checkpoint: preserve user-gated FW closeout fixes
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22 changed files with 1005 additions and 198 deletions
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@ -1096,34 +1096,47 @@ devtools, and screenshots; then closes the GPU-flight transaction in
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> `TerrainModernRenderer` (terrain), fed by the unified PView stack. This is the
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> authoritative current draw model; the 2026-05-31 reset handoff is historical.
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**One visibility owner.** `RetailPViewRenderer.DrawInside` is the production
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world gate. Its root is the collided camera/viewer cell, or the synthetic
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outdoor cell adaptation; the player's current cell separately owns sunlight
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and indoor lighting. A null root exists only for login/debug/streaming-gap
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fallback frames. `RetailPViewRenderer` is the one authoritative PView owner and
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product family: it builds the main frame, deliberate per-building exterior
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floods for the synthetic outdoor root, and separate interior-root look-in
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frames. No second per-frame ACME visibility BFS competes with that family.
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**One visibility owner.** `RetailFrameWalk`, driven once per frame by
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`WalkFrameDriver.Collect`, is the production authority for rooting, portal
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recursion, visible cells/buildings, per-view admission, and draw order. Its root
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is the collided camera/viewer cell or retail's synthetic outdoor cell; the
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player's current cell separately owns sunlight and indoor lighting. A null root
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exists only for login/debug/streaming-gap fallback frames. The classes named
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`RetailPViewRenderer` and `RetailPViewPassExecutor` remain composition/pass
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facades around that one walk; they do not build a second visibility product.
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`PortalVisibilityBuilder` is retained only by tests and research diagnostics and
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has no production caller. `CellVisibility` does not decide frame visibility.
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**Current draw discipline.** Outside-view slices draw sky, terrain, and outdoor
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statics first. Interior-root building look-ins then punch all entry apertures
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before drawing their shell and contents. The landscape shared-alpha scope
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flushes before the root-specific depth boundary. Interior roots perform the
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conditional depth clear and then write true-depth exit seals; the synthetic
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outdoor root retains world depth and writes far-Z building-entry punches.
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Opaque EnvCell shells, immediate far-to-near transparent EnvCell shells, cell
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statics and their particles, then the surviving main-stage dynamics and their
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particles follow. Look-in and outside-stage dynamics intentionally draw in
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their earlier landscape phases. The final world shared-alpha scope flushes
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before private portal/paperdoll viewports and UI.
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**Current draw discipline.** The walk records one ordered event stream for
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landscape cells, building portals, EnvCell shells, statics, dynamics, particles,
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depth boundaries, and alpha barriers. `WalkFrameDriver` replays those events in
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retail order through the Vulkan leaf renderers. Interior roots preserve retail's
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conditional depth clear and true-depth exit seals; the synthetic outdoor root
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retains world depth and stamps far-Z entry punches. World translucents and scene
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particles share `RetailAlphaQueue` and drain at the walk's exact barriers.
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Private portal/paperdoll viewports and retained UI execute only after the world
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stream finishes. Projectiles are ordinary live-entity draws, never a separate
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global pass.
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The modern renderer intentionally does not hard-clip every shell or entity to
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the accumulated polygon. It combines PView admission and viewcone checks with
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retail's punch/seal depth discipline; terrain/outside slices use the bounded
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clip-plane/scissor adaptation. World Wb translucents and Scene particles share
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one stable far-to-near `RetailAlphaQueue`; EnvCell transparent shells and
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private viewports remain immediate. Projectiles are ordinary live-entity draws,
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never a separate global pass.
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**Portal-slice clipping is part of admission, not a later approximation.** Each
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walk visit retains the exact authored pixel-space portal polygon. The frame
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adapter converts it once to a Vulkan GPU clip slot, and the cell shell, statics,
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and dynamics admitted by that visit draw through that same slot. A content
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drawing sphere may reject a slice before submission, but an accepted slice
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never emits the whole mesh unclipped. The same cell can therefore draw more
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than once through distinct apertures, exactly as retail's `viewconeCheck` plus
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`portal_view` loop requires. Particles remain unclipped at submission because
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retail contains them positionally through owner-cell ordering, opaque depth,
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and alpha barriers. The complete visibility answer is the union of the walk's
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visited EnvCells and visited landscape land cells. EnvCell batch preparation
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consumes only the former; particle, light, and shadow visibility consume the
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union. Omitting the landscape half disables every outdoor emitter even though
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its owner still reaches the draw stream.
