[reveal-timing] lines from the reveal coordinator: per-dimension first-ready edges (render neighborhood, composite textures, collision, gate, materialization), 1 Hz progress with the resident-landblock count (new GpuWorldState.LoadedLandblockCount), and one SUMMARY line at the viewport reveal. Measurement-first groundwork for the login-load speedup: the readiness barrier observes its dimensions serially, so the edges give each dimension's observed tail while the progress lines expose the pacing shape (a budget-paced linear drip reads directly off the counts). Probe-gated in StreamingDiagnostics per Code Structure Rules §5; no behavior change, one branch per Evaluate poll when unset. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
155 lines
5.4 KiB
C#
155 lines
5.4 KiB
C#
using System.Diagnostics;
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using AcDream.Runtime;
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namespace AcDream.App.Streaming;
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/// <summary>
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/// <c>ACDREAM_PROBE_REVEAL_TIMING=1</c> (see
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/// <see cref="StreamingDiagnostics.ProbeRevealTiming"/>): wall-clock
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/// attribution of one login/portal hold. Emits <c>[reveal-timing]</c> lines:
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///
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/// <list type="bullet">
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/// <item><c>event=begin</c> — the hold starts, with the required window and
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/// its landblock count.</item>
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/// <item><c>event=render-ready / composites-ready / collision-ready /
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/// gate-ready / materialized</c> — first-true edges with elapsed ms. The
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/// readiness barrier OBSERVES the dimensions serially (composites are only
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/// evaluated once render is ready, collision once both are), so each edge's
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/// delta over the previous one is that dimension's observed TAIL, not its
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/// total concurrent cost — the progress lines carry the concurrency
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/// shape.</item>
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/// <item>1 Hz progress — elapsed, the three flags, and the resident
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/// landblock count, so a budget-paced linear drip is visually obvious in the
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/// log.</item>
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/// <item><c>SUMMARY</c> once at the viewport reveal — the per-edge
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/// timeline on one line.</item>
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/// </list>
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///
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/// Diagnostic-only: never constructed unless the probe env is set, changes
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/// no behavior, and costs one branch per <c>Evaluate</c> poll otherwise.
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/// </summary>
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internal sealed class RevealTimingProbe
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{
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private readonly Func<int>? _loadedLandblockCount;
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private readonly Stopwatch _clock = new();
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private long _generation;
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private string _kind = "";
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private int _windowLandblocks;
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private bool _render;
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private bool _composites;
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private bool _collision;
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private bool _gateReady;
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private bool _materialized;
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private bool _summarized;
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private long _renderMs = -1;
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private long _compositesMs = -1;
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private long _collisionMs = -1;
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private long _gateReadyMs = -1;
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private long _materializedMs = -1;
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private long _lastProgressMs;
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public RevealTimingProbe(Func<int>? loadedLandblockCount) =>
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_loadedLandblockCount = loadedLandblockCount;
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public void Begin(
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string kind,
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long generation,
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uint destinationCell,
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in StreamingRevealWindow window)
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{
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_generation = generation;
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_kind = kind;
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int side = window.FarRadius * 2 + 1;
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_windowLandblocks = side * side;
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_render = false;
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_composites = false;
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_collision = false;
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_gateReady = false;
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_materialized = false;
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_summarized = false;
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_renderMs = -1;
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_compositesMs = -1;
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_collisionMs = -1;
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_gateReadyMs = -1;
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_materializedMs = -1;
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_lastProgressMs = 0;
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_clock.Restart();
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Console.WriteLine(
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$"[reveal-timing] event=begin kind={kind} gen={generation} "
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+ $"cell=0x{destinationCell:X8} window={window.NearRadius}/"
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+ $"{window.FarRadius} landblocks={_windowLandblocks} "
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+ $"loaded={_loadedLandblockCount?.Invoke() ?? -1}");
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}
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public void Observe(
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in WorldRevealReadinessSnapshot readiness,
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in RuntimePortalSnapshot portal)
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{
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if (_generation == 0 || portal.Generation != _generation)
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return;
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long elapsed = _clock.ElapsedMilliseconds;
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if (!_render && readiness.IsRenderNeighborhoodReady)
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{
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_render = true;
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_renderMs = elapsed;
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Edge("render-ready", elapsed);
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}
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if (!_composites && readiness.AreCompositeTexturesReady)
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{
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_composites = true;
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_compositesMs = elapsed;
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Edge("composites-ready", elapsed);
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}
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if (!_collision && readiness.IsCollisionReady)
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{
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_collision = true;
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_collisionMs = elapsed;
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Edge("collision-ready", elapsed);
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}
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if (!_gateReady && readiness.IsReady)
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{
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_gateReady = true;
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_gateReadyMs = elapsed;
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Edge("gate-ready", elapsed);
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}
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if (!_materialized && portal.Materialized)
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{
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_materialized = true;
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_materializedMs = elapsed;
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Edge("materialized", elapsed);
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}
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if (!_summarized && portal.WorldViewportObserved)
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{
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_summarized = true;
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Console.WriteLine(
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$"[reveal-timing] SUMMARY kind={_kind} gen={_generation} "
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+ $"totalMs={elapsed} renderMs={_renderMs} "
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+ $"compositesMs={_compositesMs} collisionMs={_collisionMs} "
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+ $"gateReadyMs={_gateReadyMs} "
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+ $"materializedMs={_materializedMs} "
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+ $"landblocks={_windowLandblocks}");
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return;
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}
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if (!_summarized && elapsed - _lastProgressMs >= 1000)
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{
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_lastProgressMs = elapsed;
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Console.WriteLine(
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$"[reveal-timing] elapsedMs={elapsed} "
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+ $"render={(_render ? 1 : 0)} "
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+ $"composites={(_composites ? 1 : 0)} "
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+ $"collision={(_collision ? 1 : 0)} "
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+ $"loaded={_loadedLandblockCount?.Invoke() ?? -1}"
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+ $"/{_windowLandblocks}");
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}
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}
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private void Edge(string name, long elapsed) =>
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Console.WriteLine(
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$"[reveal-timing] event={name} kind={_kind} gen={_generation} "
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+ $"elapsedMs={elapsed} "
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+ $"loaded={_loadedLandblockCount?.Invoke() ?? -1}"
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+ $"/{_windowLandblocks}");
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}
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