docs: split C4 route 4 into 4a/4b and pin the 4a contract
User-directed after scoping put whole-route 4 at 1,500-2,500 production lines against a stated ~400 budget. 4a is the steady state: the classifier's Interpolate (contact, < 96 m) and NoPositionOperation (no contact) branches. Neither performs a SetPosition, so 4a carries no deferred-cell park, no service-window guard, no allocation exposure, and no interaction with the Forget-on-every-accepted-Position behaviour that dominated route 2's review rounds. It also fixes two of the three unfiled divergences: the NPC airborne hard-snap that ignores the wire IsGrounded bit (retail returns 0 and writes nothing, MoveOrTeleport @0x0051636D), and ConstrainTo armed before the operation instead of after (retail arms it post-move only on a nonzero return, @0x00454272). 4b takes the edges — teleport, far-snap, cell-less — where the parks, the Position-time service-window guard, #277's broken bound, N3, and the third divergence live. The contract sanctions exactly one dual path: 4a routes its two classifications through the new seam and leaves the other two on the legacy path until 4b. That is a staged cutover rather than a duplicate authority ONLY because the discriminator is the classifier itself and the classifications are mutually exclusive; the contract says so explicitly and requires the fallback deleted in 4b. Two carried acdream additions are called out as load-bearing rather than left to be discovered: AP-87's 4 m / !willBeDrTicked snap conditions (which prevent the #184 invisible-but-solid monster and are NOT in the classifier) and TS-44's sticky suppression. Silently dropping them by delegating to the classifier is named as the failure mode. Acceptance requires a BEHAVIOURAL App test, not the source-text pin route 2 settled for (#292). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -254,6 +254,26 @@ same commit) → docs/handoff commit. No workarounds; no fused slices.
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6 (drops + split-recovery marking), 7 (residual pickup/parent/delete
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polish). — route 2 COMPLETE AND USER-ACCEPTED 2026-08-03 (`9966b531`);
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routes 3/4/5/6/7 remain OPEN.**
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**Route 4 SPLIT into 4a and 4b (user-directed 2026-08-03).** Scoping
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([`2026-08-03-c4-route-4-scoping.md`](../research/2026-08-03-c4-route-4-scoping.md))
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put whole-route 4 at 1,500-2,500 production lines against a stated ~400
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budget, so it is split to keep each landing reviewable:
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- **4a — the steady state.** The classifier's `Interpolate` (contact,
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`PlayerDistance < 96 m`) and `NoPositionOperation` (no contact) branches.
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NEITHER runs a `SetPosition`, so 4a has no deferred-cell park, no
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service-window work, and no placement-allocation exposure. Fixes two of the
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three unfiled divergences (the NPC airborne hard-snap that ignores the wire
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`IsGrounded` bit; `ConstrainTo` armed before the operation instead of
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after). Highest visible value — this is what makes creatures move smoothly.
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- **4b — the edges.** `SetPosition` / `SetPositionSimple`: teleport, far-snap
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(>= 96 m), and cell-less first placement. This is where the parks, the
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Position-time service-window guard, #277's broken bound, N3 (headless never
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calls `RetryPending`), and the third divergence (`ConstrainTo` never armed
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on the remote teleport branch) all live.
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Note the route-4 Create half is ALREADY DONE (C3b/C3c); the remaining work is
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steady-state remote Position plus the deletions. AP-131 is NOT retired by
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either sub-slice — see the scoping doc for why route 4 alone cannot.
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4a contract: [`2026-08-03-c4-route-4a-contract.md`](../research/2026-08-03-c4-route-4a-contract.md).
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**Route 2 connected gate PASSED (user, 2026-08-03).** Provoked with the
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retail `@pklite` entry-collision bump (`69ba9486` — the only reachable ACE
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trigger for `ObjectForcePosition`; admin teleports advance `ObjectTeleport`
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155
docs/research/2026-08-03-c4-route-4a-contract.md
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docs/research/2026-08-03-c4-route-4a-contract.md
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# C4 route 4a — remote steady-state Position: pinned contract (2026-08-03)
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Route 4 split into 4a/4b by user direction after scoping put the whole route at
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1,500-2,500 lines against a ~400 budget. Scoping:
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[`2026-08-03-c4-route-4-scoping.md`](2026-08-03-c4-route-4-scoping.md).
