BR-1: RESOLVED as already-equivalent - premise falsified by pre-check, equivalence pinned, #113 attribution corrected
The plan's BR-1 ('implement the skipNoTexture draw-time surface gate')
died on its pre-check: acdream ALREADY suppresses every portal fill.
ReplicateProductionEmission_OnPortalFills replicates the exact emission
conditions of the production extractors on the hall/cottage fills:
pos=False neg=False for every one (Stippling.NoPos skips the positive
side at ObjectMeshManager.PrepareGfxObjMeshData:1046,
PrepareCellStructMeshData:1394, CellMesh.Build:44, GfxObjMesh.Build:71;
the fills have no negative surface). There is nothing to gate.
What ships instead: StipplingSurfaceEquivalenceTests - 2,607 polys across
13 building models + 13 environments, ZERO violations both directions:
NoPos <=> untextured-surface. Our build-time skip is proven equivalent to
retail's draw-time skipNoTexture rule (Ghidra 0x0059d4a4, default on
@0x00820e30) on this content. The pin fails loudly if future content
breaks the invariant - the cue to implement the draw-time gate then.
Corrections folded into the plan + comparison docs:
- The #113 phantom residual CANNOT be GfxObj fills (they never reach a
vertex buffer). Plausible true sites are cell-side: flood-admitted
cells drawn with the pass-all NoClipSlice when slot-less
(RetailPViewRenderer.cs:71), and/or cell statics drawn unclipped +
un-viewcone'd (object-lists-skip-portal-view-gate, confirmed).
BR-2 opens with the probe that pins which.
- The e46d3d9 user-gate observations (filter removed phantom/doors) were
confounded - the filter was a provable mesh no-op on shells AND doors.
- Ledger rows solid-surface-skip-missing + the acdream half of
portal-polys-baked-unconditional re-marked REFUTED-for-fills; the
retail mechanism descriptions and the un-consumed PortalIndex->
CBldPortal pairing (BR-4) stand.
Suites: Core 1398 green (1392 baseline + 6 new facts) + the 4 pre-existing
#99-era failures + 1 skip. No production code.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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parent
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@ -57,28 +57,42 @@ gate) and the client stays playable after every phase. Conformance pins come
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from the dat harness + the flood replay harnesses; retail constants are cited
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inline when ported.
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### BR-1 — The draw-time surface gate (kills the phantom class)
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### BR-1 — The surface gate — ✅ RESOLVED AS ALREADY-EQUIVALENT (2026-06-11, execution day 1)
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**What:** classify every mesh batch at decode by surface texturedness
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(`Surface.Type & (Base1Image|Base1ClipMap)`); at draw, skip untextured
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batches for **building-shell entities and cell meshes only** (plain objects
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keep drawing them — retail's bypass). Align the cell-side build-time
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`NoPos`/`NoNeg` drop with this rule: run a dat-wide sweep (all CellStructs +
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all building models in the populated landblocks) proving
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`portal-fill ⇔ untextured`; keep the cheaper build-time drop only where the
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sweep proves equivalence, otherwise move to the draw-time gate. GfxObj-side:
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fills stay in the mesh but never draw (matches retail exactly).
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**Premise falsified before implementation (the BR-1 pre-check,
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`ReplicateProductionEmission_OnPortalFills`):** acdream **already suppresses
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every portal fill** — all four extraction paths skip `Stippling.NoPos`
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positive sides (`ObjectMeshManager.PrepareGfxObjMeshData:1046`,
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`PrepareCellStructMeshData:1394`, `CellMesh.Build:44`, `GfxObjMesh.Build:71`),
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and the Holtburg fills have no negative surface. The planned "draw-time
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surface gate" has nothing to gate.
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- **Closes:** #113 phantom staircase class (hall ramp, cottage "flying
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stairs", every building's baked fills) — without touching doors (entities).
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- **Acceptance:** `DumpPortalFillSurfaceTypes`-derived conformance sweep
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green; hall + hill-cottage phantom gone and doors/windows intact at
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Holtburg (user gate); all suites green.
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- **Risk note:** apertures whose flood fails become true holes
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(retail-identical); per-building floods + DrawPortal look-in already cover
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the visible cases. If a hole shows at an unflooded aperture, that is BR-2/
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BR-4 evidence, not a BR-1 regression.
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- **Size:** ~2 commits (batch metadata plumb + draw gate; sweep test).
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**What shipped instead — the equivalence pin**
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(`StipplingSurfaceEquivalenceTests`): 2,607 polys across 13 building models +
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13 environments, **zero violations both directions** — `NoPos ⇔ untextured
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surface`. Our build-time skip is therefore *proven equivalent* to retail's
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draw-time `skipNoTexture` rule on this content; the
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`portal-poly-suppression-criterion` divergence closes as
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equivalent-with-proof. The pin fails loudly if future content breaks the
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invariant (the cue to implement the draw-time gate then).
