Flips the last remote classification (SetPosition: teleport-advanced and
cell-less) onto 4b-1's RuntimeRemotePlacementDriveController, runs retail's
teleport_hook before the placement, and deletes the legacy remote-teleport
machinery. Contract: docs/research/2026-08-04-c4-route-4b-3-contract.md.
Retail: MoveOrTeleport @0x00516330's branch @0x00516386 -> teleport_hook
@0x005163EF -> SetFlags(0x1012) @0x00516414 -> SetPosition @0x00516420 ->
return 1 @0x00516438. The hook @0x00514ED0 runs BEFORE the placement and
regardless of its outcome. Retail places this branch unconditionally, at any
distance and any contact state (arg4 is read only @0x0051638E, after the
branch) — which is what retires AP-137's cell-less enqueue-vs-place delta.
D1 — the classifier's cell-less input is now the PRE-merge committed cell.
Retail's predicate is `this_1->cell == 0`, the BODY's own cell at
MoveOrTeleport entry (this_1 is assigned from this @0x00516334). acdream fed
the POST-merge canonical.FullCellId, which RefreshSnapshot ->
RefreshDerivedState -> SetFullCell has already stamped with the accepted wire
cell; a zero wire cell fails validation into RejectedData first. The shipped
remote cell-less predicate was therefore dead code, not merely different from
remotePlacementRequired. Threaded via a builder overload; route 1's overload
is untouched. The graphical !IsSpatiallyVisible arm of
projectionRequiresTeleportHook is deleted — a presentation predicate with no
retail analogue that fired the teleport machinery on a routine hot path.
Deleted: RemoteTeleportController (605), RemoteTeleportPlacement (85),
RemoteShadowPlacementSynchronizer (49), their 1,709 lines of tests, the
remotePlacementRequired predicate, the TeleportHookRequired plumbing, the
legacy pre-operation ConstrainTo fallback, and the player arm's legacy
!IsGrounded fallback. Net -2,030 lines.
Structural fix (two independent Opus reviews, round 1 FAIL/FAIL): three of the
four MAJORs were one defect — OnPosition carried two parallel inline copies of
the routing tail (player-guid, NPC-guid) that had drifted. Extracted
RunRemoteArmTail (3 call sites) and ApplyWireAirborneLeftoverBookkeeping (2),
both branches now share one implementation.
A1 ToConstraintArm mapped AirborneSnap -> AirborneNoOperation, so the NPC
arm armed ConstrainTo ZERO times for an out-of-contact wire-grounded
creature — a regression this slice introduced while closing a
structurally identical hole. Now maps to NearInterpolate; switch made
total with a throwing default proven unreachable.
R1 D2's write-nothing shape existed on the player arm only; NPC packets
fell through and wrote the body. Retail makes no player/NPC distinction.
R2 report_collision_end(this,1) @0x00514F31 was bound to
ShadowObjects.Suspend, a port of a DIFFERENT retail function
(remove_shadows_from_cells) that teleport_hook never calls. Now routes
to RuntimeCollisionReportingState.LeaveWorld, which wraps the private
ForceEnd in an admission-blocking transaction so a DoCollisionEnd
callback cannot recreate the contact table.
R3/A2 A teleported NPC synthesized ServerVelocity from the teleport distance
(~1,000+ m/s) and planned a run cycle from it. Both the install and
RemoteServerControlledVelocityCycle.Apply now gate on !isTeleportRoute.
BISECT HAZARD — A1's fix is correct only BECAUSE R1 landed. AirborneSnap is
reachable wire-airborne on the NPC arm only while D2's shape is missing there.
Reverting R1 alone silently inverts A1 into the opposite divergence: arming
where retail returns 0. Revert both or neither.
Also in the velocity hunk: the NPC block's two !IsPlayerGuid(update.Guid)
guards were dropped when it was wrapped in `if (!isTeleportRoute)`. Safe — all
five exit paths of the enclosing IsPlayerGuid block return, so the predicate is
unconditionally false below it — but it was unremarked by both reviews.
Register: AP-137 REWRITTEN (not deleted) to the surviving acdream-only
divergences — null classification during the login window and Rejected*
through UnroutedCatchUp keep a row. AD-42's RemoteTeleportController citation
retired; AP-136/AP-138 writer lists corrected to the two surviving non-Position
rebucket writers; AP-138 gains the teleport arm as a second producer of the
visible-without-collision residual (retirement path remains #309). AP-135 is
untouched and its two airborne bookkeeping writes are preserved on both arms.
AP-131 does not retire; #276 does not close.
Proof obligation 1: ParkCollisionResidents' overlap throw stays unreachable —
the teleport arm adds packets to the same TryBeginExclusiveAuthoredPlacement
one-operation-per-key machinery the far arm uses, opens no new operation shape,
and every DeferredCell outcome cancels synchronously with
restoreCancelledPark: true. The guarded property remains
HasOldPrefixPlacementDebt's stall, not a throw (4b-1's B2 caveat stands).
Correction to an earlier claim: LiveEntityPresentationController's
_activePlacementOwners was NOT write-never at HEAD —
remotePlacementRequired -> BeginPlacement -> Begin -> BeginAuthoritativePlacement
was a live writer chain. It becomes write-never BECAUSE this slice deletes that
chain, which is why deleting the dead half is behaviour-preserving.
Probe: ACDREAM_PROBE_REMOTE_TELEPORT=1 emits one [remote-teleport] line per
routed arm (guid, cause, hook-ran, placement status). TEMPORARY, strip with the
probe family.
Carried, disclosed not fixed: no dedicated bidirectional collision-partner test
for R2 (the wiring, not LeaveWorld itself, is what lacks coverage); the
stress test's teleport step drives hand-written field assignments rather than
the canonical arm; the per-packet runTeleportHook closure allocation (network
path, not the resolve path Slice I's 0 B discipline governs — file before
route 5 adds a fourth call site). B2: IRuntimeCollisionReportObserver has zero
production implementations, so retail's bidirectional DoCollisionEnd half still
reaches no gameplay consumer — this fix closes the wrong-function binding, not
that nobody listens.
Complete Release suite MEASURED at 11,013 passed / 4 skipped / 0 failed
(baseline 11,027/4/0; net -14 = ~33 deleted test cases against ~19 added).
Neither known flake fired (#302 PortalProjectionTests GC-allocation, #308
NakEmissionTests wall-clock).
STILL OWED: the two-client connected gate, which MUST use an NPC/creature
teleport target. Both round-1 MAJORs lived on the NPC arm and the velocity
cycle early-returns for 0x50xxxxxx guids, so a player target structurally
cannot observe A1, A2, or R3.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
1677 lines
78 KiB
C#
1677 lines
78 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Numerics;
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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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/// Slice I5 graph/flat referee cadence. Zero disables the diagnostic;
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/// N samples every Nth collision-traversal entry. The graph path remains
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/// authoritative regardless of the comparison result.
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/// </summary>
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public static int CollisionShadowSampleEvery { get; set; } =
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ParsePositiveInt(
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Environment.GetEnvironmentVariable(
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"ACDREAM_COLLISION_SHADOW_EVERY"));
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/// <summary>
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/// Directory for deterministic Slice I5 mismatch artifacts.
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/// </summary>
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public static string CollisionShadowArtifactDirectory { get; set; } =
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Environment.GetEnvironmentVariable(
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"ACDREAM_COLLISION_SHADOW_DIR")
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?? Path.Combine(
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Environment.CurrentDirectory,
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".test-out",
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"collision-shadow");
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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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/// Issue #309's connected-gate confirmation signal (2026-08-04, C4 route
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/// 4b-2). The gate's quiescence steps need a ForcePosition to land INSIDE
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/// a transient collision-prefix quiescence window, which a tester cannot
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/// synchronise with a teleport or portal arrival — so without a signal a
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/// clean teleport and a correctly-parked one look identical and the gate
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/// passes while broken.
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///
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/// <para>When true, <c>RuntimeSetPositionState</c> emits one
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/// <c>[park]</c> line when a placement parks (entity, park cause, the
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/// blocking landblock prefix if any, the caller's pre-snap cell, the
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/// POST-snap cell the rollback would restore into, and whether the
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/// rollback was captured or declined), and one <c>[park-restore]</c> line
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/// when a cancelled park's withdrawal is rolled back or its residency arm
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/// is declined at restore time. Low volume: parks are rare, and nothing
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/// is emitted for an ordinary committing placement. Zero cost when off
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/// (one static-bool read per park).</para>
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///
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/// <para>Initial state from <c>ACDREAM_PROBE_PARK=1</c>.</para>
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/// </summary>
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public static bool ProbeParkEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_PARK") == "1";
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/// <summary>
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/// #283 reachability probe (2026-08-03). Runtime rebases its world frame
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/// the instant an accepted Position carries TeleportAdvanced, while App's
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/// <c>LiveWorldOriginState</c> rebases only once
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/// <c>StreamingOriginRecenterCoordinator</c> observes old-window
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/// retirement completion — many frames later. Between those edges the two
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/// owners can disagree by the source-to-destination landblock delta, and
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/// anything converted in that gap lands a multiple of 192 m from the
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/// geometry App is building.
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///
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/// <para>A 2026-08-03 connected run answered that question: 11 reveals
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/// across six landblocks spanning ~45 km recorded ZERO disagreements,
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/// because the recenter detaches every resident landblock before adopting
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/// the new origin and so serializes the two rebases. Disagreement is now
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/// a terminal invariant
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/// (<c>LiveWorldOriginState.EnsureAgreesWithRuntimeFrame</c>) rather than
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/// something to observe.</para>
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///
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/// <para>When true, this now emits one verbose <c>[world-frame] agree</c>
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/// line per projected conversion recording the centre both owners used —
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/// what you want when investigating a placement that looks displaced but
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/// is NOT a frame disagreement. Measurement only; it never gates
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/// placement. Initial state from
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/// <c>ACDREAM_PROBE_WORLD_FRAME=1</c>.</para>
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/// </summary>
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public static bool ProbeWorldFrameEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_WORLD_FRAME") == "1";
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/// <summary>
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/// Stuck-cast/missing-attack investigation (2026-07-30). When true,
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/// every REMOTE ground-contact edge (HitGround / LeaveGround — each of
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/// which drains the mover's pending action animations via retail's
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/// <c>HandleEnterWorld</c>) emits one <c>[remote-edge]</c> line with the
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/// server guid. Correlates eaten attack animations with spurious
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/// contact flickers. Rides <c>ACDREAM_DUMP_MOTION=1</c> so one flag
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/// captures the whole animation story.
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/// </summary>
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public static bool DumpMotionEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_DUMP_MOTION") == "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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/// A6.P5 (2026-05-25) — dump the cellSet that
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/// <c>BuildCellSetAndPickContaining</c> produces. One line per call:
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/// seed cell, sphere world XY, candidate count, and the full candidate
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/// list (hex). Pair with <c>[bsp-test]</c> / <c>[resolve]</c> to see
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/// whether the door's outdoor cell is reachable from the player's
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/// current indoor cell via the portal-walk.
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/// </summary>
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public static bool ProbeCellSetEnabled { get; set; }
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= Environment.GetEnvironmentVariable("ACDREAM_PROBE_CELLSET") == "1";
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/// <summary>
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/// R5-V3 #171 residuals (2026-07-04) — sticky-melee timeline probe.
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/// One <c>[sticky]</c> line per StickyManager lifecycle event (STICK /
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/// UNSTICK / LEASE-EXPIRE / TARGET-status teardown) and per armed
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/// <c>AdjustOffset</c> tick (guid, signed gap distance, applied delta,
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/// heading delta), plus <c>[sticky-snap-skip]</c> lines at the NPC
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/// UpdatePosition handler when a server hard-snap is suppressed because
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/// the entity is stuck. Heavy while a pack is stuck (~60 Hz × stuck
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/// count); capture-session only. All lines carry the guid
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/// (feedback_probe_identity_attribution).