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WorldBuilder contributes DAT decoding, mesh preparation, residency, and Vulkan
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batch mechanics only; it makes no visibility or ordering decision. Forced merge
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breaks at walk event boundaries preserve retail order while compatible draws
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inside a leaf may still use order-preserving MDI merging.
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Retail anchors are `SmartBox::RenderNormalMode @ 0x00453AA0`,
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`PView::DrawInside @ 0x005A5860`, `PView::DrawCells @ 0x005A4840`,
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@ -325,7 +325,6 @@ research and is no longer active.
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| AP-27 | PlayerDescription trailer: GameplayOptions skipped by a 4-byte-aligned heuristic scan for a valid inventory parse; options blob captured opaque, never decoded (retail decodes + applies UI options) | `src/AcDream.Core.Net/Messages/PlayerDescriptionParser.cs:69` | Variable-length opaque blobs; mirrors holtburger's heuristics; follow-up issue extends when panels consume those sections | An options blob that coincidentally parses as a valid inventory (or inventory not landing at EOF) yields wrong/empty inventory+equipped at login; retail-persisted UI options silently ignored | ACE GameEventPlayerDescription.WriteEventBody; holtburger events.rs:195-218 |
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| ~~AP-28~~ | **RETIRED 2026-08-08 (Campaign A slice A2).** The three picked AL parameters and the gain-driven eviction are both gone. `RetailSoundMixer` now carries the byte-decoded retail curve — `g = dist < 5 ? vol : 25·vol/dist²`, clamped to 1, ONE master multiply, `db = ceil(20·log10 g)`, and a hard −50 dB no-allocate floor (audible radius ≈94.2 m at unity) — with pan as retail's `−15·sin(Δbearing)` in whole decibels and a 5-metre integer deadzone. Every AL source is source-relative with `AL_ROLLOFF_FACTOR = 0` and the global distance model is `None`, so AL contributes no attenuation of its own; the old `InverseDistanceClamped` ref-2 m curve was inverse FIRST power (`2/d`), quieter than retail up close and far louder at range with no cutoff at all. Voice eviction now compares the DAT-authored float priority strictly-less in ring order per `SoundManager::PlaySoundInternal` @ `0x0054FEC0` (the row's old `FUN_00550ad0` citation was wrong — that address is inside an `IntrusiveHashTable` constructor). The residual pan-LAW approximation is AP-173; retail's own `s_bPlaySoundOnlyWhenActive` gate is TS-64. | retired | — | — | `SoundManager::GetAttenuation @ 0x00550020`; `SoundManager::PlaySoundInternal @ 0x00550170` and `@ 0x0054FEC0`; `docs/research/2026-08-08-audio-retail-soundmanager-core.md` |
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| AP-31 | Scenery placement drift + the 0xA9B1 road-edge tree — WB-upstream divergences from retail, ACCEPTED (**#49/#50**, 2026-05-11) | `src/AcDream.Core/World/SceneryGenerator.cs` (via `WbSceneryAdapter`) | Piecemeal patching against WB upstream is net-negative (the `e279c46` road-check attempt over-suppressed scenery elsewhere, reverted `677a726`); visible impact = a handful of trees a few meters off | The same WB-upstream class could hide a *larger* placement divergence elsewhere; revisit only via a coherent ACME-style per-vertex filter port | `CLandBlock::get_land_scenes`; ACME GameScene.cs:1074 per-vertex road filter |
