docs(runtime): record J0 and physical I6 evidence

Pin the exact J0 rollback, synchronize the roadmap and agent handoff files, and distinguish the observer-heavy two-gigabyte soak from the ordinary-client physical sample. Keep parsed collision graph removal explicitly behind the pending user collision and visual gate.

Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-25 17:35:44 +02:00
parent b632672e5c
commit 574a6c454f
7 changed files with 104 additions and 16 deletions

View file

@ -172,7 +172,6 @@ six-path moving-collision entry point has an integer-indexed flat shadow port.
The exact referee passes 13 focused tests, 7,500 installed-DAT comparisons,
1,200 complete resolver frames, and 10,000 warmed iterations at zero managed
bytes with no mismatch. Release build and 8,384 solution tests / 5 skips pass.
Production remains graph-authoritative until the Slice I6 cutover.
Slice I5 is complete: immutable near-build collision closures and strict live
collision publication install graph and prepared-flat views under canonical
ownership. Cancellation, demotion, rehydration, revisit, removal, and reset
@ -180,10 +179,23 @@ gates pass. The lifecycle/reconnect and nine-stop routes sampled 14,064 exact
queries with zero mismatch, fault, or artifact; graph/flat cell residency
matched at every stable checkpoint and teardown converged. Release build and
8,396 solution tests / 5 skips pass.
Slice I6 is committed at `068a0651`: gameplay collision is flat-authoritative
and the parsed graph is only a sampled referee. The strict dense-Arwic gate
matched 46,309/46,309 queries, and the exact physical nine-stop lifecycle soak
passed with all publication, retirement, upload, warmup, and class backlogs
converged. Parsed-graph deletion remains gated on the user's final
collision/visual acceptance. The cutover rollback is
`git revert 068a06518dd710ca5e7f166754cbb7789ca1ed0f`.
Slice J0 is complete at `b632672e`: `AcDream.Runtime` now provides the enforced
presentation-independent assembly boundary without moving gameplay behavior.
Four dependency guards, the Release build, and 8,406 tests / 5 skips pass. J1
waits behind the I6/I7 user gate. Its rollback is
`git revert b632672e5ccabfb44c551e08f1c411ab2669c44a`.
Slice H's retained UI/frame, bounded-light, and pooled/borrowed/direct network
work is complete; the exact seven-checkpoint connected lifecycle/reconnect gate
passes. Slice I is active at I6 from
`docs/plans/2026-07-25-modern-runtime-slice-i.md`. The exact G4 visual rollback
passes. Slice I7 closeout is active from
`docs/plans/2026-07-25-modern-runtime-slice-i.md`; the coherent Slice J campaign
is pinned in `docs/plans/2026-07-25-modern-runtime-slice-j.md`. The exact G4 visual rollback
is `git revert ef1d263337997bb030eadb7b8e71d73dc659907a`; do not revert G3 or
the portal-warmup corrections. Evidence:
`docs/research/2026-07-25-slice-h-closeout.md` and
@ -192,7 +204,8 @@ the portal-warmup corrections. Evidence:
`docs/research/2026-07-25-slice-i2-flat-collision-schema.md` and
`docs/research/2026-07-25-slice-i3-prepared-collision-package.md` and
`docs/research/2026-07-25-slice-i4-flat-bsp-differential.md` and
`docs/research/2026-07-25-slice-i5-dual-collision-shadow.md`.
`docs/research/2026-07-25-slice-i5-dual-collision-shadow.md` and
`docs/research/2026-07-25-slice-i6-flat-production-cutover.md`.
**Structural prerequisite before new M4 subsystem work:** all eight
behavior-preserving `GameWindow` decomposition slices and the automated