docs(architecture): consolidate modern runtime roadmap

Unify the unfinished Modern Pipeline work with Linux/headless goals around measured content, residency, streaming, render-scene, and runtime boundaries. Record twelve gated slices and preserve retail-shaped simulation plus the mandatory N.5 renderer.

Co-authored-by: Codex <codex@openai.com>
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Erik 2026-07-24 10:03:15 +02:00
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@ -1568,6 +1568,17 @@ port in any phase — no separate listing here.
> or throughput redesign. It is corrective ownership/reclamation work for a > or throughput redesign. It is corrective ownership/reclamation work for a
> reproduced crash-class regression in the mandatory renderer, using the current > reproduced crash-class regression in the mandatory renderer, using the current
> architecture and preserving pixels/ranges. > architecture and preserving pixels/ranges.
>
> **2026-07-24 planning reconciliation:** a new connected nine-stop CPU/GPU/
> memory audit reproduced a larger portal allocation/GC storm (approximately
> 204 MiB in one frame, 276 ms maximum frame, 38 Gen-2 collections) while
> confirming stable entity/effect/GPU plateaus and low steady GPU utilization.
> The user requested a detailed modern architecture plan. The resulting
> [`2026-07-24-modern-runtime-architecture.md`](2026-07-24-modern-runtime-architecture.md)
> unifies the unfinished MP pak/render-world work with future Track LH, preserves
> retail-shaped simulation and the N.5 renderer, and reorders execution around
> prepared content and cost-budgeted streaming before render-ECS throughput.
> This records the plan only; implementation remains not started.
**Spec:** `docs/superpowers/specs/2026-07-05-modern-pipeline-design.md` (the **Spec:** `docs/superpowers/specs/2026-07-05-modern-pipeline-design.md` (the
umbrella design — read it first). **Goal:** smoothness first (no frame over umbrella design — read it first). **Goal:** smoothness first (no frame over

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# Modern Runtime Architecture — detailed execution plan
**Date:** 2026-07-24
**Status:** Planning complete; implementation not started
**Scope:** Reconcile and sequence the existing Modern Pipeline (`MP`) and
Linux/headless (`LH`) tracks using the 2026-07-24 connected performance audit.
**Primary objective:** Minimize CPU, managed/native memory, GPU memory,
allocation, and frame-time variance without reducing view distance, particles,
world detail, or retail behavior.
This plan refines rather than replaces
[`docs/superpowers/specs/2026-07-05-modern-pipeline-design.md`](../superpowers/specs/2026-07-05-modern-pipeline-design.md).
It preserves the shipped N.5 bindless/MDI renderer, the completed `GameWindow`
decomposition, canonical `LiveEntityRuntime` ownership, the retail PView/cell
visibility ports, and all behavior already accepted by the user.
---
## 1. Why the architecture should change
The 2026-07-24 six-minute, nine-stop connected route established:
| Observation | Measurement | Architectural implication |
|---|---:|---|
| Steady capped update work | approximately 0.41.3 ms median | The gameplay/update architecture is not the steady-state crisis |
| External GPU use | 7.6% median, 15.9% p95 | The tested route was not GPU-bound |
| Portal allocation | up to approximately 204 MiB in one frame | Runtime content preparation and publication must leave the frame transaction |
| Managed allocation rate | approximately 40.8 MB/s average, 2.22 GiB/s maximum | Portal work is creating short-lived graphs and pixel/mesh arrays faster than GC can absorb |
| GC | 38 Gen-2 collections; 256 ms longest pause | Frame spikes are dominated by allocation/publication, not upload time alone |
| Longest frame | 276 ms | Landblock-count budgets are not real cost budgets |
| Final live GC heap | approximately 194 MiB | The 12 GiB process high-water is not an unbounded live-object leak |
| Dedicated GPU memory | 633818 MiB | Texture arrays/caches are bounded but expensive and insufficiently observable |
| Revisited locations | entity/emitter/particle counts returned to the same plateaus | Logical lifetime is broadly convergent; optimize rather than replace it |
| Exception traffic | 4,520 invalid DAT probes plus 1,168 receive timeouts | Exceptions are being used as normal control flow |
Allocation attribution names the runtime mesh/texture path
(`MeshExtractor.PrepareMeshData``PrepareGfxObjMeshData`
`AddSurfaceToBatch`) as the largest portal source. The update-thread
publication/retirement graph then amplifies it with complete dictionaries,
sorts, effect profiles, and unmetered per-entity teardown.