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| AP-33 | Interior-root look-in cells (**#124** sub-pass) draw their statics + DYNAMICS + emitters WHOLE — no per-part/per-object viewcone check; retail viewconeCheck's each vs the installed view (the **#131** portal closure: a server object in a look-in cell drew nowhere — dynamics-last culls cells absent from the main cone, and post-seal it z-fails anyway) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs` (`DrawBuildingLookIns`) | The main viewcone has no entries for look-in cells; over-include is the safe direction (z-correct, repainted outside apertures by the root's shells); look-in cell counts are small (~1-3 cells) | A few wasted draws on content outside the doorway region (repainted); no under-draw direction remains | `viewconeCheck` 0x0054c250; nested `DrawCells` objects pc:432878 |
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| AP-34 | The world now shares one delayed alpha queue across Wb GfxObj/Setup entities and scene particles and drains it at retail's landscape/final boundaries. Residual: the modern reconstruction uses one stable scope-global CYpt sort rather than retail's per-`CPartCell` `CShadowPart` sort followed by cell traversal; `EnvCellRenderer` transparent shell batches also remain immediate and outside this queue | `src/AcDream.App/Rendering/RetailAlphaQueue.cs`; `RetailPViewPassExecutor.cs` (`FlushLandscapeAlpha`); `Rendering/Wb/WbDrawDispatcher.cs`; `ParticleRenderer.cs` | The mandatory modern renderer no longer owns retail `CPartCell` shadow lists. The shared queue restores the material consequence that motivated the port—particles and ordinary translucent parts can interleave—without rebuilding a second scene graph; stable sequence retains authored order on equal CYpt | Transparent objects from different cells can exchange order at a narrow overlap compared with retail cell traversal; an alpha-blended EnvCell shell cannot interleave with a particle or Wb entity, so those rare overlaps can still overpaint differently | `RenderDeviceD3D::DrawObjCellForDummies` 0x005A0760; `CShadowPart::insertion_sort` 0x006B5130; `D3DPolyRender::FlushAlphaList` 0x0059D2E0; `PView::DrawCells` 0x005A4840 |
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| AP-36 | Dungeon streaming gate triggers on the player's CURRENT cell being a sealed EnvCell (`CurrCell.IsEnv && !SeenOutside`), an approximation of ACE's full landblock `IsDungeon` (all-heights-zero + NumCells>0 + Buildings.Count==0). The retail BEHAVIOR (a dungeon loads no adjacent landblocks) is faithful — only the runtime TRIGGER is the cheap cell predicate instead of classifying the center landblock. **#135 pre-collapse:** at login/teleport the same collapse is triggered EARLY (the instant the streaming center is recentered onto the spawn/dest cell) via `IsSealedDungeonCell` reading the EnvCell **dat** `SeenOutside` flag — because the physics `CurrCell` is null until placement, which waits for hydration; without the early trigger the full 25×25 ocean-grid window loads then unloads (the ~30 s login FPS ramp). **#215 cell identity:** the pre-collapse/recenter decision compares the player's current `Position.objcell_id` landblock with the received destination `objcell_id`; it never reconstructs the source from XYZ because dungeon frame origins may be negative. **#145/#138 teleport-hold suppression:** during a teleport arrival HOLD the player is unplaced, so `CurrCell` is the frozen SOURCE cell, not the destination; the gate is suppressed for the hold (`DungeonStreamingGate.Compute(isTeleportHold:true)` → not-inside-dungeon) so a teleport OUT of a dungeon follows the destination (the PortalSpace observer pin) and `ExitDungeonExpand`s, instead of re-pinning streaming onto the source dungeon (which left the outdoor destination un-hydrated → 600-frame readiness timeout → force-snap to ocean — the #145 "second teleport does nothing" + #138 incomplete-world) | `src/AcDream.App/Streaming/TeleportLandblockTransition.cs` (source/destination cell-ID classification) + `src/AcDream.App/Streaming/DungeonStreamingGate.cs` (`Compute` — per-frame predicate + teleport-hold suppression) + `src/AcDream.App/World/LiveEntityHydrationPorts.cs` (`LiveEntityWorldOriginCoordinator.TryInitialize` — login