perf(streaming): reserve destination reveal capacity

Join destination scheduling to the canonical reveal generation, protect its share across every typed frame-budget dimension, and prevent stale work from clearing a replacement reservation. Remove forced incomplete materialization and project retail's centered portal wait cue while the authored tunnel remains active.

Tests: Release build clean; 91 focused reservation/reveal tests; full solution 8,158 passed, 5 skipped.

Co-authored-by: Codex <noreply@openai.com>
This commit is contained in:
Erik 2026-07-24 19:39:23 +02:00
parent 98f1ac8934
commit 2ff8f844b0
33 changed files with 870 additions and 230 deletions

View file

@ -44,12 +44,14 @@ What does NOT go here:
smooth and physics, collision, and wire state remain correct.
- **Build hygiene:** `#228` records 17 clean-Release test-project warnings;
production compilation and all tests pass.
- **Performance side track:** Slices AD and Slice E0E4 are complete. Typed
- **Performance side track:** Slices AD and Slice E0E5 are complete. Typed
completion admission, immediate generation-scoped old-world quiescence, and
budgeted full-window/recenter retirement are live. Publication now advances
from retained render/physics/static/building/EnvCell cursors without replay;
E5 destination reservation/reveal joining is next. The physical console is
available and remains reserved for the E6 connected gate. Evidence:
from retained render/physics/static/building/EnvCell cursors without replay.
The canonical reveal generation now owns the destination reservation across
every typed budget dimension; incomplete worlds remain in portal space with
retail's centered wait cue. The physical console is available for E6
deterministic and connected closeout. Evidence:
[`research/2026-07-24-slice-d-unified-residency-report.md`](research/2026-07-24-slice-d-unified-residency-report.md).
The [documentation map](README.md) defines how this tactical ledger relates to
@ -3507,7 +3509,12 @@ Tests: `DungeonStreamingGateTests` (4), `TeleportArrivalRulesTests` (4). Registe
**Files:** `GameWindow.cs` `OnLivePositionUpdated` (drop stale center) + `TeleportArrivalReadiness`; `src/AcDream.App/World/TeleportArrivalController.cs` (`TeleportArrivalRules`); `src/AcDream.App/Streaming/DungeonStreamingGate.cs`; `src/AcDream.Core/Physics/PhysicsEngine.cs` (`RemoveLandblock` CurrCell clear + NO-LANDBLOCK verbatim).
**Acceptance:** run into a portal, run out, re-enter — repeatedly in one session, each time placing + streaming correctly. Verify the dungeon→outdoor exit completes promptly (log `teleport complete`, not `teleport HOLD gave up … force-snapping`) with `streaming: dungeon EXIT-expand`, the outdoor world fully streamed, collision working. Also re-checks **#138**.
**Acceptance:** run into a portal, run out, re-enter — repeatedly in one
session, each time placing + streaming correctly. Verify the dungeon→outdoor
exit remains in portal space until canonical destination readiness (with the
centered retail wait cue if it exceeds five seconds), then completes with
`streaming: dungeon EXIT-expand`, the outdoor world fully streamed, and
collision working. Also re-checks **#138**.
---

View file

@ -14,15 +14,17 @@ banner cannot silently override the current program state.
[`plans/2026-07-23-world-interaction-completion.md`](plans/2026-07-23-world-interaction-completion.md).
The eight-slice `GameWindow` decomposition and its connected visual matrix
are complete.
- **Current active engineering program:** Slices AD and Slice E0E4 of
- **Current active engineering program:** Slices AD and Slice E0E5 of
[`plans/2026-07-24-modern-runtime-architecture.md`](plans/2026-07-24-modern-runtime-architecture.md)
are complete. Production world-mesh streaming consumes the validated
prepared package, typed residency is bounded/accounted, and streaming now
has typed admission plus immediate old-generation quiescence, metered
retirement, and retained cursor-budgeted publication across render, physics,
statics, building registries, collision/reflood, and EnvCells. E5 destination
reservation/reveal joining is next. The physical console is available; its
connected performance and visual evidence remains the E6 gate. See
statics, building registries, collision/reflood, and EnvCells. The canonical
reveal generation now owns an exact destination reservation across every
typed budget dimension; incomplete destinations remain in portal space and
receive retail's centered wait cue instead of forced early reveal. The
physical console is available for E6 deterministic/connected closeout. See
the [Slice D residency report](research/2026-07-24-slice-d-unified-residency-report.md).
- **Completed gates:** R6 locomotion/collision/projectile/teleport/radar and
the final two-client portal-out/materialization observer comparison (`#218`).
@ -34,7 +36,7 @@ banner cannot silently override the current program state.
user decision gate; Linux/headless automation (Track LH) remains future work.
- **Divergence audit:** 178 active rows — IA 17, AD 37, AP 85, TS 34,
and UN 5 — plus the retained retired TS-37 history note.
- **Latest automated baseline:** Release build succeeds; 8,152 tests pass and
- **Latest automated baseline:** Release build succeeds; 8,158 tests pass and
five are intentionally skipped. The capped, uncapped, and dense-Arwic
physical prepared-asset routes all completed their portal/input/lifetime
assertions and disconnected gracefully.

