docs: hand off placement campaign finish

This commit is contained in:
Erik 2026-08-03 12:54:47 +02:00
parent 175ad6b0d0
commit 205f3fea6f
8 changed files with 441 additions and 176 deletions

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@ -52,26 +52,17 @@ What does NOT go here:
review). Related narrowing: a remote whose landblock leaves the
headless service window between ProjectSpawn and placement commit
still parks (route 8, rarer than the pre-F7 leak).
- **#278 — OPEN — post-C3c user-session triage bundle (2026-08-02
observations).** (a) purple materialization haze re-fires while
standing still — traced to the Hidden/UnHide script re-firing on a
visibility edge; most plausible driver is the pre-existing `6b28ff99`
streaming-convergence regression (its dedicated slice precedes C5) —
re-observe after that slice; (b) no lateral glide when walking against
impassable slopes — verify against open #269 (Campaign P slope-slide
residual) in the session before treating as new; (c) ~~`/ls` command
reported non-working~~ — RESOLVED 2026-08-02: user confirmed `/ls`
works in-client; the earlier report was environmental noise.
**Smoke-test additions (2026-08-02 evening, retail-UI session):**
(d) monsters pop into existence late — appear on radar BEHIND the
running player; (e) recall spends far longer in portal space than
retail, occasionally sticks there; (f) on portal exit the character
pops in instead of being visible at reveal. (d)/(e)/(f) are the
`6b28ff99` publication-throughput regression made user-visible by
C3c's retail-correct wait-for-collision placement order (spawns no
longer hand-place ahead of publication); expected to resolve with the
O(changed)-clone slice — re-verify all three in its acceptance
session.
- **#278 — NARROWED 2026-08-03 — post-C3c user-session triage bundle.**
Resolved and user-verified: (a) the persistent login purple haze no longer
races raw PlayerCreate receipt (`175ad6b0`); (c) `/ls` works; (d) remote
monsters no longer pop in behind the player or place/attack in a different
coordinate frame (`670f307c`); (e) the retirement-receipt replay loop that
stalled streaming and portal convergence is gone (`01f4791e`); and (f)
materialization/effect presentation is bound after canonical placement
(`f24532ad`, `175ad6b0`). The remaining item is (b): explicitly compare
lateral glide against impassable slopes with open #269 before closing this
bundle. Far terrain that can visibly continue building after portal reveal
is tracked separately as #280.
- **#279 — DONE (2026-08-03, user-verified) — one-shot spell/effect
scripts arriving during the suppressed-until-receipt window were lost.**
`EntityEffectController` now retains the mixed F754/F755 FIFO behind an
@ -80,7 +71,7 @@ What does NOT go here:
resources. Live rebuckets also keep the effect cell synchronized with the
entity cell. Spell buffs, recalls, arrows, and combat spell projectiles were
verified in the connected client; focused effect, projectile, and
cell-transition tests cover the race.
cell-transition tests cover the race. Landed at `f24532ad`.
- **#280 — OPEN — portal reveal can expose an incompletely streamed distant
landscape.** User-observed 2026-08-03: after some recalls, the nearby
destination is playable but terrain near the far end of the view continues

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@ -1,6 +1,6 @@
# acdream — strategic roadmap
**Status:** Living document. Updated 2026-07-27. **M3 landed; M4 is active.** M3's retail casting/UI, R6 locomotion/collision/projectile/teleport/radar rebaseline, deterministic fresh-login/portal world lifecycle, and final two-client portal observer flow are user-gated. All eight slices of the behavior-preserving ownership campaign in [`docs/architecture/code-structure.md`](../architecture/code-structure.md), their automated closeout, and the user's connected visual matrix are complete. Modern Runtime J3 canonical entity/object lifetime and J4 gameplay-state ownership are closed at `89e6b207`; J5.1 canonical selection/combat/target-mode ownership is closed at `b298f99f`, J5.2 interaction transactions at `f5f7b417`, J5.3 combat/magic intent at `20df9d15`, J5.4 local movement/outbound cadence at `aa3f4a60`, J5.5 per-session physics/remote simulation at `7e6033d0`, J5.6 projectile simulation at `2aee3356`, and J5.7 combined simulation closeout at `cdee7a4b`. J6.1 world-environment ownership is closed at `902076c0`; J6.2 canonical reveal generation and typed destination readiness is closed at `a6860d55` plus `acb845d8`; J6.3 exact F751/Position destination correlation is closed at `6a063a27`; J6.4 exact graphical-host acknowledgement and owner cleanup is closed at `18d17d8b`. J7's one graphical `GameRuntime` root is closed at `ce41efb9`, including the user's 2026-07-27 exact post-cutover visual acceptance. J8 closed Slice J at `a9a822f2` with one shared graphical/no-window root and generation-reset transaction. Slice K Linux headless/multi-session work is closed. K0's tested no-presentation Windows/Linux boundary closed at `aada8a37`, K1's portable single-session host at `f8cb840f`, K2's deterministic scheduler and shared bot API at `7e8acb74` plus `38e83640`, and K3's shared-content/isolation plus connected observer gate at `3f340125`. K4 closed through `776482da`: 1/5/10/30-root isolation and two-hour simulated endurance, death/randomized cancellation, committed resource ceilings, ten minutes of exact native Linux two-account connected sampling, ACE-confirmed graceful logout, and zero-debt Runtime/content convergence all pass. Slice L Linux graphical/platform work is parked at its L1 implementation checkpoint by user direction on 2026-07-27. Issue #225's lifestone/particle alpha comparison remains a separate rendering visual gate.