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/// </summary>
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public static bool ProbeStickyEnabled { get; set; }
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= Environment.GetEnvironmentVariable("ACDREAM_PROBE_STICKY") == "1";
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/// <summary>
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/// Bug A investigation (2026-08-04, live route 4a test — see
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/// <c>docs/ISSUES.md</c> #32 and
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/// <c>docs/research/2026-08-04-remote-landing-investigation.md</c>): a
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/// PLAYER remote sometimes stays in the falling animation after landing,
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/// then snaps to the grounded pose after a delay. Three hypotheses were
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/// identified, with non-overlapping fixes, so this probe captures the
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/// state needed to discriminate them at BOTH remote landing-detection
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/// sites: the UpdatePosition landing block in
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/// <c>LiveEntityNetworkUpdateController</c> (site=<c>controller</c>) and
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/// the per-tick VectorUpdate landing branch in
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/// <c>RuntimeRemotePhysicsUpdater</c> (site=<c>per-tick</c>).
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///
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/// <para>
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/// When true, emits one <c>[remote-landing]</c> line per landing edge via
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/// <see cref="LogRemoteLanding"/>, capturing: the airborne flag on entry,
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/// whether the Gravity state bit is still set (the
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/// <c>MotionInterpreter.HitGround</c> gate at
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/// <c>MotionInterpreter.cs</c>:~2435 no-ops silently when it is NOT —
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/// hypothesis 1), the Contact/OnWalkable transient bits, whether a
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/// <c>DefaultSink</c> is bound (hypothesis 2 — nothing to dispatch
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/// through), the per-tick site's <c>resolveResult.IsOnGround</c> (n/a at
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/// the controller site, which has no resolver call), and the
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/// sequencer's current style/motion id (hypothesis 3 — the sequencer
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/// disagrees with what the re-apply should produce). A companion
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/// <c>[remote-landing-gate]</c> line fires via
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/// <see cref="LogRemoteLandingGateNoOp"/> whenever a landing site is
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/// reached but Gravity is already clear, so the HitGround call about to
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/// happen is a silent no-op — the single most valuable signal for
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/// hypothesis 1.
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/// </para>
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///
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/// <para>
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/// Initial state from <c>ACDREAM_PROBE_REMOTE_LANDING=1</c>. TEMPORARY —
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/// strip once the discriminating live-test capture has landed.
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/// </para>
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/// </summary>
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public static bool ProbeRemoteLandingEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_REMOTE_LANDING") == "1";
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/// <summary>
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/// C4 route 4b-3 (2026-08-04) live-execution proof (process rule 5): one
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/// <c>[remote-teleport]</c> line per routed teleport arm
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/// (<c>LiveEntityNetworkUpdateController.ApplyRemoteContactRouting</c>'s
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/// teleport dispatch), so a connected test can confirm the new arm
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/// actually executed rather than inferring it from a clean-looking
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/// session (#309's lesson — a session with zero probe lines is a
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/// not-run). Initial state from <c>ACDREAM_PROBE_REMOTE_TELEPORT=1</c>.
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/// TEMPORARY — strip with the rest of the probe family once the
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/// two-client connected teleport gate has landed.
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/// </summary>
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public static bool ProbeRemoteTeleportEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_REMOTE_TELEPORT") == "1";
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/// <summary>
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/// Emit one <c>[remote-teleport]</c> line for one routed teleport arm.
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/// Self-guards on <see cref="ProbeRemoteTeleportEnabled"/>, so callers
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/// need not pre-check. <paramref name="cause"/> is <c>"teleport-ts"</c>
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/// or <c>"cellless"</c> (D1's two classifier predicates); the guid, the
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/// hook's own currency result, and the placement status are the fields
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/// the connected gate recipe reads back.
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/// </summary>
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public static void LogRemoteTeleport(
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uint guid,
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string cause,
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bool hookRan,
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string placementStatus)
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{
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if (!ProbeRemoteTeleportEnabled) return;
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Console.WriteLine(System.FormattableString.Invariant(
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$"[remote-teleport] guid=0x{guid:X8} cause={cause} hookRan={hookRan} placement={placementStatus}"));
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}
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/// <summary>
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/// Emit one <c>[remote-landing]</c> line for a remote landing-detection
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/// edge. Caller MUST guard with
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/// <c>if (!ProbeRemoteLandingEnabled) return;</c> before calling.
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/// <paramref name="resolveIsOnGround"/> is <see langword="null"/> at the
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/// controller site (no per-frame resolver call at that edge).
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/// </summary>
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public static void LogRemoteLanding(
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string site,
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uint guid,
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bool airborneBefore,
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bool gravitySet,
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bool contact,
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bool onWalkable,
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bool hasDefaultSink,
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bool? resolveIsOnGround,
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uint sequencerStyle,
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uint sequencerMotion)
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{
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var ci = System.Globalization.CultureInfo.InvariantCulture;
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string onGroundText = resolveIsOnGround.HasValue
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? resolveIsOnGround.Value.ToString()
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: "n/a";
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Console.WriteLine(string.Format(ci,
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"[remote-landing] site={0} guid=0x{1:X8} t={2} airborneBefore={3} " +
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"gravitySet={4} contact={5} onWalkable={6} hasDefaultSink={7} " +
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"resolveIsOnGround={8} seqStyle=0x{9:X8} seqMotion=0x{10:X8}",
|
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site, guid, Environment.TickCount64, airborneBefore,
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gravitySet, contact, onWalkable, hasDefaultSink, onGroundText,
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sequencerStyle, sequencerMotion));
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}
|
||
|
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/// <summary>
|
||
/// Emit one <c>[remote-landing-gate]</c> line when a landing edge is
|
||
/// reached but the Gravity state bit is already clear, so the imminent
|
||
/// <c>MotionInterpreter.HitGround</c> call will silently no-op (the
|
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/// gate at <c>MotionInterpreter.cs</c>:~2435) — hypothesis 1 for Bug A.
|
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/// Caller MUST guard with
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/// <c>if (!ProbeRemoteLandingEnabled) return;</c> before calling.
|
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/// </summary>
|
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public static void LogRemoteLandingGateNoOp(string site, uint guid)
|
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{
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Console.WriteLine(System.FormattableString.Invariant(
|
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$"[remote-landing-gate] site={site} guid=0x{guid:X8} t={Environment.TickCount64} NOOP gravityAlreadyClear=true"));
|
||
}
|
||
|
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// ── [remote-landing-after] — the OUTCOME half of the Bug A probe ──────
|
||
//
|
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// docs/research/2026-08-04-bug-a-h3-scheduler-diagnosis.md §6.1: the
|
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// [remote-landing] line above reads state immediately BEFORE
|
||
// MovementManager.HitGround, so it cannot separate (a) the edge never
|
||
// firing, from (b) HitGround firing and something re-asserting Falling,
|
||
// from (c) the motion-table sink refusing the cycle. The companion line
|
||
// below reads the same entity immediately AFTER the call, at the same
|
||
// two sites, and pairs 1:1 with it (same site + guid, next line for
|
||
// that guid).
|
||
//
|
||
// Dispatch capture: MotionTableDispatchSink.ApplyMotion discards the
|
||
// MotionTableManagerError code (it returns bool) and HitGround itself
|
||
// returns void, so nothing at the call site can observe what the sink
|
||
// did. These [ThreadStatic] latches carry it across the synchronous
|
||
// HitGround call without changing any signature: the call site calls
|
||
// BeginRemoteLandingDispatchCapture() right before HitGround, the sink
|
||
// records each ApplyMotion, and LogRemoteLandingAfter reports the count
|
||
// plus the LAST ApplyMotion — which for the landing re-apply
|
||
// (ApplyInterpretedMovement, MotionInterpreter.cs:2842-2903) is the
|
||
// decisive one: either Falling (:2867) or InterpretedState.ForwardCommand
|
||
// (:2878). Thread-static because the whole window is synchronous on the
|
||
// ticking thread, and headless hosts tick several sessions in parallel.
|
||
//
|
||
// Every member here is inert unless ProbeRemoteLandingEnabled is true.
|
||
// TEMPORARY — strip with the rest of the ACDREAM_PROBE_REMOTE_LANDING
|
||
// family once the discriminating live capture has landed.
|
||
|
||
[ThreadStatic] private static int _remoteLandingApplyCalls;
|
||
[ThreadStatic] private static uint _remoteLandingLastApplyMotion;
|
||
[ThreadStatic] private static uint _remoteLandingLastApplyResult;
|
||
|
||
/// <summary>
|
||
/// Arm the per-call sink-dispatch capture read back by
|
||
/// <see cref="LogRemoteLandingAfter"/>. Call immediately before
|
||
/// <c>MovementManager.HitGround</c>. No-op unless
|
||
/// <see cref="ProbeRemoteLandingEnabled"/>.
|
||
/// </summary>
|
||
public static void BeginRemoteLandingDispatchCapture()
|
||
{
|
||
if (!ProbeRemoteLandingEnabled) return;
|
||
_remoteLandingApplyCalls = 0;
|
||
_remoteLandingLastApplyMotion = 0;
|
||
_remoteLandingLastApplyResult = 0;
|
||
}
|
||
|
||
/// <summary>
|
||
/// Record one <c>IInterpretedMotionSink.ApplyMotion</c> dispatch and its
|
||
/// raw <c>MotionTableManagerError</c> code. Called by
|
||
/// <see cref="Motion.MotionTableDispatchSink"/>; self-guarded, so it is
|
||
/// a single flag test when the probe is off.
|
||
/// </summary>
|
||
public static void RecordRemoteLandingDispatch(uint motion, uint result)
|
||
{
|
||
if (!ProbeRemoteLandingEnabled) return;
|
||
_remoteLandingApplyCalls++;
|
||
_remoteLandingLastApplyMotion = motion;
|
||
_remoteLandingLastApplyResult = result;
|
||
}
|
||
|
||
/// <summary>
|
||
/// Emit one <c>[remote-landing-after]</c> line for the landing edge whose
|
||
/// <c>[remote-landing]</c> line was just written. Caller MUST guard with
|
||
/// <c>if (!ProbeRemoteLandingEnabled) return;</c> before calling, and MUST
|
||
/// emit it before any post-HitGround ownership re-check can return — a
|
||
/// before-line with no after-line therefore means the call site threw.
|
||
/// <paramref name="hitGroundInvoked"/> is <see langword="false"/> if a
|
||
/// gate short-circuited between the two lines (no such gate exists at
|
||
/// either site today; the field exists so the absence is stated rather
|
||
/// than inferred from a missing line).
|
||
/// </summary>
|
||
public static void LogRemoteLandingAfter(
|
||
string site,
|
||
uint guid,
|
||
bool hitGroundInvoked,
|
||
uint sequencerStyle,
|
||
uint sequencerMotion,
|
||
uint forwardCommand)
|
||
{
|
||
var ci = System.Globalization.CultureInfo.InvariantCulture;
|
||
Console.WriteLine(string.Format(ci,
|
||
"[remote-landing-after] site={0} guid=0x{1:X8} t={2} " +
|
||
"hitGroundInvoked={3} seqStyle=0x{4:X8} seqMotion=0x{5:X8} " +
|
||
"fwdCmd=0x{6:X8} sinkApplyCalls={7} sinkLastMotion=0x{8:X8} " +
|
||
"sinkLastResult=0x{9:X8}",
|
||
site, guid, Environment.TickCount64,
|
||
hitGroundInvoked, sequencerStyle, sequencerMotion,
|
||
forwardCommand, _remoteLandingApplyCalls,
|
||
_remoteLandingLastApplyMotion, _remoteLandingLastApplyResult));
|
||
}
|
||
|
||
// ── [remote-slide-*] — Bug B (remote ledge/roof slide) capture ────────
|
||
//
|
||
// docs/research/2026-08-04-bug-b-remote-slide-diagnosis.md §2 names TWO
|
||
// live blip producers and states that NO existing probe distinguishes
|
||
// them:
|
||
// • Candidate 1 — AP-87's `bodyToTarget > 4 m` body snap in
|
||
// RuntimeRemoteSteadyStatePosition.ApplyInterpolate (:129-137).
|
||
// • Candidate 2 — InterpolationManager's own retail-faithful
|
||
// `node_fail_counter > 3` snap-to-tail (:458-467; retail
|
||
// InterpolationManager::UseTime @0x00555f20). That code is CORRECT
|
||
// and is only reachable because §1 froze the body; this probe
|
||
// OBSERVES it and must never be read as a reason to change it.