View file

@ -717,10 +717,16 @@ single-consumer peek/read source so the update thread prices a result before
adopting it. `StreamingController` is the sole scheduler: it admits through the
typed meter into reusable destination/control/unload/Near/Far FIFOs, preserves
exact reference identity and retry position, rejects stale generations, and
executes every class through the same meter. Priority changes order, never the
executes every class through the same meter. The canonical reveal generation
supplies one exact destination cell/radius reservation; the meter protects its
configured share across time, completion admissions, retained CPU bytes,
entity operations, requested GPU bytes, and GL-retirement admissions. A
completion retains the reveal generation that classified it, so a stale
completion or teardown cannot consume or clear a replacement generation's
reservation. Priority changes order and reserved share, never the global
budget. Lifecycle artifacts publish worker and per-class backlog, retained
bytes/age, yields, oversizes, overruns, and pending publication/retirement
facts.
bytes/age, per-lane work, yields, oversizes, overruns, and pending
publication/retirement facts.
At a hard login/portal reveal edge, `WorldGenerationQuiescence` makes the old
generation unavailable through the same `WorldRevealCoordinator` lifetime.
@ -748,12 +754,16 @@ pending publication.
`WorldRevealCoordinator` is the single App-layer owner of each login or portal
reveal lifetime. It composes the canonical `WorldRevealReadinessBarrier` with
generation-scoped lifecycle observation, so begin, preparation, readiness,
materialization, world visibility, completion, and cancellation cannot be
wired independently. The barrier joins `StreamingController`/`GpuWorldState`
generation-scoped lifecycle observation and the streaming destination
reservation, so begin, preparation, readiness, materialization, world
visibility, completion, cancellation, and reserved capacity cannot be wired
independently. The barrier joins `StreamingController`/`GpuWorldState`
static-mesh publication, `WbDrawDispatcher` composite-texture warmup, and
`PhysicsEngine` destination residency. Login's sky-only gate and portal-space
transit consume the same predicate; they differ only in presentation.
transit consume the same predicate; they differ only in presentation. There is
no timeout that reveals incomplete content: a delayed portal keeps its DAT
tunnel live and, after five seconds, projects retail's centered
`"In Portal Space - Please Wait..."` retained notice until readiness converges.
Composite preparation advances after `WbMeshAdapter.Tick` on the render
thread, never from the streaming worker. This is acdream's asynchronous equivalent of retail
`SmartBox::UseTime` holding position completion while