**Status:** Living document. Updated 2026-08-03. **M3 landed; M4 is active.** M3's retail casting/UI, R6 locomotion/collision/projectile/teleport/radar rebaseline, deterministic fresh-login/portal world lifecycle, and final two-client portal observer flow are user-gated. All eight slices of the behavior-preserving ownership campaign in [`docs/architecture/code-structure.md`](../architecture/code-structure.md), their automated closeout, and the user's connected visual matrix are complete. Modern Runtime J3 canonical entity/object lifetime and J4 gameplay-state ownership are closed at `89e6b207`; J5.1 canonical selection/combat/target-mode ownership is closed at `b298f99f`, J5.2 interaction transactions at `f5f7b417`, J5.3 combat/magic intent at `20df9d15`, J5.4 local movement/outbound cadence at `aa3f4a60`, J5.5 per-session physics/remote simulation at `7e6033d0`, J5.6 projectile simulation at `2aee3356`, and J5.7 combined simulation closeout at `cdee7a4b`. J6.1 world-environment ownership is closed at `902076c0`; J6.2 canonical reveal generation and typed destination readiness is closed at `a6860d55` plus `acb845d8`; J6.3 exact F751/Position destination correlation is closed at `6a063a27`; J6.4 exact graphical-host acknowledgement and owner cleanup is closed at `18d17d8b`. J7's one graphical `GameRuntime` root is closed at `ce41efb9`, including the user's 2026-07-27 exact post-cutover visual acceptance. J8 closed Slice J at `a9a822f2` with one shared graphical/no-window root and generation-reset transaction. Slice K Linux headless/multi-session work is closed. K0's tested no-presentation Windows/Linux boundary closed at `aada8a37`, K1's portable single-session host at `f8cb840f`, K2's deterministic scheduler and shared bot API at `7e8acb74` plus `38e83640`, and K3's shared-content/isolation plus connected observer gate at `3f340125`. K4 closed through `776482da`: 1/5/10/30-root isolation and two-hour simulated endurance, death/randomized cancellation, committed resource ceilings, ten minutes of exact native Linux two-account connected sampling, ACE-confirmed graceful logout, and zero-debt Runtime/content convergence all pass. Slice L Linux graphical/platform work is parked at its L1 implementation checkpoint by user direction on 2026-07-27. Issue #225's lifestone/particle alpha comparison remains a separate rendering visual gate.
**Purpose:** One source of truth for where the project is and where it's going. Every observed defect or missing feature has a named phase that owns it; when something looks wrong in-game, look here to find the phase that'll address it. Implementation details live in per-phase specs under `docs/superpowers/specs/`, not in this file.
**Slice L checkpoint:** L0 closed at `66f114b2` with one typed graphical
@ -62,7 +62,7 @@ crowd, two-client remote/door/portal, and shallow-water behavior. The user
waived the general sweep and explicitly deferred the barred-house gate as
#274. The later exact-location #273 tight-gap gate is now fixed and accepted.
**Remaining physics-divergence closeout (ACTIVE 2026-07-31):** the user then
**Remaining physics-divergence closeout (ACTIVE, checkpoint 2026-08-03):** the user then
authorized retirement of the remaining proven collision/placement gaps before
vendor work resumes. Nested retry, edge/StepDown/Path-6 ordering, exact cell
availability, atomic collision generations, canonical Core SetPosition,
@ -84,12 +84,17 @@ execution-time retail Position routing, shared apply bodies keeping one
snapshot store in lockstep, and converged ownership ledgers on every
abandonment path — dual independent reviews PASS; register rows
AD-59/AD-60/AP-130/AP-131/AP-132/TS-62/TS-63 filed in the same commit.
Production Create registration is not yet cut over (the executor has no
production caller). Next is the all-host/all-route cutover which can retire
AP-1/AD-1 behind its connected/visual gates. AP-22 authored object shapes and
AD-10 remote contact-plane projection follow, then the final matrix and
ledger closeout. Current handoff:
[`2026-08-02-runtime-continuation-executor-handoff.md`](../research/2026-08-02-runtime-continuation-executor-handoff.md).
Production initial Create registration is now cut over by C3c (`529e0e9d`).
The O(changed) collision-publication checkpoint and five stabilization fixes
through `175ad6b0` restore recenter convergence, remote world-frame placement
and targeting, distant Use, one-shot spell/projectile/static effects, and
login materialization; the corresponding connected user gates passed. The
campaign remains open for six fixture reconciliations, C4 routes 27, portal
destination prefetch #280, the final-binary C5 suite/soak/visual matrix,
AP-22 authored object shapes, and AD-10 remote contact-plane projection.
Current plan and copy-ready handoff:
[`2026-08-02-placement-cutover.md`](2026-08-02-placement-cutover.md) and
[`NEXT-AGENT-PROMPT.md`](../research/2026-08-02-collision-throughput-handoff/NEXT-AGENT-PROMPT.md).
---

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@ -109,12 +109,18 @@ through the canonical SetPosition lifecycle. Independent retail-conformance
and architecture/adversarial reviews both PASS after five implementation
rounds; register rows AD-59/AD-60/AP-130/AP-131/AP-132/TS-62/TS-63 document
the slice's deviations; Runtime tests 903/903, complete Release solution
10,696/4 skips. Production Create registration is still NOT cut over — the
executor has no production caller. The remaining order is the all-host/
all-route cutover (which can retire AP-1/AD-1 behind its connected/visual
gates), AP-22 shape fidelity, AD-10 remote contact-plane projection, and the
final matrix/ledger closeout. Resume Slice 5 vendor browsing only after that
closeout or a new explicit user direction.