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**4a is the steady state: the two classifier branches that perform NO
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`SetPosition`.** Everything that parks, teleports, or snaps is 4b.
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## Scope — exactly two classifier branches
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`RuntimeAuthoritativePositionRouteClassifier.ClassifyAcceptedPosition`
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(`:393-472`), remote/projectile arms:
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| Branch | Condition | Runs SetPosition? | In 4a? |
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|---|---|---|---|
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| `NoPositionOperation` | `!effectiveContact` (wire `IsGrounded == false`) | no | **YES** |
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| `Interpolate` | contact, `PlayerDistance < 96 m` | no | **YES** |
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| `SetPositionSimple` | contact, `PlayerDistance >= 96 m` | yes | no — 4b |
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| `SetPosition` | `TeleportAdvanced` or `CommittedCellId == 0` | yes | no — 4b |
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Because neither 4a branch performs a placement, 4a has **no deferred-cell park,
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no service-window guard, no allocation exposure, and no interaction with
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`Forget`-on-every-accepted-Position.** That is the entire reason for the split;
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do not drag any of it in.
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## Staged cutover — the one sanctioned dual path
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4a routes the two no-placement branches through the new Runtime seam and leaves
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the other two on the legacy App path until 4b. **This is a staged cutover, not a
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duplicate authority**, and it is only sanctioned under these conditions:
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1. The discriminator is the CLASSIFIER ITSELF, not a heuristic, a flag, or a
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guess. One classification, one owner, mutually exclusive by construction.
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2. For a classification 4a owns, the legacy path must not run **at all** — not
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partially, not "just the render write". Route 2's original defect was exactly
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a second writer running after the canonical one.
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3. The fallback is temporary and 4b deletes it. Record that in the code comment
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at the branch point, with a pointer to this contract.
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If you find yourself needing a condition beyond "what did the classifier say",
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STOP and report — that means the seam is wrong.
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## Retail truth (verify each yourself; do not trust this table)
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`CPhysicsObj::MoveOrTeleport` @0x00516330 (pseudo-C 284304):
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- **Airborne no-op** @0x0051638E / @0x0051636D: `arg4 == 0` (the wire
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`has_contact` bit) -> **return 0. Nothing is written at all.**
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- **Near interpolate** @0x005163AF: `player_distance < 96f` ->
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`InterpolateTo(arg2, IsMovingTo())`. No body write.
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- `player_distance` is retail's own field — distance to the local player.
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`SmartBox::HandleReceivedPosition` @0x00453FD0, remote branch:
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- `unset_parent` @0x00454129 unconditional; `SetPlacementFrame` @0x00454142
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gated on `!HasAnims`.
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- **`ConstrainTo` @0x00454272 runs AFTER `MoveOrTeleport` returns nonzero**,
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anchored to `&arg2->m_position` — the object's own position read live, i.e.
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POST-move. It does not run when `MoveOrTeleport` returned 0 (the airborne
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no-op).
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## The two divergences 4a must fix
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**D1 — the NPC airborne branch ignores the wire bit.**
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`LiveEntityNetworkUpdateController.cs:1819-1823` hard-snaps
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`Body.Position`/`Orientation` for NPCs and branches on the client-tracked
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`rmState.Airborne` flag, never consulting `update.IsGrounded`. Retail writes
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nothing. Player remotes already behave correctly (`:1590-1599`); NPCs do not.
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No register row exists.
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**D2 — `ConstrainTo` is armed before the operation, unconditionally.**
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`:1522-1529` arms it ahead of the branch, so it fires on the airborne no-op
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retail skips and anchors to the PRE-move position. Retail arms it after, only on
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a nonzero return, anchored post-move. No register row exists.
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(The third divergence — `ConstrainTo` never armed on the remote teleport branch
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— is on a 4b path. Leave it; 4b owns it.)