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**Consequences (the honest part):**
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- The **#113 phantom residual is NOT GfxObj fills** — it cannot be, they
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never reach a vertex buffer. The "root cause #2" attribution from the
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e46d3d9 session is corrected; the e46d3d9 user-gate observations (filter
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removed phantom/doors) were confounded — the filter was a provable mesh
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no-op on both shells and door parts.
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- The phantom's plausible true sites are cell-side: flood-admitted stair
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CELLS drawn with a pass-all slice when the assembler hands them no slot
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(`RetailPViewRenderer.cs:71` draws ALL visible cells; `NoClipSlice`
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default), and/or stair-cell STATICS drawn unclipped + un-viewcone'd by
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design (`object-lists-skip-portal-view-gate`, confirmed). **BR-2's first
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task is a 10-minute probe at the hall bisect spot pinning which** —
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the closure moves to BR-2/BR-3 (shells) and BR-5 (statics).
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- **Closes:** the `portal-poly-suppression-criterion` divergence (as
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proven-equivalent); #113's closure moves to BR-2/BR-3/BR-5.
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- **Shipped:** the pre-check + equivalence pin tests; no production code
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(none needed).
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### BR-2 — Aperture depth machinery (punch / seal / clear)
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@ -96,12 +110,20 @@ interior stage, gated on whether any seal was drawn (`portalsDrawnCount`);
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mesh (retail `DrawBuilding` order) so the shell's depth closes everything
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outside the punch.
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- **First task (from BR-1's falsification):** the 10-minute probe at the
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hall bisect spot — when the phantom is visible, log per stair cell
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(0x100..0x106) whether it drew with a real clip slot or the pass-all
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`NoClipSlice`, and whether its statics drew — pinning the phantom's true
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draw site (shells → fixed here/BR-3; statics → BR-5).
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- **Closes:** #108 (outdoor terrain sweeping across the upstairs door — the
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missing true-depth seal is the confirmed `missing-portal-depth-fence`
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divergence); the outdoor-root depth-discipline gap; part of #109.
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divergence); the outdoor-root depth-discipline gap; part of #109; the
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#113 phantom residual if the probe pins it on pass-all shell slices.
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- **Acceptance:** cellar↔main-floor walk shows no grass sweep (user gate);
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new harness fact: seal depth = portal plane depth inside the clipped
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aperture polygon (GL readback test or probe assertion); suites green.
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phantom-spot check at the hall (user gate, replaces the old BR-1
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acceptance); new harness fact: seal depth = portal plane depth inside the
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clipped aperture polygon (GL readback test or probe assertion); suites
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green.
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- **Size:** ~3 commits (~80 lines of GL + clipper reuse per the area
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estimate, plus the clear re-shape and order swap).
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@ -285,11 +307,15 @@ issue, none blocks BR-1…BR-8.
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## 5. Sequencing summary
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```
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BR-1 (surface gate) — first; standalone visual win, lowest risk
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BR-2 (depth punch/seal) — second; enables BR-3
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BR-1 (surface gate) — ✅ RESOLVED as already-equivalent (pin shipped,
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no production code; #113 closure moved to
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BR-2/3/5 — see BR-1 section)
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BR-2 (depth punch/seal) — FIRST implementation phase; opens with the
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phantom-site probe; enables BR-3
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BR-3 (delete shell chop) — closes #114 with BR-2
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BR-4 (draw-driven floods) — closes #109; flood fidelity
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BR-5 (viewconeCheck) — particles/objects through the same gate
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BR-5 (viewconeCheck) — particles/objects through the same gate;
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closes the phantom if it is statics-side
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BR-6 (one gate + deletions) — consolidation after the discipline is in
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BR-7 (collision A6.P4) — independent track; may interleave with BR-2..5
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BR-8 (camera/lighting/LOD) — feel tier; BR-8a may land early
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@ -44,8 +44,10 @@ plus three mechanisms it doesn't use. The headline findings:
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quad on all 13 Holtburg-area building models — door fills, window fills,
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*and* the meeting-hall phantom stair-ramp — is `Base1Solid` (untextured).
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Retail draws none of them, ever. The doors players see are **door
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entities**; we draw the solid fills as colored geometry, which is why
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removing them read as "doors disappeared."