10,696/4 skips. Production initial Create registration is now cut over by C3c
(`529e0e9d`). The O(changed) collision-publication checkpoint and
stabilization fixes `01f4791e`, `670f307c`, `1fc529cd`, `f24532ad`, and
`175ad6b0` are connected user-accepted for recenter convergence, remote
monster/static placement and targeting, distant Use, spell/projectile/static
VFX, and login materialization. The remaining order is six selected-fixture
reconciliations, C4 routes 27, portal destination prefetch #280, C5's
final-binary complete suite/soak/two-client matrix, AP-22 shape fidelity,
AD-10 remote contact-plane projection, and final ledger closeout. Resume Slice
5 vendor browsing only after that closeout or a new explicit user direction.
Canonical checkpoint:
[`2026-08-02-placement-cutover.md`](2026-08-02-placement-cutover.md).
The separately authorized modern-runtime performance program has completed
Slices AD: corrected measurement, prepared-package bake/dedup, package-only

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@ -6,6 +6,60 @@ residence + continuation-executor owner (`38fd4b8d` / `30012361` /
`5db3de3c`), delete the legacy duplicate authorities, and retire AP-1/AD-1
behind connected + user-visual gates.
## Handoff checkpoint — 2026-08-03
**Status: stabilization checkpoint accepted; campaign closeout is not yet
complete.** The C3c production cutover and the O(changed) collision
publication checkpoint are now playable after five separately committed
root-cause fixes:
- `01f4791e` stops origin recenter from manufacturing and replaying a second
retirement receipt for a pending-only live-projection bucket. Its exact
binary passed the complete Release suite, lifecycle route, and canonical
nine-stop soak (`connected-r6-soak-20260802-204309`, nine stops, zero
failures/wait cues/pending retirements).
- `670f307c` keeps remote Create placement, the local-player physics host,
targeting, chasing, and attacks in the same world-coordinate frame. The
user accepted monster placement/chase/hit behavior and static placement
after portals.
- `1fc529cd` materializes the canonical minimal static physics host before a
distant Use/MoveTo route and reconciles the pre-PartArray startup motion
suffix. The user accepted near and distant object use.
- `f24532ad` defers one-shot F754/F755 effects until canonical placement has
bound presentation, retries projectile/static-animation sidecars on the
committed visibility edge, and keeps effect cells synchronized. The user
accepted buffs, recalls, arrows, combat spell projectiles, portals, and
static animation.
- `175ad6b0` sends LoginComplete from the local first-placement terminal edge
instead of raw PlayerCreate receipt, so ACE's intentional login Hidden/
materialization state cannot race placement. The user accepted the login
haze behavior.
Focused verification after the final fix passed 90 App effect/projectile/
static-scheduler tests, two Runtime login tests, the exact live-entity cell
tracking regression, all 79 Headless tests, and the Release solution build
with zero errors. The long connected soak and complete solution suite have
**not** been rerun on the final `175ad6b0` binary. A broader selected fixture
run also exposed five `LiveEntityRuntimeTests` failures tied to the still-open
placement cutover plus one old remote first-entry fixture that supplies an
empty collision source; classify and fix those before claiming C5 closure.
Remaining campaign work, in order:
1. Reproduce and repair the six fixture failures without weakening their
assertions or adding compatibility bypasses.
2. Finish C4's routes 27 and remove their legacy placement writers; fold in
#276 and #277 where their route becomes authoritative.
3. Resolve #280 with retail's configured destination-prefetch window so the
portal viewport never reveals visibly constructing far terrain.
4. Run C5's complete Release suite, lifecycle/reconnect route, latest-binary
nine-stop soak, two-client observation, and the remaining #269 slope-glide
visual check. A pass from `01f4791e` is evidence for that fix, not a
substitute for the final-binary soak.
5. Delete the superseded paths, retire AP-1/AD-1/AP-131 and AD-60's legacy
half only when the code proves they are gone, then complete AP-22 and
AD-10 and close the campaign ledger.
**Inputs (read in order):**
1. [`2026-08-02-runtime-continuation-executor-handoff.md`](../research/2026-08-02-runtime-continuation-executor-handoff.md)
— the completed dormant mechanism and its cutover notes.
@ -189,7 +243,7 @@ same commit) → docs/handoff commit. No workarounds; no fused slices.
175401`). Closeout:
[`2026-08-02-c3c-cutover-closeout.md`](../research/2026-08-02-c3c-cutover-closeout.md).
**Carried to C4/C5:** route-1 far-Create service-window conversion
if either streaming/broadcast radius changes (#276); the
if either streaming/broadcast radius changes (#277); the
window-departure park narrowing; `NotifyRetirement`-on-active-entry
subscriber invariant; the reachable equip-mid-conductor fail-fast;
settle-CellId discard (#276-adjacent, see ISSUES).
@ -198,9 +252,10 @@ same commit) → docs/handoff commit. No workarounds; no fused slices.