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## Duplicate authorities 4a deletes
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Only the parts reachable from the two 4a branches:
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- The generic tail's remote writes (`entity.SetPosition` / `ParentCellId` /
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`Rotation` / `RebucketLiveEntity`) for a remote whose classification is
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`Interpolate` or `NoPositionOperation`. The committed result must reach the
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render entity through the existing placement-projection sink instead — the
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same substitution route 2 made.
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- The player-remote near/far routing at `:1653-1702` and the NPC copy at
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`:1826-1871` — **the near half only.** Each has its own duplicated copies of
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`MaxPhysicsDistance = 96f` and `BodySnapThreshold = 4f`; the far half stays
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until 4b.
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- The airborne no-op blocks at `:1590-1599` (player) and `:1819-1823` (NPC).
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- The unconditional `ConstrainTo` at `:1522-1529`.
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Do NOT touch `RemoteTeleportController`, `RemoteTeleportPlacement`, or the
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`remotePlacementRequired` path — all 4b.
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## Load-bearing acdream additions that must survive
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**AP-87** (`retail-divergence-register.md:242`) — the `bodyToTarget > 4 m` and
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`!willBeDrTicked` snap conditions on the near branch are NOT in retail and NOT
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in the classifier. They are load-bearing: they prevent the #184
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invisible-but-solid monster. Either carry them explicitly as an acdream policy
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layer over the retail classification, or retire them with live evidence and the
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register row deleted in the same commit. **Silently dropping them by delegating
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to the classifier is the failure mode.** Say which you chose.
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**TS-44** (`:1792-1801`) — sticky-melee suppression of the NPC snap. Same rule.
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## Contract
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1. One Runtime owner executes the accepted remote Position for the two 4a
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classifications; App projects the result.
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2. Both hosts drive the identical Runtime entry point.
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3. The interpolation queue (`RemoteMotion.Interp`) stays the owner of near
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motion — 4a routes to it, it does not replace it. All of it is already in
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Runtime (J5.5); no assembly boundary is crossed.
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4. Stale sequences, GUID reuse, incarnation change, and generation change cannot
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commit old state. N entities, so per-entity currency — route 2's `_pending`
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was one slot and `RetainPending` threw on a second; that shape does not
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transfer.
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5. The airborne branch writes NOTHING (retail returns 0). Not the body, not the
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render entity, not the cell.
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6. `ConstrainTo` moves to after the operation, anchored post-move, and does not
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run on the airborne branch.
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7. No behaviour change to the far, teleport, or cell-less branches.
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## Acceptance
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- Focused Runtime tests for both branches, per-entity currency, and the AP-87 /
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TS-44 decision.
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- App tests proving the generic tail no longer double-writes a remote on a 4a
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classification — **behavioural, not a source-text pin.** Route 2's equivalent
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was source-pinned and that gap is filed as #292; do not repeat it.
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- Complete Release suite green. Baseline at the time of writing:
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**10,904 passed / 4 skipped / 0 failed**. Known flake #302
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(`PortalProjectionTests.ClipToRegion_FrameOwnedStore_ReusesExactResultArray`,
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~1 in 6) — re-run, do not chase.
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- **Connected (user-gated), and unlike route 2 this is trivial:** stand still,
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have a second character walk and run in a circle 5-15 m away, turning in
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place. Motion must be continuous and smooth with no per-packet stepping. Then
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have them jump and jump off a ledge — a clean parabola, clean landing, no
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mid-air correction, and critically no invisible-but-solid body (the #184 /
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AP-87 signature). Then pull a drudge, let it chase, melee it, let it die.
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- Divergence ledger: D1 and D2 retired by fix in the same commit. AP-131 stays.
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AP-87 / TS-44 either stay with justification or are retired with evidence.
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## Budget
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Stated up front so it can fail: **4a should be well under 400 production
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lines**, because it adds no placement machinery — it routes two no-op
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classifications and deletes their duplicates. If it exceeds that, stop and
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report before continuing; that would mean the split did not actually isolate the
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cheap half and 4b needs re-planning too.
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