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>
This commit is contained in:
Erik 2026-05-14 07:05:05 +02:00
parent 9053860f1b
commit b89f0044e3

View file

@ -3149,6 +3149,15 @@ public sealed class GameWindow : IDisposable
$"| seq now style=0x{seqStyle:X8} motion=0x{seqMotion:X8}");
}
// Phase B.4c — durable per-Door UM dispatch trail for visual-test grep.
if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeBuildingEnabled
&& _liveEntityInfoByGuid.TryGetValue(update.Guid, out var doorInfo)
&& doorInfo.Name == "Door")
{
Console.WriteLine(System.FormattableString.Invariant(
$"[door-cycle] guid=0x{update.Guid:X8} stance=0x{update.MotionState.Stance:X4} cmd=0x{(update.MotionState.ForwardCommand ?? 0u):X4}"));
}
// Wire server-echoed RunRate first — used for the player's own
// locomotion tuning regardless of whether a cycle resolves.
if (_playerController is not null