|
||
// Both emit `[remote-slide-snap]` with a distinct `producer=` tag, so
|
||
// one grep finds every blip and the tag alone answers "which one".
|
||
//
|
||
// The same family also settles the diagnosis's two load-bearing NOT
|
||
// ESTABLISHED items:
|
||
// • #1 (Shape A vs Shape B) — `[remote-slide-up] wireGrounded=` is the
|
||
// raw ACE PositionFlags.IsGrounded bit for the accepted packet,
|
||
// emitted at the ONE routing point both remote arms pass through,
|
||
// AHEAD of the NoPositionOperation early returns, so a Shape-A slide
|
||
// (every packet `wireGrounded=false disp=NoPositionOperation`) is
|
||
// visible even though acdream writes nothing for it.
|
||
// • #2 (is the roof steep in OUR collision data) —
|
||
// `[remote-slide-tick] bodyCpNz=/rsCpNz=` against `floorZ=`.
|
||
// `[remote-slide-vec]` covers the 0xF74E half of NOT ESTABLISHED #4: an
|
||
// absence of lines during a slide is itself the answer.
|
||
//
|
||
// Pure reads only. Nothing here gates, orders, or mutates production
|
||
// state; the throttle dictionary and the attribution latch are
|
||
// probe-owned and [ThreadStatic] because a headless host ticks several
|
||
// sessions in parallel.
|
||
//
|
||
// TEMPORARY — strip the whole ACDREAM_PROBE_REMOTE_SLIDE family once the
|
||
// two-client roof capture has landed.
|
||
|
||
private static readonly string? RemoteSlideProbeRaw =
|
||
Environment.GetEnvironmentVariable("ACDREAM_PROBE_REMOTE_SLIDE");
|
||
|
||
/// <summary>
|
||
/// Initial state from <c>ACDREAM_PROBE_REMOTE_SLIDE</c>. <c>1</c> enables
|
||
/// the family for every remote; a comma-separated hex GUID list (e.g.
|
||
/// <c>0x50000123,0x8001ABCD</c>) enables it only for those GUIDs, which is
|
||
/// what keeps a live two-client capture readable. Unset/empty = inert.
|
||
/// </summary>
|
||
public static bool ProbeRemoteSlideEnabled { get; set; } =
|
||
!string.IsNullOrWhiteSpace(RemoteSlideProbeRaw);
|
||
|
||
/// <summary>
|
||
/// Optional GUID allow-list for <see cref="ProbeRemoteSlideEnabled"/>.
|
||
/// Empty means "every remote".
|
||
/// </summary>
|
||
public static IReadOnlySet<uint> ProbeRemoteSlideGuids { get; set; } =
|
||
RemoteSlideProbeRaw is null || RemoteSlideProbeRaw.Trim() == "1"
|
||
? new HashSet<uint>()
|
||
: ParseHexIdList(RemoteSlideProbeRaw);
|
||
|
||
/// <summary>
|
||
/// The single gate every <c>[remote-slide-*]</c> call site checks first.
|
||
/// One static bool read plus (only when enabled) one set lookup.
|
||
/// </summary>
|
||
public static bool ShouldLogRemoteSlide(uint guid) =>
|
||
ProbeRemoteSlideEnabled
|
||
&& (ProbeRemoteSlideGuids.Count == 0
|
||
|| ProbeRemoteSlideGuids.Contains(guid));
|
||
|
||
// Neither InterpolationManager nor RuntimeRemoteSteadyStatePosition has
|
||
// access to a server GUID (RemoteMotion does not carry one), and
|
||
// claude-memory/feedback_probe_identity_attribution.md makes the GUID
|
||
// mandatory on a per-entity probe. Rather than widen either production
|
||
// signature, the two per-remote windows that call into them stamp this
|
||
// latch first — the same [ThreadStatic] shape the [remote-landing-after]
|
||
// dispatch capture already uses, and for the same reason (the whole
|
||
// window is synchronous on the ticking thread).
|
||
[ThreadStatic] private static uint _remoteSlideAttributionGuid;
|
||
|
||
/// <summary>
|
||
/// Stamp the GUID that any <c>[remote-slide-*]</c> line emitted from
|
||
/// inside the following synchronous per-remote window belongs to. No-op
|
||
/// unless <see cref="ProbeRemoteSlideEnabled"/>.
|
||
/// </summary>
|
||
public static void BeginRemoteSlideAttribution(uint guid)
|
||
{
|
||
if (!ProbeRemoteSlideEnabled) return;
|
||
_remoteSlideAttributionGuid = guid;
|
||
}
|
||
|
||
/// <summary>The GUID stamped by the innermost
|
||
/// <see cref="BeginRemoteSlideAttribution"/>; <c>0</c> when unknown.</summary>
|
||
public static uint RemoteSlideAttributionGuid => _remoteSlideAttributionGuid;
|
||
|
||
/// <summary>
|
||
/// Per-GUID rate limit for the ~30 Hz <c>[remote-slide-tick]</c> line.
|
||
/// A resting remote emits at most one line per this interval; any change
|
||
/// in the caller-supplied signature (the contact/walkable/airborne/
|
||
/// gravity/steep/moved bit pattern) emits immediately, so every
|
||
/// transition is captured at full fidelity.
|
||
/// </summary>
|
||
private const long RemoteSlideTickThrottleMs = 200;
|
||
|
||
[ThreadStatic]
|
||
private static Dictionary<uint, (long Ms, int Signature)>? _remoteSlideTickGate;
|
||
|
||
/// <summary>
|
||
/// Edge-or-throttle admission for <see cref="LogRemoteSlideTick"/>.
|
||
/// Returns true when the line should be emitted; updates the per-GUID
|
||
/// gate as a side effect. Probe-owned state only.
|
||
/// </summary>
|
||
public static bool ShouldEmitRemoteSlideTick(uint guid, int signature)
|
||
{
|
||
if (!ShouldLogRemoteSlide(guid)) return false;
|
||
_remoteSlideTickGate ??= new Dictionary<uint, (long, int)>();
|
||
long now = Environment.TickCount64;
|
||
if (_remoteSlideTickGate.TryGetValue(guid, out var previous)
|
||
&& previous.Signature == signature
|
||
&& now - previous.Ms < RemoteSlideTickThrottleMs)
|
||
{
|
||
return false;
|
||
}
|
||
_remoteSlideTickGate[guid] = (now, signature);
|
||
return true;
|
||
}
|
||
|
||
/// <summary>
|
||
/// One <c>[remote-slide-up]</c> line per accepted remote Position, from
|
||
/// the single point BOTH remote arms pass through — ahead of the
|
||
/// <c>NoPositionOperation</c> early returns, so a Shape-A slide (which
|
||
/// acdream answers by writing nothing) still produces a line.
|
||
/// Caller MUST guard with <see cref="ShouldLogRemoteSlide"/>.
|
||
/// </summary>
|
||
public static void LogRemoteSlideUp(
|
||
uint guid,
|
||
bool wireGrounded,
|
||
Vector3? wireVelocity,
|
||
string disposition,
|
||
float? playerDistance,
|
||
float bodyToTarget,
|
||
float bodySnapThreshold,
|
||
bool willBeDrTicked,
|
||
// Read at packet ENTRY. The player-remote arm stamps
|
||
// LastServerPosTime between here and the routing call, so the value
|
||
// ApplyInterpolate actually tests can differ — the
|
||
// [remote-slide-snap] producer=ap87-4m line reports that one. Hence
|
||
// the distinct firstUpAtEntry= field name.
|
||
bool firstUp,
|
||
bool airborne,
|
||
bool contact,
|
||
bool onWalkable,
|
||
bool gravity,
|
||
Vector3 bodyVelocity,
|
||
bool contactPlaneValid,
|
||
float contactPlaneNormalZ,
|
||
Vector3 wirePosition,
|
||
Vector3 bodyPosition,
|
||
int interpQueueDepth,
|
||
int interpFailCount)
|
||
{
|
||
var ci = System.Globalization.CultureInfo.InvariantCulture;
|
||
string wireVel = wireVelocity is { } wv
|
||
? string.Format(ci, "({0:F3},{1:F3},{2:F3})", wv.X, wv.Y, wv.Z)
|
||
: "null";
|
||
string playerDist = playerDistance is { } pd
|
||
? pd.ToString("F2", ci)
|
||
: "n/a";
|
||
Console.WriteLine(string.Format(ci,
|
||
"[remote-slide-up] guid=0x{0:X8} t={1} wireGrounded={2} wireVel={3} " +
|
||
"disp={4} playerDist={5} bodyToTarget={6:F3} snapThreshold={7:F3} " +
|
||
"willBeDrTicked={8} firstUpAtEntry={9} airborne={10} contact={11} " +
|
||
"onWalkable={12} gravity={13} bodyVel=({14:F3},{15:F3},{16:F3}) " +
|
||
"cpValid={17} cpNz={18:F4} floorZ={19:F4} steep={20} " +
|
||
"wirePos=({21:F3},{22:F3},{23:F3}) bodyPos=({24:F3},{25:F3},{26:F3}) " +
|
||
"queueDepth={27} failCount={28}",
|
||
guid, Environment.TickCount64, wireGrounded, wireVel,
|
||
disposition, playerDist, bodyToTarget, bodySnapThreshold,
|
||
willBeDrTicked, firstUp, airborne, contact,
|
||
onWalkable, gravity,
|
||
bodyVelocity.X, bodyVelocity.Y, bodyVelocity.Z,
|
||
contactPlaneValid, contactPlaneNormalZ, PhysicsGlobals.FloorZ,
|
||
contactPlaneValid && contactPlaneNormalZ < PhysicsGlobals.FloorZ,
|
||
wirePosition.X, wirePosition.Y, wirePosition.Z,
|
||
bodyPosition.X, bodyPosition.Y, bodyPosition.Z,
|
||
interpQueueDepth, interpFailCount));
|
||
}
|
||
|
||
/// <summary>
|
||
/// One <c>[remote-slide-vec]</c> line per accepted remote 0xF74E
|
||
/// VectorUpdate. NOT ESTABLISHED #4 asks whether ACE relays one at all
|
||
/// during a slide — the ABSENCE of these lines across a captured slide
|
||
/// window is the answer, which is why this sits on the committed path
|
||
/// rather than inside the <c>Velocity.Z > 0.5f</c> airborne branch.
|
||
/// Caller MUST guard with <see cref="ShouldLogRemoteSlide"/>.
|
||
/// </summary>
|
||
public static void LogRemoteSlideVector(
|
||
uint guid,
|
||
Vector3 wireVelocity,
|
||
Vector3 wireOmega,
|
||
bool willMarkAirborne,
|
||
bool airborneBefore,
|
||
bool contact,
|
||
bool onWalkable,
|
||
bool gravity,
|
||
Vector3 bodyVelocity,
|
||
bool contactPlaneValid,
|
||
float contactPlaneNormalZ)
|
||
{
|
||
var ci = System.Globalization.CultureInfo.InvariantCulture;
|
||
Console.WriteLine(string.Format(ci,
|
||
"[remote-slide-vec] guid=0x{0:X8} t={1} " +
|
||
"wireVel=({2:F3},{3:F3},{4:F3}) wireOmega=({5:F3},{6:F3},{7:F3}) " +
|
||
"willMarkAirborne={8} airborneBefore={9} contact={10} " +
|
||
"onWalkable={11} gravity={12} bodyVel=({13:F3},{14:F3},{15:F3}) " +
|
||
"cpValid={16} cpNz={17:F4} floorZ={18:F4} steep={19}",
|
||
guid, Environment.TickCount64,
|
||
wireVelocity.X, wireVelocity.Y, wireVelocity.Z,
|
||
wireOmega.X, wireOmega.Y, wireOmega.Z,
|
||
willMarkAirborne, airborneBefore, contact,
|
||
onWalkable, gravity,
|
||
bodyVelocity.X, bodyVelocity.Y, bodyVelocity.Z,
|
||
contactPlaneValid, contactPlaneNormalZ, PhysicsGlobals.FloorZ,
|
||
contactPlaneValid && contactPlaneNormalZ < PhysicsGlobals.FloorZ));
|
||
}
|
||
|
||
/// <summary>
|
||
/// Blip producer <b>Candidate 1</b> — AP-87's <c>bodyToTarget > 4 m</c>
|
||
/// body snap (<c>RuntimeRemoteSteadyStatePosition.ApplyInterpolate</c>).
