docs: Campaign CT gate PASSED; file #441 (death/lifestone return, intermittent); retire the CT-era hover probe

The ACDREAM_PROBE_UI_HOVER probe dies with its closed investigation
(scrollbar hover, fixed 2d6333f8) per the launch-options rule; #441
stays filed with its probe recipe for the next occurrence.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-25 07:44:42 +02:00
parent 752782d0a9
commit 9ffc869925

View file

@ -24,6 +24,41 @@ What does NOT go here:
- Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending.
- Promoting to a Phase: mark as `DONE (promoted to Phase X)` + commit SHA where the Phase entry landed.
## #441 — Death return to lifestone: stuck in portal once; arrived once with world not ready (missing doors/portals)
**Status:** OPEN (intermittent — did not reproduce under probes 2026-08-24).
**Component:** reveal generation / death teleport / entity hydration
Owner observed twice (before probes were armed), then could NOT reproduce in a
probed session the same day:
1. **Run 1:** died, and the death teleport left the client **stuck in portal
space** (the authored tunnel never released).
2. **Run 2:** arrived at the lifestone while the world was **not ready**
"missing doors, portals and stuff". Note: doors and portal objects are
server-spawned WEENIES, not dat-baked statics
(`claude-memory/feedback_weenie_vs_static.md`) — so this symptom may be
**entity hydration lagging the viewport reveal** (CreateObject stream not
yet drained when the reveal completed), not a composites/terrain gap.
Possibly related to #433 (stale entities near Holtburg after /ls-style
teleports — the flush direction of the same coin).
**Owner's repro protocol (worked twice pre-probe, then went cold):** log in,
position far from the lifestone, log off, log on again, get killed. The
fresh-login-then-die sequence appears to matter.
**Probe recipe (armed and documented, ready for the next occurrence):** launch
with `ACDREAM_PROBE_REVEAL=1` + `ACDREAM_PROBE_REVEAL_TIMING=1` and keep the
log. The always-on `[world-reveal]` lines plus `[reveal-timing]` per-edge
attribution distinguish the two shapes directly: symptom 1 = a readiness edge
that never arrives for the death generation; symptom 2 = `complete` firing
with the object stream still behind.
**Healthy baseline (2026-08-24, `launch-death-repro-3.log`):** login gen and
two portal gens all converge; readiness edges complete in 83-1400 ms;
`totalMs` ≈ 5.5-5.7 s of which the balance after `materialized` is the
authored portal-tunnel presentation, not a stall.
## #440 — CLOSED: Trained skill did not move to its section (and raise buttons never visually un-ghosted) until the next click
**Status:** CLOSED 2026-08-24, found by the owner during the CA5 drive.