4 (remote Create/Position; delete `RemoteTeleportController`/`Placement`
and the inline MoveOrTeleport duplicate), 5 (projectile authoritative),
6 (drops + split-recovery marking), 7 (residual pickup/parent/delete
polish).** May land as more than one commit if a route proves large;
polish). — OPEN at the 2026-08-03 handoff.** May land as more than one
commit if a route proves large;
each sub-landing keeps the full review discipline.
- **C5 — legacy deletion + closeout gates.** Delete every superseded legacy
- **C5 — legacy deletion + closeout gates — OPEN.** Delete every superseded legacy
path; parity tests; exact lifecycle/reconnect + canonical nine-stop
connected routes; two-client observation; **user visual matrix** (the
campaign's stopping point for user acceptance). Retire AP-1, AD-1,

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@ -1,155 +1,285 @@
# Task: diagnose and fix the acdream collision/placement regressions, then COMMIT the fixes
# Next-agent prompt — finish the retail placement/collision campaign
Work EXCLUSIVELY in `C:\Users\erikn\.codex\worktrees\af5e\acdream`, branch
`codex/port-claude-agents`, HEAD `71604331`. Read `CLAUDE.md` at the repo
root FIRST — its rules bind you (grep-named-retail-first workflow, no
workarounds, divergence-register bookkeeping, connected gates, launch
instructions). The user's in-game observations quoted below are AXIOMS —
they override any green gate number.
Continue acdream from the 2026-08-03 stabilization checkpoint. The code is
modern; behavior must remain retail-faithful. The campaign is playable again,
but it is **not closed**.
## Standing constraints
## Start here
- NEVER `git add -A`, `git add .`, `git reset --hard`, or
Use the merged local `main` worktree:
```text
C:\Users\erikn\source\repos\acdream
```
The completed fixes originated on `codex/port-claude-agents` and are merged
into local `main`. Confirm the exact starting commit with `git rev-parse HEAD`
and read the operator's handoff message for the merge SHA. Do not reset,
clean, or overwrite the main worktree's untracked research/reference files.
The original feature worktree remains at:
```text
C:\Users\erikn\.codex\worktrees\af5e\acdream
```
That feature worktree contains protected user-local modifications and is not
the preferred continuation workspace.
Read these files in order before editing:
1. `CLAUDE.md` and `AGENTS.md`.
2. `docs/plans/2026-08-02-placement-cutover.md` — canonical placement-cutover
plan and the 2026-08-03 checkpoint.
3. This prompt.
4. `docs/research/2026-08-02-collision-throughput-handoff/implementer-progress.md`
— especially `## P1` and the final stabilization checkpoint.
5. `docs/research/2026-08-02-collision-throughput-handoff/p1-retirement-receipt-loop.md`.
6. `docs/research/2026-08-02-c3c-cutover-closeout.md`.
7. `docs/ISSUES.md` #269 and #276#280.
8. `docs/architecture/retail-divergence-register.md` rows AP-1, AP-22,
AP-131, AD-1, AD-10, AD-60, and TS-28.
`docs-drafts.md` is now explicitly historical. Do **not** apply it wholesale:
it predates the final fixes and incorrectly tries to reuse issue number #280.
## Binding rules
- Grep `docs/research/named-retail/acclient_2013_pseudo_c.txt` by named
`class::method` before fresh decompilation. Retail behavior is the oracle.
- Preserve the modern Runtime-owned, presentation-independent architecture.
Graphical and headless hosts must use the same canonical gameplay owners.
- Root causes only. Do not add timeouts, grace periods, suppression flags,
catch-and-swallow paths, duplicated placement writers, or compatibility
bypasses to make a test green.
- The user's connected observations are acceptance facts. A green automated
test cannot overrule a live regression.
- Never use `git add -A`, `git add .`, `git reset --hard`, or
`git checkout -- <path>`. Stage exact paths only.
- NEVER stage, revert, or normalize these user-local files: `AGENTS.md`,
`src/AcDream.App/Interaction/PlayerInteractionMovementSink.cs`,
`src/AcDream.App/Rendering/LiveAnimationPresentationContext.cs`,
`src/AcDream.Runtime/Physics/RuntimeRemotePhysicsUpdater.cs`,
`tests/AcDream.Core.Tests/Physics/CellTransitTests.cs`,
`tests/AcDream.Core.Tests/Physics/Issue133DungeonTeleportPrefixTests.cs`,
`tools/A8CellAudit/A8CellAudit.csproj`, the root
`implementer-progress.md`, and any `launch-*.log`.
- No workarounds without explicit user approval: root causes only — no
rate knobs, grace periods, suppression flags, or catch-and-swallow.
- Do not push. Commit locally to `codex/port-claude-agents` only.
- Connected gates need the user's ACE server at `127.0.0.1:9000`
(normally up). Follow CLAUDE.md's "Logout-before-reconnect" graceful-
close discipline between client launches. If ACE is unreachable, STOP
and report — never fake or skip a connected gate.
- Do not delete or normalize unrelated/untracked worktree content.
- Each independent fix must be a bisectable commit whose message records the
root cause and evidence.
- Update the divergence register and issues in the same commit that changes
their truth. Retire a row only when its exact legacy mechanism is gone.
- Do not push unless the user explicitly asks.
- Connected tests require the user's ACE server at `127.0.0.1:9000`. Close
the client gracefully before reconnecting so ACE releases the session.
