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dispatch.c fatal_end wrote only the profiler's samples, so a run that ended in a FATAL had no "frametime" or stutter-map lines for its last period: the numbers that would show what the game was doing before it failed. perf.c perf_summary_flush_try (weak in dispatch.c for builds without perf.c) runs after fs_save_crash_wait: ft_stop, then the running period's "frametime: at a fatal error" lines and the stutter map. The failing thread may hold any lock, so stutter_map.c gains stutter_report_as(tag, try_only), which only tries sm_lock and writes nothing when it is taken (stutter_report keeps the blocking take); the back end's exit lines (gfx_exit_log) and the trace's segments (seg_close) are left out, as they read state the failure may have left half made. The crash report keeps no summary: its state may be damaged. Not reproduced before the change (a missing diagnostic). tests/fatal_exit_check.py now wants the summary at rt_fatal and checks statically that perf_summary_flush_try only tries the map's lock and leaves the back end out; tests/stutter_hitch_check.c gets the trylock stand-in it needs. fatal_exit_check, stutter_hitch_check, stutter_map_check and the compile checks of every runtime file pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2.4 KiB
2.4 KiB