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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6 changed files with 151 additions and 10 deletions
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@ -1,5 +1,6 @@
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using System.Numerics;
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using AcDream.Core.Combat;
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using AcDream.Core.Physics;
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namespace AcDream.UI.Abstractions.Panels.Debug;
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@ -234,6 +235,32 @@ public sealed class DebugVM
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/// <summary>Mirror of <c>ACDREAM_DUMP_SKY</c>.</summary>
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public bool DumpSky { get; set; }
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// L.2a slice 1 (2026-05-12): unlike DumpMotion/Vitals/Opcodes/Sky
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// above (which are display-only mirrors of sticky-at-startup env
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// vars), these forward directly to the PhysicsDiagnostics statics,
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// so checkbox toggles take effect on the next physics resolve.
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/// <summary>
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/// Runtime mirror of <c>PhysicsDiagnostics.ProbeResolveEnabled</c>
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/// (env var <c>ACDREAM_PROBE_RESOLVE</c>). Toggling here flips the
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/// resolver probe live — no relaunch required.
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/// </summary>
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public bool ProbeResolve
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{
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get => PhysicsDiagnostics.ProbeResolveEnabled;
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set => PhysicsDiagnostics.ProbeResolveEnabled = value;
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}
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/// <summary>
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/// Runtime mirror of <c>PhysicsDiagnostics.ProbeCellEnabled</c>
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/// (env var <c>ACDREAM_PROBE_CELL</c>). Toggling here flips the
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/// cell-transit probe live.
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/// </summary>
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public bool ProbeCell
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{
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get => PhysicsDiagnostics.ProbeCellEnabled;
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set => PhysicsDiagnostics.ProbeCellEnabled = value;
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}
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// ── Action hooks invoked by panel buttons ──────────────────────────
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/// <summary>
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