## Where everything is
## What has been completed
- **This directory** (`docs/research/2026-08-02-collision-throughput-handoff/`):
`design-note.md` (the approved D2 delta-commit design),
`implementer-progress.md` (the complete campaign evidence trail — read
the `## Collision-clone O1/O2/O3` and `## C3c-F4` sections first),
`docs-drafts.md` (register/digest drafts NOT yet applied),
`user-observations-*.md` (the axioms).
- Campaign plan: `docs/plans/2026-08-02-placement-cutover.md`. C3c
closeout: `docs/research/2026-08-02-c3c-cutover-closeout.md`. Issues:
`docs/ISSUES.md` #276#279.
- Recent commits: `529e0e9d` (C3c production placement cutover — REVIEWED
and accepted), `f4ef2b2a`/`c52ce14a` (docs), `71604331` (the O1O3
collision delta-commit — **WIP, ON HOLD, NO review passed it**; its
commit message summarizes state).
- Logs (untracked): `launch-feeltest-oclone.log` (the FAILING user feel
test on the O-tree), `logs/connected-r6-soak-20260802-194423.*`
(current soak: Passed=false, 4 failures),
`logs/connected-r6-soak-20260802-143157.*` (pre-O soak: 37 failures),
`logs/connected-r6-soak-20260727-004942.artifacts` (last fully-PASSING
baseline), `logs/connected-world-gate-20260802-193029` (lifecycle PASS
on the O-tree).
### C3c and collision-publication checkpoint
## Problems to diagnose and fix (priority order)
- `529e0e9d` — C3c production first-entry cutover for graphical and headless
hosts.
- `71604331` — O(changed) per-landblock collision publication checkpoint.
Its original commit was deliberately marked WIP after the first feel test;
do not treat that old label as the current product status. The following
fixes addressed the observed failures.
**P1 — the retirement-receipt exception loop (smoking gun).**
`launch-feeltest-oclone.log` contains **243** occurrences of
`streaming: origin-recenter preparation will resume:
System.InvalidOperationException: Landblock <id> already has a full
retirement receipt.` — a continuous catch-retry loop during origin
recenter. Find the receipt-lifecycle break introduced (or exposed) by
the O1O3 diff (`git show 71604331`): the retirement machinery is
`RuntimePhysicsState.AdvanceCollisionRetirementMutation` (~:1880-1990),
`StreamingController.cs` `AdvanceRetirements` call sites (:648/:670/:689/:736),
recenter adoption at `LandblockPresentationPipeline.cs:322-345`. The
catch-and-resume site that swallows this exception may itself violate
the no-silent-catch rule — evaluate it too.
### Stabilization fixes, all user-verified where visual behavior applies
**P2 — user-visible placement failures on the O-tree (the axioms).**
Quote: "Monsters pop into existence as I run by them. ran to a different
place, spawned in the air long in front of me, stabs are placed
incorrectly. This is not how retail worked. I could see monsters way in
front of me." Suspects, in order: (a) P1's stalled/looping recenter
preparation starving placement; (b) the commit-time reflood diverging
from the deleted staged-clone world in live conditions
(`PhysicsEngine.CommitLandblockReplacement` +
`RefloodPrefixOwnersAfterReplacement`; the oracle test
`CommitTimeRefloodMatchesPrecomputedReflood` covers only 3 landblock
archetypes and may under-cover); (c) siblings of the staged-owner
admission gap the implementer already fixed once (ShadowObjectRegistry
phase 2); (d) ordering between the reflood and admission
commit/RetryDeferred for operations parked on the republished prefix.
Note: under C3c rules entities WAIT for collision before placing — so
"spawned mid-air" means placement completed against wrong/incomplete
collision, not merely late.
1. `01f4791e` — **retirement-receipt replay loop fixed.**
- Root cause: a pending-only live-projection bucket was promoted to a
second full landblock cleanup receipt after the first detach had already
committed. The duplicate guard threw; a broad resumable path replayed
the detach 243 times.
- Fix: retain pending identities without manufacturing another receipt;
post-commit receipt invariants are terminal, not resumable.
- Evidence: focused recenter tests; complete Release suite 10,815 passed /
4 skipped; lifecycle report
`logs/connected-world-gate-20260802-203751/report.json`; nine-stop report
`logs/connected-r6-soak-20260802-204309.report.json` with `Passed=true`,
nine checkpoints, zero failures, zero wait cues, zero pending
retirements, and no recurrence of the 243x exception.
**P3 — the soak's 4 remaining failures.**
`connected-r6-soak-20260802-194423.report.json`:
`pendingLandblockRetirements`=131/122 at sawato-baseline/plateau,
`waitCueShown=true` at holtburg, cpuUs p99 over-limit at the six
non-Caul stops. The WIP's "exposed pre-existing" classification
(reasoning in `implementer-progress.md ## Collision-clone`) was made
BEFORE P1 was discovered — re-judge it against the exception loop.
2. `670f307c` — **remote placement and targeting share one world frame.**
- Root cause: CreateObject positions are landblock-local, but Runtime
submitted remote first-entry placement with zero world offset; the local
physics host also published a landblock-local origin to targeting.
- Fix: Runtime owns the accepted local-player world center, converts remote
Create placement before SetPosition, and publishes the local body's world
position.
- User gate: monsters and statics place correctly; monsters chase and hit
the visible player instead of attacking another coordinate.
