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