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Commits
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3f629f407a |
refactor(dead-code): remove functions, members and types with no caller
Each symbol below had zero references in Source/ (tests included), Tools/, Config/ and the build files after comment/string stripping. Functions: EvaluateTunnelCoreSDF, EvaluateSDF (uncached wrapper), IsTunnelSupportFloorWorldPoint, BuildTunnelSupportFloorColumn, IsTunnelSupportFloorColumnZ, GetTunnelSupportFloorColumnBand, VF_TunnelFloorAtSegment, VF_ProjectSweptTunnelFloor, FVoxelWormField EvaluateExact, ApplyPassageLandingAirMC, ApplyPassageTunnelAirMC, GetGenerationParamsFingerprint, FVoxelStrateCorpus::LoadFromSettings, GetSkippedDefinitions, VF_RollStrateParams, VF_ArePlayerFitConnectedWithSampler, VF_GetVoxelSeasonSelectionReasonName, UVoxelSeasonAsset::GetManifestContentHash, FVoxelStackSampler::IsRunning, CompareSkippedPostValue, MakeSurfaceColumnSource, WriteObjTile, ExploreEffectName, ExploreTileClassName, and the VoxelTypes.h chunk-local helpers (WorldToLocalCoord, ChunkToWorldPos, LocalToIndex, IndexToLocal, IsValidLocalCoord, GetFaceDirection, GetFaceNormal, CHUNK_SIZE_SQUARED, CHUNK_VOLUME). Members/types: write-only floor flags (FVoxelOpSample:: bProtectedStructuralFloor, StructuralFloorMinimumDensity, bTunnelCoreSupportFloor; bSupportFloor on the tunnel evaluations; FTunnelFloorSegmentProfile::NumSteps), UVoxelStrateManager::BlendChunks, unused FSummary counters in the stack sampler, two unused FVoxelSeasonCompositionSettings aliases, and a few unused locals/constants. No UPROPERTY, UFUNCTION, reflected type or enum was touched. Behaviour is unchanged: removed code was unreachable or only written, never read. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01URDGLsu7c4nunqNFPJEFPU |
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c132243b30 |
feat(worms): asset-owned worm off switch; offline stack symboliser -- cheap-worm default to be reverted
Worms round (Codex; reviewed by me against its report and PERF-SAMPLED.md).
Part 1, a real off switch: UVoxelStrateDefinition::bEnableWorms (default true, so existing assets
are unchanged). It is deliberately not in FStrateGenerationParams, so the 83-field memo-key guard
is untouched. It resolves after composer candidates, season vectors and boundary blending, is
included in the generation fingerprint, and clamps composer overrides, so a roll cannot re-enable
it. With strength 0 the fused path skips the worm block, the op-stack builder omits the worm
source, and the interval/classifier paths do no worm work. Proof: disabled == hand-zeroed control
byte for byte (70D310A4, 74,672 triangles), capability 20,856 / 10,917, connected, zero worm rows
in the symbolised sampler. voxel.WormsForceOff is a dev-only, world-changing measurement
override, included in the fingerprint.
Part 0: the sampler writes a module map (733 modules, identity checked), and a post-exit
offline symboliser (VoxelStackOfflineSymbolizer, editor module) rebuilds the all-LOD / LOD0 /
LOD1+ exclusive / inclusive / source-line tables. A planted cost was found (5 named rows) and then
removed. DbgHelp still never runs in the measured process.
Part 2, "cheap worms": FAILED to deliver, and the default is wrong. No candidate was faster:
lattice-2/4 gave no gain, and value noise was within noise static and ~2.1% WORSE in moving worker
seconds. Yet this commit carries voxel.WormNoiseMode=1 (value noise) as the default, a field change
(29/64 test tiles) with no benefit, selected after value-noise variants were tried until one
passed capability (three were rejected at 20,821-20,828). The next round reverts the default to
exact Perlin (mode 0) and removes the no-gain world-changing experiment modes.
The finding that matters: disabling worms entirely (WormsForceOff A/B, two interleaved runs each)
saves only ~2.5% static and ~3.4% moving worker time. The sampler's "worm line
VoxelGenerator.cpp:3985 = 19.4% of LOD0" was a misattribution of inlined noise code to one PDB
line. Line-level attribution of inlined code must be confirmed by ablation before a round targets
it. That is why the worm block skip (
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11f0c1335b |
fix(diagnostics): sampler can no longer crash the run it measures; worm skip default off
Harness round. Every launched run is in Saved/HarnessFixAcceptance_20260914.ledger.txt.