**P4 — door/use approach regression (in COMMITTED C3c code, `529e0e9d`).**
Quote: "I dont approach doors when I use them." Using a door no longer
walks the character to it first. Prime suspect:
`src/AcDream.App/Input/PlayerModeController.cs`'s conditional MoveTo
bind (`if (controller.MoveTo is { } moveTo)`) — the legacy path CREATED
the MoveToManager at attach via factory; the flip only binds approach
callbacks IF Runtime's publication chain already ran `MakeMoveToManager`
(`RuntimeLocalPlayerPhysicsPublicationState`). Establish when (or
whether) Runtime creates it relative to player-mode attach; the
interaction flow is `SelectionInteractionController`
approach-MoveTo → use (see `claude-memory/project_interaction_pipeline.md`
and register row AD-27).
3. `1fc529cd` — **distant Use/approach restored.**
- Root cause: Runtime object lookup is intentionally non-constructing, so a
static door/corpse could enter MoveTo without a physics host and its
target snapshot expired at the origin. Startup placement could also
leave an impossible pre-PartArray motion suffix ahead of later actions.
- Fix: ensure the canonical minimal static host before routing MoveTo and
reconcile the startup suffix exactly at presentation attach.
- User gate: near and distant object use works, including approach, turn,
and use after arrival.
**P5 — intermittent spell particle loss (#279, C3c-era).**
One-shot VFX/scripts arriving while their entity is in C3c's
suppressed-until-receipt window are dropped instead of deferred; retail
queues scripts for not-yet-in-world objects (grep
`docs/research/named-retail/acclient_2013_pseudo_c.txt` for the
PlayScript/pending-script handling around `HandleCreateObject`
0x00454C80 / `set_hidden` 0x00514C60). Route the deferral through the
presentation-binding moment
(`TryApplyInitialCreateCompletionPresentation` in
`src/AcDream.App/World/LiveEntityRuntime.cs` and the equivalent headless
sink).
4. `f24532ad` — **spell, recall, projectile, and static VFX binding fixed.**
- Root cause: C3c could create effect/projectile/static-animation sidecars
before first SetPosition had bound the entity's mesh, pose, cell, and
visibility. One-shot F754/F755 packets were lost and projectiles could
inherit a cell-less body.
- Fix: exact-incarnation presentation barrier and FIFO replay; retry
projectile/static binding on the committed visibility edge; synchronize
effect cells on rebucket.
- User gate: buffs/protections, recall effects, arrows, combat spell
projectiles, portals, and static animation all work.
**P6 — verify after P1P3 land:** purple materialization haze re-firing
while standing still (#278a — believed the same root as the visibility
edges), the monster pop-in re-check, slope-glide vs open #269.
5. `175ad6b0` — **login materialization acknowledgement fixed.**
- Root cause: ACE creates the local player Hidden and releases that state on
LoginComplete. Sending LoginComplete from raw F746 receipt raced first
canonical placement and left the purple haze over the character.
- Fix: one completion callback from Runtime's local first-entry terminal
edge; content-less headless retains its only truthful accepted-Create
edge.
- User gate: ordinary login no longer leaves the purple haze; recall still
has the intended materialization presentation.
## Required process per fix
### Latest focused verification
1. Root cause with file:line evidence BEFORE writing the fix; for any
AC-specific behavior, cite the named-retail decomp.
2. Tests that fail pre-fix and pass post-fix.
3. Any new retail deviation gets its register row
(`docs/architecture/retail-divergence-register.md`) in the SAME
commit; when the collision work lands for real, APPLY the prepared
`docs-drafts.md` entries (AD-6 successor note, AD-62, digest entries,
#280) rather than re-deriving them.
4. Gates before each commit: `dotnet build AcDream.slnx -c Release`;
`dotnet test AcDream.slnx -c Release --no-build --no-restore -m:1`
with `ACDREAM_PAK_PATH=C:\Users\erikn\Documents\Asheron's Call\acdream.pak`
(baseline: 10,812 passed / 0 failed / 4 skipped);
`tools/run-connected-world-lifecycle-gate.ps1` must PASS; then
`tools/run-connected-r6-soak.ps1` — the FINAL acceptance:
`report.json` `Passed=true`, zero failures, `waitCueShown=false` at
all nine stops, per-checkpoint cpuUs p99 within +10% of the
20260727-004942 baseline. READ `report.json`, never the markers log.
A failure whose only signature is `activeTeleportCount=1` at a stable
checkpoint is user interference — one clean re-run allowed; any other
failure is real: fix it, don't re-run past it.
5. COMMIT each completed fix as its own bisectable commit on
`codex/port-claude-agents` with a message explaining the why.
6. Manual verification launch (for the user): the PowerShell launch in
CLAUDE.md "Running the client against the live server", plus
`ACDREAM_RETAIL_UI=1`.
After the final fix, these passed:
## Final deliverable
- 90 focused App effect/projectile/static-animation scheduler tests.
- Two focused Runtime login-completion tests.
- The exact live-entity cell-tracking regression.
- All 79 Headless tests.
- `dotnet build AcDream.slnx -c Release --no-restore` with zero errors
(existing warnings remain).
Per-problem disposition (root cause → fix → evidence), the commit SHAs,
full gate numbers including the soak report values, and an explicit list
of anything left open.
The long complete suite and connected nine-stop soak were **not rerun after
the final four stabilization commits**. The P1 soak proves P1's binary, not
the final campaign binary.
## What remains — execute in this order
### 1. Reconcile the six selected-fixture failures
A broad selected run after cleanup exposed:
- five failures in `LiveEntityRuntimeTests`, associated with the still-open
placement/cell cutover;
- one old `RuntimeLiveEntitySessionControllerTests` remote-first-entry fixture
that provides an empty collision source while the production contract now
requires truthful collision admission.
