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fix(tools): address review feedback on diagnostics
- doctor: resolve the workspace/Nix runtime before the native path, honour multi-entry XDG_DATA_DIRS, raise the kernel minimum to 5.14, and redact home/prefix/workspace paths by default (--no-redact opts out). Reports are written mode 0600. - crash-report: drop the whole-process table from the default bundle (--all-processes opts in), mask credentials in argv, strip window titles, validate --label, find the workspace launcher log, bound the log tail, describe missing logs, write the archive 0600 without owner metadata, and keep --json output pure JSON. - perf-baseline: reject non-finite times and absurd frame times, count --last by usable match, include the last sample interval in duration, record only the log basename, and rename p50/p95/p99 to sample_p* to make clear they are ten-second samples. - docs: correct the metric descriptions, flag names and shader-cache sign.
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@@ -23,22 +23,23 @@ darling-lol --perf # frame pacing from the game's own logs
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darling-lol --perf --json # the same numbers as JSON
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```
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`lol doctor` needs no runtime and starts nothing, so it is safe to run at any
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time. `lol perf` reads the `netstats.csv` files that League already writes; it
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does not touch the client or the game.
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`darling-lol --doctor` needs no runtime and starts nothing, so it is safe to run
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at any time. `darling-lol --perf` reads the `netstats.csv` files that League
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already writes; it does not touch the client or the game.
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Open an issue titled `Compatibility: <distro> / <GPU>` and attach `doctor.json`
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plus the `perf --json` output. Do not paste a full `~/.darling` log or your home
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directory; `lol report` produces a redacted bundle if more diagnostics are
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needed. Then add a row here in a pull request, or mention the issue and a
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directory; `darling-lol --report` produces a redacted bundle if more
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diagnostics are needed. Then add a row here in a pull request, or mention the issue and a
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maintainer will add it.
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### What the numbers mean
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- `avgfps` is the mean of League's own ten-second `game.frametime_average`
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samples over the whole match.
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- `p50/p95/p99ms` are frame times: the typical frame, the slow 5 %, and the
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slowest 1 %.
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- `avgfps` is the inverse of the mean sampled frame time over the match, not
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the average of per-second FPS values.
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- `p50/p95/p99ms` are percentiles of League's ten-second `game.frametime_average`
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samples: the typical sample, the slow 5 %, and the slowest 1 %. They describe
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ten-second averages, not individual frames.
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- `slowfps` is the average FPS over the slowest quarter of the match, which is
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closer to what stutter feels like than the headline average.
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- `hitch` counts ten-second samples whose frame time is at least twice the
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@@ -61,7 +62,7 @@ Notes for the UHD 620 row:
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builds, so single-match comparisons are not meaningful.
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- Intel panel self-refresh (`i915.enable_psr`) was on for part of this period.
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See [panel self-refresh](TROUBLESHOOTING.md#blocky-video-or-flickering-startup-logo).
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- Expect first-match shader compilation to show up as a low `p99` until the
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- Expect first-match shader compilation to show up as a high `p99` until the
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cache is warm.
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The Ryzen 5 5500 / RX 6600 development machine is faster and is documented
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