First application of CLAUDE.md's new Code Structure Rules §5
("Runtime probes belong in diagnostic owner classes"). Migrates the
four ACDREAM_DUMP_STEEP_ROOF call-site env reads into a single
PhysicsDiagnostics.DumpSteepRoofEnabled property initialized from the
env var at type init, with a runtime setter that follows the existing
ProbeResolveEnabled / ProbeCellEnabled / ProbeBuildingEnabled pattern.
Sites migrated:
- AcDream.Core/Physics/PhysicsEngine.cs:637 (KILL-VELOCITY-APPLIED log)
- AcDream.Core/Physics/TransitionTypes.cs:718 (PHASE3-RESET log)
- AcDream.App/Input/PlayerMovementController.cs:1117 (FRAME log)
- AcDream.App/Input/PlayerMovementController.cs:1199 (per-frame bounce log)
Behavior-preservation only. ACDREAM_DUMP_STEEP_ROOF=1 still produces
identical [steep-roof] log output. The class-comment in
PhysicsDiagnostics already anticipated this migration
("Future slices may fold the older ACDREAM_DUMP_* env vars into this
class for unified runtime toggling").
Not yet wired to a DebugVM checkbox — runtime toggling is available
via the property setter for future debugging sessions, but exposing
it on the panel is a 30-second future cut, not in scope here.
Build: green.
Tests: same pass/fail profile as before this commit (8 pre-existing
Core failures unrelated to physics-diagnostics; App.Tests / Core.Net.Tests
/ UI.Abstractions.Tests all green).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
169 lines
8.2 KiB
C#
169 lines
8.2 KiB
C#
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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/// L.2d slice 1 (2026-05-13) adds <see cref="ProbeBuildingEnabled"/> +
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/// the <see cref="LastBspHitPoly"/> diagnostic side-channel. Future
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/// slices may fold the older <c>ACDREAM_DUMP_*</c> env vars into this
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/// class for unified runtime toggling. Until then, those older flags
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/// remain sticky-at-startup 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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/// <summary>
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/// L.2d slice 1 (2026-05-13). When true, every BSP-shadow-entry hit
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/// attributed by <c>TransitionTypes.FindObjCollisions</c> emits a
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/// multi-line <c>[resolve-bldg]</c> entry: which part (partIdx vs 0),
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/// physics-BSP root radius vs visual AABB radius, world-space entity
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/// origin, and the specific hit polygon's vertices in both
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/// object-local and world space. Designed to distinguish the three
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/// L.2d hypotheses (wrong BSP loaded / over-registered parts /
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/// BSPQuery flaw) from a single Holtburg-doorway capture.
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///
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/// <para>
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/// Also gates a one-time <c>[entity-source]</c> log line at every
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/// <c>ShadowObjects.Register(...)</c> call site in <c>GameWindow</c>
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/// — makes <c>entityId=0xA9B479</c> in a probe line greppable to its
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/// source registration within the same log file.
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/// </para>
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///
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/// <para>
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/// Initial state from <c>ACDREAM_PROBE_BUILDING=1</c>. Mirrorable
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/// via <c>DebugVM.ProbeBuilding</c> when <c>ACDREAM_DEVTOOLS=1</c>.
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/// </para>
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///
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/// <para>
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/// Spec: <c>docs/superpowers/specs/2026-05-13-l2d-cbuildingobj-collision-design.md</c>.
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/// </para>
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/// </summary>
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public static bool ProbeBuildingEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_BUILDING") == "1";
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/// <summary>
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/// L.2d slice 1 (2026-05-13). Diagnostic side-channel: the
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/// <see cref="ResolvedPolygon"/> that <see cref="BSPQuery"/>
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/// recorded for the most recent collision-normal write.
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/// <see cref="TransitionTypes.FindObjCollisions"/> clears this to
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/// <see langword="null"/> before each shadow-entry test and reads it
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/// back after, so emitting the <c>[resolve-bldg]</c> probe line can
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/// reference the actual hit poly without plumbing an out-param
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/// through BSPQuery's recursive private methods.
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///
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/// <para>
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/// Written by <see cref="BSPQuery"/> only when
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/// <see cref="ProbeBuildingEnabled"/> is true, so this stays
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/// zero-cost in normal play. Cylinder collisions leave this
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/// <see langword="null"/> — the probe line emits
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/// <c>hitPoly: n/a (cylinder)</c> in that case.
