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Draw High Tide's wall in the replay viewer - #424
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High Tide was its icon on the guided head, and it stopped blocking cones the moment the head stopped. In the 13.09 blueprints the head is only the first actor: GameObject_Mage_Q_WallManager opens with it and holds the wall for 15 s. The catalog never knew about it. The wall is now the head's path, growing with it, up until the holder closes, then fading. Cones are cut along the same list of points that is drawn. Blocking for 15 s instead of 2.5 s made the cost of a wall's shadows matter, so a cone now skips segments it can't see, and needs no layer when none are left. A capture keeps the icon: a page can't hold a curved wall.
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No replay with Harbor exists on this machine, so everything above is a stand-in match. See "What I couldn't check" before merging.
ci: test web
ItzMady asked for this and Dara said yes. A High Tide in a replay was a small icon flying along, and when the head stopped, the icon and the cone blocking both vanished. In the game the wall stays up for 15 s, and that is the part a coach wants to see.
The brief said the wall was already data and just wasn't drawn. Half of that held up. The head's path is there, but it only lives about 2.5 s. The 13.09 blueprints show a second actor,
GameObject_Mage_Q_WallManager, withWallDuration15 and Riot's own minimap vision blockers on it. Our catalog had never heard of it. Phoenix's Blaze is built the same way, and in our replays its projectile lives 0.7 s and its manager 10.7 s.What this does
_linePointsinreplay_frame.dartis the one source for both the drawn line and theLineOccluder, so the drawing and the blocking can't disagree.ReplayWallPainterstrokes the path under the utility layer, in blue with a team-coloured edge. The stroke uses no clip, so Cones: stop clipping to the floor every frame #306 doesn't apply.Cone blocking got too slow, so that changed too
Blocking for 15 s instead of 2.5 s cost real frames. Every cone within reach of the wall took an offscreen layer and a shadow path, including cones facing away from it.
LineOccluder.shadowsnow takes the cone's view and skips segments it can't see. No segments left means no layer, and the layer is now the size of the wedge instead of the full reach circle.Release build, raster time over the same 16 s of 1x playback, interleaved runs, while other builds were running on this PC:
So a standing wall still costs about 1.3 ms while it's up. Turning off anti-aliasing on the shadow made no difference, so I left it on. What's left looks like the per-cone layer that smokes also pay, and smokes don't get the view check in this PR.
Capture
A capture saves High Tide's icon, where the head is or where it stopped. A saved page can't hold a curved wall, and this PR doesn't change the strategy format. I captured two moments into a local strategy and opened it: 10 agents, 4 abilities, the icon where it should be, no wall. Saving the wall as a page drawing would need no format change, but that's a different feature from P7, so I left it out.
How far into ground truth
Watched in a release driver build at 1x and stepped through it frame by frame: the cast, the wall standing, the fade, an attack round and a defense round. Main's build run on the same match shows no wall and no icon at the same moment. All 243 replay and occluder tests pass, and each of the 8 mutations I made to the new logic fails a test.
What I couldn't check
Nobody has seen a real High Tide in Icarus. I searched E:, D: and C:, and none of the 12 distinct replays has Harbor. The stand-in is a real 13.09 Lotus match with a Phoenix changed to Harbor, and the head follows that player's real walked route at the blueprint's 25 m/s, stopping at 60 m. That proves the drawing, the blocking, the timing and the cost. It doesn't prove the wire data. Three assumptions rest on the blueprints and on Phoenix's actors:
ReplicatedMovementpath is dense enough to draw. Phoenix's is, at 10 Hz.DistanceBeforeStart, which I took to mean the wall starts a little ahead of Harbor. I didn't trim for it.The first real Harbor replay anyone gets should settle these in a minute. The manager also has a
MulticastAddAnchorRPC, every 2 m, which would be a sharper line than the head's path. I didn't add it to the decoder because I can't check its fields without a replay.

Confidence Score: 5/5
The PR appears safe to merge, with the previous palette finding fixed and no new issues found.Summary
Draws High Tide along its head’s path and keeps it visible until its matching wall manager closes.
No new issues were found in the changes since the previous review. Tests were inspected, not run. Real Harbor replay data remains unverified, as SunkenInTime notes in the PR description.
Diagram
%%{init: {'theme': 'neutral'}}%% flowchart LR H[Head path] --> P[Shared wall points] M[Matching wall manager] --> L[Wall lifetime] P --> D[Draw wall] P --> B[Block cones] L --> D L --> B L --> F[Fade after closing]Reviews (3) · Last reviewed commit: "Name the wall's colour in Settings" · Reviewed by Greptile