View file

@ -272,7 +272,9 @@ src/AcDream.App/
│ └── SelectionInteractionController.cs # owns selection intents, Use/PickUp, auto-walk deferral
├── Streaming/
│ ├── LandblockPresentationPipeline.cs # DAT build/apply/retire transaction and resource publication
│ └── ... # shipped streamer/world-state/reveal owners
│ ├── StreamingController.cs # typed frame scheduler + reveal destination reservation
│ ├── WorldRevealCoordinator.cs # canonical readiness, quiesce, and reservation lifetime
│ └── ... # shipped streamer/world-state owners
├── Input/ # (already exists)
├── Audio/ # (already exists)
└── Plugins/ # (already exists)
@ -451,7 +453,7 @@ useful ordering seam, but its ownership status is **partial**.
| World environment | **Complete ownership** | `WorldEnvironmentController` solely owns WorldTime, the loaded DAT sky, current day group, Weather, server synchronization, AdminEnvirons bridging, and debug time/weather cycles. `GameWindow` keeps ABI-compatible readonly aliases to the same clock/weather instances and composes one render source plus the two live-session callbacks. TS-54/TS-55 register the remaining centered UI sound and full fog/ambient/radar behavior gaps. |
| Live identity/lifetime | **Complete App integration** | `LiveEntityRuntime` owns incarnation identity, accepted snapshots/timestamps, runtime components, and logical/spatial lifetime. `LiveEntityHydrationController`, `LiveEntityRuntimeTeardownController`, and `LiveEntityNetworkUpdateController` own DAT-backed hydration, retryable cleanup, and accepted Position/Vector/State/Movement presentation without a second GUID owner (`aa90c646`). |
| Inbound/object-frame order | **Complete App orchestration** | `UpdateFrameOrchestrator` owns the complete typed host phase graph; `RetailInboundEventDispatcher`, `RetailLiveFrameCoordinator`, `LiveObjectFrameController`, `LiveSpatialPresentationReconciler`, streaming/input/teleport/player-mode/camera owners preserve the accepted order. `GameWindow.OnUpdate` is one profiler-scoped handoff (`e91f3102`). |
| World reveal | **Complete** | `WorldRevealCoordinator` owns login/portal readiness and reveal lifetime (`a4ef5788`). The accepted deterministic lifecycle trace did not change after extraction. |
| World reveal | **Complete** | `WorldRevealCoordinator` owns login/portal readiness, generation quiescence, and the exact streaming destination reservation. Login auto-entry and portal completion close only their active generation; stale completion cannot clear its replacement. Delayed portals retain the authored tunnel and centered retail wait notice rather than force-revealing incomplete content. |
| Retained gameplay UI | **Mostly complete feature ownership** | `RetailUiRuntime` and focused panel/controllers own layout and behavior. `GameWindow.OnLoad` still performs substantial service composition, which is allowed until the final composition cleanup. |
| Selection/interaction | **Complete** | `WorldSelectionQuery` owns read-only picking/classification/range queries; `SelectionInteractionController` owns selection intent, Use/PickUp transport, exact-incarnation queues, and auto-walk deferral; `ItemInteractionController` owns ItemHolder policy plus the shared retail inventory-request transaction. `GameWindow` retains construction and narrow lifecycle forwarding only. |
| Landblock presentation | **Complete** | `LandblockBuildFactory` owns the captured-origin DAT transaction; concrete render/physics/DAT-static publishers and `LandblockPresentationPipeline` own publication and exact retryable retirement. `StreamingOriginRecenterCoordinator` serializes old-window retirement with teleport/session origin lifetimes. `GameWindow` retains construction and one pipeline field only (`c79d0a49`, closeout `4a205a3e`). |