pre-collapse) + `src/AcDream.App/Physics/LiveEntityNetworkUpdateController.cs` (`OnPosition` — first accepted canonical Position) + `GameWindow:AimTeleportDestination`/`IsSealedDungeonCell` (teleport pre-collapse and DAT predicate) + `src/AcDream.App/Streaming/StreamingController.cs` (collapse/expand/`PreCollapseToDungeon`) | The predicate is already computed for sun/sky gating (playerInsideCell) and exactly matches for sealed dungeons vs windowed building interiors (SeenOutside=true → not gated); no landblock re-classification needed. The dat-flag read is the same `EnvCellFlags.SeenOutside` the hydrated `ObjCell.SeenOutside` is built from (`EnvCell.cs:72`/`PhysicsDataCache.cs:224`), so the pre-collapse decision matches the eventual per-frame gate exactly. The cell-ID comparison matches retail's complete `Position` flow. | A dungeon cell that reports SeenOutside (an entrance cell open to the surface) briefly un-collapses and re-streams the window; a hypothetical windowless building back-room (IsEnv && !SeenOutside but HasBuildings) would wrongly collapse its outdoor neighbors; a sealed-dungeon entrance cell that is itself SeenOutside is simply MISSED by the early trigger and falls back to the existing late collapse (no worse than before #135) | ACE `LandblockManager.GetAdjacentIDs` (dungeons→empty) Landblock.cs:577-582; `IsDungeon` Landblock.cs:1264-1277; retail `SmartBox::TeleportPlayer` 0x00453910 |
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| AP-43 | Per-object torch (point/spot) lighting AND sun are both gated on the OBJECT's own cell via the same `IndoorObjectReceivesTorches(ParentCellId)` predicate (`(id & 0xFFFF) >= 0x0100`): indoor objects (EnvCell-parented) get torches + NO sun; outdoor objects get the SUN + ambient + NO torches. This is the faithful per-draw port of retail's `useSunlight` gate — `DrawMeshInternal` (0x0059f398) calls `minimize_object_lighting` only `if (Render::useSunlight == 0)`, and `PView::DrawCells` (0x005a4840) calls `useSunlightSet(1)` (0x005a485a) for the outdoor stage and `useSunlightSet(0)` (0x005a49f3) for the interior-cell stage. **#142 (2026-06-20):** the sun gate is now PER-INSTANCE in the shader (binding=6 `instanceIndoor[]` flag in `mesh_modern.vert`, filled by `AppendCurrentLightSet`) — it was previously a per-FRAME global keyed on the PLAYER cell (`UpdateSunFromSky`). The per-frame global is retained for sealed dungeons (correctly kills the sun frame-wide when no sky is visible). **Residual:** the `ebp_2` second seen-outside test in `CellManager::ChangePosition` (0x004559B0) is unaudited — unclear whether it changes the ambient/sun regime for a subset of cells. No observed behavioral impact in tested cells. | `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs` (`IndoorObjectReceivesTorches`, `ComputeEntityLightSet`, `AppendCurrentLightSet`, `_instIndoorSsbo`/`_indoorData`/`InstanceGroup.IndoorFlags`); `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` (binding=6 `instanceIndoor[]` gate on sun loop); per-frame sun `src/AcDream.App/Rendering/WorldRenderFrameBuilder.cs` (`RuntimeWorldFrameEnvironmentPreparation.UpdateSunFromSky`) | Torches: outdoor objects never torch-lit (exact retail). Sun: indoor objects (furniture, NPCs, player in a windowed building) never sun-lit (exact retail per-stage). Ambient: per-player-cell regime unchanged (exact retail `ChangePosition`). | The `ebp_2` unaudited test in `ChangePosition` could affect a narrow class of cells (entrance cells? sub-cells with special flags?) — no symptom observed; audit it if a lighting edge case arises in an unusual cell type | `useSunlight` gate `DrawMeshInternal` 0x0059f398; `useSunlightSet` 0x0054d450; per-stage `PView::DrawCells` 0x005a4840 (`useSunlightSet(1)` 0x005a485a / `useSunlightSet(0)` 0x005a49f3); `minimize_object_lighting` 0x0054d480; `CellManager::ChangePosition` 0x004559B0 (ambient + seen_outside) |
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@ -510,7 +509,6 @@ research and is no longer active.
