feat(saga): enhance rail species frame handling and live capture retries

- Introduce new saga rail commands for species frame auditing and sweeping
- Implement retry logic for capturing inactive live frames in the rail
- Refactor face resolution logic to prioritize live frames over species icons
- Update harness scenarios to validate new rail functionality and performance
- Enhance documentation to clarify live capture behavior and fallback handling
This commit is contained in:
DazedAnon 2026-07-24 15:17:03 -05:00
parent 96db725383
commit 529d18dfa4
7 changed files with 1033 additions and 50 deletions

View file

@ -4184,6 +4184,48 @@ public static class AgentHarness
break;
}
case "saga_rail_species_frame_sweep":
{
if (!RailFaceCatalogAudit.Running)
{
WorldTile tile = _lastSpawned != null && _lastSpawned.isAlive()
? _lastSpawned.current_tile
: TileNearCamera();
if (!RailFaceCatalogAudit.BeginExhaustive(HarnessDir(), tile, out string startDetail))
{
_cmdFail++;
Emit(cmd, ok: false, detail: startDetail);
break;
}
}
bool finished = RailFaceCatalogAudit.StepExhaustive(
out bool sweepPass,
out string sweepDetail);
if (!finished)
{
RequeueFront(cmd);
break;
}
if (sweepPass)
{
_cmdOk++;
_assertPass++;
}
else
{
_cmdFail++;
_assertFail++;
}
Emit(cmd, sweepPass, sweepDetail);
LogService.LogInfo(
$"[IdleSpectator][ASSERT] {(sweepPass ? "PASS" : "FAIL")} "
+ $"id={cmd.id} expect=saga_rail_species_frame_sweep {sweepDetail}");
break;
}
case "caption_capture_beat":
_captionBeatAnchor = WatchCaption.VisibleBeatLine ?? "";
_captionAvatarAnchor = DossierAvatar.HostAnchoredPosition;
@ -4275,13 +4317,6 @@ public static class AgentHarness
bool focusPreferAfter = focusId != 0 && LifeSagaRoster.IsPrefer(focusId);
bool preferAfter = LifeSagaRail.LastPreferPipVisible || focusPreferAfter;
bool ok = clicked && focusPreferAfter;
// After click, Prefer state on slot 0 should be readable.
var slots = new System.Collections.Generic.List<LifeSagaSlot>(LifeSagaRoster.Cap);
LifeSagaRoster.CopySlots(slots);
if (slots.Count > 0 && slots[0] != null)
{
ok = slots[0].Prefer || preferBefore;
}
if (ok)
{
@ -10088,6 +10123,22 @@ public static class AgentHarness
detail = $"cachedFaces={have} want={want} mode={(atLeast ? "min" : "exact")} shown={LifeSagaRail.LastShownCount}";
break;
}
case "saga_rail_fallback_cache_isolation":
{
pass = LifeSagaRail.HarnessProbeFallbackCacheIsolation(out detail);
break;
}
case "saga_rail_focus_live_frame_distinct":
{
LifeSagaRail.Refresh();
pass = LifeSagaRail.HarnessProbeFocusUsesDistinctLiveFrame(out detail);
break;
}
case "saga_rail_species_frame_audit":
{
pass = RailFaceCatalogAudit.Run(HarnessDir(), out detail);
break;
}
case "saga_soft_bias_rank":
{
InterestCandidate cur = InterestDirector.CurrentCandidate;
@ -15609,6 +15660,7 @@ public static class AgentHarness
_rememberedFocusKey = "";
_rememberedTip = "";
_rememberedRelatedId = 0;
RailFaceCatalogAudit.Cancel();
InterestDirector.SetHarnessFastTiming(false);
SpeciesDiscovery.SetHarnessFastTiming(false);
try

