x{seqMotion:X8}");
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}
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// Phase B.4c — durable per-Door UM dispatch trail for visual-test grep.
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if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeBuildingEnabled
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&& _liveEntityInfoByGuid.TryGetValue(update.Guid, out var doorInfo)
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&& doorInfo.Name == "Door")
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{
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Console.WriteLine(System.FormattableString.Invariant(
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$"[door-cycle] guid=0x{update.Guid:X8} stance=0x{update.MotionState.Stance:X4} cmd=0x{(update.MotionState.ForwardCommand ?? 0u):X4}"));
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}
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// Wire server-echoed RunRate first — used for the player's own
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// locomotion tuning regardless of whether a cycle resolves.
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if (_playerController is not null
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