View file

@ -68,7 +68,7 @@ accepted-divergence entries (#96, #49, #50).
|---|---|---|---|---|---|
| AD-38 | Outgoing teleport viewports retire when retail's quantized animation level exceeds the last captured visible level 1022 (index 96), suppressing levels 1023/1024 up to 20.2 ms before retail's literal `elapsed >= 1.0` state edge. Incoming fades retain the exact timer. | `src/AcDream.Core/World/TeleportAnimSequencer.cs` (`OutgoingViewportReachedTerminalProjection`) | An uncapped 2000 FPS pass can publish the finite tunnel at levels 1023/1024 even though the paired 2013 retail capture switches viewports after 1022. The table-level cutover preserves the captured visible viewport ordering without throttling the application. | Exit sound, viewport replacement, and logout tunnel entry can occur at most two easing-table quanta (about 20.2 ms) earlier than retail's logical timer. | `UIGlobals::GetAnimLevel @ 0x004EE540`; `gmSmartBoxUI::UseTime @ 0x004D6E30`; paired retail/acdream captures documented in `docs/research/2026-07-15-retail-portal-space-pseudocode.md` |
| AD-1 | Lost-cell machinery replaced by recoverable outdoor demote (**#107** safety net) + outdoor-restore `max(terrainZ, z)` under-terrain lift; retail goes `GotoLostCell` | `src/AcDream.Core/Physics/PhysicsEngine.cs:553` (+ :808) | acdream has no lost-cell state machine; outdoor landcell is the recoverable equivalent; the #107 auto-entry hold should make the demote branch unreachable | Gap in the hold → player committed to outdoor terrain inside/under a building (fake-grounded spawn, fall-through); a legit below-heightmap server restore is silently lifted — upward warp vs server | `GotoLostCell` pc:283418; `SetPositionInternal` 0x00515bd0, pc:283892-283945 |
| AD-2 | Async readiness gates replace retail's synchronous destination cell load. **#229 refinement (2026-07-20):** login and F751 portal-space exit now share `WorldRevealReadinessBarrier`, so neither path can expose the normal viewport until the same render-publication, composite-texture, and collision domains converge. A hydratable indoor claim requires its owning Near-tier static/EnvCell mesh set, destination composites, and exact EnvCell physics (`IsSpawnCellReady`); an outdoor claim requires those render domains plus terrain/collision residency for the priority near ring. Hard-recenter generations and tier-aware completion application prevent stale overlapping loads/unloads or Far/Near jobs from opening or erasing the gate; mesh upload remains separate from balanced landblock ownership. Claims beyond NumCells still take the loud forced-placement path. `WorldRevealCoordinator` owns this shared lifetime; diagnostic telemetry observes its generation without defining another readiness path. **Slice E3 refinement (2026-07-24):** the same generation now publishes an immediate `WorldGenerationQuiescence` edge: old-world drawing/spatial queries, simulation/effect clocks, reconciliation, targeting, and 3-D audio stop while retained physical teardown advances through metered cursors and destination network/UI/streaming/readiness remain live. **Slice E4 refinement (2026-07-24):** accepted render/physics/static publication may span update frames through retained exact cursors, but reveal still consumes only the completed spatial/render-ready generation; building and EnvCell snapshots remain invisible until complete and the final spatial identity swap stays observer-atomic. The portal hold→materialize→regain-control lifecycle remains owned by `TeleportAnimSequencer`. | `src/AcDream.App/Streaming/WorldRevealCoordinator.cs`; `src/AcDream.App/Streaming/WorldGenerationQuiescence.cs`; `src/AcDream.App/Streaming/WorldRevealReadinessBarrier.cs`; `src/AcDream.App/Streaming/StreamingOriginRecenterCoordinator.cs`; `src/AcDream.App/Streaming/LandblockPresentationPipeline.cs`; `src/AcDream.App/Rendering/GameWindow.cs` (owner wiring + draw eligibility); `src/AcDream.App/Streaming/StreamingController.cs` (`IsRenderNeighborhoodResident`); `src/AcDream.App/Streaming/GpuWorldState.cs` (`IsRenderReady`); `src/AcDream.App/Rendering/Wb/LandblockSpawnAdapter.cs`; `src/AcDream.Core/Physics/PhysicsEngine.cs` (`IsSpawnCellReady`, `IsNeighborhoodTerrainResident`) | This is the asynchronous equivalent of retail leaving `SmartBox::position_update_complete` false while `CellManager::blocking_for_cells` is set: neither initial login nor portal arrival may reveal or continue simulating an old/partial collision world, a terrain-only Far shell, or a published-but-not-drawable GPU landblock. Indoor does not require a terrain heightmap, only the owning render landblock and exact EnvCell. | Gate opens early → grey/untextured first login or portal reveal, free-fall, wrong-cell rooting, missing scenery, or a still-active old generation; predicate never satisfies (streamer/DAT/upload failure) → login remains behind the world render gate, while portal transit reaches its existing loud timeout/forced-placement diagnostic. | `SmartBox::UseTime` 0x00455410; `gmSmartBoxUI::EndTeleportAnimation` 0x004D65A0 |