Re-run these two classes first and record the exact test names and assertions.
Classify each as either a real product failure or a stale fixture. If stale,
update the fixture to provide the same valid prepared collision neighborhood
as production; never weaken the product contract or merely change expected
values. If real, fix the owning production mechanism and add a smaller
regression test.
Suggested first commands:
```powershell
$env:ACDREAM_PAK_PATH='C:\Users\erikn\Documents\Asheron''s Call\acdream.pak'
dotnet test tests/AcDream.App.Tests/AcDream.App.Tests.csproj -c Release --no-restore --filter FullyQualifiedName~LiveEntityRuntimeTests -m:1
dotnet test tests/AcDream.Runtime.Tests/AcDream.Runtime.Tests.csproj -c Release --no-restore --filter FullyQualifiedName~RuntimeLiveEntitySessionControllerTests -m:1
```
### 2. Finish C4: remaining authoritative placement routes
The plan still marks routes 27 open:
- route 2: ForcePosition;
- route 3: portal placement through `RuntimeWorldTransitState` and
`RuntimePortalPlacementAuthority`;
- route 4: remote Create/Position, deleting the remaining
`RemoteTeleportController`/inline MoveOrTeleport duplicate;
- route 5: authoritative projectile correction;
- route 6: drops and split-recovery marking;
- route 7: pickup, parent-detach, and delete/recreate residue.
Inventory every current writer before editing. For each route, prove:
- one Runtime SetPosition transaction owns accepted frame, exact cell,
collision result, shadow/workset membership, and deferred-cell lifetime;
- App only projects the committed result;
- graphical and headless hosts use the same command and state path;
- stale sequences, delete/GUID reuse, missing cells, portal generations, and
replacement collision generations cannot commit old state;
- no route reconstructs from a stale spawn or uses the legacy outdoor demote/
terrain-Z lift.
Resolve #276 when the spawn settler's resolved `CellId` becomes authoritative.
Resolve #277 with a real service-window/celless lifecycle instead of relying
on ACE's current broadcast radius.
### 3. Fix #280: destination prefetch before portal reveal
Current behavior waits only a hard-coded radius-one (3x3) outdoor
neighborhood, while the visible configured world extends farther. The user
can see distant terrain continue building after portal exit.
Port the retail mechanism, not a larger magic number:
- `CellManager::PreFetchCells @ 0x00455820`;
- `LScape::PreFetchCells @ 0x00505660`;
- `CLandBlock::PreFetchCells` and `CLandBlockInfo::PreFetchCells`;
- `SmartBox::UseTime @ 0x00455410` while `blocking_for_cells`;
- the `TAS_TUNNEL_CONTINUE` resume/reveal order.
Use the quality/view-distance configured destination window. Hold one
generation-scoped reservation across terrain, buildings/statics, EnvCells,
render publication, composite textures, and collision. Keep portal UI and
wait cue responsive. Never reveal early because of a timeout, and do not wait
for an impossible terminal marker for all dynamic ACE objects.
Acceptance: repeated login, `/ls`, spell recall, and portals at every quality
setting reveal no constructing terrain, missing nearby statics/buildings,
unready interiors, missing composites, or absent nearby collision. Dynamic
monsters/items may still arrive later from ACE.
### 4. C5 closeout and live gates
After steps 13:
1. Delete every superseded placement writer and compatibility projection.
2. Run focused Runtime/Core/App tests for every route.
3. Run the complete Release solution suite with the installed pak.
4. Run the exact lifecycle/reconnect route.
5. Run the canonical nine-stop soak on the **final binary**. Read
`report.json`, not marker output. Required: `Passed=true`, zero failures,
every canonical checkpoint, `waitCueShown=false`, zero pending
publication/retirement/reveal debt, graceful exit, and no render-shadow
mismatch. Diagnose any real failure; do not rerun past it.
6. Perform two-client observation for remote creation, chase/attack, doors,
drops/pickups, portal departure/arrival, arrows, and spells.
7. Ask the user for the remaining #269/#278 slope-glide comparison at the
known impassable slope.
Only then retire AP-1, AD-1, AP-131, and the legacy half of AD-60 and close
the corresponding placement issues.
### 5. Finish the original physics-divergence campaign
After placement C5 is green:
- **AP-22:** make `ShadowShapeBuilder` the sole authority for authored Setup
collision shapes. Preserve cylinder order; use authored spheres when there
are no cylinders; cylinder-first for mixed data; truly shapeless means no
shadow. Remove invented `Setup.Radius` cylinders, `Radius * 2` heights, and
sphere-to-cylinder coercion across graphical, headless, static, and live
paths.
- **AD-10:** prove remote motion uses the full transition sweep, remove
terrain-normal preprojection, and let `CTransition::adjust_offset` project
against the actual retained contact plane. Preserve interpolation,
correction replacement, Hidden state, and network cadence.
- Run the final movement/collision matrix and update the divergence ledger,
architecture, roadmap, milestones, memory, `CLAUDE.md`, and `AGENTS.md`.
Resume vendor Slice 5 only after this campaign is genuinely closed.
## Required deliverable
For every remaining item report:
- observed failure and deterministic reproduction;
- retail/reference evidence with named functions and addresses;
- root cause in plain language plus file/line evidence;
- exact fix and why it preserves Runtime ownership;
- tests added or corrected;
- commit SHA;
- complete build/test/connected-gate numbers;
- user visual result where required;
- divergence/issue rows retired, narrowed, or left open.