The conclusion is:
> Keep retail-shaped gameplay and the modern GPU backend. Replace the runtime
> content, scene-projection, residency, and work-scheduling architecture that
> feeds the renderer.
---
## 2. Fixed architectural decisions
These decisions are binding unless a later measured gate disproves one.
1. **No whole-client rewrite.** Existing retail ports, network behavior,
physics, animation, UI, plugins, and the N.5 renderer remain in place.
2. **No simulation ECS.** Retail-shaped object-oriented code remains the oracle-
traceable form for physics, motion, sequencers, combat, inventory, and magic.
3. **A data-oriented render world only.** Arch remains the selected storage
implementation, hidden behind acdream-owned interfaces so it can be replaced
without changing simulation or rendering contracts.
4. **One authoritative live-object owner.** `LiveEntityRuntime` is evolved and
later extracted; no second GUID map, gameplay world, or mirrored entity state
may be introduced during migration.
5. **Headless is not a hidden window.** A headless session constructs no
Silk.NET window, GL context, render assets, particles, audio, or gameplay UI.
6. **One content interpretation.** Bake and runtime validation use the exact
existing `AcDream.Content` interpretation code. A baked artifact must be
byte/field equivalent before runtime uses it.
7. **No visual-quality optimization by default.** View horizon, retail PView,
particles, effects, and texture pixels stay unchanged. Retail distance LOD is
a faithful mechanism and remains separately configurable.
8. **Work is budgeted by cost, not object count.** Streaming stages use elapsed
microseconds, prepared bytes, uploaded bytes, and entity operations. “Four
landblocks” is not a meaningful budget.
9. **GL remains render-thread owned.** Workers may perform I/O, parsing,
decompression, mesh preparation, and collision preparation, but never mutate
GL or live scene state.
10. **Frame products are borrowed immutable views, not object graphs.** Snapshot
boundaries use double-buffered arrays/spans and generation stamps; they do
not allocate a deep immutable tree each frame.
11. **Parallelism follows data cleanup.** Do not add a job system to compensate
for repeated decode, sorting, allocation, or whole-world scans.
12. **Every cutover deletes the replaced production path.** Temporary shadow
execution is allowed for comparison, but no permanent dual renderer,
duplicate world, or silent decode fallback remains after its gate.
---
## 3. Target dependency architecture
```text
AcDream.GraphicalHost (current AcDream.App)
├── window/input/OpenGL/OpenAL/retail UI
├── render scene projection + renderer
└── owns one AcDream.Runtime.GameRuntime
AcDream.Headless
├── deterministic host clock
├── bot/plugin command surface
└── owns one or more AcDream.Runtime.GameRuntime instances
AcDream.Runtime [new, extracted incrementally]
├── session lifecycle and inbound ordering
├── authoritative live world and properties
├── movement/physics/interaction/combat/magic/inventory/chat
├── instance-scoped clocks, queues, commands, and events
└── no Silk.NET, GL, OpenAL, retained UI, or OS window dependency
AcDream.Content [already exists]
├── DAT interpretation
├── deterministic bake pipeline
├── mapped pak/content manifest
├── immutable prepared render/collision metadata
└── shared read-only content store for multiple sessions
AcDream.Core / AcDream.Core.Net [existing retail-shaped logic]
AcDream.Plugin.Abstractions [existing BCL-only contracts]
```
`AcDream.Runtime` is a target boundary, not the first implementation step. App
types move only after their presentation dependencies have been removed and
parity tests prove that the graphical host is still driving the same owner.
### Dependency rules
- `Core` never depends on Runtime, App, Content, or a backend.
