docs: file #282-#284 and plan the recent-regression cleanup
Three defects introduced by the 2026-08-02/03 stabilization batch, all found while reconciling #281's 43 test failures. Each is an instance of the weakness the placement campaign exists to remove - two owners of one fact with no single writer keeping them agreed - so they are cleared before C4 stacks six more placement routes on top of them. #282: WorldEntity.EffectCellId documents itself as existing only for outdoor dat stabs, whose null render parent still needs retail's outdoor landcell for CObjCell::IsInView gating; live/interior entities were explicitly meant to use ParentCellId.f24532adbegan populating it for live entities, and because EntityEffectPoseRegistry.UpdateRoot resolves EffectCellId ?? ParentCellId it now wins - while 12+ sites still write ParentCellId alone. Retail carries one cell per object (CPhysicsObj::set_cell_id @0x0050f4f0, change_cell @0x00513390, ShouldDrawParticles @0x0050fe60). #283:670f307cgave Runtime a world frame that rebases on the accepted teleport Position, while App's LiveWorldOriginState rebases only after old-window retirement completes. Between those edges the two disagree by the landblock delta. Not yet proven reachable; the plan proves or disproves it before restructuring anything. #284: a placement that cannot resolve returns RetrySetupUnavailable forever with nothing counting it or naming its reason. The fix is observability plus fail-fast on contradictory states, never a retry cap or timeout. Plan sequences S1 (#284) first so the other two are observable rather than archaeological, then S2 (#282), then S3 (#283) immediately before C4 route 3, which shares its portal code. Also records the gating change that would have caught all of this: the complete Release suite must be green before every commit, not a focused subset. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -24,6 +24,60 @@ What does NOT go here:
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- Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending.
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- Promoting to a Phase: mark as `DONE (promoted to Phase X)` + commit SHA where the Phase entry landed.
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## Recent-regression cleanup — 2026-08-03
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Plan: [`2026-08-03-recent-regression-cleanup.md`](plans/2026-08-03-recent-regression-cleanup.md).
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All three were introduced by the 2026-08-02/03 stabilization batch, found while
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reconciling #281's 43 test failures.
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- **#282 — OPEN — live entities now write `EffectCellId`, contradicting its
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documented contract, and 12 `ParentCellId` writers cannot keep it in sync.**
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`WorldEntity.EffectCellId` (src/AcDream.Core/World/WorldEntity.cs:95-102)
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documents itself as existing ONLY for outdoor dat stabs, which keep a null
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render parent while retail still gives their physics object an outdoor
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landcell for `CObjCell::IsInView` particle gating — "live/interior entities
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normally use `ParentCellId` instead." `f24532ad` began setting it on live
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entities at rebucket and placement projection
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(`LiveEntityRuntime.cs:855,1101,1238`). Because
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`EntityEffectPoseRegistry.UpdateRoot:163` resolves
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`EffectCellId ?? ParentCellId`, the field now WINS for live entities, while
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12+ production sites still write `ParentCellId` alone. Any of those that
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changes cell without a matching rebucket strands particles and lights on the
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entity's previous cell: effects vanish behind a wall the object no longer
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occupies, or draw through one. Retail has exactly ONE cell per object
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(`CPhysicsObj::set_cell_id` @0x0050f4f0, `change_cell` @0x00513390, read by
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`ShouldDrawParticles` @0x0050fe60); the two-field split is our adaptation for
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the null-render-parent stab case. Fix shape: one owner writes the entity's
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visibility cell and the effects path reads that owner. Caught in miniature by
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`LiveEntityLightControllerTests.Refresh_FollowsCurrentTopLevelRootAndCell`.
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- **#283 — OPEN — Runtime's world frame and App's render origin rebase at
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different moments during a teleport.** `670f307c` gave Runtime its own world
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frame (`RuntimePhysicsState.ObserveLocalWorldFrame`), which rebases the
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instant an accepted Position carries `TeleportAdvanced`. App's
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`LiveWorldOriginState` rebases only when
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`StreamingOriginRecenterCoordinator.Advance` observes
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`IsOriginRecenterRetirementComplete` — many frames later, after the old
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window has fully retired. Between those two edges the two owners disagree by
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the source-to-destination landblock delta, so a remote Create converted by
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Runtime lands a multiple of 192 m from the geometry App is building. Same
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failure family as the zero-offset bug `670f307c` fixed, with a wrong origin
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instead of a missing one. NOT yet proven reachable live — the portal reveal
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gate may or may not exclude Create during that window, and #280 says other
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work does continue arriving through it. Two owners of one fact; the campaign
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answer is that Runtime owns the frame and App projects it. Route-3 adjacent.
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- **#284 — OPEN — a placement that cannot resolve parks forever with no
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diagnostic.** A first-entry placement whose world frame is absent returns
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`RetrySetupUnavailable` (`RuntimeSetPositionState.PrepareMover:1535-1543`)
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and is re-Advanced every pump indefinitely. Nothing counts it, names its
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reason, or distinguishes "waiting for something that will arrive" from
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"waiting for something that never can". This is why #281's 43 failures
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presented as four unrelated symptoms across App and Runtime instead of one
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cause. NOT a timeout or grace period — the fix is observability plus
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fail-fast on genuinely unresolvable states, matching the committed-invariant
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exception pattern established in `01f4791e`. Doing this FIRST makes #282,
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#283, and every C4 route cheaper to diagnose and lets the connected gates
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fail on nonzero parked entries.
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## C3c placement cutover — 2026-08-02
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- **#276 — OPEN — SpawnPlacementSettler discards the settle's resolved
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