View file

@ -276,6 +276,8 @@ internal static class HarnessScenarios
return SagaReplaceWeaker();
case "saga_rail_active_highlight":
return SagaRailActiveHighlight();
case "saga_rail_live_animal_frame":
return SagaRailLiveAnimalFrame();
case "saga_rail_prefer_click":
return SagaRailPreferClick();
case "saga_soft_fill_no_pack":
@ -4645,11 +4647,47 @@ internal static class HarnessScenarios
Step("sra24", "assert", expect: "saga_rail_active_highlight", value: "true"),
Step("sra25", "assert", expect: "saga_rail_prefer_pip", value: "true"),
Step("sra25b", "assert", expect: "saga_rail_cached_faces", value: "2", label: "min"),
Step("sra25c", "assert", expect: "saga_rail_fallback_cache_isolation"),
Step("sra90", "fast_timing", value: "false"),
Step("sra99", "snapshot"),
};
}
/// <summary>
/// Tall and short creature glyphs retain animation frames, then the full living
/// species catalog is checked under the same extraction policy.
/// </summary>
private static List<HarnessCommand> SagaRailLiveAnimalFrame()
{
return new List<HarnessCommand>
{
Step("srl0", "dismiss_windows"),
Step("srl1", "wait_world"),
Step("srl2", "set_setting", expect: "enabled", value: "true"),
Step("srl3", "fast_timing", value: "true"),
Step("srl4", "spawn", asset: "cat", count: 1),
Step("srl5", "spectator", value: "off"),
Step("srl6", "spectator", value: "on"),
Step("srl7", "interest_saga_clear"),
Step("srl8", "pick_unit", asset: "cat"),
Step("srl9", "focus", asset: "cat"),
Step("srl10", "saga_force_admit_focus"),
Step("srl11", "saga_rail_refresh"),
Step("srl12", "assert", expect: "saga_rail_focus_live_frame_distinct"),
Step("srl13", "screenshot", value: "saga-rail-cat-live"),
Step("srl14", "spawn", asset: "fox", count: 1),
Step("srl15", "pick_unit", asset: "fox"),
Step("srl16", "focus", asset: "fox"),
Step("srl17", "saga_force_admit_focus"),
Step("srl18", "saga_rail_refresh"),
Step("srl19", "assert", expect: "saga_rail_focus_live_frame_distinct"),
Step("srl20", "screenshot", value: "saga-rail-fox-live"),
Step("srl21", "saga_rail_species_frame_sweep"),
Step("srl90", "fast_timing", value: "false"),
Step("srl99", "snapshot"),
};
}
/// <summary>Prefer toggle flips on then off with immediate pip state.</summary>
private static List<HarnessCommand> SagaRailPreferClick()
{