- `Core.Net` depends on Core only.
- `Content` depends on Core, never App or a graphics backend.
- `Runtime` may depend on Core, Core.Net, Content, and Plugin.Abstractions.
- The graphical and headless hosts depend on Runtime; Runtime never depends on
either host.
- UI and rendering consume read-only runtime views plus explicit commands/events.
- Shared multi-session caches contain immutable content only. Credentials,
GUIDs, clocks, packets, plugins, object state, and automation remain
instance-scoped.
---
## 4. Runtime ownership model
| Concern | Canonical owner | Consumers |
|---|---|---|
| Server GUID/incarnation/timestamps/properties | `GameRuntime` evolved from `LiveEntityRuntime` | physics, UI, render projection, plugins, bots |
| Static prepared content | `ContentStore` | streaming, collision, render projection |
| Desired spatial window | `StreamingRegion` | streaming scheduler |
| Landblock generation and stage receipts | `StreamingWorkScheduler` | reveal, physics publication, render publication |
| Render entity/component data | `IRenderScene` / Arch implementation | visibility, snapshot builder |
| CPU/GPU asset residence | `ResidencyManager` | render scene, upload owner |
| GL names, fences, physical retirement | renderer resource owners | renderer only |
| Retail PView/visible-cell result | existing PView owner | render-scene query/snapshot builder |
| UI state | focused UI controllers/ViewModels | retained UI and optional dev UI |
Identity types must remain explicit:
```text
ServerGuid authoritative network identity
ObjectIncarnation ServerGuid + generation
RuntimeEntityId runtime-local logical identity
RenderEntityId presentation projection identity
AssetHandle<T> immutable content identity + generation
GpuHandle<T> render-thread physical resource identity
```
No layer may infer one identity from another through unchecked integer casts.
---
## 5. Content and asset architecture
### 5.1 Prepared assets
The runtime world hot path should consume prepared records, not DBObj graphs:
- Packed mesh vertices, indices, batch/material records, bounds, and part tables.
- Exact decoded texture pixels used by the current renderer.
- EnvCell geometry and portal records with content-deduplicated aliases.
- Terrain and deterministic scenery placement.
- Flattened collision/BSP arrays.
- Compact Setup presentation metadata:
default script, script table, animation, part availability, sound table,
collision references, and effect-relevant flags.
- Retail degrade tables.
Dynamic character palette/appearance composition, low-volume UI assets, audio,
and motion/animation tables may remain runtime DAT consumers until separately
measured and migrated.
### 5.2 Content-addressed pak manifest
Finish the existing pak implementation rather than replacing it:
```text
Source asset key -> manifest entry -> content hash/shared blob
```
- EnvCell file IDs may alias the same blob offset.
- Blob contents are deterministic and 64-byte aligned.
- DAT iteration stamps, serializer version, and bake-tool version invalidate
stale content.
- The writer builds a temporary artifact, validates it, then atomically replaces
the prior artifact.
- The reader memory-maps immutable data and exposes typed borrowed views.
- Corrupt/stale entries fail loudly and name the required rebake.
- Production streaming does not silently fall back to runtime decode after the
cutover. Developer equivalence tools retain both sources explicitly.
### 5.3 Asset handles and residence
Callers receive typed handles rather than retaining decoded arrays:
```csharp
readonly record struct AssetHandle<T>(uint Index, ushort Generation);
readonly record struct AssetLease<T>(AssetHandle<T> Handle, OwnerToken Owner);
```
The eventual `ResidencyManager` tracks:
- CPU prepared bytes.
- Decoded/pinned/staging bytes.
- GPU buffer and texture bytes.
- Current owners and reference count.
- Last used generation/frame.
- Rebuild/reload cost.
- Priority: destination-critical, visible, near, far, speculative.
- State: absent, requested, prepared, upload-pending, resident, retiring.
Eviction is generation-safe and owner-scoped. A stale completion cannot revive a
retired world generation or release the replacement generation's resource.
