acdream/src/AcDream.Core/Rendering/RenderingDiagnostics.cs
Erik e77dd7c413 docs: launch-options reference + the test that keeps it honest
The client reads 161 ACDREAM_* environment variables across 79 files. Only
about 25 were written down, and the audit found the documentation drifting
in both directions: CLAUDE.md still advertised ACDREAM_RUN_SKILL /
ACDREAM_JUMP_SKILL (deleted; skills are server-authoritative now, and the
jump fallback is 300, not the documented 200), while flags with real
side effects had no description at all.

docs/launch-options.md documents every one by lifecycle — production,
command line, measurement, automation, permanent diagnostics, temporary
probes, deprecated, retired — with a mandatory side-effects column. That
column is the point: #432 cost three days of taxed measurements because
ACDREAM_AUTOMATION_ARTIFACT_DIR reads like an output path and also builds
a per-frame diagnostics referee, and ACDREAM_STREAM_RADIUS silently
measures a streaming window production never uses. Rows now say so. Other
surprises the audit surfaced and recorded: ACDREAM_DUMP_SCENERY_Z swaps in
a duplicate scenery-placement path rather than only logging,
ACDREAM_PROBE_VIS silently also enables ACDREAM_PROBE_ENVCELL, and
ACDREAM_DUMP_ENTITY's id list doubles as an unrelated probe's watchlist.

LaunchOptionsDocumentationTests enforces it, because a hand-maintained list
of 161 flags is stale within a week: an undocumented flag fails, and so
does a documented row whose read site was deleted. It scans string literals
rather than GetEnvironmentVariable call shapes — the startup path reads
through an injected delegate, so a call-shaped pattern silently missed
ACDREAM_LIVE, ACDREAM_PAK_PATH and every other production flag. A third
test freezes per-file direct-read debt by exact count (20 files outside the
owner classes), so structure rules 4 and 5 can be paid down but not
regressed.

CLAUDE.md's 94-line env-var section becomes a 16-line pointer, and its
stale test-character paragraph is corrected.

Also fixed, all doc-vs-code mismatches the audit proved:
- RenderingDiagnostics.FrameProfEnabled described a GPU-query self-disable
  that Campaign V slice V11 deleted.
- Two comments named ACDREAM_RENDER_BACKEND as a live co-requisite; it died
  with the OpenGL backend.
- EnvCellRenderer.CollectCellAuditLines and its ACDREAM_A8_AUDIT doc: the
  method had no caller anywhere and its documented caller never existed.

Filed rather than fixed, to keep this a documentation change: #434 (the
DebugPanel/DebugVM surface is never constructed, so ~40 "runtime-toggleable"
comments are false and 35 env reads are unreachable) and #435 (17 temporary
probes outlived their closed investigations; 14 more name no owner).

Full hermetic suite 12,202 passed / 0 failed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 10:28:59 +02:00

843 lines
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using System.Globalization;
using System;
using System.Collections.Generic;
using System.Text;
namespace AcDream.Core.Rendering;
/// <summary>
/// 2026-05-19 — runtime-toggleable diagnostic flags for the indoor cell
/// rendering pipeline. Initialized from env vars at process start;
/// flippable at runtime via the DebugPanel mirror. Log call sites read
/// these statics so a checkbox toggle takes effect on the next frame
/// without relaunching.
///
/// <para>
/// Mirrors the L.2a <see cref="AcDream.Core.Physics.PhysicsDiagnostics"/>
/// pattern. The master <see cref="IndoorAll"/> toggle is the user's
/// common case — flipping it cascades to all five probe flags.
/// </para>
///
/// <para>
/// Spec: <c>docs/superpowers/specs/2026-05-19-indoor-cell-rendering-fix-design.md</c>.
/// </para>
/// </summary>
public static class RenderingDiagnostics
{
/// <summary>
/// When true, <c>WbDrawDispatcher.WalkVisibleEntities</c> emits one
/// <c>[indoor-walk]</c> line per visible cell entity per second:
/// entity id, world position, parent cell id, landblock visible flag,
/// AABB-visible flag, "in visible cells" flag, drew flag.
/// Initial state from <c>ACDREAM_PROBE_INDOOR_WALK=1</c>.
/// </summary>
public static bool ProbeIndoorWalkEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_WALK") == "1"
|| Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_ALL") == "1";
/// <summary>
/// When true, <c>WbDrawDispatcher</c> emits one <c>[indoor-lookup]</c>
/// line per visible cell entity per second: render-data hit/miss,
/// IsSetup flag, SetupParts count, parts-hit / parts-miss tallies.
/// Initial state from <c>ACDREAM_PROBE_INDOOR_LOOKUP=1</c>.
/// </summary>
public static bool ProbeIndoorLookupEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_LOOKUP") == "1"
|| Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_ALL") == "1";
/// <summary>
/// When true, <c>WbMeshAdapter</c> emits two lines per EnvCell id:
/// <c>[indoor-upload] requested</c> on first IncrementRefCount and
/// <c>[indoor-upload] completed</c> when WB's staged drain produces
/// its <c>ObjectMeshData</c>. Missing "completed" lines indicate WB
/// silently returned null (hypothesis H1).
/// Initial state from <c>ACDREAM_PROBE_INDOOR_UPLOAD=1</c>.
/// </summary>
public static bool ProbeIndoorUploadEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_UPLOAD") == "1"
|| Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_ALL") == "1";
/// <summary>
/// When true, <c>WbDrawDispatcher</c> emits one <c>[indoor-xform]</c>
/// line per visible cell entity per second: cell-geometry SetupPart's
/// composed world matrix translation. Disambiguates transform
/// double-apply (hypothesis H5).
/// Initial state from <c>ACDREAM_PROBE_INDOOR_XFORM=1</c>.
/// </summary>
public static bool ProbeIndoorXformEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_XFORM") == "1"
|| Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_ALL") == "1";
/// <summary>
/// When true, <c>WbDrawDispatcher.WalkVisibleEntities</c> emits one
/// <c>[indoor-cull]</c> line per cell entity that gets culled, with
/// the reason (visibleCellIds-miss, frustum, landblock). Disambiguates
/// cull bugs (hypothesis H3).