|
||
/// Tagged <c>producer=ap87-4m</c>. Caller MUST guard with
|
||
/// <see cref="ShouldLogRemoteSlide"/>.
|
||
/// </summary>
|
||
public static void LogRemoteSlideBodySnap(
|
||
uint guid,
|
||
bool firstUp,
|
||
bool willBeDrTicked,
|
||
float bodyToTarget,
|
||
float threshold,
|
||
Vector3 bodyPosition,
|
||
Vector3 targetPosition,
|
||
int interpQueueDepth,
|
||
int interpFailCount)
|
||
{
|
||
var ci = System.Globalization.CultureInfo.InvariantCulture;
|
||
Console.WriteLine(string.Format(ci,
|
||
"[remote-slide-snap] producer=ap87-4m guid=0x{0:X8} t={1} " +
|
||
"firstUp={2} willBeDrTicked={3} bodyToTarget={4:F3} threshold={5:F3} " +
|
||
"body=({6:F3},{7:F3},{8:F3}) target=({9:F3},{10:F3},{11:F3}) " +
|
||
"queueDepth={12} failCount={13}",
|
||
guid, Environment.TickCount64,
|
||
firstUp, willBeDrTicked, bodyToTarget, threshold,
|
||
bodyPosition.X, bodyPosition.Y, bodyPosition.Z,
|
||
targetPosition.X, targetPosition.Y, targetPosition.Z,
|
||
interpQueueDepth, interpFailCount));
|
||
}
|
||
|
||
/// <summary>
|
||
/// The non-blip outcome of the same seam: the packet fed the queue. Its
|
||
/// presence is what tells Shape B (queue fed, so Candidate 2 can arm)
|
||
/// apart from Shape A (queue never fed, so only Candidate 1 can fire).
|
||
/// Caller MUST guard with <see cref="ShouldLogRemoteSlide"/>.
|
||
/// </summary>
|
||
public static void LogRemoteSlideEnqueue(
|
||
uint guid,
|
||
float bodyToTarget,
|
||
Vector3 targetPosition,
|
||
int interpQueueDepth,
|
||
int interpFailCount)
|
||
{
|
||
var ci = System.Globalization.CultureInfo.InvariantCulture;
|
||
Console.WriteLine(string.Format(ci,
|
||
"[remote-slide-enq] guid=0x{0:X8} t={1} bodyToTarget={2:F3} " +
|
||
"target=({3:F3},{4:F3},{5:F3}) queueDepth={6} failCount={7}",
|
||
guid, Environment.TickCount64, bodyToTarget,
|
||
targetPosition.X, targetPosition.Y, targetPosition.Z,
|
||
interpQueueDepth, interpFailCount));
|
||
}
|
||
|
||
/// <summary>
|
||
/// Blip producer <b>Candidate 2</b> — the retail-faithful
|
||
/// <c>node_fail_counter > 3</c> snap-to-tail inside
|
||
/// <see cref="InterpolationManager"/> (retail
|
||
/// <c>InterpolationManager::UseTime</c> @0x00555f20). Tagged
|
||
/// <c>producer=interp-stall</c>. This line is OBSERVATION ONLY: the code
|
||
/// it reports on is a correct port firing correctly on a body frozen
|
||
/// upstream, and the diagnosis explicitly rules it out of scope for any
|
||
/// fix. Self-guarded on <see cref="ProbeRemoteSlideEnabled"/> so the
|
||
/// snap site pays one bool read when off; GUID comes from
|
||
/// <see cref="RemoteSlideAttributionGuid"/>.
|
||
/// </summary>
|
||
public static void LogRemoteSlideStallSnap(
|
||
int failCount,
|
||
int threshold,
|
||
int queueDepth,
|
||
Vector3 bodyPosition,
|
||
Vector3 tailPosition,
|
||
float distanceToHead)
|
||
{
|
||
uint guid = _remoteSlideAttributionGuid;
|
||
if (!ShouldLogRemoteSlide(guid)) return;
|
||
Vector3 tailDelta = tailPosition - bodyPosition;
|
||
var ci = System.Globalization.CultureInfo.InvariantCulture;
|
||
Console.WriteLine(string.Format(ci,
|
||
"[remote-slide-snap] producer=interp-stall guid=0x{0:X8} t={1} " +
|
||
"failCount={2} threshold={3} queueDepth={4} " +
|
||
"body=({5:F3},{6:F3},{7:F3}) tail=({8:F3},{9:F3},{10:F3}) " +
|
||
"tailDelta=({11:F3},{12:F3},{13:F3}) tailDeltaLen={14:F3} " +
|
||
"distToHead={15:F3}",
|
||
guid, Environment.TickCount64,
|
||
failCount, threshold, queueDepth,
|
||
bodyPosition.X, bodyPosition.Y, bodyPosition.Z,
|
||
tailPosition.X, tailPosition.Y, tailPosition.Z,
|
||
tailDelta.X, tailDelta.Y, tailDelta.Z, tailDelta.Length(),
|
||
distanceToHead));
|
||
}
|
||
|
||
/// <summary>
|
||
/// One <c>[remote-slide-tick]</c> line per admitted remote physics tick
|
||
/// (see <see cref="ShouldEmitRemoteSlideTick"/> for the edge-or-throttle
|
||
/// rule). Confirms LIVE what the diagnosis asserts from source.
|
||
///
|
||
/// <para>
|
||
/// The first three parameters were written against the PRE-FIX code and
|
||
/// their meaning changed with it; they keep their C# names because the
|
||
/// diagnosis doc quotes them, but they are emitted under different LOG
|
||
/// keys (see the format string). <paramref name="forcedContact"/> and
|
||
/// <paramref name="forcedWalkable"/> once meant "the per-tick
|
||
/// <c>TransientState |= Contact | OnWalkable</c> force flipped a bit that
|
||
/// was clear" (Link 1); that force is deleted, and they now report the
|
||
/// INVERSE fact — the body entered this tick WITHOUT that transient — and
|
||
/// are logged as <c>entryNoContact=</c>/<c>entryNoWalkable=</c>.
|
||
/// <paramref name="velocityBeforeZero"/> once named the vector the
|
||
/// per-tick <c>Body.Velocity = Zero</c> discarded (Link 2); nothing
|
||
/// discards it now, so it is simply the velocity the tick started with.
|
||
/// </para>
|
||
///
|
||
/// <para>
|
||
/// The <c>rs*</c> fields are the sweep's own retail classification, which
|
||
/// pre-fix the visible tick never committed (Link 4) and post-fix must
|
||
/// agree with the <c>contact=</c>/<c>onWalkable=</c> columns beside them.
|
||
/// <paramref name="bodyContactPlaneNormalZ"/> vs <c>floorZ</c> settles NOT
|
||
/// ESTABLISHED #2.
|
||
/// </para>
|
||
/// Caller MUST guard with <see cref="ShouldEmitRemoteSlideTick"/>.
|
||
/// </summary>
|
||
public static void LogRemoteSlideTick(
|
||
uint guid,
|
||
bool airborne,
|
||
bool forcedContact,
|
||
bool forcedWalkable,
|
||
Vector3 velocityBeforeZero,
|
||
bool resolved,
|
||
bool resolveInContact,
|
||
bool resolveOnWalkable,
|
||
bool resolveIsOnGround,
|
||
bool resolveContactPlaneValid,
|
||
float resolveContactPlaneNormalZ,
|
||
bool bodyContactPlaneValid,
|
||
float bodyContactPlaneNormalZ,
|
||
bool contact,
|
||
bool onWalkable,
|
||
bool gravity,
|
||
Vector3 velocity,
|
||
Vector3 acceleration,
|
||
Vector3 preIntegratePosition,
|
||
Vector3 postIntegratePosition,
|
||
Vector3 resolvedPosition)
|
||
{
|
||
var ci = System.Globalization.CultureInfo.InvariantCulture;
|
||
Console.WriteLine(string.Format(ci,
|
||
// n1 (2026-08-04): the two keys below USED to read
|
||
// "forcedContact/forcedWalkable" and meant "the deleted per-tick
|
||
// force flipped a clear bit". The force is gone; the same
|
||
// expressions now mean the body ENTERED the tick WITHOUT that
|
||
// transient — the exact inverse of what the old name implied. The
|
||
// log keys are renamed so a post-fix capture cannot be misread
|
||
// against a pre-fix one; the C# parameter names are unchanged
|
||
// because the diagnosis doc quotes them.
|
||
"[remote-slide-tick] guid=0x{0:X8} t={1} airborne={2} " +
|
||
"entryNoContact={3} entryNoWalkable={4} " +
|
||
"velBeforeZero=({5:F3},{6:F3},{7:F3}) resolved={8} " +
|
||
"rsInContact={9} rsOnWalkable={10} rsIsOnGround={11} " +
|
||
"rsCpValid={12} rsCpNz={13:F4} " +
|
||
"bodyCpValid={14} bodyCpNz={15:F4} floorZ={16:F4} steep={17} " +
|
||
"contact={18} onWalkable={19} gravity={20} " +
|
||
"vel=({21:F3},{22:F3},{23:F3}) accel=({24:F3},{25:F3},{26:F3}) " +
|
||
"pre=({27:F3},{28:F3},{29:F3}) post=({30:F3},{31:F3},{32:F3}) " +
|
||
"out=({33:F3},{34:F3},{35:F3}) moved={36:F4}",
|
||
guid, Environment.TickCount64, airborne,
|
||
forcedContact, forcedWalkable,
|
||
velocityBeforeZero.X, velocityBeforeZero.Y, velocityBeforeZero.Z,
|
||
resolved,
|
||
resolveInContact, resolveOnWalkable, resolveIsOnGround,
|
||
resolveContactPlaneValid, resolveContactPlaneNormalZ,
|
||
bodyContactPlaneValid, bodyContactPlaneNormalZ, PhysicsGlobals.FloorZ,
|
||
bodyContactPlaneValid && bodyContactPlaneNormalZ < PhysicsGlobals.FloorZ,
|
||
contact, onWalkable, gravity,
|
||
velocity.X, velocity.Y, velocity.Z,
|
||
acceleration.X, acceleration.Y, acceleration.Z,
|
||
preIntegratePosition.X, preIntegratePosition.Y, preIntegratePosition.Z,
|
||
postIntegratePosition.X, postIntegratePosition.Y, postIntegratePosition.Z,
|
||
resolvedPosition.X, resolvedPosition.Y, resolvedPosition.Z,
|
||
Vector3.Distance(preIntegratePosition, resolvedPosition)));
|
||
}
|
||
|
||
public static void LogCellSetBuild(
|
||
uint seedCellId,
|
||
System.Numerics.Vector3 sphereCenter,
|
||
System.Collections.Generic.IReadOnlyCollection<uint> cellSet)
|
||
{
|
||
if (!ProbeCellSetEnabled) return;
|
||
var ids = new System.Text.StringBuilder();
|
||
bool first = true;
|
||
foreach (uint id in cellSet)
|
||
{
|
||
if (!first) ids.Append(',');
|
||
ids.Append(System.FormattableString.Invariant($"0x{id:X8}"));
|
||
first = false;
|
||
}
|
||
Console.WriteLine(System.FormattableString.Invariant(
|
||
$"[cellset-build] seed=0x{seedCellId:X8} sphere=({sphereCenter.X:F3},{sphereCenter.Y:F3},{sphereCenter.Z:F3}) count={cellSet.Count} ids={ids}"));
|
||
}
|
||
|
||
/// <summary>
|
||
/// L.2d slice 1 (2026-05-13). Diagnostic side-channel: the
|
||
/// <see cref="ResolvedPolygon"/> that <see cref="BSPQuery"/>
|
||
/// recorded for the most recent collision-normal write.
|
||
/// <see cref="TransitionTypes.FindObjCollisions"/> clears this to
|
||
/// <see langword="null"/> before each shadow-entry test and reads it
|
||
/// back after, so emitting the <c>[resolve-bldg]</c> probe line can
|
||
/// reference the actual hit poly without plumbing an out-param
|
||
/// through BSPQuery's recursive private methods.