View file

@ -142,13 +142,16 @@ public static class HudIcons
}
/// <summary>
/// Readable saga-rail face: live inspect sprite when usable, else species icon.
/// Skips egg forms and near-empty tiny crops that read as a single pixel.
/// Actor-specific saga-rail frame only. Returns null for eggs, dead actors, or
/// unusable render frames; callers decide whether to display a temporary fallback.
/// </summary>
public static Sprite FromActorRailFace(Actor actor, string speciesFallbackId = null)
public static Sprite FromActorLiveRailFace(Actor actor)
{
if (actor != null && actor.isAlive())
if (actor == null || !actor.isAlive())
{
return null;
}
bool egg = false;
try
{
@ -159,22 +162,105 @@ public static class HudIcons
egg = false;
}
if (!egg)
if (egg)
{
Sprite live = FromActorLive(actor);
return null;
}
try
{
Sprite main = actor.calculateMainSprite();
if (main == null || LooksLikeEggSprite(main))
{
return null;
}
Sprite speciesIcon = FromActor(actor);
bool civilized = actor.asset != null && actor.asset.civ;
Sprite colored = null;
try
{
// Some creatures report hasColoredSprite=false even though this returns the
// palette-resolved live frame (cat: walk_0 -> gen_walk_0).
colored = actor.calculateColoredSprite(main);
}
catch
{
colored = null;
}
Sprite ui = null;
if (civilized)
{
try
{
ui = DynamicActorSpriteCreatorUI.getUnitSpriteForUI(actor, main);
}
catch
{
ui = null;
}
}
// Civ units benefit from the combined inspect frame (body/head/equipment).
if (civilized
&& IsUsableRailFace(ui)
&& !SameSpriteSource(ui, speciesIcon))
{
return ui;
}
// Creature palette generation is the closest single-frame equivalent to the
// live renderer. It must precede the raw atlas frame or palette-key colors leak.
if (IsUsableRailFace(colored)
&& !LooksLikeEggSprite(colored)
&& !SameSpriteSource(colored, speciesIcon))
{
return colored;
}
if (!civilized
&& IsUsableRailFace(main)
&& !SameSpriteSource(main, speciesIcon))
{
return main;
}
// The UI helper is allowed to synthesize a copy of the asset portrait for
// creatures. Source-region comparison cannot detect that copy, so never use
// it as a non-civ "live" frame. Their main/colored animation is authoritative.
if (civilized
&& IsUsableRailFace(ui)
&& !SameSpriteSource(ui, speciesIcon))
{
return ui;
}
return civilized
&& IsUsableRailFace(main)
&& !SameSpriteSource(main, speciesIcon)
? main
: null;
}
catch
{
return null;
}
}
/// <summary>
/// Readable saga-rail face: actor-specific live frame when available, else species icon.
/// The combined helper is for non-caching presentation such as Cast cells.
/// </summary>
public static Sprite FromActorRailFace(Actor actor, string speciesFallbackId = null)
{
Sprite live = FromActorLiveRailFace(actor);
if (IsUsableRailFace(live))
{
return live;
}
Sprite asset = FromActor(actor);
if (IsUsableRailFace(asset) && !LooksLikeEggSprite(asset))
{
return asset;
}
}
}
string species = speciesFallbackId;
if (string.IsNullOrEmpty(species) && actor?.asset != null)
{
@ -193,10 +279,12 @@ public static class HudIcons
try
{
// Reject 1-4px crops and blank atlas slices that look like dust on the rail.
// Actor animation frames are not square. Foxes and other long-bodied creatures
// legitimately use 5-7px-tall frames, so a per-axis 8px floor rejects the live
// animation and makes callers fall back to the standing species portrait.
float w = sprite.rect.width;
float h = sprite.rect.height;
if (w < 8f || h < 8f)
if (w < 2f || h < 2f || (w * h) < 4f)
{
return false;
}
@ -214,6 +302,146 @@ public static class HudIcons
}
}
/// <summary>True when two sprites point at the same atlas region, even as different objects.</summary>
public static bool SameSpriteSource(Sprite a, Sprite b)
{
if (a == null || b == null)
{
return false;
}
if (ReferenceEquals(a, b))
{
return true;
}
try
{
Rect ar = a.rect;
Rect br = b.rect;
return a.texture == b.texture
&& Mathf.Abs(ar.x - br.x) < 0.1f
&& Mathf.Abs(ar.y - br.y) < 0.1f
&& Mathf.Abs(ar.width - br.width) < 0.1f
&& Mathf.Abs(ar.height - br.height) < 0.1f;
}
catch
{
return false;
}
}
/// <summary>Harness diagnostic for WorldBox's competing actor-frame sources.</summary>
public static string DescribeActorRailSources(Actor actor)
{
if (actor == null || !actor.isAlive())
{
return "actor=none";
}
try
{
Sprite species = FromActor(actor);
Sprite main = actor.calculateMainSprite();
Sprite colored = null;
try
{
colored = main != null ? actor.calculateColoredSprite(main) : null;
}
catch
{
colored = null;
}
Sprite ui = null;
try
{
ui = main != null
? DynamicActorSpriteCreatorUI.getUnitSpriteForUI(actor, main)
: null;
}
catch
{
ui = null;
}
return "main=" + DescribeSprite(main, species)
+ " colored=" + DescribeSprite(colored, species)
+ " ui=" + DescribeSprite(ui, species)
+ " species=" + DescribeSprite(species, species);
}
catch (Exception ex)
{
return "sources_error=" + ex.GetType().Name;
}
}
/// <summary>Harness: retained frame matches the actor's palette/UI-generated live frame.</summary>
public static bool MatchesGeneratedActorFrame(Actor actor, Sprite retained)
{
if (actor == null || retained == null || !actor.isAlive())
{
return false;
}
try
{
Sprite main = actor.calculateMainSprite();
if (main == null)
{
return false;
}
Sprite colored = null;
Sprite ui = null;
try
{
colored = actor.calculateColoredSprite(main);
}
catch
{
colored = null;
}
try
{
ui = DynamicActorSpriteCreatorUI.getUnitSpriteForUI(actor, main);
}
catch
{
ui = null;
}
return (IsUsableRailFace(colored) && SameSpriteSource(retained, colored))
|| (IsUsableRailFace(main) && SameSpriteSource(retained, main))
|| (IsUsableRailFace(ui) && SameSpriteSource(retained, ui));
}
catch
{
return false;
}
}
private static string DescribeSprite(Sprite sprite, Sprite species)
{
if (sprite == null)
{
return "none";
}
try
{
return (sprite.name ?? "?")
+ ":" + sprite.rect.width.ToString("0")
+ "x" + sprite.rect.height.ToString("0")
+ (SameSpriteSource(sprite, species) ? ":species" : ":distinct");
}
catch
{
return "invalid";
}
}
private static bool LooksLikeEggSprite(Sprite sprite)
{
if (sprite == null)

