From 9ffc8699254d0ab77f2bb49e9ab167326436b613 Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 25 Aug 2026 07:44:42 +0200 Subject: [PATCH] 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 --- docs/ISSUES.md | 35 +++++++++++++++++++++++++++++++++++ 1 file changed, 35 insertions(+) diff --git a/docs/ISSUES.md b/docs/ISSUES.md index 5b2a7dc5..894b7613 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -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.