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| TS-59 | No outbound Flow report (retail emits a 6-byte bytes-received+interval header whenever the inbound remote interval advances). | `src/AcDream.Core.Net/Transport/ReliableTransport.cs` (interval clock present; no Flow emission) | ACE parses the Flow header and has no handler (PacketHeaderOptional.cs:117-124); the standalone unsequenced form would trip the watermark hole. Retail itself never consumes inbound Flow and has no throttle (`WireRoomLeft` is a folded return-1). | A future server that rate-adapts on client Flow reports sees nothing. | `SharedNet::ProcessNewRemoteInterval @ 0x00543A80`; `ClientFlowQueue::WireRoomLeft @ 0x0052C1C0` (folded) |
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| TS-60 | No 140 s dead-link declaration or referral auto-reconnect in the transport; a silent server is only visible through `LinkStatusSnapshot.SecondsSinceLastPacket` (presentational). | `src/AcDream.Core.Net/Transport/ReliableTransport.cs`; `src/AcDream.Core.Net/WorldSession.cs` (`BuildLinkStatus`) | The input (seconds since last inbound) is already exposed; session lifecycle/reconnect is Runtime's ownership domain and deserves its own campaign rather than a transport-embedded side effect. Every ACE transport death is silence, so nothing server-side depends on the client reacting at 140 s. | A dead link idles until the user acts; no automatic recall/referral reconnect where retail would attempt one. | `ClientNet::ProcessConnection @ 0x00545450` tail (the two 140.0 literals) |
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| TS-61 | A UDP send failure burns the reliable sequence and its ISAAC word (the encode commits before `_net.Send`); retail keeps the sealed packet at the queue head and retries with the same key. | `src/AcDream.Core.Net/Transport/OutboundFlowQueue.cs` (`SendGameMessage`) | A connectionless-socket `SendTo` failure is effectively unreachable in practice (no route/ICMP errors surface on later receives, not sends, on Windows UDP); recovering it faithfully needs a full outbound packet queue. The N1 review accepted the exposure explicitly. | One `SocketException` on send would desync the outbound cipher permanently (session death; observable as `[net-out-EX]` followed by silence). | `FlowQueue::TransmitNewPackets @ 0x00547C2C` (retry-from-head) |
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| TS-56 | Chase-camera mouse input retains acdream's invented post-filter yaw/pitch scalars (`0.004`/`0.003` radians per count), and held-key pitch/zoom retain their non-retail integration shapes. Retail mouse look passes `FilterMouseInput(delta) × configured sensitivity × 1/15` as the replacement scale to `CameraSet::Rotate`, which then applies the shared 8° angle; retail held pitch uses the same angle and zoom scales the viewer offset multiplicatively. | `src/AcDream.App/Input/CameraPointerInputController.cs`; `src/AcDream.App/Input/MouseLookController.cs`; `src/AcDream.App/Rendering/CameraFrameController.cs` | Slice 8 is behavior-preserving ownership work. The named-retail audit proves the mismatch but has not yet extracted the configured mouse-sensitivity default or the exact caller flags needed for a complete feel port; changing only one scalar here would create a mixed input model. | RMB/MMB orbit, held pitch, and zoom can feel slower, faster, or differently accelerated than retail even though callback ordering and filtering are correct. | `CameraSet::Rotate @ 0x00458310`; `CameraSet::MouseLookHandler` call at `0x00458EF9`; `CameraSet::Raise @ 0x00457B00`; `CameraSet::Closer @ 0x004586D0`; `docs/research/2026-06-11-holistic-map/wf2-camera-viewer.md` |