View file

@ -0,0 +1,509 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Text;
using UnityEngine;
namespace IdleSpectator;
/// <summary>
/// Non-mutating audit of every registered actor asset and every species represented
/// by a living unit in the loaded world. Keeps rail-frame regressions catalog-visible
/// without spawning test creatures into a player's world.
/// </summary>
public static class RailFaceCatalogAudit
{
private static readonly List<string> Assets = new List<string>(384);
private static readonly StringBuilder Rows = new StringBuilder(32768);
private static string _outputDirectory = "";
private static WorldTile _spawnTile;
private static int _cursor;
private static int _catalog;
private static int _represented;
private static int _spawned;
private static int _passed;
private static int _failed;
private static int _unspawnable;
private static int _notApplicable;
private static float _captureTotalMs;
private static float _captureMaxMs;
private static float _stepMaxMs;
private static string _failSample = "";
private static Actor _pendingTemporary;
private static string _pendingId = "";
private static ActorAsset _pendingAsset;
public static bool Running { get; private set; }
/// <summary>
/// Starts an exhaustive, one-asset-per-frame sweep. Missing representatives are
/// temporarily spawned and immediately destroyed with AttackType.None.
/// </summary>
public static bool BeginExhaustive(string outputDirectory, WorldTile spawnTile, out string detail)
{
Cancel();
if (spawnTile == null || World.world?.units == null)
{
detail = "world/spawn tile unavailable";
return false;
}
ActorAssetLibrary library = AssetManager.actor_library;
if (library?.list == null)
{
detail = "actor library unavailable";
return false;
}
for (int i = 0; i < library.list.Count; i++)
{
ActorAsset asset = library.list[i];
if (asset != null && !string.IsNullOrEmpty(asset.id))
{
Assets.Add(asset.id);
}
}
_outputDirectory = outputDirectory;
_spawnTile = spawnTile;
_catalog = Assets.Count;
Rows.AppendLine(
"asset\tciv\torigin\tliving\tstatus\tselected\tsources\tspecies\tcapture_ms\tstep_ms");
Running = Assets.Count > 0;
detail = "catalog sweep started assets=" + Assets.Count;
return Running;
}
/// <summary>Processes one registered asset so test-only creation is amortized by frame.</summary>
public static bool StepExhaustive(out bool success, out string detail)
{
success = false;
detail = "catalog sweep not running";
if (!Running)
{
return true;
}
long stepStarted = Stopwatch.GetTimestamp();
bool warmedTemporary = _pendingTemporary != null;
string id = warmedTemporary ? _pendingId : Assets[_cursor++];
ActorAsset asset = warmedTemporary
? _pendingAsset
: ActivityAssetCatalog.TryGetActorAsset(id);
Actor actor = warmedTemporary ? _pendingTemporary : null;
Actor temporary = actor;
_pendingTemporary = null;
_pendingId = "";
_pendingAsset = null;
int living = 0;
string origin = warmedTemporary ? "temporary+warmed" : "world";
string status = "";
float captureMs = 0f;
Sprite selected = null;
Sprite species = null;
string sources = "actor=none";
try
{
if (!warmedTemporary)
{
actor = FindLivingNonEgg(asset, out living);
if (actor == null)
{
origin = "temporary";
try
{
temporary = World.world.units.spawnNewUnit(
id,
_spawnTile,
pSpawnSound: false,
pMiracleSpawn: true);
}
catch (Exception ex)
{
status = "spawn_exception:" + ex.GetType().Name;
}
if (temporary == null || !temporary.isAlive())
{
_unspawnable++;
if (string.IsNullOrEmpty(status))
{
status = "not_spawnable";
}
}
else
{
actor = temporary;
_spawned++;
}
}
else
{
temporary = null;
_represented++;
}
}
if (actor != null && actor.isAlive())
{
bool egg = false;
try
{
egg = actor.isEgg();
}
catch
{
egg = false;
}
if (egg)
{
_notApplicable++;
status = "egg";
}
else
{
long captureStarted = Stopwatch.GetTimestamp();
selected = HudIcons.FromActorLiveRailFace(actor);
captureMs = ElapsedMs(captureStarted);
_captureTotalMs += captureMs;
_captureMaxMs = Mathf.Max(_captureMaxMs, captureMs);
species = HudIcons.FromActor(actor);
sources = HudIcons.DescribeActorRailSources(actor);
bool usable = HudIcons.IsUsableRailFace(selected);
// Some special actors (notably Crabzilla) need one Update after
// spawn before calculateMainSprite has initialized its renderer.
if (!usable && temporary != null && !warmedTemporary)
{
_pendingTemporary = temporary;
_pendingId = id;
_pendingAsset = asset;
temporary = null;
detail = $"catalog sweep {_cursor}/{Assets.Count} warming={id}";
return false;
}
// Player-controlled/special-renderer assets may be registered as Actors
// without exposing an actor sprite at all. They cannot supply a live rail
// frame; keeping the species fallback is a capability constraint, not a
// bad selection of the default icon.
if (!usable
&& warmedTemporary
&& sources.StartsWith("sources_error=", StringComparison.Ordinal))
{
_notApplicable++;
status = "special_renderer";
}
else
{
bool distinct = usable && !HudIcons.SameSpriteSource(selected, species);
bool liveSource = usable
&& HudIcons.MatchesGeneratedActorFrame(actor, selected);
if (distinct && liveSource)
{
_passed++;
status = "pass";
}
else
{
_failed++;
status = usable ? "non_live_source" : "no_live_frame";
AddSample(ref _failSample, id + ":" + status);
}
}
}
}
else if (warmedTemporary)
{
_failed++;
status = "died_before_warm_capture";
AddSample(ref _failSample, id + ":" + status);
}
}
catch (Exception ex)
{
_failed++;
status = "audit_exception:" + ex.GetType().Name;
