perf(physics): reuse reset-complete transition scratch

Mirror retail's ten-deep LIFO transition lifetime, retain all query scratch with complete reset contracts, and remove Tier-0 enum boxing without changing collision decisions. Fresh and retained engines are bit-identical across the expanded oracle, while measured transition profiles now allocate 0 bytes per resolve.
This commit is contained in:
Erik 2026-07-25 14:37:02 +02:00
parent 2effba5127
commit 16d182c2f0
19 changed files with 3037 additions and 1228 deletions

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@ -1647,14 +1647,16 @@ port in any phase — no separate listing here.
> come from the retained frame product. The exact lifecycle/reconnect matrix,
> capped/uncapped/dense correctness routes, and ordinary production profile
> pass. The final stable ordinary-production minute sustains 519.7 FPS with
> CPU/GPU p50 1.869/1.096 ms; the measured 22.34 KiB/frame remainder is the
> active Slice-I transition/query-scratch owner.
> CPU/GPU p50 1.869/1.096 ms. Slice I1 now removes the isolated
> transition/query owner: player, remote, projectile, camera, and grounded
> walkable-publication profiles each measure 0 B/resolve, and retained
> transitions remain bit-identical to the fresh-graph oracle.
> The historical exact cutover
> rollback remains
> `git revert ef1d263337997bb030eadb7b8e71d73dc659907a`. Slice H is complete:
> retained UI/frame work, exact bounded light selection, and
> pooled/borrowed/direct network I/O pass 8,292 Release tests / 5 skips and the
> connected lifecycle/reconnect gate. Slice I is active at I1 from
> connected lifecycle/reconnect gate. Slice I is active at I2 from
> [its detailed plan](2026-07-25-modern-runtime-slice-i.md).
**Spec:** `docs/superpowers/specs/2026-07-05-modern-pipeline-design.md` (the
@ -1679,11 +1681,11 @@ hitch and follows.
| MP1a | `AcDream.Content` extraction (GL-free MeshExtractor + boundary records out of App) | ✅ SHIPPED 2026-07-05 — user-gated (renders identical, zero tripwires, perf-neutral); 8 commits `651d041e`..`b0758d77` |
| MP1b | Pak format + `acdream-bake` CLI + mmap `PakReader` + equivalence/full-scale gate | ✅ **SHIPPED 2026-07-24** — 729,888 EnvCell keys → 17,117 unique geometries + 712,771 aliases (42.6×), 751,141 total keys / 38,370 physical blobs, zero failures, 28,192.4 MiB, 81.4 s validated atomic publish; full-DAT gate also corrected a real collision in WB's legacy geometry hash. [Report](../research/2026-07-24-slice-b-full-bake-report.md) |
| **MP-Alloc (safe batch)** | Reuse per-frame buffers: anim pose, particle draw-list, interior partition, animatedIds/drawableCells sets | ✅ SHIPPED + USER-GATED 2026-07-05 — dense-town frame-time spikes 2087ms → 610ms, alloc spikes (3075MB single-frame) eliminated, gen2 GC 511/window → ~0; user confirms FPS steady. 4 commits `b8c05e2b`..`91afea24` |
| MP-Alloc (hard sites) | EnvCell settled-camera rebuild gate + physics `Transition` pooling — the residual steady ~1.6MB/frame | ⚪ OPTIONAL follow-up — would lower the median too, but the wild-swing complaint is already resolved; each needs its own careful gate (batch correctness / physics faithfulness) |
| MP-Alloc (hard sites) | EnvCell settled-camera rebuild gate + physics `Transition` reuse | 🟡 Physics half SHIPPED 2026-07-25 — retail-shaped reset-complete transition/query scratch is bit-identical and 0 B/resolve across five profiles; flat collision storage continues in Slice I2. |
| MP1c | Streaming cutover to pak + hitch gate | ✅ **SHIPPED 2026-07-24** — typed package-only production source, explicit Setup probes, non-allocating Portal-first lookup, exact translucency metadata, and ordered teardown; capped/uncapped/dense physical routes + user visual gate pass. Uncapped CPU p99 7.825→6.496 ms, GPU p99 3.406→2.706 ms, portal frame max 202.9→39.9 MiB, process allocation 41.8%, zero invalid Setup probes. [Report](../research/2026-07-24-slice-c-prepared-asset-cutover-report.md) |
| MP2 | Retail particle distance/cell-view degradation: DAT-authored range, exact infinite/finite off-view update branches, emitter-first render scan, user-requested 2× default range | ✅ SHIPPED 2026-07-17 — Aerlinthe hotspot `0x32000223` resolves to retail 64m and defaults to 128m; landscape/entity streaming distance unchanged |
| MP3 | Arch ECS render world + delta submission (the 300-FPS lever) | ⚪ — note: does NOT fix the steady-state GC churn (that's MP-Alloc); MP3 is the draw-submission throughput lever |
| MP4 | Zero-alloc frame loop + flat physics data (residual, post-MP-Alloc) | ⚪ hard-queued behind M1.5 #137 |
| MP4 | Zero-alloc frame loop + flat physics data (residual, post-MP-Alloc) | 🟡 ACTIVE — Slice I1 zero-allocation transition scratch shipped; I2 immutable flat collision assets in progress. |
| MP5 | Job-system parallelism | ⚪ stretch, evidence-gated |
---

