The sampler (8e40bdd) showed ~3/4 of in-game worker CPU inside BuildChunkCache ->
VF_FindPlayerFitPointForRoom, recomputed for the same rooms on every per-worker cache rebuild.
The search reads only the strate params, the room site, the strate Z bounds and the warp seed,
so its answer is pure. It is now memoised process-wide.
- The key is exact, 97 words: every FStrateGenerationParams field via VF_STRATE_PARAM_FIELDS
(83 scalar fields, audited: no pointers or TArrays), the room centre/radii/hash/bOrigin,
both Z bounds, the warp seed and a key version. The hash only picks a shard; lookup compares
every word. A miss is the worst case, and eviction just recomputes the same value.
- 4096 sets x 4 ways, a per-slot reader/writer state, a per-set lock only on miss (single
flight), 7.1 MB fixed. The search algorithm is unchanged.
- voxel.PlayerFitMemo (CVar + command line), default on. The logs confirm =0 reaches the path.
- Diagnostics: the SdfCacheBuild count moves to BuildChunkCache entry, per-tile cache_builds in
the tile profile, tile coordinates in the startup trace, and memo stats logged at EndPlay.
Game path, two runs each, sampler off (Codex; checked against its report):
worker CPU LOD0 ready p50 / p95 tiles applied
static off -> on 183.7 -> 48.2 s (3.81x) 109 / 178 -> 103 / 172 ms 841 = 841
moving off -> on 256.9 -> 124.7 s (2.06x) 104 / 192 -> 78 / 157 ms 2226 -> 2348
Hit rate 99.95%, 463 real searches in the moving run, 0 evictions.
Field and capability: per-tile triangle counts are identical on/off for 841/841 tiles
(669,834 triangles), the export OBJ SHA-256 is unchanged (b3e5f4c3..9b377), and player-fit
20,830 / walk-reachable 10,909 are unchanged.
Next, measured by this round: coarse tiles thrash the 4-chunk room-cache window. BuildChunkCache
calls per tile are 1.7 at LOD0, 18 at LOD2, 633 at LOD3 and 1,062 at LOD4.
Known gap, closed in the next round: nothing yet asserts that VF_STRATE_PARAM_FIELDS covers every
FStrateGenerationParams field. A field added to the struct but not to the list would be missing
from the memo key.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VZS94UH8bSsBeg5sZaxe2Y
63 lines
2.1 KiB
C++
63 lines
2.1 KiB
C++
// Bounded, opt-in startup trace for the complete streaming path.
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// The trace is deliberately independent of the shared Unreal log: callers provide an
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// absolute output path and every record is one JSON object per line.
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#pragma once
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#include "CoreMinimal.h"
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namespace VoxelForgeStartupTrace
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{
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struct VOXELFORGE_API FTileSample
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{
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int32 TileX = 0;
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int32 TileY = 0;
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int32 TileZ = 0;
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int32 Level = -1;
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int32 Verdict = -1; // Mixed=0, AllSolid=1, AllAir=2, -1=not classified (sheet/early path)
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bool bEmpty = true;
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int32 Triangles = 0;
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// This is worker-result -> game-thread mesh submission. Collision readiness is a later
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// per-tile RMC completion event recorded separately as collision_ready.
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double RequestToApplySeconds = 0.0;
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double QueueWaitSeconds = 0.0;
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double WorkerQueueSeconds = 0.0;
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double ResultQueueSeconds = 0.0;
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double GenerationSeconds = 0.0;
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double ClassifySeconds = 0.0;
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double MeshSeconds = 0.0;
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double StreamSeconds = 0.0;
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double ApplySeconds = 0.0;
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};
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/** Starts when -voxel.StartupTraceFile=<absolute path> is present. */
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VOXELFORGE_API void BeginFromCommandLine();
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VOXELFORGE_API bool IsActive();
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/** FieldsJson is the contents after the type/timestamp object prefix, without braces. */
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VOXELFORGE_API void RecordEvent(const TCHAR* Type, const FString& FieldsJson = FString());
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VOXELFORGE_API void StageBegin(const TCHAR* Name);
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VOXELFORGE_API void StageEnd(const TCHAR* Name);
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VOXELFORGE_API void RecordTile(const FTileSample& Sample);
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/** Writes the final bounded summary and closes the file. Safe to call more than once. */
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VOXELFORGE_API void Finish(const TCHAR* Reason);
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/** RAII helper for stages which have early-return failure paths. */
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class VOXELFORGE_API FStageScope
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{
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public:
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explicit FStageScope(const TCHAR* InName);
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~FStageScope();
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FStageScope(const FStageScope&) = delete;
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FStageScope& operator=(const FStageScope&) = delete;
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private:
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FString Name;
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bool bActive = false;
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};
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}
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