AddSample(ref _failSample, id + ":" + status);
}
finally
{
if (temporary != null)
{
try
{
temporary.dieAndDestroy(AttackType.None);
}
catch
{
// Test actor cleanup is best-effort; the row remains diagnostic.
}
}
}
float stepMs = ElapsedMs(stepStarted);
_stepMaxMs = Mathf.Max(_stepMaxMs, stepMs);
Rows.Append(id).Append('\t')
.Append(asset?.civ ?? false).Append('\t')
.Append(origin).Append('\t')
.Append(living).Append('\t')
.Append(status).Append('\t')
.Append(Describe(selected)).Append('\t')
.Append(sources).Append('\t')
.Append(Describe(species)).Append('\t')
.Append(captureMs.ToString("0.000")).Append('\t')
.Append(stepMs.ToString("0.000"))
.AppendLine();
if (_cursor < Assets.Count)
{
detail = $"catalog sweep {_cursor}/{Assets.Count}";
return false;
}
Running = false;
string path = Path.Combine(_outputDirectory, "saga-rail-species-frames.tsv");
try
{
Directory.CreateDirectory(_outputDirectory);
File.WriteAllText(path, Rows.ToString());
}
catch (Exception ex)
{
detail = "audit write exception=" + ex.GetType().Name + ":" + ex.Message;
return true;
}
int audited = _passed + _failed;
success = audited > 0 && _failed == 0;
detail =
$"catalog={_catalog} audited={audited} represented={_represented} spawned={_spawned} "
+ $"pass={_passed} fail={_failed} unspawnable={_unspawnable} n/a={_notApplicable} "
+ $"captureMs={_captureTotalMs:0.00}/{_captureMaxMs:0.00} stepMaxMs={_stepMaxMs:0.00} "
+ $"sample='{_failSample}' path={path}";
return true;
}
public static void Cancel()
{
Running = false;
Assets.Clear();
Rows.Length = 0;
_outputDirectory = "";
_spawnTile = null;
_cursor = 0;
_catalog = 0;
_represented = 0;
_spawned = 0;
_passed = 0;
_failed = 0;
_unspawnable = 0;
_notApplicable = 0;
_captureTotalMs = 0f;
_captureMaxMs = 0f;
_stepMaxMs = 0f;
_failSample = "";
if (_pendingTemporary != null)
{
try
{
_pendingTemporary.dieAndDestroy(AttackType.None);
}
catch
{
// best effort
}
}
_pendingTemporary = null;
_pendingId = "";
_pendingAsset = null;
}
public static bool Run(string outputDirectory, out string detail)
{
var rows = new StringBuilder(32768);
rows.AppendLine("asset\tciv\tliving\tstatus\tselected\tsources\tspecies\tcapture_ms");
int catalog = 0;
int represented = 0;
int passed = 0;
int failed = 0;
int unavailable = 0;
float totalMs = 0f;
float maxMs = 0f;
string failSample = "";
try
{
ActorAssetLibrary library = AssetManager.actor_library;
if (library?.list == null)
{
detail = "actor library unavailable";
return false;
}
for (int i = 0; i < library.list.Count; i++)
{
ActorAsset asset = library.list[i];
if (asset == null || string.IsNullOrEmpty(asset.id))
{
continue;
}
catalog++;
Actor actor = FindLivingNonEgg(asset, out int living);
if (actor == null)
{
unavailable++;
rows.Append(asset.id).Append('\t')
.Append(asset.civ).Append('\t')
.Append(living).Append('\t')
.AppendLine(living > 0 ? "egg_only" : "no_living_actor");
continue;
}
represented++;
long started = Stopwatch.GetTimestamp();
Sprite selected = HudIcons.FromActorLiveRailFace(actor);
float captureMs = (float)(
(Stopwatch.GetTimestamp() - started) * 1000.0 / Stopwatch.Frequency);
totalMs += captureMs;
maxMs = Mathf.Max(maxMs, captureMs);
Sprite species = HudIcons.FromActor(actor);
bool usable = HudIcons.IsUsableRailFace(selected);
bool distinct = usable && !HudIcons.SameSpriteSource(selected, species);
bool liveSource = usable && HudIcons.MatchesGeneratedActorFrame(actor, selected);
bool ok = distinct && liveSource;
if (ok)
{
passed++;
}
else
{
failed++;
AddSample(
ref failSample,
asset.id + ":" + (usable ? "non-live-source" : "no-frame"));
}
rows.Append(asset.id).Append('\t')
.Append(asset.civ).Append('\t')
.Append(living).Append('\t')
.Append(ok ? "pass" : "fail").Append('\t')
.Append(Describe(selected)).Append('\t')
.Append(HudIcons.DescribeActorRailSources(actor)).Append('\t')
.Append(Describe(species)).Append('\t')
.Append(captureMs.ToString("0.000"))
.AppendLine();
}
}
catch (Exception ex)
{
detail = "audit exception=" + ex.GetType().Name + ":" + ex.Message;
return false;
}
string path = Path.Combine(outputDirectory, "saga-rail-species-frames.tsv");
try
{
Directory.CreateDirectory(outputDirectory);
File.WriteAllText(path, rows.ToString());
}
catch (Exception ex)
{
detail = "audit write exception=" + ex.GetType().Name + ":" + ex.Message;
return false;
}
detail =
$"catalog={catalog} represented={represented} pass={passed} fail={failed} "
+ $"unavailable={unavailable} captureMs={totalMs:0.00}/{maxMs:0.00} "
+ $"sample='{failSample}' path={path}";
return represented > 0 && failed == 0;
}
private static Actor FindLivingNonEgg(ActorAsset asset, out int living)
{
living = 0;
Actor first = null;
try
{
if (asset?.units == null)
{
return null;
}
foreach (Actor actor in asset.units)
{
if (actor == null || !actor.isAlive())
{
continue;
}
living++;
bool egg = false;
try
{
egg = actor.isEgg();
}
catch
{
egg = false;
}
if (!egg && first == null)
{
first = actor;
}
}
}
catch
{
return first;
}
return first;
}
private static string Describe(Sprite sprite)
{
if (sprite == null)
{
return "none";
}
try
{
return (sprite.name ?? "?")
+ ":" + sprite.rect.width.ToString("0")
+ "x" + sprite.rect.height.ToString("0");
}
catch
{
return "invalid";
}
}
private static void AddSample(ref string sample, string value)
{
if (sample.Length >= 240)
{
return;
}
if (sample.Length > 0)
{
sample += "; ";
}
sample += value;
}
private static float ElapsedMs(long started) =>
(float)((Stopwatch.GetTimestamp() - started) * 1000.0 / Stopwatch.Frequency);
}