| AD-2 | Async readiness gates replace retail's synchronous destination cell load. **#229 refinement (2026-07-20):** login and F751 portal-space exit now share `WorldRevealReadinessBarrier`, so neither path can expose the normal viewport until the same render-publication, composite-texture, and collision domains converge. A hydratable indoor claim requires its owning Near-tier static/EnvCell mesh set, destination composites, and exact EnvCell physics (`IsSpawnCellReady`); an outdoor claim requires those render domains plus terrain/collision residency for the required Near ring. Hard-recenter generations and tier-aware completion application prevent stale overlapping loads/unloads or Far/Near jobs from opening or erasing the gate; mesh upload remains separate from balanced landblock ownership. Claims beyond NumCells still take the loud unhydratable-placement path. `WorldRevealCoordinator` owns this shared lifetime; diagnostic telemetry observes its generation without defining another readiness path. **Slice E3 refinement (2026-07-24):** the same generation now publishes an immediate `WorldGenerationQuiescence` edge: old-world drawing/spatial queries, simulation/effect clocks, reconciliation, targeting, and 3-D audio stop while retained physical teardown advances through metered cursors and destination network/UI/streaming/readiness remain live. **Slice E4 refinement (2026-07-24):** accepted render/physics/static publication may span update frames through retained exact cursors, but reveal still consumes only the completed spatial/render-ready generation; building and EnvCell snapshots remain invisible until complete and the final spatial identity swap stays observer-atomic. **Slice E5 refinement (2026-07-24):** the reveal generation owns one exact destination reservation across every typed budget dimension. Stale completion cannot consume or clear its replacement, and hydratable incomplete content is never force-revealed; portal transit retains the DAT tunnel and centered retail wait cue until readiness converges. The hold→materialize→regain-control lifecycle remains owned by `TeleportAnimSequencer`. | `src/AcDream.App/Streaming/WorldRevealCoordinator.cs`; `src/AcDream.App/Streaming/WorldGenerationQuiescence.cs`; `src/AcDream.App/Streaming/WorldRevealReadinessBarrier.cs`; `src/AcDream.App/Streaming/StreamingOriginRecenterCoordinator.cs`; `src/AcDream.App/Streaming/LandblockPresentationPipeline.cs`; `src/AcDream.App/Streaming/StreamingController.cs`; `src/AcDream.App/Rendering/PortalTunnelPresentation.cs`; `src/AcDream.App/UI/PortalWaitNoticeController.cs`; `src/AcDream.App/Streaming/GpuWorldState.cs` (`IsRenderReady`); `src/AcDream.App/Rendering/Wb/LandblockSpawnAdapter.cs`; `src/AcDream.Core/Physics/PhysicsEngine.cs` (`IsSpawnCellReady`, `IsNeighborhoodTerrainResident`) | This is the asynchronous equivalent of retail leaving `SmartBox::position_update_complete` false while `CellManager::blocking_for_cells` is set: neither initial login nor portal arrival may reveal or continue simulating an old/partial collision world, a terrain-only Far shell, or a published-but-not-drawable GPU landblock. Indoor does not require a terrain heightmap, only the owning render landblock and exact EnvCell. | Gate opens early → grey/untextured first login or portal reveal, free-fall, wrong-cell rooting, missing scenery, or a still-active old generation; predicate never satisfies (streamer/DAT/upload failure) → login remains behind the world render gate, while portal transit remains in the authored tunnel and presents the centered wait cue after five seconds. | `SmartBox::UseTime` 0x00455410; `gmSmartBoxUI::UseTime` 0x004D6E30; `gmSmartBoxUI::EndTeleportAnimation` 0x004D65A0 |
| AD-3 | Outdoor seeds always walk the transit array (retail skips the walk when the seed CLandCell is null/unloaded); per-cell lookups no-op on unhydrated data | `src/AcDream.Core/Physics/CellTransit.cs:503` | Equivalence argument: with nothing hydrated every lookup inside the walk no-ops, so the result matches retail's skipped walk | Near partially-streamed landblocks, building-transit promotion silently can't fire until structs hydrate — membership stays outdoor while the player is inside a building | `CObjCell::find_cell_list` 0052b535-0052b56c (null-CLandCell case) |
| AD-4 | `point_in_cell` against an unhydrated CellBSP returns false (skip) rather than the null-node "inside" default; retail never queries unloaded cells | `src/AcDream.Core/Physics/CellTransit.cs:588` | The null-node default would make an unhydrated cell spuriously claim every point; skipping is the conservative streaming-safe choice | During hydration, a point genuinely inside a not-yet-loaded cell resolves outdoor/stale — transient membership misclassification driving wrong collision set and render root | `CEnvCell::find_visible_child_cell` :311397; cell-BSP vtable[0x84] |
| AD-5 | Outdoor `point_in_cell` is an identity compare against the global XY-column cell from `LandDefs.AdjustToOutside` (no per-cell containment test) | `src/AcDream.Core/Physics/CellTransit.cs:865` | Landcells are disjoint 24 m columns — identity-compare against the column under the sphere centre is exactly equivalent to retail's per-candidate test | If block-origin/lcoord math is wrong at a landblock seam, the compare silently never matches — outdoor membership freezes at boundaries (the pre-#106 symptom) | `find_cell_list` pick pc:308788-308825; `CLandCell::point_in_cell` (get_block_offset pc:308804) |
@ -212,7 +212,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
| AP-113 | Invalid lifestone-command arguments display the local text `Usage: /lifestone`; retail definitely emits a local usage/error line but Binary Ninja misidentifies the referenced wide-string address, so its exact wording is not yet recovered | `src/AcDream.UI.Abstractions/Panels/Chat/ChatCommandRouter.cs`; `RetailClientCommandCatalog.cs` | The behavior boundary is exact (handled locally, no chat and no game action); only a low-impact diagnostic sentence differs | `/ls now` can show different wording/color from retail while still refusing the invalid request correctly | `ClientCommunicationSystem::DoLifestone @ 0x0056FC70` |
