Commit graph

12 commits

Author SHA1 Message Date
Erik
4285f1dbb1 fix(diag): attach EventPipe observers after client startup
Starting dotnet-counters in the process-creation race can suspend the CLR before the graphical host creates its window. Wait for the guaranteed in-world boundary, then attach counters and contention tracing during the route's warm-up interval.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-24 13:09:24 +02:00
Erik
2c874b0977 fix(diag): bind stationary samples to route checkpoints
Free-running sleeps could label a sample as the old scene exactly when automation began the next teleport. Give every route stop an explicit post-input liveness dwell and post-checkpoint hold, then capture process and frame facts only after its named canonical barrier.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-24 12:54:57 +02:00
Erik
e797e7482a fix(diag): gate connected soak on guaranteed login boundary
The first-player-position line is emitted only when initial streaming must recenter. Treating it as a required login event made a valid same-landblock login time out while route automation was already running. Gate on in-world and the route's authoritative materialization barriers instead.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-24 12:49:59 +02:00
Erik
3ee8ec537a perf(diag): complete trustworthy Slice A capture tooling
Correct whole-frame GPU timestamps so they bracket only the accepted render transaction and associate delayed query results with the owning CPU frame. Add route-wide frame-history summaries, fixed-camera screenshot comparison, process counters, contention traces, a pinned Arwic workload, and credential-safe launch disclosure.

The reference hardware/display contract now keeps local and RDP populations separate and defines the screenshot and re-baseline rules needed by later prepared-content gates.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-24 12:46:51 +02:00
Erik
7b456b49d6 perf(diag): per-frame history export + checkpoint LOH/cache counters + soak capped mode (2026-07-24 audit review)
An adversarial performance review found our own instruments cannot
measure the project's own performance gates:

- FrameProfiler aggregated CPU/GPU/alloc/stage samples into ~5-second
  windows and reset the ring buffers after each report, so route-wide
  p50/p95/p99 distributions across a whole soak could not be
  reconstructed after the fact. ACDREAM_FRAME_HISTORY=<path> now opts
  into a separate per-frame history (one record per frame, ~72
  bytes/record, accumulated in memory with zero frame-thread I/O) that
  a shutdown-only Dispose() writes as CSV. The aggregated [frame-prof]
  report format and its existing metrics are unchanged.

- The canonical checkpoint JSON tracked cache residency (entry/byte
  counts) but never LOH size/fragmentation, process-wide allocated
  bytes, or cache hit/miss/eviction traffic — a committed audit JSON
  showed 65% LOH fragmentation that no tracked instrument recorded,
  and "does a revisit portal hit or miss the caches" was unanswerable
  from an artifact alone. WorldLifecycleResourceSnapshot now carries
  loh_size_bytes/loh_fragmentation_bytes (GCMemoryInfo.GenerationInfo
  index 3), process_total_allocated_bytes (GC.GetTotalAllocatedBytes),
  and Interlocked hit/miss/eviction counters for the CPU mesh cache,
  decoded-texture cache, and the four bounded DAT-object caches
  (portal/cell/highRes/language, aggregated).

- run-connected-r6-soak.ps1 unconditionally forced
  ACDREAM_UNCAPPED_RENDER=1 with no capped mode, while its sibling
  lifecycle-gate script correctly gated it behind a switch. Added
  -Uncapped (default capped, matching the sibling script's pattern),
  fixed the stationary dwell (12s -> 26s, past the 25s
  LiveEntityLivenessController deadline the adjacent comment already
  cited), and now write an env-disclosure.json into the automation
  artifact directory before every launch listing every ACDREAM_* var
  the script sets plus -Uncapped, since the prior audit could only see
  ACDREAM_DUMP_MOVE_TRUTH and nothing else was ever recorded anywhere.

Cache counters are wired via the existing composition path
(ObjectMeshManager already owns the CPU mesh cache and the mesh
extractor directly; content.Dats is threaded into
WorldLifecycleResourceSnapshotSource the same way every other
composition consumer receives it). The DAT-object cache lives behind
IDatReaderWriter, a third-party interface from the DatReaderWriter
package that cannot be extended; RuntimeDatCollection (the one
production implementation) exposes the aggregate stats directly and a
pattern match reads them, degrading to zero for any test double —
no new static registry was introduced (GpuMemoryTracker remains the
one precedented process-wide static).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
(cherry picked from commit 1da2c33c875b41fa383dd79694ee2765f0e21896)
2026-07-24 12:00:30 +02:00
Erik
6c5e0604c9 test(app): make canonical soak comparisons workload-aware
Pin every ACE teleloc to an explicit starting quaternion and distinguish stable-workload owner growth from legitimate authoritative population, visibility, and cache-retirement changes. Preserve the original process residency and frame-cost limits while making canonical deltas actionable.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 20:13:29 +02:00
Erik
bca4148739 test(app): add canonical connected soak snapshots
Make scripted lifecycle checkpoints acknowledged post-diagnostics render barriers, capture the exact frame outcome beside canonical resource ownership, and harden the nine-stop route with ordered same-location cache and lifetime gates without weakening process residency thresholds.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 20:01:06 +02:00
Erik
826f9ea9b5 refactor(app): complete session startup composition
Move the live-session reset and routing graph, combat and diagnostic command targets, and the sole gameplay input subscriber into Phase 7 before frame publication. Add exact retryable ownership for late bindings so partial startup cannot strand session or component teardown edges.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 18:49:31 +02:00
Erik
4eae9b4f5a refactor(input): own gameplay action routing
Move the sole semantic action-priority graph, combat and diagnostic commands, and retained-root item-drop lifetime behind focused typed owners. Preserve retail toggle behavior, explicit auto-wield cancellation, shutdown quiescence, and symmetric callback cleanup.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 12:43:05 +02:00
Erik
9d7df1bfc5 refactor(render): compose render frame orchestrator
Move the accepted draw transaction and failure recovery behind typed frame-phase owners so GameWindow only supplies immutable frame input. Preserve retail draw order, make ImGui/bootstrap shutdown ownership explicit, and restore exact text-render GL state on failures.\n\nCo-authored-by: Codex <codex@openai.com>
2026-07-22 08:03:49 +02:00
Erik
733126a272 refactor(render): extract frame presentation diagnostics 2026-07-22 05:02:31 +02:00
Erik
354c2adc2e test(runtime): add deterministic world gate artifacts 2026-07-20 22:37:16 +02:00