feat(phys L.2a slice 1): resolver + cell-transit probes (PhysicsDiagnostics)
New static `AcDream.Core.Physics.PhysicsDiagnostics` holds two runtime-toggleable flags initialized from env vars: - ACDREAM_PROBE_RESOLVE=1 — emit one [resolve] line per PhysicsEngine.ResolveWithTransition call: input/target/output position+cell, ok-vs-partial, grounded-in, contact-plane status, wall normal if hit, walkable-polygon valid, moving entity id. - ACDREAM_PROBE_CELL=1 — emit one [cell-transit] line per PlayerMovementController.CellId change: old → new cell, current world position, reason tag (resolver / teleport). Both also exposed as runtime-toggleable checkboxes in the DebugPanel "Diagnostics" section. Unlike the existing four Dump-* checkboxes (which only mirror sticky-at-startup env vars), the two new ones forward directly to PhysicsDiagnostics — toggling on/off takes effect on the next physics resolve, no relaunch. Why now: L.2's plan-of-record (docs/plans/2026-04-29-movement-collision- conformance.md) explicitly says "Land L.2a diagnostics first. Do not make another physics change blind." This slice closes the most-load- bearing gap in L.2a — a general-purpose probe on the resolver outcome and a cell-transit log — so that later L.2b/c/d/e physics changes can be evidence-driven instead of guessed. Foundation for the indoor / dungeon walking trajectory (G.3 unblock). Pure additive: when both flags are off (default), the probes collapse to a single static-bool read per resolve, zero log cost. PlayerMovement Controller's two CellId-mutation sites are now routed through a private UpdateCellId(reason) helper for diag chokepoint. Build green, 1032/1040 unit tests pass. The 8 failing tests are pre-existing on the branch base (verified by stash-and-rerun); none touch resolver or cell-transit code; all fail identically with this slice stashed. Investigation deferred to a follow-up. Refs: docs/plans/2026-04-29-movement-collision-conformance.md (L.2a shipped-slice note added in same commit). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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src/AcDream.Core/Physics/PhysicsDiagnostics.cs
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src/AcDream.Core/Physics/PhysicsDiagnostics.cs
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using System;
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namespace AcDream.Core.Physics;
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/// <summary>
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/// L.2a slice 1 (2026-05-12) — runtime-toggleable physics probe flags.
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/// Initialized from env vars at process start; flippable at runtime via
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/// the DebugPanel mirror (or by direct assignment). Log call sites read
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/// these statics so a checkbox toggle takes effect on the next resolve
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/// without relaunching.
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///
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/// <para>
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/// Slice 1 ships <see cref="ProbeResolveEnabled"/> +
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/// <see cref="ProbeCellEnabled"/>. Future slices may fold the older
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/// <c>ACDREAM_DUMP_*</c> env vars into this class for unified runtime
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/// toggling. Until then, those older flags remain sticky-at-startup
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/// per their original implementation.
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/// </para>
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/// </summary>
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public static class PhysicsDiagnostics
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{
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/// <summary>
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/// When true, <see cref="PhysicsEngine.ResolveWithTransition"/> emits
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/// one structured <c>[resolve]</c> line per call: input + target +
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/// output position/cell, grounded state, contact-plane status,
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/// collision-normal validity, walkable polygon status, moving entity
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/// id. Initial state from <c>ACDREAM_PROBE_RESOLVE=1</c>.
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/// </summary>
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public static bool ProbeResolveEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_RESOLVE") == "1";
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/// <summary>
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/// When true, every change to <c>PlayerMovementController.CellId</c>
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/// emits one <c>[cell-transit]</c> line: old → new cell, current
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/// world position, reason tag (<c>resolver</c> / <c>teleport</c>).
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/// Initial state from <c>ACDREAM_PROBE_CELL=1</c>.
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/// </summary>
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public static bool ProbeCellEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_CELL") == "1";
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}
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@ -677,6 +677,28 @@ public sealed class PhysicsEngine
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$"deltaXY=({dx:F3},{dy:F3}) cp={cpInfo}");
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}
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// L.2a slice 1 (2026-05-12): general-purpose resolver probe.
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// One line per call when PhysicsDiagnostics.ProbeResolveEnabled
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// is set (env var ACDREAM_PROBE_RESOLVE=1 at startup, or the
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// DebugPanel checkbox flipped at runtime). Captures every
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// dimension L.2 cares about: input/output position, input/output
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// cell, ok-vs-partial, grounded-in vs contact-out, contact-plane
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// status, wall normal if hit, walkable polygon valid. Zero cost
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// when off (one static-bool read).
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if (PhysicsDiagnostics.ProbeResolveEnabled)
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{
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var probePost = sp.CheckPos;
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string probeCp = ci.ContactPlaneValid
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? "valid"
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: (ci.LastKnownContactPlaneValid ? "lastKnown" : "none");
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string probeHit = collisionNormalValid
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? System.FormattableString.Invariant(
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$"yes n=({collisionNormal.X:F2},{collisionNormal.Y:F2},{collisionNormal.Z:F2})")
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: "no";
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Console.WriteLine(System.FormattableString.Invariant(
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$"[resolve] ent=0x{movingEntityId:X8} in=({currentPos.X:F3},{currentPos.Y:F3},{currentPos.Z:F3}) cell=0x{cellId:X8} tgt=({targetPos.X:F3},{targetPos.Y:F3},{targetPos.Z:F3}) out=({probePost.X:F3},{probePost.Y:F3},{probePost.Z:F3}) cell=0x{sp.CheckCellId:X8} ok={ok} groundedIn={isOnGround} cp={probeCp} hit={probeHit} walkable={sp.HasLastWalkablePolygon}"));
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}
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if (ok)
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{
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bool onGround = ci.ContactPlaneValid
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