fix(streaming): stop replaying committed recenter retirements

Root cause: pending-only live projection buckets were misclassified as landblock presentation owners during origin recentering. That manufactured a second full cleanup receipt for a generation whose first receipt was still advancing; the duplicate guard threw and the broad retry path replayed the already-committed detach 243 times.

Keep pending live projections through the spatial identity map without issuing another receipt, and fail fast when a receipt-ledger invariant occurs after detachment. Evidence: docs/research/2026-08-02-collision-throughput-handoff/p1-retirement-receipt-loop.md. Release suite, lifecycle gate, and nine-stop soak pass.
This commit is contained in:
Erik 2026-08-02 20:53:11 +02:00
parent c65559d8f8
commit 01f4791e95
9 changed files with 309 additions and 9 deletions

View file

@ -293,7 +293,7 @@ public sealed class GpuWorldStateVisibilityTests
Assert.Null(result.ObserverFailure);
Assert.Equal(
[firstLandblock, secondLandblock, pendingLandblock],
[firstLandblock, secondLandblock],
result.Landblocks.Select(retirement => retirement.LandblockId));
Assert.Contains(
result.Landblocks.Single(
@ -311,10 +311,9 @@ public sealed class GpuWorldStateVisibilityTests
result.Landblocks.Single(
retirement => retirement.LandblockId == secondLandblock).Entities,
entity => ReferenceEquals(entity, player));
Assert.Same(
pending,
Assert.Single(result.Landblocks.Single(
retirement => retirement.LandblockId == pendingLandblock).Entities));
Assert.DoesNotContain(
result.Landblocks,
retirement => retirement.LandblockId == pendingLandblock);
Assert.Empty(state.LoadedLandblockIds);
Assert.Empty(state.Entities);