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| TS-62 | **Filed 2026-08-02 (physics campaign, continuation-executor slice).** NO Position route in the dormant executor runs a live `ConstrainTo` binding - including the `SetPosition`/`SetPositionSimple` routes. `RuntimeAuthoritativePositionRoute.ConstrainPhase` (None/Before/After) is classified for EVERY accepted route and recorded into the execution trace, but the constrain-before-vs-after distinction exists purely as classified metadata pending a live binding at the production cutover. | `src/AcDream.Runtime/Entities/RuntimeInitialCreateContinuationExecutor.cs` (`ApplyPositionAction`/`BuildPositionTrace`); `RuntimeAuthoritativePositionRouteClassifier.cs` (`ConstrainPhase`) | Host-cutover work with no Runtime-side owner to bind to yet; the canonical snapshot's Position IS refreshed on every accepted route, so the fact is retained - only the live constrain/smoothing behavior is deferred. The trace carries the exact phase a host must bind. | Until a host wires it, ANY Position continuation applies its raw pose with no constrain-distance clamp or smoothing - a visible pop instead of retail's constrained correction, on exactly the entities created while an authored placement was in flight. | `SmartBox::HandleReceivedPosition` 0x00453FD0, the three `ConstrainTo` sites (~93007 remote-after, ~93024 teleport-after, ~93041 local-ordinary-before) |
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| TS-63 | **Filed 2026-08-02 (physics campaign, continuation-executor slice).** `ApplyResidentCellCleanup`'s three branches: (1) claimed-cell + celless + NOT under lost-cell/deferred ownership - retail's genuine `AddObjectToBeDestroyed` case - has no safe Runtime destruction owner yet, so the executor performs a typed ABANDONMENT (`RejectedAuthority`) instead of destroying; (2) claimed + celless + deferred returns `DeferredUnderLostCellOwnership` - retail's destruction bookkeeping for this exact entity is already owned by the lost-cell/deferred `SetPosition` lifetime (a statement, not a parallel mechanism); (3) claimedCell==0 returns `CelllessNoWeenieMarkUnreachable` and is NOT a divergence - every admitted envelope structurally carries a WeenieDescription (`HasValidShape`), so retail's no-weenie destruction alternative is unreachable through this construction. | `src/AcDream.Runtime/Entities/RuntimeInitialCreateContinuationExecutor.cs` (`ApplyResidentCellCleanup`; the Abandon conversion in `ApplyEnvelope`) | No production caller yet; every branch is typed and test-observable; building a parallel destruction mechanism ahead of the object-table/lost-cell cutover wiring would be the exact workaround class CLAUDE.md forbids - failing closed is the honest interim. | Branch (1): a genuinely claimed-but-celless-undeferred entity aborts the drain and SURVIVES where retail destroys it, until the cutover wiring lands. Branch (3): a future envelope construction without a WeenieDescription would break the premise and needs re-examination. | `SmartBox::HandleCreateObject` 0x00454C80 tail (~93933 destruction mark; ~93942-93943 un-mark/no-weenie) |
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| TS-64 | **Retail's sound-preference surface is only partly present.** Retail registers eight `[Sound]` keys in `SoundManager::InitPrefs` @ `0x005503F0`; two are unimplemented in acdream. (a) `s_bPlaySoundOnlyWhenActive` (default **1**) is checked against `Device::m_bIsActiveApp` in every entry point and in both `PlaySoundInternal` overloads, so an unfocused retail client is SILENT; acdream keeps playing when the window loses focus. (b) `s_SoundFeatures == 1` forces pan to dead centre; acdream's `RetailSoundMixer.Mix`/`GetPan` take a `panningEnabled` flag with conformance coverage, but no preference is wired behind it, so panning can never be turned off. The three enable bools (`Sound Disabled`, `Ambient Sound Disabled`, `Interface Sound Disabled`) also have no acdream counterpart — note retail's on-disk polarity is inverted relative to its backing variables, so a future reader must not assume the sense. | `src/AcDream.App/Audio/OpenAlAudioEngine.cs` (no focus gate); `src/AcDream.Core/Audio/RetailSoundMixer.cs` (`panningEnabled`, unwired) | Slice A2 kept its blast radius on the mixing model: window-focus state and a preference surface are host plumbing rather than mixing math, and the mixer parameter exists so wiring them later needs no math change. | Alt-tabbed acdream keeps making noise where retail goes quiet; users cannot disable panning or the individual sound classes. | `SoundManager::InitPrefs @ 0x005503F0`; `SoundManager::PlaySoundInternal @ 0x0054FEC0` and `@ 0x00550170`; `docs/research/2026-08-08-audio-retail-soundmanager-core.md` §1 |
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@ -271,9 +271,10 @@ the transformed DAT `SortCenter`; only adjacent compatible entries may batch.
