docs(headless): close K3 connected gates

This commit is contained in:
Erik 2026-07-27 10:28:53 +02:00
parent 3f3401257c
commit 827a039760
7 changed files with 183 additions and 44 deletions

View file

@ -1,8 +1,8 @@
# Slice K3 shared-content and isolation checkpoint
# Slice K3 shared-content and isolation closeout
**Date:** 2026-07-27
**Status:** Automated checkpoint complete; connected Windows/Linux gate remains
**Commits:** `12b500d3`, `9569dadb`, `b6547ff3`
**Status:** Complete
**Commits:** `12b500d3`, `9569dadb`, `b6547ff3`, `3f340125`
## Outcome
@ -43,21 +43,52 @@ attributed safely across sessions.
array, and bounded collision source are shared; mutable physics/cache/
movement owners are not.
## Remaining K3 gate
## Connected production evidence
1. Run the production Release executable against local ACE in a visible
terminal with no window, renderer, audio, or UI assemblies.
2. Observe initial collision hydration, lifestone recall, reconnect, and exact
final content-lease disposal.
3. Repeat the production gate on Linux/WSL.
4. Add the connected resource evidence and close K3 before deriving K4's
numeric 1/5/10/30-session ceilings.
The Windows visible-terminal Release host connected to local ACE without a
window, renderer, audio, or UI assembly. It hydrated collision, completed a
lifestone recall, performed the absolute-deadline graceful reconnect, entered
the second generation, and converged through ACE-confirmed graceful logout.
The native Linux/WSL Release host then connected through the same production
composition using direct single-session `-user`/`-password` launch. The fixed
portal-route policy completed Aerlinthe, Caul, Rynthid, and lifestone stops.
The long-lived observer policy entered Rynthid, accepted two further external
`teleallto` destinations, and continued to issue typed turn/run intents.
A retail client observed the same server-visible character and the user
accepted its smooth movement without rubberbanding.
The live run exposed two connected-only defects and corrected them at their
owner boundaries:
- zero-delta collision snap tracing wrote every frame; production now leaves
the explicit diagnostic sink unset;
- every ordinary local Position echo re-ran full teleport synchronization,
stopping motion and snapping the headless controller. Direct projection now
ignores normal Apply echoes, blips only `ForcePosition`, acknowledges the
force immediately, and retains one full placement for real teleports.
The accepted Linux run completed three external portal generations and then
produced `graceful logout requested`, `graceful logout confirmed`, stopped,
and disposed records. The bot policies contain no private movement or world
model: they consume `IGameRuntimeView`, `IGameRuntimeCommands`, and the same
Runtime local-player frame and outbound serializers as the graphical host.
Final automated evidence after the corrections:
- Release build: zero warnings and zero errors.
- Runtime: 412 passed.
- Headless: 47 passed.
- App: 3,722 passed / 3 skipped.
- Complete solution: 8,764 passed / 5 skipped.
- Native Ubuntu .NET 10 Release build: zero warnings and zero errors.
## Exact rollback
Newest first:
```text
git revert 3f3401257c83bdd9f557eb577ba08cf2e5ec9a06
git revert b6547ff38c375328417855200f41c8af6436f246
git revert 9569dadb578b299b24e30aec85eee86ec0c2b3fb
git revert 12b500d38362e8aae0a23a4f9712b86367006f76