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