/// Initial state from <c>ACDREAM_PROBE_INDOOR_CULL=1</c>.
/// </summary>
public static bool ProbeIndoorCullEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_CULL") == "1"
|| Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_ALL") == "1";
/// <summary>
/// When true, the unified portal-visibility pass emits one <c>[vis]</c>
/// line whenever the camera's root cell CHANGES (see <see cref="EmitVis"/>):
/// root cell id, visible-cell count + ids, the single OutsideView's polygon
/// + plane counts, a per-cell plane-count summary, and the scissor-fallback
/// count for the frame. This is the runtime apparatus #103 lacked — it lets
/// us confirm "OutsideView non-empty and narrowing at the cellar window" off
/// a live launch.log before any GL/visual work.
/// Initial state from <c>ACDREAM_PROBE_VIS=1</c>.
/// <para>
/// Phase U.2d (2026-05-30) repurposed this flag from the abandoned A8
/// two-pipe stencil pass to the Phase U unified pipeline. The env var name +
/// the DebugPanel mirror (<c>DebugVM.ProbeVisibility</c>) are unchanged.
/// </para>
/// </summary>
public static bool ProbeVisibilityEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_VIS") == "1";
/// <summary>
/// #119-residual viewer/flood capture (2026-06-11): one <c>[viewer]</c>
/// line per CHANGE of (root cell, flood size, OutsideView poly count,
/// player cell), with the projection EYE at mm precision on every line —
/// the capture half of the tower-ascent capture→replay loop
/// (TowerAscentReplayTests replays the captured pairs deterministically).
/// Light: silent while the visibility state is stable; a tower climb
/// emits a few dozen lines. Initial state from
/// <c>ACDREAM_PROBE_VIEWER=1</c>.
/// </summary>
public static bool ProbeViewerEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_VIEWER") == "1";
/// <summary>
/// #131 (2026-06-12) outside-stage dynamics probe. When true, the renderer
/// emits one <c>[outstage]</c> line per CHANGE of the outside-stage
/// routing + per-slice cone verdict set under an interior root (which
/// outdoor dynamics were routed to the landscape slice, which survived the
/// slice viewcone), and GameWindow emits one <c>[outstage-pt]</c> line per
/// change of the slice Scene-particle id set + matched-emitter count.
/// Built for the portal-swirl-missing-through-doorway capture. Light:
/// silent while the set is stable. Initial state from
/// <c>ACDREAM_PROBE_OUTSTAGE=1</c>.
/// </summary>
public static bool ProbeOutStageEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_OUTSTAGE") == "1";
/// <summary>
/// Phase U.4c (2026-05-31) flap-convergence probe. When true, the portal
/// visibility pass emits, EVERY frame the camera root is an indoor cell, a
/// <c>[flap]</c> line (root cell's per-portal side-test D + traverse/cull +
/// projection, plus the frame's OutsideView/visible counts) and the call site
/// emits a paired <c>[flap-cam]</c> line (FindCameraCell resolution reason,
/// camera EYE worldpos, player worldpos, eye-in-root-AABB flag). Unlike the
/// cell-change-throttled <see cref="ProbeVisibilityEnabled"/> probe, this fires
/// per-frame so it captures the flicker (the exit cell dropping in/out at a
/// STABLE root). Pinpoints WHY the exit cell drops: side-test cull (eye past an
/// interior portal plane), empty projection, or a stale root (eye outside the
/// cell while FindCameraCell still reports it via cache/grace). Throwaway
/// apparatus — strip once the flap mechanism is confirmed.
/// Initial state from <c>ACDREAM_PROBE_FLAP=1</c>.
/// </summary>
public static bool ProbeFlapEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_FLAP") == "1";
/// <summary>
/// Issue #78 (2026-05-31) cell-shell render probe. When true,
/// <c>EnvCellRenderer.Render</c> emits one <c>[shell]</c> line per opaque-pass
/// call: per visible (filtered) cell — is it present in the prepared snapshot,
/// how many gfxObjs + instances, and per-gfxObj batch count / index count /
/// translucent / zero-bindless-handle (missing texture) — plus the pass totals.
/// This directly answers WHY interior walls/ceilings don't appear: no geometry
/// prepared for the cell (cell absent / 0 instances), drawn-but-invisible
/// (zeroHandle / translucent against the clear color), or prepared+drawn (so the
/// fault is elsewhere — depth/occlusion). Throwaway apparatus — strip once the
/// indoor-enclosure render is fixed. Initial state from <c>ACDREAM_PROBE_SHELL=1</c>.
/// </summary>
public static bool ProbeShellEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_SHELL") == "1";
/// <summary>
/// Flap root-cause apparatus (2026-06-07). When true, the indoor render path emits ONE
/// <c>[pv-input]</c> line per frame with the EXACT PortalVisibilityBuilder.Build inputs at HIGH
/// precision (camera eye + player position to 6 dp, plus orientation-sensitive view-projection
/// elements) alongside the resulting flood cell count. The live flap shows the flood set flipping
/// 2↔6 at an eye/player that is identical to cm; this probe answers whether the Build INPUTS differ
/// below cm precision (sub-cm view jitter → robustness fix) or are byte-identical while the output
/// still flips (nondeterminism → surgical bug). Runs WITHOUT the heavy <c>[flap]</c>/<c>[render-sig]</c>
/// spam so the log stays diffable. Throwaway apparatus — strip once the jitter source is pinned.
/// Initial state from <c>ACDREAM_PROBE_PVINPUT=1</c>.
/// </summary>
public static bool ProbePvInputEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_PVINPUT") == "1";
/// <summary>
/// §4 outdoor full-world flap apparatus (2026-06-09). When true, GameWindow snapshots the
/// GL fixed-function state entering the world passes each frame (depth test/mask/func, blend
/// + factors, cull, front-face, scissor + box, viewport, draw-FBO, color mask, glGetError)
/// and emits one <c>[gl-state]</c> line whenever the snapshot CHANGES. Pins or refutes the
/// "leaked GL state" family for the flap (every CPU-side input — matrix, flood, clip planes,
/// scissor box, membership, eye-vs-terrain — is already probe-exonerated). Throwaway
/// apparatus — strip once §4 ships. Initial state from <c>ACDREAM_PROBE_GLSTATE=1</c>.