View file

@ -27,6 +27,7 @@ public static class LifeSagaRail
private static RectTransform _rowRt;
private static string _fingerprint = "";
private static float _nextFaceRefreshAt;
private static int _retryCursor;
/// <summary>Harness: tip text of the first visible rail slot after last Refresh.</summary>
public static string LastTipSample { get; private set; } = "";
@ -110,6 +111,10 @@ public static class LifeSagaRail
public static int LastShownCount { get; private set; }
/// <summary>Harness: unit-keyed last-face snapshots retained for the current roster.</summary>
public static int CachedFaceCount => LastFaces.Count;
/// <summary>Harness/telemetry: bounded inactive live-capture attempts.</summary>
public static int LiveCaptureRetryCount { get; private set; }
public static float LastLiveCaptureMs { get; private set; }
public static float MaxLiveCaptureMs { get; private set; }
public static void EnsureBuilt(Transform parent)
{
@ -143,6 +148,10 @@ public static class LifeSagaRail
LastPreferPipVisible = false;
LastHoverRowCount = 0;
LastHoverHeight = 0f;
_retryCursor = 0;
LiveCaptureRetryCount = 0;
LastLiveCaptureMs = 0f;
MaxLiveCaptureMs = 0f;
LifeSagaViewController.CancelPreviewAndPause();
if (_row != null)
{
@ -269,6 +278,7 @@ public static class LifeSagaRail
_rowRt.sizeDelta = new Vector2(Mathf.Max(SlotSize, x - Gap), SlotSize);
_row.SetActive(LastShownCount > 0);
RetryOneMissingLiveFace(watchId);
}
else
{
@ -287,6 +297,12 @@ public static class LifeSagaRail
ApplyFace(Slots[i], SlotScratch[i], refreshLive: true);
}
// A unit may enter the roster while its render frame is unavailable (egg,
// atlas not ready, transient tiny crop). Retry at most one inactive missing
// capture per one-second rail cadence; round-robin prevents an egg from
// starving later slots. Species fallbacks are display-only and never cached.
RetryOneMissingLiveFace(watchId);
}
if (LifeSagaViewController.IsHoverPreview)
@ -482,30 +498,7 @@ public static class LifeSagaRail
return;
}
Actor actor = saga.Resolve();
Sprite sprite = null;
if (!refreshLive)
{
LastFaces.TryGetValue(saga.UnitId, out sprite);
}
// Capture every character once, then refresh only the watched glyph. When focus
// leaves, its last phenotype/kingdom-tinted frame remains instead of reverting
// to a shared species icon.
if (refreshLive || !HudIcons.IsUsableRailFace(sprite))
{
Sprite live = HudIcons.FromActorRailFace(actor, saga.SpeciesId);
if (HudIcons.IsUsableRailFace(live))
{
sprite = live;
LastFaces[saga.UnitId] = live;
}
}
if (!HudIcons.IsUsableRailFace(sprite))
{
sprite = HudIcons.FromSpeciesId(saga.SpeciesId);
}
Sprite sprite = ResolveFace(saga, refreshLive);
if (HudIcons.IsUsableRailFace(sprite) && slot.Face != null)
{
@ -545,6 +538,144 @@ public static class LifeSagaRail
}
}
private static Sprite ResolveFace(LifeSagaSlot saga, bool refreshLive)
{
if (saga == null || saga.UnitId == 0)
{
return null;
}
LastFaces.TryGetValue(saga.UnitId, out Sprite sprite);
// Capture every character once, then refresh only the watched glyph. A failed
// refresh never discards the last good phenotype/kingdom-tinted frame.
if (refreshLive)
{
long started = System.Diagnostics.Stopwatch.GetTimestamp();
Sprite live = HudIcons.FromActorLiveRailFace(saga.Resolve());
long elapsed = System.Diagnostics.Stopwatch.GetTimestamp() - started;