---
## 6. Streaming and reveal architecture
### 6.1 Staged pipeline
```text
Request
-> I/O/map lookup
-> parse/borrow prepared records
-> build landblock publication
-> physics/collision publish
-> render asset request
-> GL upload
-> render-scene publish
-> reveal-ready
```
Every item carries:
- World/session generation.
- Landblock/cell identity.
- Stage and priority.
- Estimated and actual byte cost.
- Entity-operation count.
- Cancellation token.
- Retryable stage receipt.
Bounded queues provide back-pressure. Background stages may run concurrently;
authoritative world, render-scene publication, and GL upload remain ordered on
their owning thread.
### 6.2 Cost budget
Each frame receives independently configurable budgets:
- Update-thread publication time.
- Entity create/retire operations.
- CPU bytes adopted.
- GPU bytes uploaded.
- GL resource retire operations.
Immediate work:
- Remove old landblocks from visibility, collision, picking, radar, and target
eligibility.
- Mark the old generation unavailable to new consumers.
Budgeted work:
- Walk old presentation owners.
- Release scripts/effects/lights/plugin snapshots.
- Retire CPU/GPU resources after fences permit.
- Publish far-ring content.
This preserves correct visible lifetime while preventing a 600-landblock
retirement from becoming one frame transaction.
### 6.3 Portal generation and reveal
A destination generation progresses through:
```text
Requested -> Prepared -> CollisionReady -> NearSceneReady -> Revealed
|
+-> FarSceneConverging
```
Reveal is an atomic edge. The world cannot become visible until the destination
near ring, collision root, camera identity, and required scene publication all
belong to the same generation. Far content continues under normal budgets after
reveal.
This replaces “priority work bypasses the budget” with a prepared-behind-portal
contract and eliminates `viewport-before-ready`.
---
## 7. Data-oriented render scene
### 7.1 Scope
Arch stores render projections only:
- Static landblock objects and scenery.
- EnvCell objects.
- Live entities and equipped children.
- Lights and effect anchors where a packed projection is beneficial.
It never owns gameplay properties, network sequencing, physics authority,
inventory, combat, or interaction state.
### 7.2 Components
Initial components are blittable or stable handles:
```text
RenderTransform
PreviousRenderTransform
MeshAsset
MaterialVariant
SpatialResidency (landblock, cell)
WorldBounds
RenderFlags
DegradeState
SortKey
OwnerIncarnation
DirtyMask
```
Separate archetypes cover static, dynamic, equipped-child, translucent, and
light-bearing projections. Do not force every entity to carry every component.
### 7.3 Incremental indices
Creation, rebucketing, mutation, and removal maintain:
- Outdoor-static set.
- Per-cell static sets.
- Dynamic set.
- Translucent set.
- Selectable/pickable spatial index.
- Light candidates.
- Dirty transform/material/mesh ranges.
The frame loop no longer partitions every loaded entity. Existing retail PView
continues to determine visible cells; the render scene enumerates only those
cell buckets plus the dynamic set.
### 7.4 Simulation-to-render seam
`LiveEntityRuntime` and static publication emit ordered projection deltas:
```text
Register
UpdateTransform
UpdateAppearance
UpdateFlags
Rebucket
Unregister
```
Deltas contain exact incarnation identity. The render world rejects stale
generation updates. It never calls back into simulation dictionaries while
drawing.
---
## 8. Render-frame product and GPU submission
The snapshot is a double-buffered, generation-stamped borrowed view:
```text
RenderFrameView
Visible opaque instance ranges
Visible alpha instance ranges
Dynamic transforms
Light set
Effect draw records
Selection records
Existing PView/clip products
```
The update/render order initially remains on the accepted host thread. The
snapshot seam prevents mutation during draw and permits later thread separation
without requiring it now.
GPU submission evolves in measured steps:
1. Persistent global mesh/instance buffers remain.
2. Dirty ranges update only changed instance records.
3. MDI command buffers are reused and rewritten in place.
4. Static command templates are cached by scene generation/cell visibility.
5. Accurate timestamp queries bracket actual render passes.
6. GPU culling, command compaction, GPU particles, or GPU light selection are
introduced only when the corrected profile names them as the next bottleneck.