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Billboard particle textures are resident bindless `sampler2DArray` handles in
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the per-instance vertex ABI, so different textures preserve that sorted order
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inside one instanced draw; only a DAT blend-mode boundary splits the run. This
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keeps dense particle fields from becoming one GL draw per alternating texture.
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`RetailPViewRenderer` drains the landscape scope before the optional depth
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clear, and `GameWindow` drains the final scope before private viewports/UI.
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keeps dense particle fields from becoming one Vulkan draw per alternating
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texture. `WalkFrameDriver` drains the landscape and world scopes at the exact
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alpha barriers emitted by `RetailFrameWalk`; the frame orchestrator reaches
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private viewports/UI only after the world stream completes.
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Sky and sealed off-screen render targets remain independent. No DAT reader,
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mesh decoder, or second scene graph was introduced. Retail anchors:
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`CPhysicsPart::UpdateViewerDistance` `0x0050E030`,
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@ -281,7 +282,10 @@ mesh decoder, or second scene graph was introduced. Retail anchors:
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`CShadowPart::insertion_sort` `0x006B5130`,
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`D3DPolyRender::AddMeshToAlphaList` `0x0059C230`, and
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`D3DPolyRender::FlushAlphaList` `0x0059D2E0`. The modern per-cell-order and
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EnvCell-shell residual is tracked explicitly as AP-34.
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EnvCell-shell residual is tracked explicitly as AP-34. WorldBuilder does not
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choose visible cells, portal slices, or cross-cell order: it receives the
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walk's ordered records and GPU clip slots and performs asset preparation plus
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order-preserving Vulkan batching only.
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**Retail portal-space viewport adapter (2026-07-15).**
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`src/AcDream.App/Rendering/PortalTunnelPresentation.cs` uses the extracted
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@ -538,6 +538,18 @@ Stages FW0–FW6; no long-lived dual path.
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**Spec:** [`docs/superpowers/specs/2026-08-30-campaign-w-retail-frame-walk-design.md`](../superpowers/specs/2026-08-30-campaign-w-retail-frame-walk-design.md).
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**Plan + ledger:** [`docs/plans/2026-08-30-campaign-fw-frame-walk.md`](2026-08-30-campaign-fw-frame-walk.md).
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**2026-08-31 checkpoint — code complete, final connected gate pending.**
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`RetailFrameWalk` is now the only production visibility/order owner. Exact
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walk portal polygons route shells, statics, and dynamics through the same
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Vulkan clip slots (`11e68aad`), fixing the cathedral defect's actual mechanism:
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accepted content was previously emitted whole after a Boolean sphere test.
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The stale frame-product carrier is deleted, and the retail camera adjustment
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laws are complete (`90eba0ec`, `4d037974`). Release hermetic App gates passed
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6,729/6,729 before a still-open character-selection client locked the Release
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outputs. Campaign FW remains ACTIVE until both standard connected routes and
|
||||
the complete cathedral/transition/physical-camera visual matrix pass. Safety
|
||||
rollback before the final batch: `572de1ec`.
|
||||
|
||||
### Phase O — DatPath Unification — SHIPPED 2026-05-21
|
||||
|
||||
**Tagline:** ONE thing touches the DATs.
|
||||
|
|
|
|||
|
|
@ -12,6 +12,17 @@ world-lifecycle automation protects fresh login, outdoor/world-edge/dungeon
|
|||
travel, same-location revisit, exact graceful disconnect, and uncapped
|
||||
fresh-process reconnect with canonical JSON/PNG evidence.