|
||
///
|
||
/// <para>
|
||
/// Written by <see cref="BSPQuery"/> only when
|
||
/// <see cref="ProbeBuildingEnabled"/> is true, so this stays
|
||
/// zero-cost in normal play. Cylinder collisions leave this
|
||
/// <see langword="null"/> — the probe line emits
|
||
/// <c>hitPoly: n/a (cylinder)</c> in that case.
|
||
/// </para>
|
||
///
|
||
/// <para>
|
||
/// Not threadsafe — physics runs on a single thread. If that
|
||
/// changes, this needs <c>[ThreadStatic]</c> or rethink. Deviation
|
||
/// from spec component 4 (which described an out-param); the
|
||
/// side-channel keeps BSPQuery's signature stable and the diagnostic
|
||
/// path off the production code surface.
|
||
/// </para>
|
||
/// </summary>
|
||
public static ResolvedPolygon? LastBspHitPoly { get; set; }
|
||
|
||
/// <summary>
|
||
/// B.6 slice 1 (2026-05-14) — baseline trace for the local-player
|
||
/// server-initiated auto-walk path (issue #63). When true, the
|
||
/// following events emit one-line <c>[autowalk-*]</c> logs:
|
||
/// <list type="bullet">
|
||
/// <item><description><c>[autowalk-out]</c> on every <c>SendUse</c>
|
||
/// / <c>SendPickUp</c> the local player issues — these are the
|
||
/// packets that may trigger ACE's server-side <c>CreateMoveToChain</c>
|
||
/// when the target is out of <c>WithinUseRadius</c>.</description></item>
|
||
/// <item><description><c>[autowalk-mt]</c> on every inbound
|
||
/// <c>UpdateMotion</c> for the local player — captures the
|
||
/// <c>MovementType + MoveToPath + speed/runRate</c> ACE sends.</description></item>
|
||
/// <item><description><c>[autowalk-up]</c> on every inbound
|
||
/// <c>UpdatePosition</c> for the local player — answers "what's
|
||
/// ACE's broadcast cadence during auto-walk?"</description></item>
|
||
/// </list>
|
||
/// Initial state from <c>ACDREAM_PROBE_AUTOWALK=1</c>.
|
||
///
|
||
/// <para>
|
||
/// Spec: <c>docs/superpowers/specs/2026-05-14-phase-b6-design.md</c>
|
||
/// §"Required investigation".
|
||
/// </para>
|
||
/// </summary>
|
||
public static bool ProbeAutoWalkEnabled { get; set; } =
|
||
Environment.GetEnvironmentVariable("ACDREAM_PROBE_AUTOWALK") == "1";
|
||
|
||
/// <summary>
|
||
/// 2026-05-16. Logs one line per `IsUseableTarget` call that takes
|
||
/// the null-useability fallback path (creature pass / BF_DOOR pass /
|
||
/// BF_LIFESTONE pass / etc.). Used to measure how often ACE's seed
|
||
/// DB ships entities without `_useability` set — settles whether
|
||
/// the fallback is live code or theoretical defense.
|
||
///
|
||
/// <para>
|
||
/// Retail has NO fallback; null/zero useability blocks Use entirely
|
||
/// (acclient_2013_pseudo_c.txt:402923 ItemHolder::UseObject —
|
||
/// IsUseable==0 falls through to "cannot be used" branch). Our
|
||
/// fallback exists because ACE genuinely sends null for many seed
|
||
/// weenies. The probe quantifies "many".
|
||
/// </para>
|
||
///
|
||
/// <para>Toggle via env var <c>ACDREAM_PROBE_USEABILITY_FALLBACK=1</c>
|
||
/// or DebugPanel checkbox.</para>
|
||
/// </summary>
|
||
public static bool ProbeUseabilityFallbackEnabled { get; set; } =
|
||
Environment.GetEnvironmentVariable("ACDREAM_PROBE_USEABILITY_FALLBACK") == "1";
|
||
|
||
/// <summary>
|
||
/// L.4-diag (2026-04-30) → promoted into <see cref="PhysicsDiagnostics"/>
|
||
/// 2026-05-16 per CLAUDE.md "Code Structure Rules" §5 (diagnostic owner
|
||
/// classes, not per-call-site env reads). Gates the <c>[steep-roof]</c>
|
||
/// trace family that fires from four sites during the rooftop-bounce
|
||
/// investigation:
|
||
/// <list type="bullet">
|
||
/// <item><description><c>PhysicsEngine.ResolveWithTransition</c> —
|
||
/// <c>[steep-roof] KILL-VELOCITY-APPLIED</c> when retail-faithful
|
||
/// <c>kill_velocity</c> zeroes the body's velocity on steep-slope
|
||
/// impact.</description></item>
|
||
/// <item><description><c>TransitionTypes</c> (<c>FindEnvCollisions</c>
|
||
/// post-step) — per-frame plane-normal trace on the active
|
||
/// <see cref="CollisionInfo"/>.</description></item>
|
||
/// <item><description><c>PlayerMovementController</c> — two sites
|
||
/// emitting <c>[steep-roof]</c> + the per-frame bounce trace when
|
||
/// the post-collision velocity disagrees with retail.</description></item>
|
||
/// </list>
|
||
/// Initial state from <c>ACDREAM_DUMP_STEEP_ROOF=1</c>. Runtime-toggleable
|
||
/// via the property setter; not yet wired to a DebugPanel checkbox (open
|
||
/// follow-up if a debugging session calls for it).
|
||
/// </summary>
|
||
public static bool DumpSteepRoofEnabled { get; set; } =
|
||
Environment.GetEnvironmentVariable("ACDREAM_DUMP_STEEP_ROOF") == "1";
|
||
|
||
/// <summary>
|
||
/// Indoor walking Phase 1 (2026-05-19). When true, emits one
|
||
/// <c>[indoor-bsp]</c> line per <see cref="BSPQuery.FindCollisions"/>
|
||
/// call made from <see cref="Transition.FindEnvCollisions"/>'s indoor
|
||
/// cell-BSP branch. Captures the cell id, sphere local position,
|
||
/// resulting <see cref="TransitionState"/>, and the hit poly's id,
|
||
/// local-normal, and side-type — pinpoints why indoor collision
|
||
/// returns spurious collisions (#84) and helps cross-check the
|
||
/// outdoor-in approach path (#85).
|
||
///
|
||
/// <para>
|
||
/// While true, this also un-gates the diagnostic
|
||
/// <see cref="LastBspHitPoly"/> side-channel inside
|
||
/// <see cref="BSPQuery"/> — see the OR'd condition at every poly
|
||
/// write site. Zero-cost when off.
|
||
/// </para>
|
||
///
|
||
/// <para>
|
||
/// Initial state from <c>ACDREAM_PROBE_INDOOR_BSP=1</c>.
|
||
/// Runtime-toggleable via DebugPanel.
|
||
/// </para>
|
||
///
|
||
/// <para>
|
||
/// Spec: <c>docs/superpowers/specs/2026-05-19-indoor-walking-phase1-bsp-cluster-design.md</c>.
|
||
/// </para>
|
||
/// </summary>
|
||
public static bool ProbeIndoorBspEnabled { get; set; } =
|
||
Environment.GetEnvironmentVariable("ACDREAM_PROBE_INDOOR_BSP") == "1";
|
||
|
||
/// <summary>
|
||
/// Indoor walking Phase D follow-up (2026-05-19). When true, emits one
|
||
/// <c>[cell-cache]</c> line each time <see cref="PhysicsDataCache.CacheCellStruct"/>
|
||
/// caches a new EnvCell. Reports per-cell polygon counts and BSP root
|
||
/// structure so the caller can cross-reference with <c>[indoor-bsp]</c>
|
||
/// lines to distinguish between:
|
||
/// <list type="bullet">
|
||
/// <item><description>Empty data (physicsPolyCount=0 or resolvedCount=0)
|
||
/// — candidate (a)/(c) in the poly=n/a investigation.</description></item>
|
||
/// <item><description>Non-zero polygon counts but bspRootPolyCount=0 at
|
||
/// root + tree has children — correct structure for non-leaf root,
|
||
/// leaves hold the poly refs; not a bug.</description></item>
|
||
/// <item><description>Non-zero polygon counts but bspRootPolyCount=0 at
|
||
/// root AND root is a leaf (bspRootHasChildren=false) — BSP leaf with
|
||
/// zero poly refs, candidate (b)/(d).</description></item>
|
||
/// </list>
|
||
/// This diagnostic fires at most once per EnvCell (cache is no-op after
|
||
/// first population). It does NOT have a DebugPanel mirror yet — this is
|
||
/// a one-shot capture tool, not a persistent toggle. Promote to full
|
||
/// infrastructure after the root cause is identified.
|
||
///
|
||
/// <para>Initial state from <c>ACDREAM_PROBE_CELL_CACHE=1</c>.</para>
|
||
/// </summary>
|
||
public static bool ProbeCellCacheEnabled { get; set; } =
|
||
Environment.GetEnvironmentVariable("ACDREAM_PROBE_CELL_CACHE") == "1";
|
||
|
||
/// <summary>
|
||
/// ContactPlane retention spike (2026-05-20). When true, every write to
|
||
/// <c>CollisionInfo.ContactPlane{,Valid,CellId,IsWater}</c> and
|
||
/// <c>LastKnownContactPlane{,Valid,CellId,IsWater}</c> emits one
|
||
/// <c>[cp-write]</c> line: field, old → new value, caller method (walked
|
||
/// from the stack), and source line. Maps the per-frame lifecycle of the
|
||
/// contact plane to confirm/refute the hypothesis that
|
||
/// <c>FindEnvCollisions</c> indoor branch is rewriting CP every frame
|
||
/// instead of retaining it across frames.
|
||
///
|
||
/// <para>
|
||
/// Only logs when the value actually changes (suppresses no-op writes to
|
||
/// reduce log volume). Initial state from
|
||
/// <c>ACDREAM_PROBE_CONTACT_PLANE=1</c>. Spike-only — remove once the fix
|
||
/// lands and the diagnostic value is captured.
|
||
/// </para>
|
||
/// </summary>
|
||
public static bool ProbeContactPlaneEnabled { get; set; } =
|
||
Environment.GetEnvironmentVariable("ACDREAM_PROBE_CONTACT_PLANE") == "1";
|
||
|
||
/// <summary>
|
||
/// Indoor walking ISSUES #83 H-disambiguation spike (2026-05-21).
|
||
/// When true, two diagnostic emissions activate:
|
||
/// <list type="bullet">
|
||
/// <item><description>One <c>[walk-miss]</c> line per
|
||
/// <see cref="Transition.TryFindIndoorWalkablePlane"/> MISS
|
||
/// event, dumping foot world/local position, the nearest
|
||
/// walkable polygon in the cell (with XY-containment flag and
|
||
/// vertical gap), and whether the LandCell terrain at the same
|
||
/// XY would have grounded the player.</description></item>
|
||
/// <item><description>One <c>[floor-polys]</c> line per indoor
|
||
/// cell cached, enumerating each walkable-eligible polygon's
|
||
/// id, normal Z, local-XY bounding box, and plane Z at the
|
||
/// bbox center.</description></item>
|
||
/// </list>
|
||
/// Together these answer H1 (multi-cell iteration missing) vs H2
|
||
/// (probe distance too short) vs H3 (poly absent /
|
||
/// <c>walkable_hits_sphere</c> rejection) for the ISSUES #83
|
||
/// stuck-falling bug. Spike-only — remove once the root cause is
|
||
/// identified and the fix lands.
|
||
///
|
||
/// <para>
|
||
/// Initial state from <c>ACDREAM_PROBE_WALK_MISS=1</c>.
|
||
/// No DebugPanel mirror — one-shot diagnostic.
|
||
/// </para>
|
||
///
|
||
/// <para>
|
||
/// Spec: <c>docs/superpowers/specs/2026-05-21-indoor-walk-miss-probe-design.md</c>.