The existing portal/PView pass graph, clipping, translucency ordering, and
bindless material behavior remain authoritative.
---
## 9. Presentation-independent runtime and headless host
### 9.1 Extraction rule
Do not create a new parallel `GameRuntime` and synchronize it with
`LiveEntityRuntime`. Instead:
1. Define narrow runtime read/command/event contracts around the current owner.
2. Remove presentation-specific fields from that owner into App projections.
3. Move the now presentation-independent owner and collaborators into
`AcDream.Runtime`.
4. Keep the graphical host using the same instance throughout the move.
### 9.2 `GameRuntime`
One instance owns:
- Connection/authentication/character/session lifetime.
- Packet receive ordering and retail update phases.
- Authoritative objects, properties, containers, inventory, spell state,
enchantments, vitals, targets, and combat state.
- Movement, collision state required for gameplay, and interaction commands.
- Instance clock, random sources where applicable, queues, plugins/behaviors,
diagnostics identity, and teardown.
It exposes:
- Immutable or borrowed read views.
- Typed commands.
- Ordered events/deltas.
- Deterministic `Tick`.
- Retryable, complete shutdown.
### 9.3 Hosts
`GraphicalGameHost` provides input, camera, rendering, UI, audio, frame pacing,
and a single runtime instance.
`HeadlessGameHost` provides a monotonic scheduler, navigation collision/content,
bot actions, diagnostics, and one or more runtime instances. It performs no
render-content bake lookup unless navigation/collision requires that content.
For 30 clients:
- Immutable content and flattened collision assets are shared.
- Every mutable session structure is instance-scoped.
- One process may host many sessions, but one-process-per-session remains a
supported diagnostic/isolation mode.
- Scheduling uses a deterministic round-robin/time-wheel rather than 30 busy
loops.
- Server-safe outbound rate limits are per session.
---
## 10. Detailed implementation sequence
Each slice is independently buildable, testable, bisectable, and behavior-
preserving. Each gets a focused implementation plan when it starts.
### Slice A — Measurement and contract correction
**Purpose:** Make every later gate trustworthy.
- Correct `GpuFrameTimer` so queries cover actual GL submission/pass intervals,
not frame pacing.
- Extend canonical checkpoint JSON with CPU/GPU resident bytes, staging bytes,
per-stage queue depth, stage work time, exception counts, GC pause/heap
fields, and render-scene generation.
- Add a tracked analysis script that summarizes the existing nine-stop route.
- Record capped-RDP and uncapped-local results separately.
- Add a deterministic allocation/exception attribution recipe without enabling
developer UI or changing gameplay.
**Gate:** repeated idle measurements have low observer effect; CPU stage sums
reconcile with active frame time; external GPU engine direction agrees with GL
timestamps.
### Slice B — Finish MP1b EnvCell dedup and full bake
**Purpose:** Make the existing pak physically usable.
- Add shared-blob/alias support to `PakWriter` while retaining unique source
keys.
- Compute the existing runtime EnvCell geometry identity before extraction.
- Extract each unique geometry once; map all source file IDs to the shared blob.
- Make side-staged particle preloads and ordinary assets use the same
deterministic content table.
- Add alias, collision, determinism, stale-version, corruption, cancellation,
and atomic-replace tests.
- Run the complete bake and publish counts, unique ratios, size, time, failures,
and peak memory.
**Gate:** full bake finishes in practical time/space; all fixture and random
sample equivalence tests pass; duplicate EnvCells share blob offsets; no runtime
code consumes the pak yet.
### Slice C — Runtime prepared-asset source and MP1c cutover
**Purpose:** Remove mesh/texture decode from portal frames.
- Introduce `IPreparedAssetSource` in Content and inject it into App streaming.
- Teach `ObjectMeshManager`/landblock builders to adopt pak-backed prepared
payloads without reconstructing complete intermediate object graphs.
- Add compact Setup presentation metadata to the bake or a keyed prepared cache
so static activation does not parse arbitrary IDs as Setup.