Finish with an explicit list of anything still open. Do not describe the
campaign as complete while any C4 route, #280, final-binary soak, AP-22,
AD-10, or required user visual gate remains.

View file

@ -1,5 +1,14 @@
# Docs-commit drafts — collision publication-throughput fix (O1/O2/O3)
> **HISTORICAL DRAFT — DO NOT APPLY WHOLESALE (2026-08-03).** The O1/O2/O3
> implementation landed in `71604331` and the user-visible stabilization
> fixes continued through `175ad6b0`. This draft predates that work, assigns
> issue number #280 to the collision clone even though #280 now canonically
> tracks incomplete portal-destination prefetch, and names ledger edits that
> must be re-audited against the final production tree. It remains only as
> research evidence. Use `NEXT-AGENT-PROMPT.md`, the campaign plan, and the
> live divergence register for current work.
Drafted per contract; NOT applied to the repo. Apply in the docs commit after
code review. Register judgment executed as pinned: AD-6 stays retired with a
successor note; the residual timing/order compression gets a NEW row (AD-62).

View file

@ -4547,3 +4547,41 @@ _entities.AdvanceCreateAuthority in the executor, inside
ApplyWeenieDescriptionAction; registration advance still residence-gated).
Focused files 82/82; Runtime 1,003/1,003; App 4,039/3 skips of 4,042;
git diff --check exit 0. No staging/commits.
## 2026-08-03 stabilization checkpoint and handoff
Five separately bisectable root-cause fixes followed the O1/O2/O3 checkpoint:
1. `01f4791e` — pending-only live projection buckets no longer manufacture a
second origin-recenter retirement receipt. Complete Release, lifecycle,
and canonical nine-stop soak passed on this binary; the soak had nine
checkpoints, zero failures, zero wait cues, and zero pending retirements.
2. `670f307c` — Runtime converts remote Create frames through the accepted
local-player world center and publishes the local physics body's world
position. The user accepted monster/static placement, chase, and attacks.
3. `1fc529cd` — distant Use materializes the canonical minimal static physics
host before MoveTo, and presentation attach reconciles the pre-PartArray
startup motion suffix. The user accepted near and distant object use.
4. `f24532ad` — exact-incarnation effect packets wait for canonical
presentation binding; projectile and static-animation sidecars retry on the
committed visibility edge; effect cells follow rebuckets. The user accepted
buffs, recalls, arrows, combat spell projectiles, portals, and statics.
5. `175ad6b0` — LoginComplete is emitted from the local first-placement
terminal edge instead of raw PlayerCreate receipt. The user accepted login
materialization haze behavior.
Post-fix focused evidence: 90 App effect/projectile/static-scheduler tests,
two Runtime login tests, the exact live-entity cell tracking test, all 79
Headless tests, and a Release solution build with zero errors passed. The
complete suite and connected nine-stop soak were not rerun after the final
four stabilization commits. A broader selected fixture run exposed five
still-open `LiveEntityRuntimeTests` failures associated with the placement
cutover and one old remote-first-entry fixture that supplies an empty
collision source. These are campaign work, not evidence to weaken the new
production contracts.
Open campaign finish: classify/fix those six fixtures; finish placement routes
27 and delete legacy writers; resolve #276/#277 and portal-prefetch #280; run
the final-binary complete suite/lifecycle/nine-stop/two-client gates; perform
the #269 slope-glide visual check; retire AP-1/AD-1/AP-131/AD-60 only when the
legacy paths are gone; then land AP-22 and AD-10 and close the ledger.

View file

@ -1,7 +1,38 @@
# Collision System Port - Status and Plan
## 2026-08-03 production cutover stabilization checkpoint
Production initial Create placement is cut over through the Runtime residence
and continuation-executor path. The O(changed) collision-publication
checkpoint is live, followed by five root-cause fixes:
- `01f4791e`: pending-only live projections no longer create/replay a second
origin-recenter retirement receipt;
- `670f307c`: remote Create placement, local-player hosting, targeting, chase,
and attack share the same world-coordinate frame;
- `1fc529cd`: distant Use materializes the canonical minimal static host before
MoveTo;
- `f24532ad`: effects, projectiles, and static animation bind after canonical
placement and follow the committed cell;
- `175ad6b0`: LoginComplete waits for the local first-placement terminal edge.
The user accepted those connected behaviors. The campaign remains open for
six fixture reconciliations, C4 placement routes 27, #276/#277, destination
prefetch #280, C5's final-binary suite/soak/two-client matrix, AP-22, and
AD-10. Canonical continuation prompt:
`docs/research/2026-08-02-collision-throughput-handoff/NEXT-AGENT-PROMPT.md`.
**Do not use the 2026-04-29 whole-world staging-root description below as a
production blueprint.** It is retained as historical context. O1/O2/O3 at
`71604331` replaced that clone/journal/rebase design with the per-landblock
O(changed) publication mechanism; `01f4791e` then repaired its recenter
receipt lifetime.
## 2026-08-01 initial Create residence checkpoint
> Historical checkpoint; superseded by the 2026-08-03 production cutover
> status above.
The dormant Runtime SetPosition path is now complete through activation,
graphical/no-window placement receipts, collision-prefix quiescence, exact
authoritative route classification, pre-placement App staging, and initial