- FVoxelStackSampler: two sampler-on runs had died in EndPlay (logs stop after "workers drained",
before the latency summary). The lifecycle teardown is now serialised, registration TLS is
tagged by session, stale worker registrations are cleared safely, and in-process DbgHelp
initialisation/symbolisation is REMOVED. The measured process now writes raw PCs only; symbol
resolution is deferred to after process exit. (An offline symboliser is still needed for
readable tables; it is queued first in the next round.)
- voxel.WormBlockSkip default 1 -> 0: it measured neutral (
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cfad3d1c18 |
perf(generation): gate the tile cache window by LOD; LOD0 back to switch-off speed
2de603c's tile-sized room cache cut worker CPU, but LOD0 generation was ~9% slower. The per-tile
split shows the loss was evaluation (more candidates per sample in a bigger window), not cache
building. Policy, measured per path and LOD:
- fused path: tile window at LOD >= voxel.TileCacheWindowMinLOD (default 3)
- op-stack path: tile window at LOD >= voxel.TileCacheWindowOpStackMinLOD (default 4)
- lower LODs keep the 4-chunk worker window
- voxel.SpatialIndex: -1 auto (off at fused LOD0, on elsewhere), 0 or 1
Proof caveat closed: VF_ComputeTerrainOpEnvelope adds authored terrain-op extents (pits, chimneys,
detail overrides, ...) to the invariance envelope. Ops beyond the proven 256-voxel extent, or
malformed/unloaded ones, force the legacy window, so window invariance holds for every asset.
Sampler fix: the leaf symbol kept pointers into a TMap that FindOrAdd can rehash while later
frames resolve; the leaf is now re-found by program counter after insertion.
Game path, two runs each, sampler off (Codex; checked against its report):
LOD0 request p50/p95 generation p50/p95 worker s
static optimized 106.3 / 175.9 ms 76.6 / 124.3 ms 39.2
static switch-off 106.3 / 173.0 75.9 / 124.1 58.5 (-33%)
moving optimized 79.4 / 158.5 72.4 / 123.7 113.7
moving switch-off 82.8 / 160.4 73.2 / 125.4 141.9 (-20%)
LOD0 is flat within noise static and slightly better moving; worker CPU keeps most of the gain.
Field exact: 841/841 per-tile triangle identity, export OBJ SHA-256 unchanged (b3e5f4c3..9b377),
capability 20,830 / 10,909.
Caution: compare these numbers only within this round. The machine is in daytime use, so
absolute figures drift between rounds.
Current LOD0 map (sampler, moving, inclusive): tunnel SDF 12.5% + tunnel core 12.3% (the same
tunnel in two coordinate spaces); passage carving 11.1%, structural posts 11.4%, native floor
4.1%, with floor projection at 8.9% inside them; cave warp ~8% exclusive. Development-build-only
overheads: TArray RangeCheck ~6.5%, per-sample FScopedTimer ~2.6%.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01TaFdXhTdYMkW1xrV6ApT6Y
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8e40bdd92c |
measure(perf): in-process stack sampler; the game spends ~3/4 of worker CPU on room player-fit
A diagnostic stack-sampling profiler, off by default. A sampler thread captures the stacks of
registered generation workers with FPlatformStackWalk::CaptureThreadStackBackTrace every N us and
tags each sample with the tile's LOD. Symbolisation (inline frames included) happens after the
run, into a bounded CSV plus a summary. Registration is per tile task, never per sample; when the
sampler is off it costs one relaxed atomic load. Game: -voxel.SampleStacks=<us>. Commandlet:
-samplestacks[=us]. The streaming latency line now also prints applied tile, visible tile and
triangle counts.
Instrument checks (Codex, PERF-SAMPLED.md):
- a planted 20 ms busy loop was found at 10.5% inclusive, the expected share, then removed
- closure: 193k static / 251k moving samples, 0 capture failures, <0.75% wait frames,
leaf resolved for 82-84%
- static game output identical with the sampler on or off: 841 tiles, 447 visible, 669,834
triangles
- overhead at 1 ms: +4.7% static worker CPU; moving worker CPU within noise, moving timing +4-5%.
So trust large shares, not single-digit deltas.
The finding, on the game path (the owner's instruction: profile the game, not the export):
all-LOD inclusive static moving
BuildChunkCache 79.5% 80.5%
VF_FindPlayerFitPointForRoom 73.4% 74.0%
About three quarters of in-game worker CPU goes to player-fit searches for rooms. They are
recomputed on every per-worker room-cache rebuild, and coarse tiles span many cache windows. At
LOD0 the costs are the cave warp (3 Perlin per sample), the swept tunnel evaluated both in the
SDF and in EvaluateTunnelCoreWorld (~12% inclusive each, duplication confirmed), and the passage
structural tail (~11-14%). Candidate AABB rejection is cheap (1.5-2.2%). The 74-field params copy
does not show up as a separate cost.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VZS94UH8bSsBeg5sZaxe2Y
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