/// </summary>
public static bool ProbeGlStateEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_GLSTATE") == "1";
/// <summary>
/// §4 outdoor full-world flap apparatus (2026-06-10) — the decisive probe between the two
/// surviving suspects (handoff 2026-06-09 §1): (a) per-instance clip-slot routing under
/// outdoor roots, (b) terrain/sky UBO content at draw time — plus the landscape-pass scissor
/// box as a third ground truth. When true: RetailPViewRenderer.DrawLandscapeThroughOutsideView
/// emits one <c>[clip-route]</c> line (print-on-change) with the outside slice's slot + NDC
/// AABB + planes, the CellIdToSlot routing table, the region-SSBO bytes decoded at the routed
/// slot, and the terrain-UBO head as uploaded; WbDrawDispatcher.Draw emits one
/// <c>[clip-route-disp]</c> line (print-on-change, routed draws only) with the per-slot
/// instance histogram exactly as uploaded to binding=3 plus the culled-entity count; and
/// RetailPViewPassExecutor.DrawLandscapeSlice emits one <c>[clip-route-scis]</c> line
/// (print-on-change) with the ACTUAL GL scissor enable + box the landscape pass draws under.
/// Throwaway apparatus — strip once §4 ships. Initial state from <c>ACDREAM_PROBE_CLIPROUTE=1</c>.
/// </summary>
public static bool ProbeClipRouteEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_CLIPROUTE") == "1";
/// <summary>
/// #105 white-indoor-textures apparatus (2026-06-10). When true, <c>WbMeshAdapter.Tick</c>
/// emits one <c>[tex-flush]</c> line whenever the staged-texture-update picture changes:
/// pending layer updates across all shared atlases BEFORE and AFTER the per-frame
/// <c>ObjectMeshManager.GenerateMipmaps()</c> flush, plus arrays-with-pending / total-array
/// counts. The broken contract this pins: <c>TextureAtlasManager.AddTexture</c> only STAGES
/// pixel data (PBO + pending list); without the per-frame flush (WB GameScene.cs:975) the
/// data never reaches the GL texture and the batch samples undefined content behind a valid
/// bindless handle — the classic white walls. A healthy run shows <c>after=0</c> on every
/// line; a stuck <c>before==after&gt;0</c> at standstill is the #105 mechanism live.
/// Initial state from <c>ACDREAM_PROBE_TEXFLUSH=1</c>.
/// </summary>
public static bool ProbeTexFlushEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_TEXFLUSH") == "1";
/// <summary>
/// Bounded-propagation port apparatus (2026-06-08). When true, PortalVisibilityBuilder.Build emits
/// one [portal-churn] summary line per call: per-cell pop count (re-pops = churn), total re-enqueues,
/// max pop count, and — per re-enqueue — the reciprocal-clip pre→post region count + grew flag. Pins
/// whether the flap's churn is redundant reciprocal back-contributions producing non-empty drifted
/// slivers (the hypothesis) vs another source. Throwaway apparatus — strip once the bound ships.
/// Initial state from ACDREAM_PROBE_PORTAL_CHURN=1.
/// </summary>
public static bool ProbePortalChurnEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_PORTAL_CHURN") == "1";
/// <summary>
/// BR-2 phantom-site probe (2026-06-11; plan
/// <c>docs/plans/2026-06-11-building-render-port-plan.md</c> §BR-2 first
/// task). The BR-1 pre-check proved the #113 phantom residual cannot be
/// GfxObj portal fills (never extracted); the surviving suspects are
/// cell-side. When true, <c>RetailPViewRenderer</c> emits, print-on-change
/// per cell: <c>[phantom-shell]</c> — per shell-pass cell, the clip-enable
/// state and each drawn slice's slot + plane count, flagging the pass-all
/// cases (NoClipSlice fallback for slot-less cells; assembler slot-0
/// scissor fallback) — and <c>[phantom-objs]</c> — per object-list cell,
/// the entity-bucket size drawn unclipped/un-viewcone'd. Reproducing the
/// phantom with this on pins which mechanism draws it (shells → BR-2/BR-3;
/// statics → BR-5). Throwaway apparatus — strip when the phantom closes.
/// Initial state from <c>ACDREAM_PROBE_PHANTOM=1</c>.
/// </summary>
public static bool ProbePhantomEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_PHANTOM") == "1";
/// <summary>
/// #133 A7 (2026-06-13) dungeon-lighting objective probe. When true,
/// the per-frame scene-lighting build emits ONE <c>[light]</c> line
/// roughly every second (wall-clock rate-limited like WB-DIAG) via
/// <see cref="EmitLight"/>:
/// <code>
/// [light] insideCell=&lt;bool&gt; ambient=(r,g,b) sun=&lt;intensity&gt;
/// registeredLights=&lt;N&gt; activeLights=&lt;uCellAmbient.w&gt; playerCell=0x&lt;id&gt;
/// </code>
/// This is the self-verification signal for the dungeon-dim question:
/// <list type="bullet">
/// <item><description><c>insideCell=true ambient=(0.20,0.20,0.20) sun=0</c>
/// confirms the indoor branch fired (retail flat ambient, sun killed).</description></item>
/// <item><description><c>registeredLights</c> is the count of dat-baked
/// point/spot lights (<c>Setup.Lights</c>) registered with the
/// <c>LightManager</c> — if this is 0 in a dungeon, the cell's static
/// objects carry no baked torches (so the only illumination IS the
/// 0.2 ambient → dim).</description></item>
/// <item><description><c>activeLights</c> is <c>uCellAmbient.w</c> — the
/// shader's active-slot count, which INCLUDES the (zeroed) sun slot
/// indoors. So <c>activeLights=1 registeredLights=0</c> = "only the dead
/// sun slot, no torches in range".</description></item>
/// </list>
/// Output-only, inert when off. Initial state from <c>ACDREAM_PROBE_LIGHT=1</c>.