| ~~AP-114~~ | **RETIRED 2026-07-14 (protection-effect corrective gate)** — the particle renderer no longer replaces every authored GfxObj with one bounding-box quad. Retail `Always2D` classification preserves mode-1/no-degrade full meshes through the modern shared mesh buffer and leaves only other degrade modes on the billboard path; stable emitter handles balance mesh ownership. | `src/AcDream.App/Rendering/ParticleRenderer.cs`; `RetailParticleGeometryClassifier.cs`; `particle_mesh.vert/.frag` | — | — | `CPhysicsPart::Draw @ 0x0050D7A0`; `CPhysicsPart::Always2D @ 0x0050D8A0`; `ParticleEmitter::SetInfo @ 0x0051CE90`; `docs/research/2026-07-13-retail-projectile-vfx-pseudocode.md` |
| AP-115 | The DAT-authored portal-space viewport and its animation `SoundTweakedHook` are live, but the separate `ClientUISystem` enter/exit sound enums and centered repeating `"In Portal Space - Please Wait..."` display string are not yet presented. | `src/AcDream.App/Rendering/PortalTunnelPresentation.cs`; teleport event switch in `GameWindow.cs` | acdream has no retained cross-stack centered display-string owner or ClientUISystem sound-table-enum resolver yet; routing the line into chat or inventing direct wave IDs would be less faithful | Portal travel has the correct animated wormhole, timing, direct viewport switch, view-plane transitions, and animation-authored sound, but lacks retail's short UI cue sounds and center notice | `gmSmartBoxUI::BeginTeleportAnimation @ 0x004D6300`; `gmSmartBoxUI::UseTime @ 0x004D6E30` |
| AP-115 | The DAT-authored portal-space viewport, animation `SoundTweakedHook`, and centered repeating `"In Portal Space - Please Wait..."` display string are live, but the separate `ClientUISystem` enter/exit sound enums are not yet presented. | `src/AcDream.App/Rendering/PortalTunnelPresentation.cs`; `src/AcDream.App/Streaming/LocalPlayerTeleportController.cs`; `src/AcDream.App/UI/PortalWaitNoticeController.cs` | acdream has no ClientUISystem sound-table-enum resolver yet; inventing direct wave IDs would be less faithful. The notice uses the retained fullscreen UI rather than chat and remains tied to the portal presentation lifetime. | Portal travel has the correct animated wormhole, timing, direct viewport switch, view-plane transitions, animation-authored sound, and centered wait notice, but lacks retail's short UI enter/exit cue sounds. | `gmSmartBoxUI::BeginTeleportAnimation @ 0x004D6300`; `gmSmartBoxUI::UseTime @ 0x004D6E30` |
| AP-116 | Default `Particle Range = Extended` multiplies DAT-authored particle degradation distances by 2; the `Retail` option restores exact values | `src/AcDream.UI.Abstractions/Panels/Settings/DisplaySettings.cs`; `src/AcDream.App/Rendering/Vfx/ParticleVisibilityController.cs`; `src/AcDream.Core/Vfx/ParticleSystem.cs` | User explicitly requested doubled range as the normal non-dev-UI behavior; it changes no terrain, scenery, entity, fog, or streaming distance, and remains reversible through settings | The default roughly enlarges the active particle area and reduces the CPU gain from MP2; distant VFX remain visible beyond retail's authored cutoff | `CPhysicsPart::GetMaxDegradeDistance @ 0x0050D510`; `GfxObjDegradeInfo::get_max_degrade_distance @ 0x0051E2D0`; `CPhysicsObj::ShouldDrawParticles @ 0x0050FE60` |
| AP-117 | Outdoor particle `CLandCell::IsInView` state is reconstructed with the modern landscape renderer's per-cell frustum plus active doorway clip-plane/scissor-AABB tests; retail `LScape::landcell_check` uses `Render::get_clip_height` + `Render::block_check` on terrain-cell corner intervals | `src/AcDream.App/Rendering/TerrainModernRenderer.cs` (`CollectVisibleCells`) | The mandatory modern renderer batches terrain by landblock and has no retail `ViewIntervalType` product. Publishing cell visibility from the exact landscape draw slices preserves ownership/order and removes the former object-survivor dependency without adding a second view pipeline | At a terrain cell grazing a frustum or doorway boundary, the conservative AABB test may freeze or resume particles on a slightly different frame than retail; whole regions outside the active doorway slice are rejected, and authored distance, login/portal fail-closed behavior, and indoor PView cells remain exact | `LScape::landcell_check @ 0x005050A0`; `CLandCell::IsInView @ 0x00532CB0`; `CPhysicsObj::ShouldDrawParticles @ 0x0050FE60` |
| AP-118 | An AutoWield transaction begun in active combat preserves the ready mode implied by the requested weapon. After authoritative `WieldObject`, a mode that settled without a blocker transition clears immediately; local ACE's observed pre-wield transition plus `ready -> NonCombat`, or post-wield `NonCombat -> ready -> NonCombat`, causes one normal `ChangeCombatMode` request from the trailing notice. Explicit user combat input cancels settlement. Retail's client does not need this extra request against the retail server. | `src/AcDream.App/UI/AutoWieldController.cs`; production binding in `GameWindow.cs` | Local ACE queues a trailing NonCombat callback during primary-weapon replacement and rejects an earlier request while the shuffle is busy; responding to the authoritative notice that completes that exact sequence orders the ordinary request after it without suppressing any server state | A non-ACE server that emits a different intermediate sequence can retain the settlement until a later explicit combat request, replacement, or logout clears it; peace-mode equips send none | `CPlayerSystem::AutoWield @ 0x00560A60`; `ACCWeenieObject::ServerSaysMoveItem @ 0x0058DBB0`; ACE `Player_Inventory.TryShuffleStance` / `TryDequipObjectWithNetworking` |