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/// </para>
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///
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/// <para>
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/// Not threadsafe — physics runs on a single thread. If that
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/// changes, this needs <c>[ThreadStatic]</c> or rethink. Deviation
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/// from spec component 4 (which described an out-param); the
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/// side-channel keeps BSPQuery's signature stable and the diagnostic
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/// path off the production code surface.
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/// </para>
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/// </summary>
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public static ResolvedPolygon? LastBspHitPoly { get; set; }
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/// <summary>
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/// B.6 slice 1 (2026-05-14) — baseline trace for the local-player
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/// server-initiated auto-walk path (issue #63). When true, the
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/// following events emit one-line <c>[autowalk-*]</c> logs:
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/// <list type="bullet">
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/// <item><description><c>[autowalk-out]</c> on every <c>SendUse</c>
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/// / <c>SendPickUp</c> the local player issues — these are the
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/// packets that may trigger ACE's server-side <c>CreateMoveToChain</c>
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/// when the target is out of <c>WithinUseRadius</c>.</description></item>
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/// <item><description><c>[autowalk-mt]</c> on every inbound
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/// <c>UpdateMotion</c> for the local player — captures the
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/// <c>MovementType + MoveToPath + speed/runRate</c> ACE sends.</description></item>
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/// <item><description><c>[autowalk-up]</c> on every inbound
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/// <c>UpdatePosition</c> for the local player — answers "what's
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/// ACE's broadcast cadence during auto-walk?"</description></item>
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/// </list>
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/// Initial state from <c>ACDREAM_PROBE_AUTOWALK=1</c>.
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///
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/// <para>
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/// Spec: <c>docs/superpowers/specs/2026-05-14-phase-b6-design.md</c>
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/// §"Required investigation".
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/// </para>
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/// </summary>
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public static bool ProbeAutoWalkEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_AUTOWALK") == "1";
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/// <summary>
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/// 2026-05-16. Logs one line per `IsUseableTarget` call that takes
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/// the null-useability fallback path (creature pass / BF_DOOR pass /
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/// BF_LIFESTONE pass / etc.). Used to measure how often ACE's seed
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/// DB ships entities without `_useability` set — settles whether
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/// the fallback is live code or theoretical defense.
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///
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/// <para>
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/// Retail has NO fallback; null/zero useability blocks Use entirely
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/// (acclient_2013_pseudo_c.txt:402923 ItemHolder::UseObject —
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/// IsUseable==0 falls through to "cannot be used" branch). Our
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/// fallback exists because ACE genuinely sends null for many seed
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/// weenies. The probe quantifies "many".
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/// </para>
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///
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/// <para>Toggle via env var <c>ACDREAM_PROBE_USEABILITY_FALLBACK=1</c>
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/// or DebugPanel checkbox.</para>
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/// </summary>
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public static bool ProbeUseabilityFallbackEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_USEABILITY_FALLBACK") == "1";
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/// <summary>
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/// L.4-diag (2026-04-30) → promoted into <see cref="PhysicsDiagnostics"/>
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/// 2026-05-16 per CLAUDE.md "Code Structure Rules" §5 (diagnostic owner
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/// classes, not per-call-site env reads). Gates the <c>[steep-roof]</c>
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/// trace family that fires from four sites during the rooftop-bounce
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/// investigation:
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/// <list type="bullet">
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/// <item><description><c>PhysicsEngine.ResolveWithTransition</c> —
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/// <c>[steep-roof] KILL-VELOCITY-APPLIED</c> when retail-faithful
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/// <c>kill_velocity</c> zeroes the body's velocity on steep-slope
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/// impact.</description></item>
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/// <item><description><c>TransitionTypes</c> (<c>FindEnvCollisions</c>
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/// post-step) — per-frame plane-normal trace on the active
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/// <see cref="CollisionInfo"/>.</description></item>
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/// <item><description><c>PlayerMovementController</c> — two sites
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/// emitting <c>[steep-roof]</c> + the per-frame bounce trace when
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/// the post-collision velocity disagrees with retail.</description></item>
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/// </list>
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/// Initial state from <c>ACDREAM_DUMP_STEEP_ROOF=1</c>. Runtime-toggleable
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/// via the property setter; not yet wired to a DebugPanel checkbox (open
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/// follow-up if a debugging session calls for it).
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/// </summary>
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public static bool DumpSteepRoofEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_DUMP_STEEP_ROOF") == "1";
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}
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