- Replace `ResolveId().ToList().OrderBy...` with typed non-allocating lookup.
- Add explicit negative/type metadata; exceptions are not type tests.
- Retain live extraction only in bake/equivalence tooling and required dynamic
appearance paths.
- Remove production streaming fallback at the gate.
**Gate:** byte/field equivalence; no invalid Setup exception storm; portal
single-frame allocation and p99 materially improve from the 2026-07-24 baseline;
connected nine-stop route and screenshots pass.
### Slice D — Typed asset handles and unified residency
**Purpose:** Bound and explain CPU/GPU memory.
- Add `AssetHandle<T>`, owner tokens, leases, generations, and accounting.
- Place object mesh, standalone texture, composite texture-array, staging, and
prepared-content residence behind one policy owner while retaining specialized
physical caches.
- Track logical, CPU, staging, GPU-requested, GPU-resident, and retiring bytes
separately.
- Add configurable budgets through `RuntimeOptions`/settings with current visual
behavior as the default.
- Implement generation-safe LRU/cost-aware eviction and fence-delayed physical
release.
- Expose exact budget/occupancy/fragmentation facts to diagnostics.
**Gate:** same-location third-visit residence plateaus; no stale-generation
release; no missing textures; no resource growth after repeated portal loops.
### Slice E — Cost-budgeted streaming and retirement
**Purpose:** Remove update-thread portal transactions.
- Introduce explicit stage queues and `StreamingWorkBudget`.
- Split immediate logical/spatial detach from budgeted owner/resource teardown.
- Make per-entity retirement cursor/time bounded.
- Make publication cursor/time/byte bounded.
- Reserve destination-critical work across portal frames rather than bypassing
all budgets on one frame.
- Preserve FIFO within priority/generation and exact retry receipts.
- Connect reveal to the single destination-generation readiness state.
**Gate:** zero `viewport-before-ready`; traversal p99 at or below 16.67 ms target
and maximum below 33.3 ms target on the reference local run; no stranded old
generation, staged upload, collision, effect, or GPU owner.
### Slice F — Incremental render scene foundation
**Purpose:** Stop rebuilding/partitioning the world each frame.
- Add acdream-owned `IRenderScene`, identifiers, components, and delta journal.
- Implement it with Arch in App only.
- Mirror static publication and live projection into a non-drawing shadow world.
- Add deterministic scene digest and compare it with current owners at
checkpoints.
- Maintain cell/outdoor/dynamic/translucent/light indices incrementally.
- Add stale-incarnation, duplicate-create, rebucket, delete/recreate, hidden,
parent-child, and session-reset tests.
**Gate:** shadow scene matches canonical world/resource checkpoints through the
nine-stop route with bounded memory and zero authoritative ownership.
### Slice G — Render snapshot and delta submission cutover
**Purpose:** Make render cost proportional to visible/changed data.
- Build the double-buffered `RenderFrameView`.
- Feed it the existing PView visible-cell/clip product.
- Replace full `InteriorEntityPartition` scans with render-scene bucket queries.
- Upload only dirty persistent instance ranges.
- Reuse MDI command/sort buffers.
- Build instance-set comparison and fixed-camera screenshot comparison.
- Run old and new submissions in compare mode without drawing twice.
- At the gate, delete the replaced production enumeration/submission path.
**Gate:** instance sets and screenshots match; dense-town uncapped target is
300 FPS or the corrected profile identifies a new dominant stage; steady frame
allocation is near zero.
### Slice H — Event-driven UI, diagnostics, lights, and frame cleanup
**Purpose:** Remove remaining work that scales with uncapped FPS.
- Skip diagnostics with no consumer and reuse renderer visibility facts.
- Dirty-layout retained UI: apply anchors only after geometry changes.
- Maintain an overlay-participant registry instead of a second full-tree walk.
- Track active cooldown items/effects/dialogs through events.
- Replace per-frame frame-input objects, LINQ arrays, iterator objects, and
liveness collections with reusable storage or borrowed views.
- Make light candidates spatial/cell-driven and select top-k without a complete
per-frame sort.