LastLiveCaptureMs = (float)(
elapsed * 1000.0 / System.Diagnostics.Stopwatch.Frequency);
MaxLiveCaptureMs = Mathf.Max(MaxLiveCaptureMs, LastLiveCaptureMs);
if (HudIcons.IsUsableRailFace(live))
{
sprite = live;
LastFaces[saga.UnitId] = live;
}
}
// Display fallback only. Do not let it masquerade as a retained live frame.
return HudIcons.IsUsableRailFace(sprite)
? sprite
: HudIcons.FromSpeciesId(saga.SpeciesId);
}
private static void RetryOneMissingLiveFace(long watchId)
{
int count = Mathf.Min(Slots.Length, SlotScratch.Count);
if (count <= 0)
{
return;
}
_retryCursor = Mathf.Clamp(_retryCursor, 0, count - 1);
for (int offset = 0; offset < count; offset++)
{
int index = (_retryCursor + offset) % count;
LifeSagaSlot saga = SlotScratch[index];
Slot slot = Slots[index];
if (saga == null
|| slot == null
|| !slot.Root.activeSelf
|| saga.UnitId == 0
|| saga.UnitId == watchId
|| LastFaces.ContainsKey(saga.UnitId))
{
continue;
}
Actor actor = saga.Resolve();
if (actor == null || !actor.isAlive())
{
continue;
}
ApplyFace(slot, saga, refreshLive: true);
LiveCaptureRetryCount++;
_retryCursor = (index + 1) % count;
return;
}
}
public static bool HarnessProbeFallbackCacheIsolation(out string detail)
{
const long syntheticId = -9100001;
int before = LastFaces.Count;
LastFaces.Remove(syntheticId);
var synthetic = new LifeSagaSlot
{
UnitId = syntheticId,
SpeciesId = "human"
};
Sprite fallback = ResolveFace(synthetic, refreshLive: true);
bool fallbackShown = HudIcons.IsUsableRailFace(fallback);
bool cachedFallback = LastFaces.ContainsKey(syntheticId);
// A retained frame must survive a later failed/dead refresh.
Sprite retainedSeed = HudIcons.FromSpeciesId("human");
bool retained = false;
if (HudIcons.IsUsableRailFace(retainedSeed))
{
LastFaces[syntheticId] = retainedSeed;
retained = ResolveFace(synthetic, refreshLive: true) == retainedSeed;
}
LastFaces.Remove(syntheticId);
bool countRestored = LastFaces.Count == before;
bool pass = fallbackShown && !cachedFallback && retained && countRestored;
detail =
$"fallbackShown={fallbackShown} cachedFallback={cachedFallback} "
+ $"retained={retained} count={before}/{LastFaces.Count} pass={pass}";
return pass;
}
public static bool HarnessProbeFocusUsesDistinctLiveFrame(out string detail)
{
Actor focus = MoveCamera.hasFocusUnit() ? MoveCamera._focus_unit : null;
long id = EventFeedUtil.SafeId(focus);
LastFaces.TryGetValue(id, out Sprite cached);
Sprite species = focus != null ? HudIcons.FromActor(focus) : null;
bool cachedUsable = HudIcons.IsUsableRailFace(cached);
bool distinct = cachedUsable
&& species != null
&& !HudIcons.SameSpriteSource(cached, species);
bool generated = HudIcons.MatchesGeneratedActorFrame(focus, cached);
detail =
$"id={id} asset={focus?.asset?.id} cached={DescribeSprite(cached)} "
+ $"species={DescribeSprite(species)} distinct={distinct} generated={generated} "
+ $"captureMs={LastLiveCaptureMs:0.00}/{MaxLiveCaptureMs:0.00} "
+ HudIcons.DescribeActorRailSources(focus);
return distinct && generated;
}
private static string DescribeSprite(Sprite sprite)
{
if (sprite == null)
{
return "none";
}
try
{
return (sprite.name ?? "?")
+ ":" + sprite.rect.width.ToString("0")
+ "x" + sprite.rect.height.ToString("0");
}
catch
{
return "invalid";
}
}
private static void PruneFaceCache()
{
var keep = new HashSet<long>();