/// </summary>
public static bool ProbeLightEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_LIGHT") == "1";
/// <summary>
/// A7.L1 (2026-07-06) light-pool SET-COMPOSITION probe — the apparatus the
/// <c>[light]</c> counts could not provide (the #176/#177 discriminator: the bug
/// lived in set MEMBERSHIP, not counts). When true,
/// <c>LightManager.BuildPointLightSnapshot</c> emits ONE rate-limited
/// <c>[indoor-light]</c> line describing the point-light pool
/// (see <see cref="EmitIndoorLight"/>):
/// <code>
/// [indoor-light] pool=&lt;M&gt; cellLess=&lt;K&gt; registered=&lt;R&gt; capped=&lt;R-M&gt;
/// byCell=[0x&lt;id&gt;:&lt;count&gt;,...]
/// </code>
/// #176 correction (2026-07-06): the pool became retail's RESIDENT-cell
/// collection capped nearest-the-PLAYER — the earlier gaze-coupled scoping
/// (rebuilding the pool from a freshly re-flooded CAMERA-seeded set,
/// <c>c500912b</c>) was the #176 flicker mechanism and was deleted.
/// A7.L1 (2026-07-09): visible-cell scoping is BACK, but sourced differently —
/// <c>LightManager.BuildPointLightSnapshot</c> now takes an optional
/// <c>visibleCells</c> filter that <c>GameWindow</c> feeds from LAST FRAME's
/// already-rendered <c>RetailPViewFrameResult.DrawableCells</c> (one frame of
/// latency, no independent re-flood, no callback threaded into DrawInside) —
/// fixes the Town Network starvation case (463 fixtures, a wall-adjacent
/// corridor's fixtures out-ranking the player's own room in raw Euclidean
/// distance) without reproducing the #176 mechanism. <c>byCell</c> shows which
/// cells' lights are pooled; <c>cellLess==pool</c> in a fixture-rich room still
/// means cell tagging FAILED (ParentCellId not flowing).
/// Output-only, inert when off. Initial state from <c>ACDREAM_PROBE_INDOOR_LIGHT=1</c>.
/// </summary>
public static bool ProbeIndoorLightEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_LIGHT") == "1";
/// <summary>
/// #176 seam-floor flicker decisive probe (2026-07-06). RenderDoc pixel-history
/// is infeasible on this pipeline (RenderDoc does not support
/// GL_ARB_bindless_texture and hides it from the app → our mandatory-modern
/// startup gate throws), so this is the in-engine equivalent at draw
/// granularity: every draw route that can put geometry at the corridor seam
/// floor reports itself, plus the per-cell light sets ACTUALLY applied.
/// When set, four line families emit (all change-deduped, Console):
/// <list type="bullet">
/// <item><description><c>[seam-cell]</c> — <c>EnvCellRenderer.Render</c>
/// (opaque pass): per target cell — in-filter flag, per-gfx instance count +
/// transform translation (shows the +0.02 shell lift), per-batch
/// cull/translucency, and the cell's 8-light set RESOLVED to identities
/// (owner cell + intensity — raw snapshot indices shuffle when the pool
/// rebuilds, so identities are the stable signature). Two instances of one
/// (cell,gfx) = the runtime double-draw; light identities flipping with the
/// flood = the snapshot-scope mechanism.</description></item>
/// <item><description><c>[seam-snap]</c> — the point-light snapshot's HOT
/// subset (intensity ≥ 50: the portal purples; fixtures are ~12, the viewer
/// fill 2.25) with owner cells, emitted with the block.</description></item>
/// <item><description><c>[seam-ent]</c> — <c>WbDrawDispatcher</c>: any entity
/// parented to a target cell — position, culled/slot, resolved light set. A
/// floor-coincident entity (plate/static) would be the z-fight's second draw;
/// the player entity doubles as the probe's positive control.</description></item>
/// <item><description><c>[seam-mask]</c> — <c>RetailPViewPassExecutor.DrawPortalDepthWrite</c>:
/// every portal depth fan drawn in a target cell. A sealed dungeon must show
/// ZERO (seals fire only for OtherCellId==0xFFFF) — any line is a finding.</description></item>
/// </list>
/// Value <c>1</c> = the default Facility Hub target set (corridor 0x8A020164 +
/// seam neighbors 0165/016E/017A + under-hall 011E + portal-light cells
/// 0118/0119); a comma-separated hex cell-id list overrides it. Throwaway
/// apparatus — strip when #176 closes. Initial state from
/// <c>ACDREAM_PROBE_SEAMDRAW</c>.
/// </summary>
public static bool ProbeSeamDrawEnabled { get; set; } =
!string.IsNullOrWhiteSpace(Environment.GetEnvironmentVariable("ACDREAM_PROBE_SEAMDRAW"));
/// <summary>Target cell ids for the #176 seam-draw probe (see
/// <see cref="ProbeSeamDrawEnabled"/>). Full 32-bit cell ids.</summary>
public static IReadOnlySet<uint> SeamDrawTargetCells { get; } =
ParseSeamDrawTargets(Environment.GetEnvironmentVariable("ACDREAM_PROBE_SEAMDRAW"));
/// <summary>
/// #176 stripe-hunt shader isolation mode (<c>ACDREAM_LIGHT_DEBUG</c>) —
/// throwaway diagnostic, uploaded as <c>uLightDebug</c> by EnvCellRenderer +
/// WbDrawDispatcher each pass. 0 = off; 1 = ambient-only vertex lighting
/// (all point/sun contributions killed); 2 = DYNAMIC point lights killed
/// (the intensity-100 portal purples + the viewer fill off; statics stay);
/// 3 = raw vLit visualization in the fragment shader (texture ignored).
/// Discriminates lighting-driven stripes (gone at 1/2, visible in the field
/// at 3) from texture/per-pixel machinery (survive 1). Settable for a
/// future DebugPanel mirror.