- Replace socket-timeout exceptions and datagram `ToArray` copies with normal
cancellable/poll/span-based I/O.
**Gate:** no steady-state Gen-2 collections; steady allocation target
≤ 4 KiB/frame initially and zero for the core world/render loop; UI and network
behavior tests unchanged.
### Slice I — Flat collision assets and residual zero-allocation work
**Purpose:** Complete MP4 without changing retail math.
- Bake flattened index-based BSP/collision records.
- Port traversal data access line-for-line while preserving ordering and
arithmetic.
- Remove parsed DBObj graphs from streaming collision publication.
- Address remaining measured allocation sites, including any physics transition
pooling only after identity/lifetime tests prove it safe.
**Gate:** trajectory and retail conformance suites remain bit-equivalent;
navigation/collision fixtures match; portal and steady allocation targets pass.
### Slice J — Presentation-independent `AcDream.Runtime`
**Purpose:** Establish the graphical/headless shared client kernel.
- Add the Runtime project and dependency guards.
- Define `IGameRuntimeView`, commands, ordered events, clock, and lifecycle.
- Adapt the current graphical host to those interfaces first.
- Remove App presentation dependencies from canonical gameplay owners.
- Move owners by coherent lifetime groups; never mirror state.
- Add host-parity and no-backend construction tests after each move.
- End with `GameWindow`/App composing one `GameRuntime`.
**Gate:** the connected graphical route is unchanged; a no-window integration
test connects, enters world, moves, receives inventory/chat/world updates,
portals, logs out, reconnects, and tears down without loading App/Silk/OpenAL.
### Slice K — Linux headless and multi-session host
**Purpose:** Deliver efficient automated bots.
- Add Linux CI for Core, Core.Net, Content, Runtime, and Headless.
- Implement portable path/config/credential handling.
- Add `AcDream.Headless` CLI and deterministic scheduler.
- Add bot command/event APIs for movement, selection, use, combat, spells,
looting, chat, and commands.
- Share immutable content/collision stores across sessions.
- Audit and eliminate mutable statics and process-wide session state.
- Add clean cancellation, reconnect, plugin isolation, and credential-safe logs.
- Stress 1, 5, 10, and 30 sessions.
**Gate:** 30 local-server sessions in one Linux process, no GPU/display/audio
dependency, bounded incremental memory per session, no busy-loop CPU, clean
teardown/reconnect, and parity with graphical runtime command/event behavior.
### Slice L — Linux graphical host and evidence-gated GPU work
**Purpose:** Finish platform portability and only then pursue remaining GPU
opportunities.
- Validate Linux OpenGL extension/driver matrix and package native dependencies.
- Port paths, frame pacing, input, audio, and packaging without renderer
fallback.
- Reprofile locally with accurate pass timing.
- Add GPU culling, command compaction, particle simulation, or light selection
only for stages proven dominant.
**Gate:** graphical Linux connected route passes the same lifecycle, screenshot,
resource, and performance checks; every GPU migration has a CPU/GPU before/after
and visual equivalence result.
---
## 11. Performance gates
Reference measurements use a Release build, the same account/route, stable
camera scripts, and both capped and uncapped modes. RDP results are kept
separate from local-display results.
| Metric | Target |
|---|---:|
| Traversal frame p99 | ≤ 16.67 ms on reference local hardware |
| Traversal maximum | ≤ 33.3 ms after warm process startup |
| Dense-town uncapped frame p50 | ≤ 3.33 ms or a newly attributed blocker |
| Steady update p95 | ≤ 2 ms |
| Core world/render allocation | 0 B/frame after warmup |
| Whole-client steady allocation | initial gate ≤ 4 KiB/frame |
| Portal single-frame allocation | ≤ 4 MiB, then tighten from evidence |
| Gen-2 collections during canonical route | 0 after startup/bake warmup |
| Same-location third-visit resource growth | ≤ 5% and explained |
| World-visible-before-ready events | 0 |
| Staged resources at stable checkpoints | 0 |
| Exception-as-control-flow | 0 known sites |
| Headless renderer/audio/window allocations | 0 |
Memory budgets are measured by category rather than only process working set:
- Live managed heap.