|
||
/// </para>
|
||
/// </summary>
|
||
public static bool ProbeWalkMissEnabled { get; set; } =
|
||
Environment.GetEnvironmentVariable("ACDREAM_PROBE_WALK_MISS") == "1";
|
||
|
||
/// <summary>
|
||
/// Phase A6.P1 cdb probe spike (2026-05-21). When true, every BSP
|
||
/// collision response site emits a structured <c>[push-back]</c> line:
|
||
/// input/output sphere center, plane geometry, push-back delta, walk
|
||
/// interp, and the dispatcher's selected path. Direct comparison to
|
||
/// retail's cdb breakpoint set documented at
|
||
/// <c>tools/cdb/a6-probe.cdb</c>.
|
||
///
|
||
/// <para>
|
||
/// Three emission sites: <c>BSPQuery.AdjustSphereToPlane</c>
|
||
/// (the suspected over-correction site), <see cref="BSPQuery.FindCollisions"/>
|
||
/// (the 6-path dispatcher), and <see cref="Transition.CheckOtherCells"/>
|
||
/// (multi-cell BSP iteration outcomes). All three are zero-cost when
|
||
/// off — checked via early-out at each site.
|
||
/// </para>
|
||
///
|
||
/// <para>
|
||
/// Initial state from <c>ACDREAM_PROBE_PUSH_BACK=1</c>.
|
||
/// Runtime-toggleable via DebugVM mirror.
|
||
/// </para>
|
||
///
|
||
/// <para>
|
||
/// Spec: <c>docs/superpowers/specs/2026-05-21-phase-a6-indoor-physics-fidelity-design.md</c>.
|
||
/// </para>
|
||
/// </summary>
|
||
public static bool ProbePushBackEnabled { get; set; } =
|
||
Environment.GetEnvironmentVariable("ACDREAM_PROBE_PUSH_BACK") == "1";
|
||
|
||
/// <summary>
|
||
/// A6.P3 slice 4 investigation (2026-05-22) — dumps the polygon's
|
||
/// vertices + plane + sidesType + cell id whenever a push-back fires.
|
||
/// Lets us compare our extracted polygon (from our cache) against
|
||
/// WorldBuilder's straight-from-dat read for the same poly index, to
|
||
/// falsify the "is our dat-read producing wrong polygon geometry?"
|
||
/// hypothesis for issue #98 (cellar-up stuck at top step).
|
||
///
|
||
/// <para>
|
||
/// Initial state from <c>ACDREAM_PROBE_POLY_DUMP=1</c>.
|
||
/// Heavy output (one dump per AdjustSphereToPlane call); use briefly
|
||
/// to capture a specific scenario, then turn off.
|
||
/// </para>
|
||
/// </summary>
|
||
public static bool ProbePolyDumpEnabled { get; set; } =
|
||
Environment.GetEnvironmentVariable("ACDREAM_PROBE_POLY_DUMP") == "1";
|
||
|
||
/// <summary>
|
||
/// Emit one <c>[poly-dump]</c> line with the full polygon geometry:
|
||
/// cell id, polygon index, num vertices, sides flag, plane normal+D,
|
||
/// and all vertex coordinates. Used in conjunction with the push-back
|
||
/// probe to identify which dat polygon a push-back hit so we can
|
||
/// cross-reference against WorldBuilder's straight-from-dat read.
|
||
///
|
||
/// <para>Caller MUST guard with <c>if (!ProbePolyDumpEnabled) return;</c>.</para>
|
||
/// </summary>
|
||
public static void LogPolyDump(uint cellId, ResolvedPolygon poly)
|
||
{
|
||
var ci = System.Globalization.CultureInfo.InvariantCulture;
|
||
var sb = new System.Text.StringBuilder(256);
|
||
sb.AppendFormat(ci,
|
||
"[poly-dump] cell=0x{0:X8} polyId=0x{1:X4} numPts={2} sides={3} " +
|
||
"n=({4:F6},{5:F6},{6:F6}) d={7:F6} verts=[",
|
||
cellId, poly.Id, poly.NumPoints, poly.SidesType,
|
||
poly.Plane.Normal.X, poly.Plane.Normal.Y, poly.Plane.Normal.Z, poly.Plane.D);
|
||
for (int i = 0; i < poly.Vertices.Length; i++)
|
||
{
|
||
if (i > 0) sb.Append(',');
|
||
sb.AppendFormat(ci, "({0:F6},{1:F6},{2:F6})",
|
||
poly.Vertices[i].X, poly.Vertices[i].Y, poly.Vertices[i].Z);
|
||
}
|
||
sb.Append(']');
|
||
Console.WriteLine(sb.ToString());
|
||
}
|
||
|
||
/// <summary>
|
||
/// A6.P3 slice 5 placement-insert investigation (2026-05-22). One
|
||
/// <c>[place-fail]</c> line per Path 1 (Placement/Ethereal) call in
|
||
/// <c>BSPQuery.FindCollisions</c> that returns Collided, plus one per
|
||
/// <c>Transition.DoStepDown</c> placement_insert that rejects.
|
||
///
|
||
/// <para>
|
||
/// Investigation target: issue #98 cellar-up stuck. The 2026-05-22
|
||
/// handoff diagnosed BSPQuery path-selection (Path 5 vs Path 6) as
|
||
/// the divergence, but cross-referencing the retail cdb capture
|
||
/// (every BP4 hit shows <c>collide=0</c>) showed retail enters the
|
||
/// same Contact branch we do. The actual divergence is downstream:
|
||
/// our DoStepUp's step-down probe lifts the sphere onto the cellar
|
||
/// ramp, then placement_insert rejects, step_up returns failure,
|
||
/// step_up_slide fires, contact-recovery loops forever. This probe
|
||
/// identifies which polygon (or solid leaf) causes the placement
|
||
/// reject so we know what geometry is blocking the lifted position.
|
||
/// </para>
|
||
///
|
||
/// <para>
|
||
/// Initial state from <c>ACDREAM_PROBE_PLACEMENT_FAIL=1</c>.
|
||
/// Low volume — only fires on actual rejection (one line per
|
||
/// Collided return from Path 1, plus one per DoStepDown placement
|
||
/// failure). Safe to leave on during a full scen4 cellar-up capture.
|
||
/// </para>
|
||
/// </summary>
|
||
public static bool ProbePlacementFailEnabled { get; set; } =
|
||
Environment.GetEnvironmentVariable("ACDREAM_PROBE_PLACEMENT_FAIL") == "1";
|
||
|
||
/// <summary>
|
||
/// Phase W Stage 0 (2026-06-02): one <c>[cell-swept]</c> line per
|
||
/// <see cref="PhysicsEngine.ResolveWithTransition"/> call — the
|
||
/// transition's swept cell (<c>sp.CurCellId</c>/<c>sp.CheckCellId</c>)
|
||
/// vs the position-derived cell the legacy static
|
||
/// <see cref="PhysicsEngine.ResolveCellId"/> path used. Proves the swept
|
||
/// cell is stable where the static one strobes at the doorway boundary.
|
||
///
|
||
/// <para>
|
||
/// Initial state from <c>ACDREAM_PROBE_SWEPT=1</c>. Zero cost when off.
|
||
/// </para>
|
||
/// </summary>
|
||
public static bool ProbeSweptEnabled { get; set; } =
|
||
Environment.GetEnvironmentVariable("ACDREAM_PROBE_SWEPT") == "1";
|
||
|
||
/// <summary>
|
||
/// Teleport-foundation timing probe (2026-06-22 — REMOVABLE diagnostic).
|
||
/// Emits one <c>[tp-probe]</c> line per teleport-pipeline event with a
|
||
/// cross-thread monotonic timestamp (<see cref="Environment.TickCount64"/>)
|
||
/// so the offline reader can order AIM / ENQ / BUILD / APPLY / PLACED across
|
||
/// the render thread and the streamer worker. Disambiguates the three
|
||
/// candidate roots for "destination not resident fast": apply-THROTTLE
|
||
/// (APPLY lands before PLACED), <c>_datLock</c> CONTENTION (BUILD waited=
|
||
/// large), and a streaming-command GATE (ENQ never fires for the dest).
|
||
/// Initial state from <c>ACDREAM_PROBE_TELEPORT=1</c>. Strip after capture.
|
||
/// </summary>
|
||
public static bool ProbeTeleportEnabled { get; set; } =
|
||
Environment.GetEnvironmentVariable("ACDREAM_PROBE_TELEPORT") == "1";
|
||
|
||
/// <summary>
|
||
/// One <c>[tp-probe]</c> line. Self-guards on <see cref="ProbeTeleportEnabled"/>,
|
||
/// so callers need not pre-check (the cost when off is a single bool read).
|
||
/// </summary>
|
||
public static void LogTeleport(string point, uint id, string extra = "")
|
||
{
|
||
if (!ProbeTeleportEnabled) return;
|
||
Console.WriteLine(System.FormattableString.Invariant(
|
||
$"[tp-probe] {point,-6} id=0x{id:X8} t={Environment.TickCount64} {extra}"));
|
||
}
|
||
|
||
/// <summary>
|
||
/// A6.P3 issue #98 step-walk investigation (2026-05-23). When true,
|
||
/// emits one <c>[step-walk]</c> line at selected points in the transition
|
||
/// sub-step loop and step-down probe. The line records requested vs
|
||
/// adjusted offset, current/check sphere position, cell id, walk interp,
|
||
/// contact planes, and walkable flags so a cellar-ramp capture can answer
|
||
/// whether forward motion is being projected into rising Z or lost before
|
||
/// the placement check.
|
||
///
|
||
/// <para>
|
||
/// Initial state from <c>ACDREAM_PROBE_STEP_WALK=1</c>. One-shot
|
||
/// diagnostic; no DebugPanel mirror until the root cause is identified.
|
||
/// </para>
|
||
/// </summary>
|
||
public static bool ProbeStepWalkEnabled { get; set; } =
|
||
Environment.GetEnvironmentVariable("ACDREAM_PROBE_STEP_WALK") == "1";
|
||
|
||
/// <summary>
|
||
/// A6.P3 issue #98 cell-dump probe (2026-05-23). When non-empty, dumps
|
||
/// the geometry of any cached cell whose EnvCellId matches one of the
|
||
/// listed ids to a JSON file under
|
||
/// <see cref="ProbeDumpCellsPath"/>. One-shot per cell (a second cache
|
||
/// of the same id is a no-op).
|
||
///
|
||
/// <para>
|
||
/// Configured via <c>ACDREAM_DUMP_CELLS</c> as a comma-separated list of
|
||
/// hex cell ids (with or without <c>0x</c> prefix). The output path
|
||
/// defaults to
|
||
/// <c>tests/AcDream.Core.Tests/Fixtures/issue98/<cellid>.json</c>
|
||
/// (relative to the worktree root). Override with
|
||
/// <c>ACDREAM_DUMP_CELLS_DIR=<dir></c>.
|
||
/// </para>
|
||
///
|
||
/// <para>
|
||
/// The dump fuels the deterministic replay harness for issue #98 — the
|
||
/// goal is to load cells 0xA9B40143 + 0xA9B40146 + 0xA9B40147 as JSON
|
||
/// fixtures and drive the failing-frame sphere through the walkable
|
||
/// query in a unit test, eliminating live-client iteration cost from the
|
||
/// investigation loop.
|
||
/// </para>
|
||
/// </summary>
|
||
public static IReadOnlySet<uint> ProbeDumpCellIds { get; set; } =
|
||
ParseHexIdList(Environment.GetEnvironmentVariable("ACDREAM_DUMP_CELLS"));
|
||
|
||
public static string ProbeDumpCellsPath { get; set; } =
|
||
Environment.GetEnvironmentVariable("ACDREAM_DUMP_CELLS_DIR")
|
||
?? "tests/AcDream.Core.Tests/Fixtures/issue98";
|
||
|
||
public static bool ProbeDumpCellsEnabled => ProbeDumpCellIds.Count > 0;
|
||
|
||
/// <summary>
|
||
/// A6.P3 issue #98 (2026-05-23 evening v2) — GfxObj-equivalent of
|
||
/// <see cref="ProbeDumpCellIds"/>. When non-empty, dumps the polygon
|
||
/// table + BSP root metadata of any cached GfxObj whose id matches
|
||
/// one of the listed values, as a JSON fixture under
|
||
/// <see cref="ProbeDumpGfxObjsPath"/>. One-shot per id (a second
|
||
/// cache of the same GfxObj is a no-op).