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entities**. *(Execution-day correction, §5: acdream's extractors already
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skip all of these via `NoPos` — proven equivalent to retail's rule by
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`StipplingSurfaceEquivalenceTests`. The phantom residual is cell-side,
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not these fills; see the §5 banner.)*
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3. **Retail never geometrically clips cell or shell geometry. Pixel exactness
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at apertures is a DEPTH discipline.** Production cell draws are whole
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@ -254,7 +256,7 @@ area files.
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| Sev | Verdict | Divergence |
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|---|---|---|
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| CRIT | adjusted | `portal-poly-conditional-pass-missing` — no per-frame z-punch/z-seal/ConstructView pass on portal polys |
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| HIGH | adjusted | `solid-surface-skip-missing` — untextured (solid) batches drawn on building/cell meshes retail skips |
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| HIGH | **REFUTED for fills** (BR-1 pre-check, §5 banner) | `solid-surface-skip-missing` — acdream's NoPos build-time skip already covers them, proven equivalent |
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| MED | confirmed | `degrade-lod-scoped-to-humanoids` — retail degrades every non-player part per frame |
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| MED | adjusted | `no-per-view-entity-pass` — no per-portal-view re-cull of objects |
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| MED | confirmed | `stippling-semantics-divergence` — WB's NoPos/NoNeg side-drop vs retail batch flag + sides_type |
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@ -263,7 +265,7 @@ area files.
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**Area 2 — Building shells** (`wf1-building-shells.md`)
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| Sev | Verdict | Divergence |
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|---|---|---|
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| CRIT | unverified | `portal-polys-baked-unconditional` — fills baked + drawn; PortalIndex→CBldPortal pairing never consumed |
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| CRIT | **acdream half REFUTED** (BR-1 pre-check); retail half + missing PortalIndex→CBldPortal pairing stand | `portal-polys-baked-unconditional` — fills are NOT drawn (NoPos skip); the un-consumed pairing remains real (BR-4) |
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| CRIT | unverified | `no-per-slot-building-draw` — building never draws per view slot; floods not shell-draw-driven |
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| HIGH | adjusted | `flood-gate-shape` — 48 m seed + 0.01 ε + eye-inside rescue vs retail's no-distance chain (analogues otherwise faithful) |
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| HIGH | unverified | `aperture-depth-machinery` — far-Z punch missing; particles scissor-only |
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@ -363,13 +365,35 @@ area files.
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## 5. Mysteries resolved this session
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> **⚠ EXECUTION-DAY CORRECTION (2026-06-11, BR-1 pre-check).** The claim that
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> acdream *draws* the solid portal fills is **FALSE** — all four extraction
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> paths skip `Stippling.NoPos` positive sides
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> (`ObjectMeshManager.PrepareGfxObjMeshData:1046`,
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> `PrepareCellStructMeshData:1394`, `CellMesh.Build:44`,
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> `GfxObjMesh.Build:71`), and the fills have no negative surface
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> (`ReplicateProductionEmission_OnPortalFills`: pos=False/neg=False for every
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> fill). The equivalence pin (`StipplingSurfaceEquivalenceTests`, 2,607
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> polys, 0 violations) proves our build-time skip ⇔ retail's draw-time
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> `skipNoTexture` on this content. Consequences: the ledger rows
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> `solid-surface-skip-missing` (Area 1) and the acdream half of
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> `portal-polys-baked-unconditional` (Area 2) are **REFUTED for the fills**
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> (the retail-side mechanism descriptions stand); the e46d3d9 user-gate
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> observations were confounded (the filter was a provable mesh no-op on
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> shells and doors); and the **#113 phantom residual is cell-side** —
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> flood-admitted cells drawn with the pass-all `NoClipSlice` when slot-less
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> (`RetailPViewRenderer.cs:71`) and/or unclipped un-viewcone'd cell statics
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> (`object-lists-skip-portal-view-gate`, confirmed). BR-2 opens with the
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> probe that pins which. The mapping agents missed the `:1046` skip — score
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> one for "verify what call sites actually pass."
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1. **Door-vanish (charter §4.1)** — SOLVED, dat-proven (`e223325` +
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`DumpPortalFillSurfaceTypes`): the e46d3d9 filter walked only
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`node.Polygons`, never `node.Portals` (`PortalRef`); every dropped poly was
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a portal fill; all fills are `Base1Solid`; retail skips them via
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`skipNoTexture`; visible doors are entities. **No static filter can be
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correct** — but the correct rule is a *surface-type draw gate*, which is
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nearly as simple.
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correct** — and per the execution-day correction above, no filter was
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*needed*: the fills were never drawn, and the gate's "doors vanished"
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observation was confounded.
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2. **#114's real shape (charter §4.2)** — retail does not crop indoor
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geometry; it punches/seals depth at apertures and draws far→near. The
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"admission-quality vs draw-quality regions" framing dissolves: regions
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