/// </summary>
public static int LightDebugMode { get; set; } =
int.TryParse(
Environment.GetEnvironmentVariable("ACDREAM_LIGHT_DEBUG"),
NumberStyles.Integer,
CultureInfo.InvariantCulture,
out int ldm)
? ldm
: 0;
/// <summary>
/// #176 stripe-hunt isolation (<c>ACDREAM_CLIP_DEBUG=1</c>) — throwaway
/// diagnostic. When true, the EnvCell SHELL pass maps every instance to clip
/// slot 0 (the reserved no-clip region) instead of its cell's portal-slice
/// region — i.e. shells draw WHOLE, retail's shape (retail never clips cell
/// geometry; aperture exactness comes from the seal/punch depth writes +
/// far→near order, PView::DrawCells 0x005a4840). Discriminator for the
/// camera-against-wall stripe/hatch pattern: a knife-edge slice region (eye
/// on a portal plane / inside a wall) yields a clip plane near-parallel to
/// large surfaces → interpolated gl_ClipDistance ≈ 0 across them → per-pixel
/// sign dither = the hatch. Stripes gone with this on = the shell trim is
/// the mechanism. Entity/dispatcher clip routing is NOT affected.
/// </summary>
public static bool ClipDebugNoShellTrim { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_CLIP_DEBUG") == "1";
/// <summary>Parse ACDREAM_PROBE_SEAMDRAW: "1"/"true"/empty → the default #176
/// Facility Hub set; otherwise a comma-separated hex cell-id list (same forgiving
/// grammar as <see cref="ParseDumpEntityIds"/>). Internal for unit tests.</summary>
internal static IReadOnlySet<uint> ParseSeamDrawTargets(string? raw)
{
// Default: the corridor + the coplanar-sweep seed neighbors + the under-hall
// + the two portal-weenie cells whose intensity-100 purple lights are the
// wedge's source (handoff 2026-07-06-176-seam-floor-zfight-handoff.md).
var defaults = new HashSet<uint>
{
0x8A020164u, 0x8A020165u, 0x8A02016Eu, 0x8A02017Au,
0x8A02011Eu, 0x8A020118u, 0x8A020119u,
};
if (string.IsNullOrWhiteSpace(raw)) return defaults;
var trimmed = raw.Trim();
if (trimmed == "1" || trimmed.Equals("true", StringComparison.OrdinalIgnoreCase))
return defaults;
var parsed = ParseDumpEntityIds(raw);
return parsed.Count > 0 ? parsed : defaults;
}
// Cell-change gate for EmitVis. The probe fires once per distinct root cell
// so launch.log stays readable under motion (the per-frame call is a no-op
// when the root is unchanged). Sentinel 0 = "no root yet" — the first real
// root id always differs and fires. Reset between tests via
// ResetVisibilityProbeForTests so the gate doesn't leak across cases.
private static uint _lastVisRootCellId;
/// <summary>
/// Emit ONE concise, information-dense <c>[vis]</c> line for the portal-
/// visibility frame, but only when <see cref="ProbeVisibilityEnabled"/> is
/// true AND <paramref name="rootCellId"/> differs from the last root the
/// probe reported (cell-change gating). Cheap no-op otherwise.
/// <para>
/// Decoupled by design: the OutsideView is passed as pre-computed
/// <paramref name="outsidePolyCount"/> + <paramref name="outsidePlaneCount"/>
/// primitives rather than the App-layer <c>CellView</c>/<c>ClipPlaneSet</c>
/// types, because this owner lives in <c>AcDream.Core</c> and Core must not
/// reference the App project (Code Structure Rule 2). The U.4a call site
/// supplies <c>OutsideView.Polygons.Count</c> and the OutsideView's
/// <c>ClipPlaneSet.Count</c>.
/// </para>
/// </summary>
/// <param name="rootCellId">The camera's root cell id (the BFS seed).</param>
/// <param name="visibleCells">Ordered visible cell ids for this frame.</param>
/// <param name="outsidePolyCount">Polygon count of the single OutsideView region.</param>
/// <param name="outsidePlaneCount">Clip-plane count the OutsideView reduced to (0 ⇒ scissor/empty).</param>
/// <param name="perCellPlaneCounts">Per-cell clip-plane count (cell id → plane count).</param>
/// <param name="scissorFallbacks">Number of regions that fell back to a scissor AABB this frame.</param>
public static void EmitVis(uint rootCellId,
IReadOnlyList<uint> visibleCells,
int outsidePolyCount,
int outsidePlaneCount,
IReadOnlyDictionary<uint, int> perCellPlaneCounts,
int scissorFallbacks)
{
if (!ProbeVisibilityEnabled) return;
if (rootCellId == _lastVisRootCellId) return; // unchanged root ⇒ suppress
_lastVisRootCellId = rootCellId;
int cellN = visibleCells?.Count ?? 0;
var sb = new StringBuilder(160);
sb.Append("[vis] root=0x").Append(rootCellId.ToString("X8"));
sb.Append(" cells=").Append(cellN);
// Visible cell id list, capped so a wide BFS doesn't blow up the line.
sb.Append(" ids=[");
if (visibleCells is not null)
{
const int MaxIds = 12;
int shown = 0;
foreach (uint id in visibleCells)
{
if (shown >= MaxIds) { sb.Append(",..."); break; }
if (shown > 0) sb.Append(',');
sb.Append("0x").Append(id.ToString("X8"));
shown++;
}
}
sb.Append(']');
sb.Append(" outside(polys=").Append(outsidePolyCount)
.Append(",planes=").Append(outsidePlaneCount).Append(')');
// Per-cell plane-count summary, capped like the id list.
sb.Append(" percell=[");
if (perCellPlaneCounts is not null)
{
const int MaxPerCell = 12;
int shown = 0;
foreach (var kv in perCellPlaneCounts)
{
if (shown >= MaxPerCell) { sb.Append(",..."); break; }
if (shown > 0) sb.Append(',');
sb.Append("0x").Append(kv.Key.ToString("X8")).Append(':').Append(kv.Value);
shown++;
}
}
sb.Append(']');
sb.Append(" fallbacks=").Append(scissorFallbacks);
Console.WriteLine(sb.ToString());
}
/// <summary>
/// Reset the <see cref="EmitVis"/> cell-change gate. Test-only — this is a
/// process-wide static and the gate would otherwise leak across test cases
/// (this codebase has documented static-leak flakiness; keep tests
/// self-contained). Not part of the public runtime surface.
