docs #429 + probe: frame stalls are pack-independent (~1.7/s both arms); the pack converts them into visible player jumps (59 vs 3); prediction-snap theory dead
Adds the TEMPORARY PlayerPresentationProbe (ACDREAM_PROBE_PLAYER_PRESENT) per the #429 apparatus plan and records the measured two-arm evidence in the issue. Probe strips with the fix. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -115,6 +115,39 @@ ACE's >=800 misread), accumulating drift that the AutoPos/correction loop
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snaps back on its cadence. Walking (speed 1.0 both sides) and strafing
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accumulate little or no drift — matching the report exactly.
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**MEASURED 2026-08-23 (same session) — the story inverted twice and is now
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pinned by data.** A per-frame probe (`PlayerPresentationProbe`,
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`ACDREAM_PROBE_PLAYER_PRESENT=<csv>`, TEMPORARY, wired in
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`WorldRenderFrameBuilder`/`RuntimeWorldFrameEnvironmentPreparation`)
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captured `(t, camera, presented player position)` per frame over ~50 s
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of running per arm (`artifacts/owner-gate/player-present-429-packON.csv`
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/ `-packoff.csv`, ~270 FPS baseline, median frame 3.7 ms):
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- Frame stalls of 15-25 ms (max ~230-260 ms) occur ~1.7/s while moving in
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BOTH arms — pack ON 88, pack OFF 83 — the Atmospheric pack does NOT
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cause the stalls. The uncapped run reproducing the hitch had already
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killed the #235 capped-alias theory.
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- The pack changes what a stall LOOKS like: with pack ON, 59 of the 88
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long frames carry a 3x-5x player-position jump (the visible hitch);
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with pack OFF only 3 of 83 do — the same stall lands at a pipeline
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phase where the presented position has not advanced, so the player
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stays visually smooth and the owner never perceived it.
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- Right after ON-arm stall clusters, normal-length frames show ~zero
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player motion (catch-up artifacts). The prediction/AutoPos-correction
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hypothesis is DEAD: position advances exactly proportionally to
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elapsed time through the stalls; no snap-back is present in the data.
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**Two separated defects:**
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1. BASE CLIENT: periodic 15-25 ms frame stalls (~1.7/s while moving).
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GC exonerated (Gen0 at 6.3 s cadence, gen1/2 zero). Suspects:
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streaming publication/upload bursts on movement, present-path stalls.
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Instrument with a per-stall stack/phase capture, not more theories.
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2. PACK FRAME GRAPH: its ordering shifts the stall's position relative
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to the physics commit/presented-position sampling, converting silent
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stalls into visible player jumps. Establish where the ON-arm long
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frames spend their extra time (the pack's CPU stage profiler names
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stages) and where the player position is sampled relative to it.
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**Next probes (in order):**
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1. `ACDREAM_DUMP_MOTION=1` + a temporary inbound-position log for the
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LOCAL guid: does ACE send position sets for the local player every
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75
src/AcDream.App/Rendering/PlayerPresentationProbe.cs
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75
src/AcDream.App/Rendering/PlayerPresentationProbe.cs
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@ -0,0 +1,75 @@
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using System.Diagnostics;
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using System.Globalization;
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using System.Numerics;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// TEMPORARY #429 apparatus. One CSV row per rendered frame:
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/// <c>seconds,camX,camY,camZ,playerX,playerY,playerZ</c>, where seconds is a
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/// Stopwatch-derived monotonic time and player is the frame's
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/// <c>PlayerViewPosition</c> — the presented local-player position driving
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/// lighting/visibility this frame. Off unless
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/// <c>ACDREAM_PROBE_PLAYER_PRESENT=<path></c> is set (one null check per
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/// frame). Analysis: a hitch frame shows the player's per-frame delta
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/// collapsing to ~0 or doubling; whether the SAME frame's dt is smooth
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/// separates a presentation-phase bug (pack frame graph sampling a stale
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/// snapshot) from genuine frame-pacing spikes. Strip with the #429 fix.
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/// </summary>
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internal sealed class PlayerPresentationProbe : IDisposable
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{
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private readonly StreamWriter _writer;
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private readonly long _startTimestamp = Stopwatch.GetTimestamp();
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private int _linesSinceFlush;
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private PlayerPresentationProbe(StreamWriter writer)
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{
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_writer = writer;
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_writer.WriteLine("seconds,camX,camY,camZ,playerX,playerY,playerZ");
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}
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internal static PlayerPresentationProbe? CreateFromEnvironment()
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{
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string? path = Environment.GetEnvironmentVariable("ACDREAM_PROBE_PLAYER_PRESENT");
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if (string.IsNullOrWhiteSpace(path))
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return null;
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try
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{
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return new PlayerPresentationProbe(new StreamWriter(path, append: false));
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}
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catch (Exception ex)
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{
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Console.Error.WriteLine(
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$"[player-present] probe file '{path}' could not be opened: {ex.Message}");
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return null;
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}
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}
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internal void Observe(in Vector3 cameraPosition, in Vector3 playerViewPosition)
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{
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double seconds = (Stopwatch.GetTimestamp() - _startTimestamp)
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/ (double)Stopwatch.Frequency;
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_writer.WriteLine(string.Create(
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CultureInfo.InvariantCulture,
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$"{seconds:F6},{cameraPosition.X:F4},{cameraPosition.Y:F4},{cameraPosition.Z:F4},{playerViewPosition.X:F4},{playerViewPosition.Y:F4},{playerViewPosition.Z:F4}"));
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if (++_linesSinceFlush >= 240)
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{
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_linesSinceFlush = 0;
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_writer.Flush();
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}
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}
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public void Dispose()
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{
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try
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{
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_writer.Flush();
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_writer.Dispose();
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}
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catch
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{
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// A probe must never turn teardown fallible.
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}
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}
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}
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@ -450,6 +450,10 @@ internal sealed class RuntimeWorldFrameEnvironmentPreparation
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private readonly HashSet<uint> _visibleCells = [];
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private bool _visibleCellsValid;
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/// <summary>TEMPORARY #429 — see <see cref="PlayerPresentationProbe"/>.</summary>
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private readonly PlayerPresentationProbe? _playerPresentProbe =
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PlayerPresentationProbe.CreateFromEnvironment();
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public RuntimeWorldFrameEnvironmentPreparation(
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RuntimeOptions options,
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WorldTimeService worldTime,
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@ -485,6 +489,10 @@ internal sealed class RuntimeWorldFrameEnvironmentPreparation
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activeDayGroup,
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camera.Position);
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// TEMPORARY #429 apparatus — one CSV row per frame; off unless
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// ACDREAM_PROBE_PLAYER_PRESENT names a file. Strip with the fix.
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_playerPresentProbe?.Observe(camera.Position, roots.PlayerViewPosition);
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UpdateSunFromSky(foundation.Sky, roots.PlayerInsideCell);
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_lighting.UpdateViewerLight(roots.PlayerViewPosition);
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_lighting.Tick(camera.Position);
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