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goldeneye-pc-port/docs
James Dansereau d8ca9a0c51 D155: clamp per-frame deltaFrames — fixes Facility outro-cutscene hang
User hit a "hang" (process alive, heartbeat dumps) at the end of the
Facility outro cutscene. Symbolicated mainThread stack: parked in
modelConstrainOrWrapAnimFrame <- modelTickAnim <- chrUpdateAnim <-
chrTick <- playerTick <- propsTick <- lvlRender across every dump.

Root cause: waitForNextFrame() (src/game/frametiming.c) passes
nextFrameTime = (osGetCount()-prev+387937)/775875 to updateFrameCounters
UNCLAMPED. osGetCount() is wall-clock on the port (D117), not VI-locked,
so a real-time stall (asset load at the cutscene->debrief boundary, made
worse by a local LLM hammering the box) makes nextFrameTime balloon to
hundreds/thousands. That becomes speedgraphframes -> g_ClockTimer, which
drives modelTickAnim's `while (numticks-- > 0)` per character per render
plus dozens of `for (i=0;i<g_ClockTimer;i++)` sim loops -> one frame does
thousands of anim ticks x N chars -> multi-second frame -> heartbeat
trips, and the slow frame feeds an even bigger delta -> unrecoverable
spiral. The N64 was VI-bound and never produced deltaFrames > ~2.

Fix: #ifdef PORT clamp nextFrameTime to FRAMETIMING_PORT_MAX_CATCHUP (6)
in waitForNextFrame(). N64 path verbatim. Timing-compensation class,
cf. D117/D134. PORT-LEARNINGS §E.

Verified: build green (ntsc-final); -level_09 unregressed (frame 200
nonclear delta 0.04pp, full-window crash-free). The clamp only engages
when a frame took >~100ms, so normal play is byte-identical.
2026-08-30 21:37:34 -04:00
..
2026-08-17 13:48:42 -04:00