/// </summary>
internal static void ResetVisibilityProbeForTests() => _lastVisRootCellId = 0;
// Wall-clock rate-limit gate for EmitLight. Ticks (100 ns) is plenty —
// we only need ~1 Hz and avoid a Stopwatch allocation/field. Sentinel 0
// = "never emitted" so the first call always fires.
private static long _lastLightEmitTicks;
private const long LightEmitIntervalTicks = 10_000_000; // 1 s in 100-ns ticks
/// <summary>
/// #133 A7 — emit ONE rate-limited <c>[light]</c> line describing the
/// current scene-lighting state, followed (when <paramref name="lights"/>
/// is supplied) by up to three <c>[light-detail]</c> lines for the nearest
/// ACTIVE point/spot lights. Cheap no-op when
/// <see cref="ProbeLightEnabled"/> is false; otherwise fires at most
/// once per second. Pull the values from the spot where
/// <c>GameWindow.UpdateSunFromSky</c> set <c>Lighting.CurrentAmbient</c>
/// / <c>Lighting.Sun</c> and where <c>SceneLightingUbo.Build</c> computed
/// the active-slot count.
/// <para>
/// The <c>[light-detail]</c> lines are the answer to the "candle-spotlight"
/// question — they expose each torch's REAL dat-derived runtime values
/// (<c>range=</c> Falloff metres, <c>intensity=</c>, <c>cone=</c> radians,
/// <c>color=</c>, <c>distToViewer=</c>) so it is visible in launch.log
/// whether dungeon torches are tiny-range points or wide cones and at what
/// intensity — without a screenshot:
/// <code>
/// [light-detail] kind=Point range=&lt;Falloff m&gt; intensity=&lt;I&gt; cone=&lt;rad&gt; color=(r,g,b) distToViewer=&lt;m&gt;
/// </code>
/// </para>
/// </summary>
/// <param name="insideCell">The <c>playerInsideCell</c> value driving the indoor branch.</param>
/// <param name="ambientR">Cell ambient red (xyz of <c>uCellAmbient</c>).</param>
/// <param name="ambientG">Cell ambient green.</param>
/// <param name="ambientB">Cell ambient blue.</param>
/// <param name="sunIntensity">The sun <c>LightSource.Intensity</c> (0 indoors).</param>
/// <param name="registeredLights">Total point/spot lights registered with the LightManager.</param>
/// <param name="activeLights"><c>uCellAmbient.w</c> — shader active-slot count (includes the zeroed sun slot indoors).</param>
/// <param name="playerCellId">The player's current cell id (0 if unresolved → outside).</param>
/// <param name="lights">The ticked <c>LightManager</c> (its <c>Active</c> list, sorted nearest-first by the
/// just-completed Tick). When non-null, drives the <c>[light-detail]</c> lines. Optional so existing call
/// sites / tests that only want the aggregate line keep compiling.</param>
public static void EmitLight(bool insideCell,
float ambientR, float ambientG, float ambientB,
float sunIntensity,
int registeredLights,
int activeLights,
uint playerCellId,
AcDream.Core.Lighting.LightManager? lights = null)
{
if (!ProbeLightEnabled) return;
long now = DateTime.UtcNow.Ticks;
if (_lastLightEmitTicks != 0 && (now - _lastLightEmitTicks) < LightEmitIntervalTicks)
return;
_lastLightEmitTicks = now;
var ci = System.Globalization.CultureInfo.InvariantCulture;
Console.WriteLine(string.Format(ci,
"[light] insideCell={0} ambient=({1:0.###},{2:0.###},{3:0.###}) sun={4:0.###} registeredLights={5} activeLights={6} playerCell=0x{7:X8}",
insideCell, ambientR, ambientG, ambientB, sunIntensity,
registeredLights, activeLights, playerCellId));
// #133 A7 (2026-06-13) — per-light detail for the "spotlight bubble"
// question. Dump the actual runtime dat-derived values of the nearest
// ~3 ACTIVE point/spot lights so the real Falloff/Intensity/ConeAngle
// are visible in launch.log (are torch ranges 1m or 10m? points or
// spots? what intensity?). The sun (Directional, slot 0) is skipped —
// it carries no Range/cone meaning. DistSq is already cached by
// LightManager.Tick this frame, so the active list is sorted nearest-
// first; we just take the first few non-directional entries.
if (lights is null) return;
var active = lights.Active;
int shown = 0;
const int MaxDetail = 3;
for (int i = 0; i < active.Length && shown < MaxDetail; i++)
{
var ls = active[i];
if (ls is null) continue;
if (ls.Kind == AcDream.Core.Lighting.LightKind.Directional) continue;
float dist = ls.DistSq >= 0f ? MathF.Sqrt(ls.DistSq) : 0f;
Console.WriteLine(string.Format(ci,
"[light-detail] kind={0} range={1:0.###} intensity={2:0.###} cone={3:0.####} color=({4:0.###},{5:0.###},{6:0.###}) distToViewer={7:0.###} owner=0x{8:X8} cell=0x{9:X8} dyn={10}",
ls.Kind, ls.Range, ls.Intensity, ls.ConeAngle,
ls.ColorLinear.X, ls.ColorLinear.Y, ls.ColorLinear.Z, dist,
ls.OwnerId, ls.CellId, ls.IsDynamic ? 1 : 0));
shown++;
}
}
// Wall-clock rate-limit gate for EmitIndoorLight (shares the 1 s interval).
private static long _lastIndoorLightEmitTicks;
/// <summary>
/// A7.L1 — emit ONE rate-limited <c>[indoor-light]</c> line describing the
/// point-light pool: the SET COMPOSITION the <c>[light]</c> counts can't show.
/// Cheap no-op when <see cref="ProbeIndoorLightEnabled"/> is false; otherwise
/// fires at most once per second. Called from
/// <c>LightManager.BuildPointLightSnapshot</c> — <paramref name="scopedSnapshot"/>
/// already reflects any last-frame visible-cell scoping (A7.L1, 2026-07-09).