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@ -116,10 +116,12 @@ the retained frame product without building the old
correctness routes, exact seven-checkpoint lifecycle/reconnect gate, and
ordinary production profile pass. The final stable production minute sustains
519.7 FPS with CPU/GPU p50 1.869/1.096 ms and 22.34 KiB/frame allocation.
The complete Release gate is 3,826 App tests / 3 skips and 8,335 solution
tests / 5 skips. Slice H is complete: retained UI/frame work, exact bounded
light selection, and pooled/borrowed/direct network I/O pass. Slice I is active
at I1 under
Slice I1 subsequently removes the isolated per-resolve owner: player, remote,
projectile, camera, and grounded walkable-publication profiles are all
0 B/resolve with bit-identical fresh-vs-reused outcomes. The complete I1
Release gate is 3,826 App tests / 3 skips and 8,342 solution tests / 5 skips.
Slice H is complete: retained UI/frame work, exact bounded light selection,
and pooled/borrowed/direct network I/O pass. Slice I is active at I2 under
[`2026-07-25-modern-runtime-slice-i.md`](2026-07-25-modern-runtime-slice-i.md).
The historical exact G4 visual rollback remains
`git revert ef1d263337997bb030eadb7b8e71d73dc659907a`.

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@ -2,8 +2,8 @@
**Date:** 2026-07-24
**Status:** Slices AH and I0 are complete. Slices FL were explicitly
approved 2026-07-24; Slice I1 is active.
**Status:** Slices AH and I0I1 are complete. Slices FL were explicitly
approved 2026-07-24; Slice I2 is active.
**Scope:** Reconcile and sequence the existing Modern Pipeline (`MP`) and
Linux/headless (`LH`) tracks using the 2026-07-24 connected performance audit.
@ -1193,12 +1193,16 @@ seven-checkpoint lifecycle/reconnect gate pass with graceful shutdown.
The final ordinary-production minute on exact `14fbe92b` sustained 519.7 FPS:
CPU p50/p95/p99 1.869/2.306/2.484 ms and GPU
1.096/1.108/1.136 ms. Working/private memory was 652.1/928.3 MiB.
Frame-thread allocation is now 22.34 KiB median; allocation-tick evidence and
the four-mover baseline assign that remainder primarily to reset-complete
`Transition` collision/query scratch. I0 has pinned the retail oracle and
fixtures, so I1 is the current execution point. Evidence:
Frame-thread allocation at the G5 checkpoint was 22.34 KiB median. I1 has now
replaced fresh per-resolve transition graphs and query temporaries with
reset-complete retained scratch: player, remote, projectile, camera, and
grounded walkable-publication profiles each measure 0 B/resolve, while
fresh-vs-reused output and body state remain bit-identical. I2 immutable flat
collision assets are the current execution point. Evidence:
[`../research/2026-07-25-slice-g5-production-profile.md`](../research/2026-07-25-slice-g5-production-profile.md)
and
[`../research/2026-07-25-slice-i1-transition-scratch.md`](../research/2026-07-25-slice-i1-transition-scratch.md)
and
[`2026-07-25-modern-runtime-slice-i.md`](2026-07-25-modern-runtime-slice-i.md).
The intended order is therefore:
@ -1212,7 +1216,7 @@ honest metrics + committed baselines (A — exit criteria block C)
-> incremental render scene (F)
-> delta GPU submission (G)
-> residual frame cleanup (H-a, H-b, H-c)
-> flat collision assets (I — CURRENT at I1)
-> flat collision assets (I — CURRENT at I2)
-> presentation-independent runtime (J — §0.3 authorization)
-> Linux/headless/multi-session (K)
-> evidence-gated GPU jobs (L)

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@ -1,8 +1,7 @@
# Modern runtime Slice I — flat collision assets and zero-allocation physics
**Status:** I0 COMPLETE — retail oracle, representative graph fixtures, and
four-mover allocation baselines fixed; G5 production closeout complete; I1
active
**Status:** I0I1 COMPLETE — retail oracle, graph fixtures, and
reset-complete zero-allocation transition/query scratch fixed; I2 active
**Parent:** `2026-07-24-modern-runtime-architecture.md`, Slice I
**Purpose:** remove parsed DAT object graphs and steady collision allocations
without changing one retail collision decision, float, comparison, or traversal
@ -123,7 +122,11 @@ graph path, and no behavior code changed.
Gate: bit-identical `ResolveResult` and body side effects, no state leakage
when alternating hostile fixtures between different mover IDs, and zero
steady transition/query-scratch allocation. Close issue #237 only here.
steady transition/query-scratch allocation. **PASSED 2026-07-25:** the expanded
118-test graph oracle, structural poison/reset suite, hostile fresh-vs-reused
differential, Core/solution Release gates, and all five measured profiles pass.
Issue #237 is closed. Evidence:
[`../research/2026-07-25-slice-i1-transition-scratch.md`](../research/2026-07-25-slice-i1-transition-scratch.md).
### I2 — immutable flat collision schema and flattener