|
||
///
|
||
/// <para>
|
||
/// Configured via <c>ACDREAM_DUMP_GFXOBJS</c> as a comma-separated
|
||
/// list of hex GfxObj ids (with or without <c>0x</c> prefix). Output
|
||
/// defaults to <c>tests/AcDream.Core.Tests/Fixtures/issue98</c>
|
||
/// (relative to the worktree root) with one file per id named
|
||
/// <c>0x{id:X8}.gfxobj.json</c> so it doesn't collide with cell
|
||
/// dumps in the same directory. Override directory via
|
||
/// <c>ACDREAM_DUMP_GFXOBJS_DIR=<dir></c>.
|
||
/// </para>
|
||
///
|
||
/// <para>
|
||
/// The motivation: the existing <c>[resolve-bldg]</c> probe captures
|
||
/// the GfxObj-level metadata (id, BSP root radius, entity origin) but
|
||
/// emits <c>hitPoly: n/a (BSP path — side-channel not written)</c>
|
||
/// because the BSPQuery wire site that would populate
|
||
/// <see cref="LastBspHitPoly"/> never landed. A polygon-level dump
|
||
/// at cache time bypasses that gap entirely — one capture run yields
|
||
/// the FULL polygon table, suitable for fixture-loading in
|
||
/// <c>CellarUpTrajectoryReplayTests</c>'s <c>RegisterCottageGfxObj</c>
|
||
/// helper.
|
||
/// </para>
|
||
/// </summary>
|
||
public static IReadOnlySet<uint> ProbeDumpGfxObjIds { get; set; } =
|
||
ParseHexIdList(Environment.GetEnvironmentVariable("ACDREAM_DUMP_GFXOBJS"));
|
||
|
||
public static string ProbeDumpGfxObjsPath { get; set; } =
|
||
Environment.GetEnvironmentVariable("ACDREAM_DUMP_GFXOBJS_DIR")
|
||
?? "tests/AcDream.Core.Tests/Fixtures/issue98";
|
||
|
||
public static bool ProbeDumpGfxObjsEnabled => ProbeDumpGfxObjIds.Count > 0;
|
||
|
||
/// <summary>
|
||
/// Test-only reset: set every probe flag to <c>false</c> and clear any
|
||
/// side-channel fields. Does NOT re-read environment variables — tests
|
||
/// run in environments where the env vars are all absent, so false is
|
||
/// the correct default.
|
||
///
|
||
/// <para>
|
||
/// Call from test constructors and <c>IDisposable.Dispose()</c> to
|
||
/// prevent one test class from leaving enabled probes that corrupt
|
||
/// timing-sensitive tests in another class (the static-leak root cause
|
||
/// documented in T0).
|
||
/// </para>
|
||
///
|
||
/// <para>
|
||
/// This method is intentionally <c>public</c> so test projects can call
|
||
/// it without reflection, but it must NEVER be called from production
|
||
/// code paths.
|
||
/// </para>
|
||
/// </summary>
|
||
public static void ResetForTest()
|
||
{
|
||
ProbeResolveEnabled = false;
|
||
ProbeCellEnabled = false;
|
||
ProbeParkEnabled = false;
|
||
ProbeBuildingEnabled = false;
|
||
ProbeCellSetEnabled = false;
|
||
ProbeStickyEnabled = false;
|
||
ProbeAutoWalkEnabled = false;
|
||
ProbeUseabilityFallbackEnabled= false;
|
||
DumpSteepRoofEnabled = false;
|
||
ProbeIndoorBspEnabled = false;
|
||
ProbeCellCacheEnabled = false;
|
||
ProbeContactPlaneEnabled = false;
|
||
ProbeWalkMissEnabled = false;
|
||
ProbePushBackEnabled = false;
|
||
ProbePolyDumpEnabled = false;
|
||
ProbePlacementFailEnabled = false;
|
||
ProbeSweptEnabled = false;
|
||
ProbeStepWalkEnabled = false;
|
||
ProbeTeleportEnabled = false;
|
||
ProbeRemoteTeleportEnabled = false;
|
||
ProbeRemoteLandingEnabled = false;
|
||
ProbeRemoteSlideEnabled = false;
|
||
ProbeRemoteSlideGuids = new System.Collections.Generic.HashSet<uint>();
|
||
_remoteSlideAttributionGuid = 0;
|
||
_remoteSlideTickGate = null;
|
||
|
||
// Side-channel fields
|
||
LastBspHitPoly = null;
|
||
LastPlacementFailPolyId = 0;
|
||
LastPlacementFailPolyNormal = default;
|
||
LastPlacementFailPolyD = 0f;
|
||
LastPlacementFailSolidLeaf = false;
|
||
|
||
// Dump-trigger sets
|
||
ProbeDumpCellIds = new System.Collections.Generic.HashSet<uint>();
|
||
ProbeDumpGfxObjIds = new System.Collections.Generic.HashSet<uint>();
|
||
}
|
||
|
||
private static IReadOnlySet<uint> ParseHexIdList(string? raw)
|
||
{
|
||
if (string.IsNullOrWhiteSpace(raw))
|
||
return new System.Collections.Generic.HashSet<uint>();
|
||
|
||
var ids = new System.Collections.Generic.HashSet<uint>();
|
||
foreach (var token in raw.Split(',', StringSplitOptions.RemoveEmptyEntries))
|
||
{
|
||
var trimmed = token.Trim();
|
||
if (trimmed.StartsWith("0x", StringComparison.OrdinalIgnoreCase))
|
||
trimmed = trimmed[2..];
|
||
|
||
if (uint.TryParse(
|
||
trimmed,
|
||
System.Globalization.NumberStyles.HexNumber,
|
||
System.Globalization.CultureInfo.InvariantCulture,
|
||
out var id))
|
||
{
|
||
ids.Add(id);
|
||
}
|
||
}
|
||
return ids;
|
||
}
|
||
|
||
/// <summary>
|
||
/// Side-channel populated by <c>BSPQuery.SphereIntersectsSolidInternal</c>
|
||
/// at the leaf where it returns true. Either
|
||
/// <see cref="LastPlacementFailPolyId"/> identifies the polygon that
|
||
/// intersected the sphere, or <see cref="LastPlacementFailSolidLeaf"/>
|
||
/// is true to indicate the sphere center landed inside a BSP leaf
|
||
/// marked solid (no specific polygon). The caller (Path 1) reads
|
||
/// these immediately after the true return to emit the
|
||
/// <c>[place-fail]</c> line, then clears them before the next test.
|
||
///
|
||
/// <para>
|
||
/// Writes are gated on <see cref="ProbePlacementFailEnabled"/> so the
|
||
/// production path pays only one boolean check per leaf hit when the
|
||
/// probe is off.
|
||
/// </para>
|
||
/// </summary>
|
||
public static ushort LastPlacementFailPolyId { get; set; }
|
||
/// <inheritdoc cref="LastPlacementFailPolyId"/>
|
||
public static Vector3 LastPlacementFailPolyNormal { get; set; }
|
||
/// <inheritdoc cref="LastPlacementFailPolyId"/>
|
||
public static float LastPlacementFailPolyD { get; set; }
|
||
/// <inheritdoc cref="LastPlacementFailPolyId"/>
|
||
public static bool LastPlacementFailSolidLeaf { get; set; }
|
||
|
||
/// <summary>
|
||
/// Emit one <c>[place-fail]</c> line for a placement_insert rejection.
|
||
/// <paramref name="source"/> tags the call site (e.g.
|
||
/// <c>"Path1.sphere0"</c> for the foot sphere in Path 1,
|
||
/// <c>"Path1.sphere1"</c> for the head sphere,
|
||
/// <c>"DoStepDown"</c> for the wrapper). The polygon (or solid leaf)
|
||
/// fields come from the side-channel populated during the recursive
|
||
/// BSP descent.
|
||
///
|
||
/// <para>Caller MUST guard with <c>if (!ProbePlacementFailEnabled) return;</c>.</para>
|
||
/// </summary>
|
||
public static void LogPlacementFail(
|
||
string source,
|
||
Vector3 sphereCenter,
|
||
float radius,
|
||
int sphereIdx,
|
||
uint cellId,
|
||
Vector3 worldOrigin,
|
||
bool ethereal)
|
||
{
|
||
var ci = System.Globalization.CultureInfo.InvariantCulture;
|
||
string polyDesc = LastPlacementFailSolidLeaf
|
||
? "solid_leaf=1"
|
||
: LastPlacementFailPolyId != 0
|
||
? string.Format(ci, "polyId=0x{0:X4} n=({1:F4},{2:F4},{3:F4}) d={4:F4}",
|
||
LastPlacementFailPolyId,
|
||
LastPlacementFailPolyNormal.X, LastPlacementFailPolyNormal.Y, LastPlacementFailPolyNormal.Z,
|
||
LastPlacementFailPolyD)
|
||
: "no_poly_info";
|
||
|
||
Console.WriteLine(string.Format(ci,
|
||
"[place-fail] source={0} cell=0x{1:X8} sphere=({2:F4},{3:F4},{4:F4}) r={5:F4} " +
|
||
"sphereIdx={6} worldOrigin=({7:F4},{8:F4},{9:F4}) ethereal={10} {11}",
|
||
source, cellId, sphereCenter.X, sphereCenter.Y, sphereCenter.Z, radius,
|
||
sphereIdx, worldOrigin.X, worldOrigin.Y, worldOrigin.Z, ethereal, polyDesc));
|
||
}
|
||
|
||
/// <summary>
|
||
/// A6.P1 emission helper for the <c>AdjustSphereToPlane</c> site.
|
||
/// One line per call: input sphere center, plane geometry, push-back
|
||
/// delta, walk-interp before/after, and whether the adjust applied.
|
||
/// Direct paired comparison to retail's cdb breakpoint on
|
||
/// <c>CPolygon::adjust_sphere_to_plane</c>.
|
||
///
|
||
/// <para>
|
||
/// Caller MUST guard with <c>if (!ProbePushBackEnabled) return;</c>
|
||
/// before computing the delta arguments — this method assumes the
|
||
/// caller paid that price already.
|
||
/// </para>
|
||
/// </summary>
|
||
public static void LogPushBackAdjust(
|
||
Vector3 inputCenter,
|
||
Vector3 outputCenter,
|
||
Plane plane,
|
||
float radius,
|
||
float walkInterpBefore,
|
||
float walkInterpAfter,
|
||
float dpPos,
|
||
float dpMove,
|
||
float iDist,
|
||
bool applied)
|
||
{
|
||
var delta = outputCenter - inputCenter;
|
||
float deltaMag = delta.Length();
|
||
var ci = System.Globalization.CultureInfo.InvariantCulture;
|
||
Console.WriteLine(string.Format(ci,
|
||
"[push-back] site=adjust_sphere " +
|
||
"in=({0:F4},{1:F4},{2:F4}) " +
|
||
"out=({3:F4},{4:F4},{5:F4}) " +
|
||
"delta=({6:F4},{7:F4},{8:F4}) deltaMag={9:F4} " +
|
||
"n=({10:F4},{11:F4},{12:F4}) d={13:F4} " +
|
||
"r={14:F4} winterp={15:F4}->{16:F4} " +
|
||
"dpPos={17:F4} dpMove={18:F4} iDist={19:F4} applied={20}",
|
||
inputCenter.X, inputCenter.Y, inputCenter.Z,
|
||
outputCenter.X, outputCenter.Y, outputCenter.Z,
|
||
delta.X, delta.Y, delta.Z, deltaMag,
|
||
plane.Normal.X, plane.Normal.Y, plane.Normal.Z, plane.D,
|
||
radius, walkInterpBefore, walkInterpAfter,
|
||
dpPos, dpMove, iDist, applied));
|
||
}
|
||
|
||
/// <summary>
|
||
/// A6.P1 emission helper for the <c>FindCollisions</c> dispatcher
|
||
/// site. One line per call: input sphere center, movement vector,
|
||
/// path-selection state flags (collide / insertType / objState),
|
||
/// walk-interp at entry, and the return state. Direct paired
|
||
/// comparison to retail's cdb breakpoint on
|
||
/// <c>BSPTREE::find_collisions</c>.
|
||
///
|
||
/// <para>
|
||
/// Caller MUST guard with <c>if (!ProbePushBackEnabled) return;</c>
|
||
/// before calling.