View file

@ -1613,11 +1613,14 @@ port in any phase — no separate listing here.
> generation unavailable at the hard reveal edge and freezes its world
> simulation/audio while full-window and shared-origin teardown advance through
> metered resident, entity, and owner-stage cursors with exact retry receipts.
> E4 now retains the exact accepted queue head and cursor-budgets render,
> E4 retains the exact accepted queue head and cursor-budgets render,
> physics, static, building-registry, EnvCell, collision, and reflood
> publication before one observer-atomic spatial swap. E5 destination
> reservation/reveal joining is next. F/G and J retain their explicit approval
> gates.
> publication before one observer-atomic spatial swap. E5 now joins the
> canonical reveal generation to an exact destination reservation, protects
> its share across all typed budget dimensions, removes forced incomplete
> materialization, and presents retail's centered five-second portal wait cue.
> E6 deterministic pressure and physical-local closeout is next. F/G and J
> retain their explicit approval gates.
**Spec:** `docs/superpowers/specs/2026-07-05-modern-pipeline-design.md` (the
umbrella design — read it first). **Goal:** smoothness first (no frame over

View file

@ -93,13 +93,17 @@ The separately authorized modern-runtime performance program has completed
Slices AD: corrected measurement, prepared-package bake/dedup, package-only
production streaming, and typed unified residency. Its physical capped,
uncapped, and dense connected gates pass without a visual-quality change.
Slice E0E4 now define and enforce typed completion admission through explicit
Slice E0E5 now define and enforce typed completion admission through explicit
stable priority queues, publish an immediate generation-scoped old-world
quiesce at login/portal boundaries, and advance full-window/recenter teardown
through exact metered retirement cursors. Render, physics, static, building,
and EnvCell publication now resume from retained exact cursors under the same
frame budget. E5 destination reservation and reveal-generation joining is
next. Slices F/G remain behind their explicit ECS approval gate, and Slice J
frame budget. The reveal coordinator now owns the exact destination
generation/cell/radius reservation across every budget dimension; portal
transit never force-reveals incomplete content and surfaces retail's centered
wait cue after five seconds. E6 deterministic pressure and physical-local
closeout is next. Slices F/G remain behind their explicit ECS approval gate,
and Slice J
remains behind its gameplay-owner approval gate.
Slice 1's 18-cell favorite-spell overflow bar is user-accepted. Slice 2's

View file

@ -2,7 +2,7 @@
**Date:** 2026-07-24
**Status:** Slices AD complete. Slice E is active (E0E4 complete).
**Status:** Slices AD complete. Slice E is active (E0E5 complete; E6 gates next).
**Scope:** Reconcile and sequence the existing Modern Pipeline (`MP`) and
Linux/headless (`LH`) tracks using the 2026-07-24 connected performance audit.
@ -729,9 +729,13 @@ checkpoint retained staged or retiring bytes. Evidence:
**Checkpoint 2026-07-24:** E0 fixed the retail/adaptation contract and current
owner inventory. E1 landed the validated work profile, deterministic meter and
completion charge model. E2 cut execution over to stable priority FIFOs. E3
added immediate generation quiescence and cursored retirement. E4 now advances
render/physics/static publication from retained exact receipts; E5 destination
reservation and reveal-generation joining is next.
added immediate generation quiescence and cursored retirement. E4 advances
render/physics/static publication from retained exact receipts. E5 replaced
mutable priority-radius state with the reveal coordinator's exact
generation-scoped destination reservation, protected its share across every
typed budget dimension, removed forced early materialization, and added
retail's centered five-second portal wait cue. E6 deterministic pressure and
physical-local closeout is next.
**Purpose:** Remove update-thread portal transactions.