/// </summary>
/// <param name="allRegistered">Every registered light (<c>LightManager._all</c>).</param>
/// <param name="scopedSnapshot">The point-light pool just built.</param>
public static void EmitIndoorLight(
IReadOnlyList<AcDream.Core.Lighting.LightSource> allRegistered,
IReadOnlyList<AcDream.Core.Lighting.LightSource> scopedSnapshot)
{
if (!ProbeIndoorLightEnabled) return;
long now = DateTime.UtcNow.Ticks;
if (_lastIndoorLightEmitTicks != 0 && (now - _lastIndoorLightEmitTicks) < LightEmitIntervalTicks)
return;
_lastIndoorLightEmitTicks = now;
int registeredLitPoints = 0;
foreach (var l in allRegistered)
if (l.IsLit && l.Kind != AcDream.Core.Lighting.LightKind.Directional) registeredLitPoints++;
int pool = scopedSnapshot.Count;
int cellLess = 0;
var hist = new Dictionary<uint, int>();
foreach (var l in scopedSnapshot)
{
if (l.CellId == 0) cellLess++;
hist.TryGetValue(l.CellId, out var c);
hist[l.CellId] = c + 1;
}
var sb = new StringBuilder(220);
sb.Append("[indoor-light] pool=").Append(pool);
sb.Append(" cellLess=").Append(cellLess);
sb.Append(" registered=").Append(registeredLitPoints);
// Lights dropped by the MaxGlobalLights nearest-player cap (0 in Hub-scale
// rooms for dynamics — statics beyond the 128th-nearest are out of range).
sb.Append(" capped=").Append(registeredLitPoints - pool);
sb.Append(" byCell=[");
const int MaxCells = 12;
int shown = 0;
foreach (var kv in hist)
{
if (shown >= MaxCells) { sb.Append(",..."); break; }
if (shown > 0) sb.Append(',');
sb.Append("0x").Append(kv.Key.ToString("X8")).Append(':').Append(kv.Value);
shown++;
}
sb.Append(']');
Console.WriteLine(sb.ToString());
}
private static bool _probeEnvCellEnabled =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_ENVCELL") == "1";
/// <summary>
/// Phase A8 Task 9 (2026-05-28): when true, the indoor EnvCell draw path's
/// <c>[envcells]</c> probe emits one line per indoor frame —
/// CellsRendered / TrianglesDrawn from <c>EnvCellRenderer.Stats</c> +
/// ourBldgs/otherBldgs/filterCnt.
/// Also enabled implicitly when <see cref="ProbeVisibilityEnabled"/> is true.
/// Initial state from <c>ACDREAM_PROBE_ENVCELL=1</c>.
/// (The two-pipe <c>RenderInsideOutAcdream</c> pass that originally owned
/// this probe was removed in Phase U.1; the env var + the
/// <c>EnvCellRenderer.Stats</c> source remain.)
/// </summary>
public static bool ProbeEnvCellEnabled
{
get => _probeEnvCellEnabled || ProbeVisibilityEnabled;
set => _probeEnvCellEnabled = value;
}
/// <summary>
/// Master toggle. Reading reflects the AND of all five flags
/// (true only when every probe is on). Writing cascades — setting
/// to <see langword="true"/> turns ALL five flags on; setting to
/// <see langword="false"/> turns ALL five off.
/// </summary>
public static bool IndoorAll
{
get => ProbeIndoorWalkEnabled
&& ProbeIndoorLookupEnabled
&& ProbeIndoorUploadEnabled
&& ProbeIndoorXformEnabled
&& ProbeIndoorCullEnabled;
set
{
ProbeIndoorWalkEnabled = value;
ProbeIndoorLookupEnabled = value;
ProbeIndoorUploadEnabled = value;
ProbeIndoorXformEnabled = value;
ProbeIndoorCullEnabled = value;
}
}
/// <summary>
/// Helper for probe call sites. Returns <see langword="true"/> when
/// the low 16 bits of <paramref name="id"/> are ≥ 0x0100 — the AC
/// convention for EnvCell (indoor) cells, as opposed to outdoor cells
/// in the 8×8 landblock grid (0x00010x0040).
/// </summary>
public static bool IsEnvCellId(ulong id) => (id & 0xFFFFu) >= 0x0100u;
/// <summary>
/// #119 tower-staircase decisive probe (2026-06-11). Comma-separated
/// Setup / GfxObj source ids (hex, optional 0x prefix) from
/// <c>ACDREAM_DUMP_ENTITY</c>. Any <c>WorldEntity</c> whose
/// <c>SourceGfxObjOrSetupId</c> is in this set emits:
/// (a) a <c>[dump-entity] HYDRATE</c> dump at MeshRef construction time
/// (<c>GameWindow.BuildInteriorEntitiesForStreaming</c>) — per-part
/// placement-frame translations + dropped-part accounting — discriminating
/// hydration-time corruption (H-A: SetupMesh.Flatten identity fallback /
/// silent gfx-null part drops under degraded dat reads);
/// (b) a <c>[dump-entity] DRAW</c> dump in <c>WbDrawDispatcher</c> at first
/// draw — live MeshRefs translations + Tier-1 classification cache state —
/// re-emitted compactly whenever that state changes (H-B: stale/partial
/// cached batch set); and
/// (c) rate-limited <c>[dump-entity] WALK-REJECT</c> lines when the
/// dispatcher's walk filters the entity out (absence-of-draw attribution).
/// Empty set = probe off; every call site early-outs on <c>Count == 0</c>.
/// </summary>
public static IReadOnlySet<uint> DumpEntitySourceIds { get; } =
ParseDumpEntityIds(Environment.GetEnvironmentVariable("ACDREAM_DUMP_ENTITY"));
/// <summary>
/// Parse the <c>ACDREAM_DUMP_ENTITY</c> value: comma-separated hex ids,
/// optional 0x prefix, whitespace tolerated, malformed segments ignored
/// (probes are forgiving — a typo'd segment must not take the launch down).
/// Internal for unit tests.
/// </summary>
internal static IReadOnlySet<uint> ParseDumpEntityIds(string? raw)
{
var set = new HashSet<uint>();
if (string.IsNullOrWhiteSpace(raw)) return set;
foreach (var seg in raw.Split(',', StringSplitOptions.RemoveEmptyEntries | StringSplitOptions.TrimEntries))
{
var s = seg.StartsWith("0x", StringComparison.OrdinalIgnoreCase) ? seg[2..] : seg;
if (uint.TryParse(s, System.Globalization.NumberStyles.HexNumber,
System.Globalization.CultureInfo.InvariantCulture, out var id))
set.Add(id);
}
return set;
}
/// <summary>
/// The top-level render branch: should this frame run the indoor (DrawInside) path?