|
||
/// </para>
|
||
/// </summary>
|
||
public static void LogPushBackDispatch(
|
||
Vector3 sphereCenter,
|
||
Vector3 movement,
|
||
bool collide,
|
||
int insertType,
|
||
int objState,
|
||
float walkInterpEntry,
|
||
int returnState)
|
||
{
|
||
// Output format mirrors LogPushBackAdjust: single string.Format
|
||
// with CultureInfo.InvariantCulture so the F4 / hex formatting is
|
||
// locale-independent and the output is greppable.
|
||
var ci = System.Globalization.CultureInfo.InvariantCulture;
|
||
Console.WriteLine(string.Format(ci,
|
||
"[push-back-disp] site=dispatch " +
|
||
"center=({0:F4},{1:F4},{2:F4}) " +
|
||
"mvmt=({3:F4},{4:F4},{5:F4}) " +
|
||
"collide={6} insertType={7} objState=0x{8:X} " +
|
||
"winterp={9:F4} return={10}",
|
||
sphereCenter.X, sphereCenter.Y, sphereCenter.Z,
|
||
movement.X, movement.Y, movement.Z,
|
||
collide, insertType, objState,
|
||
walkInterpEntry, returnState));
|
||
}
|
||
|
||
/// <summary>
|
||
/// A6.P1 emission helper for the <c>CheckOtherCells</c> multi-cell
|
||
/// BSP iteration site. One line per off-cell hit: from-cell, to-cell,
|
||
/// BSP result (Ok / Adjusted / Slid / Collided), and the iteration
|
||
/// outcome. Direct paired comparison to retail's
|
||
/// <c>CTransition::check_other_cells</c> loop at decomp line
|
||
/// 272717. Augments the existing A4 multi-cell BSP instrumentation
|
||
/// with explicit per-iteration outcome telemetry.
|
||
///
|
||
/// <para>
|
||
/// Caller MUST guard with <c>if (!ProbePushBackEnabled) return;</c>
|
||
/// before calling.
|
||
/// </para>
|
||
/// </summary>
|
||
public static void LogPushBackCellTransit(
|
||
uint primaryCellId,
|
||
uint otherCellId,
|
||
int bspResult,
|
||
bool halted)
|
||
{
|
||
var ci = System.Globalization.CultureInfo.InvariantCulture;
|
||
Console.WriteLine(string.Format(ci,
|
||
"[push-back-cell] site=other_cell " +
|
||
"primary=0x{0:X8} other=0x{1:X8} " +
|
||
"bspResult={2} halted={3}",
|
||
primaryCellId, otherCellId, bspResult, halted));
|
||
}
|
||
|
||
/// <summary>
|
||
/// Emit one <c>[step-walk]</c> line for issue #98's cellar-ramp
|
||
/// investigation. Caller MUST guard with
|
||
/// <c>if (!ProbeStepWalkEnabled) return;</c> before calling.
|
||
/// </summary>
|
||
public static void LogStepWalk(
|
||
string site,
|
||
int stepIndex,
|
||
int stepCount,
|
||
SpherePath sp,
|
||
CollisionInfo ci,
|
||
ObjectInfo oi,
|
||
Vector3 requestedOffset,
|
||
Vector3 adjustedOffset,
|
||
TransitionState? state = null,
|
||
string? detail = null)
|
||
{
|
||
var culture = System.Globalization.CultureInfo.InvariantCulture;
|
||
var checkDelta = sp.CheckPos - sp.CurPos;
|
||
string stateText = state.HasValue ? state.Value.ToString() : "n/a";
|
||
string stepText = stepIndex >= 0 && stepCount > 0
|
||
? string.Format(culture, "{0}/{1}", stepIndex + 1, stepCount)
|
||
: "-";
|
||
|
||
Console.WriteLine(string.Format(culture,
|
||
"[step-walk] site={0} step={1} state={2} " +
|
||
"cur=({3:F4},{4:F4},{5:F4}) check=({6:F4},{7:F4},{8:F4}) " +
|
||
"delta=({9:F4},{10:F4},{11:F4}) cell=0x{12:X8}->0x{13:X8} " +
|
||
"req=({14:F4},{15:F4},{16:F4}) adj=({17:F4},{18:F4},{19:F4}) " +
|
||
"winterp={20:F4} stepUp={21} stepDown={22} insert={23} " +
|
||
"oi=0x{24:X} contact={25} onWalkable={26} " +
|
||
"cp={27} lkcp={28} hit={29} slide={30} walkPoly={31} lastWalkPoly={32}{33}",
|
||
site, stepText, stateText,
|
||
sp.CurPos.X, sp.CurPos.Y, sp.CurPos.Z,
|
||
sp.CheckPos.X, sp.CheckPos.Y, sp.CheckPos.Z,
|
||
checkDelta.X, checkDelta.Y, checkDelta.Z,
|
||
sp.CurCellId, sp.CheckCellId,
|
||
requestedOffset.X, requestedOffset.Y, requestedOffset.Z,
|
||
adjustedOffset.X, adjustedOffset.Y, adjustedOffset.Z,
|
||
sp.WalkInterp,
|
||
sp.StepUp, sp.StepDown, sp.InsertType,
|
||
(uint)oi.State, oi.Contact, oi.OnWalkable,
|
||
FormatPlane(ci.ContactPlaneValid, ci.ContactPlane, ci.ContactPlaneCellId, ci.ContactPlaneIsWater),
|
||
FormatPlane(ci.LastKnownContactPlaneValid, ci.LastKnownContactPlane, ci.LastKnownContactPlaneCellId, ci.LastKnownContactPlaneIsWater),
|
||
FormatVector(ci.CollisionNormalValid, ci.CollisionNormal),
|
||
FormatVector(ci.SlidingNormalValid, ci.SlidingNormal),
|
||
sp.HasWalkablePolygon, sp.HasLastWalkablePolygon,
|
||
string.IsNullOrEmpty(detail) ? string.Empty : " " + detail));
|
||
}
|
||
|
||
/// <summary>
|
||
/// A6.P3 issue #98 (2026-05-23) — focused probe INSIDE
|
||
/// <see cref="Transition.AdjustOffset"/> revealing which branch was
|
||
/// taken and the per-call Z gain. Pair with <c>[step-walk]
|
||
/// site=after-adjust</c> at the call site to triangulate where the
|
||
/// projection ends up. Caller MUST guard with
|
||
/// <c>if (!ProbeStepWalkEnabled) return;</c> before calling.
|
||
/// </summary>
|
||
public static void LogStepWalkAdjust(
|
||
string branch,
|
||
Vector3 input,
|
||
Vector3 output,
|
||
Plane? contactPlane,
|
||
bool slidingValid,
|
||
Vector3 slidingNormal,
|
||
float collisionAngle,
|
||
float walkInterp)
|
||
{
|
||
var culture = System.Globalization.CultureInfo.InvariantCulture;
|
||
|
||
string cpDesc = contactPlane is { } cp
|
||
? string.Format(culture,
|
||
"n=({0:F4},{1:F4},{2:F4}) d={3:F4}",
|
||
cp.Normal.X, cp.Normal.Y, cp.Normal.Z, cp.D)
|
||
: "n/a";
|
||
|
||
string slideDesc = slidingValid
|
||
? string.Format(culture,
|
||
"({0:F4},{1:F4},{2:F4})",
|
||
slidingNormal.X, slidingNormal.Y, slidingNormal.Z)
|
||
: "n/a";
|
||
|
||
Console.WriteLine(string.Format(culture,
|
||
"[step-walk-adjust] branch={0} input=({1:F4},{2:F4},{3:F4}) " +
|
||
"output=({4:F4},{5:F4},{6:F4}) zGain={7:F4} " +
|
||
"cp={8} slide={9} colAngle={10:F4} winterp={11:F4}",
|
||
branch,
|
||
input.X, input.Y, input.Z,
|
||
output.X, output.Y, output.Z,
|
||
output.Z - input.Z,
|
||
cpDesc, slideDesc, collisionAngle, walkInterp));
|
||
}
|
||
|
||
private static string FormatVector(bool valid, Vector3 value)
|
||
{
|
||
if (!valid)
|
||
return "n/a";
|
||
|
||
return string.Format(System.Globalization.CultureInfo.InvariantCulture,
|
||
"({0:F4},{1:F4},{2:F4})",
|
||
value.X, value.Y, value.Z);
|
||
}
|
||
|
||
private static string FormatPlane(bool valid, Plane plane, uint cellId, bool isWater)
|
||
{
|
||
if (!valid)
|
||
return "n/a";
|
||
|
||
float zAtOrigin = MathF.Abs(plane.Normal.Z) > PhysicsGlobals.EPSILON
|
||
? -plane.D / plane.Normal.Z
|
||
: float.NaN;
|
||
|
||
return string.Format(System.Globalization.CultureInfo.InvariantCulture,
|
||
"cell=0x{0:X8},water={1},n=({2:F4},{3:F4},{4:F4}),d={5:F4},z0={6:F4}",
|
||
cellId, isWater,
|
||
plane.Normal.X, plane.Normal.Y, plane.Normal.Z, plane.D,
|
||
zAtOrigin);
|
||
}
|
||
|
||
public static void LogCpBoolWrite(string field, bool oldValue, bool newValue)
|
||
{
|
||
var caller = GetCpCallerName();
|
||
Console.WriteLine(System.FormattableString.Invariant(
|
||
$"[cp-write] {field}: {oldValue} -> {newValue} caller={caller}"));
|
||
}
|
||
|
||
public static void LogCpPlaneWrite(string field, Plane oldPlane, Plane newPlane)
|
||
{
|
||
var caller = GetCpCallerName();
|
||
Console.WriteLine(System.FormattableString.Invariant(
|
||
$"[cp-write] {field}: n=({oldPlane.Normal.X:F3},{oldPlane.Normal.Y:F3},{oldPlane.Normal.Z:F3}) D={oldPlane.D:F3} -> n=({newPlane.Normal.X:F3},{newPlane.Normal.Y:F3},{newPlane.Normal.Z:F3}) D={newPlane.D:F3} caller={caller}"));
|
||
}
|
||
|
||
public static void LogCpCellIdWrite(string field, uint oldValue, uint newValue)
|
||
{
|
||
var caller = GetCpCallerName();
|
||
Console.WriteLine(System.FormattableString.Invariant(
|
||
$"[cp-write] {field}: 0x{oldValue:X8} -> 0x{newValue:X8} caller={caller}"));
|
||
}
|
||
|
||
/// <summary>
|
||
/// Walks the stack to identify the first frame outside <c>CollisionInfo</c>
|
||
/// and <c>PhysicsDiagnostics</c> — that's the actual caller writing the
|
||
/// ContactPlane field. Format: <c>TypeName.MethodName:line</c> when file
|
||
/// info is available, else just <c>TypeName.MethodName</c>. Walked with
|
||
/// <c>fileNeeded=true</c> only when the probe flag is on, so zero cost
|
||
/// when off.
|
||
/// </summary>
|
||
private static string GetCpCallerName()
|
||
{
|
||
// Skip 2: this method + the LogCp*Write helper that called it.
|
||
var st = new System.Diagnostics.StackTrace(2, fNeedFileInfo: true);
|
||
for (int i = 0; i < st.FrameCount; i++)
|
||
{
|
||
var f = st.GetFrame(i);
|
||
var m = f?.GetMethod();
|
||
if (m is null) continue;
|
||
var typeName = m.DeclaringType?.Name ?? "?";
|
||
if (typeName == "CollisionInfo" || typeName == "PhysicsDiagnostics") continue;
|
||
int line = f?.GetFileLineNumber() ?? 0;
|
||
return line > 0 ? $"{typeName}.{m.Name}:{line}" : $"{typeName}.{m.Name}";
|
||
}
|
||
return "?";
|
||
}
|
||
|
||
private static int ParsePositiveInt(string? value) =>
|
||
int.TryParse(
|
||
value,
|
||
System.Globalization.NumberStyles.None,
|
||
System.Globalization.CultureInfo.InvariantCulture,
|
||
out int parsed)
|
||
&& parsed > 0
|
||
? parsed
|
||
: 0;
|
||
}
|