- GC committed/fragmented.
- Native prepared/staging buffers.
- Mapped content pages.
- Tracked GPU buffers/textures.
- Driver-reported dedicated/shared GPU memory.
Absolute process/VRAM targets are fixed after Slice D produces trustworthy
category accounting; until then, the binding rule is plateau plus no regression
in pixels/range.
---
## 12. Test and review matrix
Every slice must pass the tests relevant to its boundary:
1. **Pure unit tests:** handles, generations, budgets, queues, manifest,
deduplication, stale/corrupt data, snapshot buffers.
2. **DAT equivalence:** live extractor versus prepared asset for representative
outdoor, dungeon, town, portal, animated, translucent, and particle assets.
3. **Scene equivalence:** canonical entity/instance digest at fixed checkpoints.
4. **Render equivalence:** instance-set diff plus fixed-camera screenshots.
5. **Retail conformance:** named-retail citations for any AC-specific selection,
degradation, visibility, collision, or timing behavior touched.
6. **Lifecycle:** fresh login, same-location revisit, world edge, dungeon,
repeated recalls, rapid generation replacement, logout/reconnect, graceful
close, cancellation, and failure injection.
7. **Resource:** exact create/retire counts, heap diff, GPU accounting, no stale
owner or queued work at stable checkpoints.
8. **Performance:** capped and uncapped CPU/GPU/allocation/GC percentiles.
9. **Headless parity:** same runtime packet/order/command results with
presentation attached or absent.
10. **Platform:** Windows graphical/headless plus Linux headless; Linux graphical
begins in Slice L.
For a replacement cutover:
- Shadow/compare mode may exist only during development.
- Confirmed differences are fixed at their source.
- The gate commit removes the old production path.
- No test threshold is loosened to accept a regression.
---
## 13. Risks and controls
| Risk | Control |
|---|---|
| Pak repeats the 865 GB failure | content identity and aliasing land before another full bake; bake reports unique/shared ratios continuously |
| Prepared data changes pixels/geometry | byte/field equivalence against the current extractor; no compression in the equivalence phase |
| Streaming budget reveals an incomplete world | one destination-generation readiness barrier; reveal is an atomic state edge |
| Deferred retirement leaks or revives stale resources | incarnation/generation owner tokens and stable-checkpoint zero-outstanding assertions |
| Render ECS becomes a second game world | render-only component contract; no network properties or authoritative GUID map; digest checks against canonical owner |
| Snapshot adds a frame of latency | same-thread borrowed snapshot first; frame-number assertions; concurrency remains deferred |
| Arch dependency constrains the design | acdream-owned `IRenderScene`; Arch only in App; no Arch types cross the boundary |
| Headless extraction duplicates state | move the existing canonical owner in lifetime groups; adapters first, never synchronize two stores |
| Shared 30-client cache gains mutable state | immutable content only; tests create conflicting sessions/characters concurrently |
| Linux work forces renderer fallback | graphical host retains mandatory modern extensions and fails clearly on unsupported drivers |
| “Optimization” changes retail behavior | unchanged behavior is a hard gate; retail ports remain OO and traceable; visual/connected gates stay mandatory |
---
## 14. Recommended starting point
Begin with **Slice A**, then **Slice B**.
Slice A is small and makes all later GPU and frame gates honest. Slice B completes
an implementation already present in the tree and directly attacks the
benchmark's largest allocation source. The first meaningful runtime cutover is
Slice C; do not begin the render-scene migration before the portal content storm
has been removed and measured.
The intended order is therefore:
```text
honest metrics
-> prepared content
-> typed residence
-> cost-budgeted streaming
-> incremental render scene
-> delta GPU submission
-> residual frame cleanup
-> presentation-independent runtime
-> Linux/headless/multi-session
-> evidence-gated GPU jobs
```
This order improves the current graphical client first while laying clean
boundaries for Linux and approximately 30 automated headless clients later.