///
/// <para>Retail <c>SmartBox::RenderNormalMode</c> (0x453aa0, pc:92665) branches
/// DrawInside vs the outdoor <c>LScape::draw</c> on <c>is_player_outside</c> — the
/// <b>PLAYER's</b> cell (<c>(player-&gt;m_position.objcell_id &amp; 0xFFFF) &lt; 0x100</c>,
/// <c>SmartBox::is_player_outside</c> 0x451e80) — NOT the camera/viewer cell. When the
/// player is inside, acdream roots the portal flood at the player's transition-owned
/// physics cell and projects from the camera eye, so the shell around the player remains
/// sealed during chase-camera cell transitions.</para>
///
/// <para>acdream historically branched on the camera cell (a non-null
/// <c>visibility.CameraCell</c>). A 3rd-person chase camera lags the player, so when the
/// player had already stepped outside but the camera still sat in the doorway, the camera
/// branch wrongly chose DrawInside rooted at the doorway cell, where the exit-portal flood
/// degenerates → the whole static world (terrain + shells) gated off → grey screen with
/// only entities (which bypass the gate) showing through. Branching on the player removes it.</para>
///
/// <param name="playerCellId">The player's current cell id (0 if unresolved → outside).</param>
/// <param name="renderRootResolved">Whether the player's indoor render root is loaded and
/// available to DrawInside.</param>
/// </summary>
public static bool ShouldRenderIndoor(uint playerCellId, bool renderRootResolved)
=> renderRootResolved && IsEnvCellId(playerCellId);
/// <summary>
/// MP0 (2026-07-05) — master toggle for the permanent frame profiler
/// (<c>AcDream.App.Diagnostics.FrameProfiler</c>): CPU frame time
/// (swap-to-swap), whole-frame GPU time, per-stage CPU attribution,
/// per-frame allocation counters, reported as one <c>[frame-prof]</c>
/// line every ~5 s. Permanent apparatus (every MP-track gate reads it) —
/// do NOT strip with session probes. This paragraph previously claimed
/// the whole-frame GPU query self-disables under <c>ACDREAM_WB_DIAG=1</c>;
/// Campaign V slice V11 deleted that self-disable along with the GL query
/// ring it protected, and the two flags are now independent — see
/// <c>FrameProfiler</c>'s own class doc. Every backend reports GPU time
/// through <c>FrameProfiler.RecordGpuSample</c>.
/// Initial state from <c>ACDREAM_FRAME_PROF=1</c>; runtime-toggleable
/// via the DebugPanel mirror (<c>DebugVM.FrameProf</c>).
/// Spec: docs/superpowers/specs/2026-07-05-modern-pipeline-design.md §5.
/// </summary>
public static bool FrameProfEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_FRAME_PROF") == "1";
/// <summary>
/// 2026-07-24 measurement-tooling review — opt-in per-frame history
/// export path for <c>AcDream.App.Diagnostics.FrameProfiler</c>. When
/// set, the profiler accumulates one record per frame (frame index,
/// wall timestamp, per-stage CPU microseconds, GPU microseconds,
/// frame-thread allocation delta) in memory and writes them as CSV to
/// this path on <c>Dispose</c> — the aggregated 5-second
/// <c>[frame-prof]</c> report is unaffected. History recording only
/// takes effect while <see cref="FrameProfEnabled"/> is also true: it
/// reuses the same per-frame instrumentation rather than duplicating
/// it. Startup-only (not runtime-toggleable) — read once, like every
/// other <c>ACDREAM_*</c> launch flag on this owner.
/// </summary>
public static string? FrameHistoryPath { get; } =
Environment.GetEnvironmentVariable("ACDREAM_FRAME_HISTORY");
// ── #337 collision-mesh wireframe (2026-08-06 — TEMPORARY) ──────────────
//
// The F2 collision overlay already existed, but for a BSP object it drew a
// proxy cylinder sized from the REGISTERED BROADPHASE RADIUS. That shows
// where the collision system thinks the object roughly is; it cannot show
// where the collision SURFACES are, which is the only thing that answers
// "is the collision geometry where the visual geometry is". The knobs
// below turn F2 into the real answer: the actual physics-BSP polygon
// edges, in world space, next to the same object's visual mesh box.
//
// Off by default, so F2 keeps its old cheap behaviour for anyone who wants
// it and this costs nothing until asked for.
/// <summary>
/// When true, the F2 collision overlay draws each nearby object's REAL
/// physics-BSP polygon edges (cyan) and, beside them, the same object's
/// visual mesh bounding box (magenta), plus the terrain triangle under the
/// player (yellow). Any separation between the cyan surfaces and the
/// object you can see is the "collision is not where the visual is"
/// defect, read directly off the screen instead of inferred from a log.
/// Initial state from <c>ACDREAM_WIRE_MESH=1</c>.
/// TEMPORARY — strip with the #337 probe family.
/// </summary>
public static bool CollisionMeshWireframeEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_WIRE_MESH") == "1";
/// <summary>
/// Radius in metres around the player within which
/// <see cref="CollisionMeshWireframeEnabled"/> resolves polygon geometry.
/// A whole landblock of rock is far more geometry than a line list wants;
/// 30 m covers everything you can wedge against. Override with
/// <c>ACDREAM_WIRE_RADIUS=&lt;metres&gt;</c>.
/// </summary>
public static float CollisionMeshWireframeRadius { get; set; } =
ParsePositiveFloat(
Environment.GetEnvironmentVariable("ACDREAM_WIRE_RADIUS"),
fallback: 30f);
private static float ParsePositiveFloat(string? raw, float fallback)
=> float.TryParse(
raw,
System.Globalization.NumberStyles.Float,
System.Globalization.CultureInfo.InvariantCulture,
out float value)
&& value > 0f
? value
: fallback;
}