View file

@ -188,6 +188,13 @@ Recognition should come from repeated, stable signals rather than extra prose on
- Keep rail position stable for an incumbent whenever possible.
- Keep each unit's latest unique portrait cached for the duration of roster membership and through a
death/Legacy presentation.
- Treat species icons as temporary display fallbacks, never cached portraits; retry one missing
inactive live frame per second so eggs/render-not-ready slots eventually acquire their own look.
- For creature glyphs, capture the palette-resolved generated current animation frame, falling
back to the raw frame only when generation fails, and reject frames that resolve to the shared
species-icon atlas region. Never accept the creature inspect composite as a live frame because
WorldBox can copy the standing species portrait into a new texture. Preserve genuine tiny
animation frames (down to the 3x2 fly/beetle family).
- On a meaningful return after the existing reentry threshold, allow one concise reintroduction:
`Name again · <new development>`.
- Do not use reintroduction wording for rapid A → B → A cuts, unchanged activity, or texture.
@ -533,6 +540,8 @@ Add or update these scenarios:
- `saga_five_refill_bounded` — no-op, challenger, and pin-overflow refills remain bounded and do not
start an extra world scan.
- `saga_five_ui_noop_perf` — stable rail frames do not relayout or recapture unchanged portraits.
- `saga_rail_species_frame_sweep` — amortized exhaustive actor-library sweep proves every standard
renderer resolves to a live frame; separate special-renderer assets are reported explicitly.
- `saga_five_perf_health` — hitch probe plus scheduler/roster metrics stay inside the release
thresholds during a directed developed-world sample.

View file

@ -102,9 +102,23 @@ portrait keeps the same body anchor used by Saga hover.
## Rail UX
- Up to 10 slots with unit-keyed inspect-UI portraits. Each character is captured on first
- Up to 5 slots with unit-keyed inspect-UI portraits. Each character is captured on first
display, refreshed while watched, and retains that latest unique frame after focus leaves.
- Egg forms and tiny/blank atlas crops fall back to the species icon (letter last).
- Egg forms and tiny/blank atlas crops temporarily fall back to the species icon (letter last).
Fallbacks are never stored as live snapshots; one uncaptured inactive slot retries per second,
round-robin, until a valid live frame can be retained through focus changes and death.
- Non-civilized creatures prefer the palette-resolved generated frame from their current
animation (`calculateColoredSprite(calculateMainSprite())`) over the raw atlas frame. This avoids
palette-key colors while still bypassing shared species icons. Their inspect-UI composite is
never accepted because WorldBox may synthesize a new texture containing the standing species
portrait, which cannot be caught by atlas-region identity. Any candidate pointing at the species
icon's atlas region is also rejected as a live capture.
- Live-frame usability is based on non-degenerate area, not an 8x8 square floor: short horizontal
animations such as fox movement frames and genuine 3x2 fly/beetle frames remain valid.
`saga_rail_species_frame_sweep` checks every registered asset one per frame, temporarily spawning
and immediately cleaning up missing representatives, and records the exhaustive results in
`saga-rail-species-frames.tsv`. Assets that only expose a separate special renderer rather than
an actor sprite (currently Crabzilla) are recorded as not applicable and keep the species icon.
- Active chrome = camera follow MC; Involved chrome = other tip-touched MCs (subject/related/follow/pair/short-arc cast only - not mass `ParticipantIds`).
- Prefer uses a star pip / distinct border.
- Click toggles saga Prefer only (does not mutate WorldBox unit favorite; does not pin a Saga subject).
@ -206,6 +220,8 @@ Quiet can refresh briefly when a soft crumb ends (bounded).
- Hover fitting reads its own display headline rather than the camera dossier's cached identity;
repeated relayouts therefore cannot briefly restore the wrong name or enlarge the font.
- Rail face animation refreshes the Active glyph ~1/s; other glyphs stay static between structure changes.
- Missing live rail frames retry at most one inactive slot per ~1s rail tick; successful captures
replace the temporary species icon and unsuccessful attempts never discard an older live frame.
- Plot join memory records the joiner only; full member snapshots stay on create/finish/cancel.
- RelationEvidence caches invalidate on memory revision + live lover/friend change.
- Hitch probe: run harness scenario `narrative_scheduler_health` (it enables the