View file

@ -1,6 +1,6 @@
# Modern Runtime Slice E — Cost-budgeted streaming and retirement
**Status:** active — E0/E1/E2/E3/E4 complete; E5 destination reservation next
**Status:** active — E0/E1/E2/E3/E4/E5 complete; E6 gates and closeout next
**Program:** `docs/plans/2026-07-24-modern-runtime-architecture.md`
**Baseline:** Slice D closeout commit `66690805`
**Behavior contract:** no visual-quality or retail-behavior reduction
@ -356,6 +356,35 @@ performance and visual evidence remains an E6 gate.
five seconds.
- Remove the last count-only execution/bypass paths.
**Complete 2026-07-24.** `WorldRevealCoordinator` now owns one exact
generation/cell/radius reservation from login or portal begin through complete
or cancel. `StreamingController` no longer exposes a mutable priority
landblock/radius pair: accepted work records the reveal generation that
classified it, stale completion cannot consume a replacement generation's
reserved lane, and stale teardown cannot clear the replacement reservation.
The frame meter records destination and non-destination use independently and,
while a reveal is active, protects the configured destination share across
wall time, completion admissions, adopted CPU bytes, entity operations,
requested GPU bytes, and GL-retirement admissions. Destination work still
uses the same global ceilings and the existing first-indivisible-operation
progress diagnostic; it does not regain a budget bypass.
The former ten-second forced materialization path is deleted. An incomplete
destination remains in the authored portal scene until the canonical render,
composite, and collision predicate is true. After five seconds the retained
gameplay UI displays retail's centered
`"In Portal Space - Please Wait..."` notice and lifecycle telemetry records the
cue once; the tunnel continues its DAT animation and repeats the notice on the
retail camera-rotation cadence. Login completion now ends its reveal
reservation/quiescence at the same auto-entry edge that exposes the ready
world.
Validation: 91 focused reservation/reveal/teleport/UI tests passed; the
complete App suite passed 3,674 / 3 skipped; the complete Release solution
passed 8,158 / 5 skipped; Release solution build green with zero warnings.
The physical-local routes and final performance/resource assertions remain
E6, not E5.
### E6 — Gates and closeout
- Deterministic pressure, reentrancy, failure, cancellation, stale-generation,

View file

@ -109,7 +109,7 @@ Required asynchronous equivalent:
```text
WorldRevealReady(destination):
if destination claim cannot be hydrated:
return true so the existing loud forced-placement path diagnoses it
return true so the loud unhydratable-placement path diagnoses it
if destination is indoor:
return render center landblock Near-tier and ready

View file

@ -9,6 +9,7 @@
- `CObjectMaint::DestroyObjects @ 0x00508C30`
- `CObjectMaint::AddObjectToBeDestroyed @ 0x00508F70`
- `SmartBox::UseTime @ 0x00455410`
- `gmSmartBoxUI::UseTime @ 0x004D6E30`
The Sept 2013 named pseudo-C is the behavioral oracle. WorldBuilder has no
equivalent live-client teardown scheduler; its extracted mesh/cache owners are
@ -125,6 +126,37 @@ object maintenance, physics, landscape, game time, or ambient sound. UI/event
dispatch and the portal presentation continue. This is the retail basis for
Slice E's immediate old-generation quiesce.
## `gmSmartBoxUI::UseTime` portal wait presentation
The portal `CreatureMode` remains live while `SmartBox` is blocked. Its camera
continues one random roll segment at a time:
```text
if now >= rotationStart + rotationDuration:
currentAngle = rotationEndAngle
rotationStart = now
rotationDuration = RandomUniform(0.6, 1.8) seconds
rotationStartAngle = currentAngle
rotationEndAngle = RandomUniform(0, 360) degrees
ECM_UI.SendNotice_DisplayStringInfo(
channel = 0x1A,
text = "In Portal Space - Please Wait...")
else:
level = UIGlobals.GetAnimLevel(
(now - rotationStart) / rotationDuration)
currentAngle = Lerp(
rotationStartAngle,
rotationEndAngle,
level / 1024)
CreatureMode.SetCameraDirection_Degrees((0, currentAngle, 0))
```
The notice is a centered UI display string, not chat. Slice E's asynchronous
adaptation delays its first projection until the recorded five-second reveal
stall threshold, then repeats it on the same rotation-segment boundary while
the authored tunnel keeps animating.
## Acdream asynchronous adaptation
Retail performs each teardown synchronously and can synchronously block cell
@ -156,6 +188,12 @@ reveal only when the one destination-generation readiness state proves:
required Near scene ready
required composite textures ready
camera/player identity belongs to destination generation
if the portal reveal is still incomplete after five seconds:
keep the DAT-authored portal scene animating
display the centered retail wait notice
emit one generation-scoped diagnostic
do not materialize early
```
Release-later never means run-later: an old owner may retain memory until its