|
||||
|
||||
**Active render prerequisite (2026-08-31): Campaign FW — retail frame walk.**
|
||||
The production cutover and camera port are code-complete: one retail-derived
|
||||
walk now owns rooting, portal recursion, per-view clipping, draw order, depth
|
||||
events, and shared-alpha barriers. The cathedral through-wall mechanism was a
|
||||
whole-mesh submission after Boolean portal admission; exact walk aperture clip
|
||||
slots now route shells, statics, and dynamics together. The campaign remains
|
||||
ACTIVE until the standard connected routes and owner visual matrix prove the
|
||||
positioned cathedral player/NPC transition, particles, seams, doorways, portal
|
||||
arrival, and retail camera feel. Plan/ledger:
|
||||
[`2026-08-30-campaign-fw-frame-walk.md`](2026-08-30-campaign-fw-frame-walk.md).
|
||||
|
||||
Before new M4 quest/emote/character-creation subsystem bodies enter the App
|
||||
layer, the active structural prerequisite is the behavior-preserving
|
||||
`GameWindow` decomposition in
|
||||
|
|
|
|||
|
|
@ -549,6 +549,48 @@ z-tested) where the old apparatus had no entry. The legacy !walkActive
|
|||
path keeps the old seal draw. Suites: hermetic 6,762/0, Walk lane 213/1,
|
||||
InstalledDat walk conformance 40/1.
|
||||
|
||||
**FW4 FINAL CUTOVER — CODE COMPLETE 2026-08-31.** The cathedral remote
|
||||
player defect was not a wrong-cell admission bug. Exact installed-DAT replay
|
||||
at the owner's reported poses proved that retail legitimately reaches
|
||||
0xF4180112 through a small, bounded four-plane portal view; suppressing that
|
||||
cell or its dynamics would have hidden valid content. The defect was the
|
||||
modern leaf contract: acdream used the drawing sphere as a Boolean admission
|
||||
test and then emitted the complete shell/entity mesh through clip slot zero.
|
||||
Retail instead loops every `portal_view`, runs `viewconeCheck`, and draws the
|
||||
accepted content through that exact aperture. Commit `11e68aad` carries each
|
||||
walk visit's authored pixel polygon into a Vulkan clip slot and routes the
|
||||
same slot to the cell shell, statics, and dynamics. Multiple surviving views
|
||||
therefore produce multiple clipped draws; particles remain positionally
|
||||
contained by their owner turn and alpha barriers. Focused walk/installed-DAT
|
||||
tests pass 22/22 and the hermetic App suite passed 6,727/6,727 in Release.
|
||||
|
||||
The remaining production carrier deletion landed in `69e69408`, `cb22691b`,
|
||||
and `a2f2eb7d`: the old executor/product frame, `PortalFrame`, `ClipAssembly`,
|
||||
`WalkLookInViews`, and borrowed-product exchange are gone. The concrete
|
||||
`RetailPViewRenderer`/`RetailPViewPassExecutor` class names remain as narrow
|
||||
composition/pass facades around the single `WalkFrameDriver`; they no longer
|
||||
own a competing visibility product. `PortalVisibilityBuilder` has no
|
||||
production caller and remains test/research material. The walk's visible set
|
||||
feeds preparation, particles, lights, and shadows. `PortalDepthMaskRenderer`
|
||||
is retained deliberately because it now performs the walk's retail far-Z
|
||||
punches and true-depth exit seals, not the removed visibility decision.
|
||||
|
||||
**FW4 cathedral gate PASSED 2026-08-31.** The first closeout round exposed
|
||||
one concrete cutover regression: `877e935a` published `VisitedCells` (EnvCell
|
||||
flood/look-ins) as the complete visibility answer but omitted
|
||||
`VisitedLandscapeCellIds`. The draw stream still carried the exact cathedral
|
||||
waterfall owners, yet `ParticleVisibilityController` made every outdoor
|
||||
emitter fail retail's `CObjCell::IsInView` gate. The correction publishes the
|
||||
union to particle/light/shadow consumers while keeping EnvCell batch
|
||||
preparation scoped to EnvCells. The live probe now records every
|
||||
`0xCF418000..13` waterfall owner reaching the deferred alpha queue across the
|
||||
0x104 -> outdoor -> 0x101/0x100 transition; Walk tests pass 220/1 and the exact
|
||||
installed-DAT subset passes 21/0. The owner then passed the live matrix:
|
||||
waterfalls/outdoor particles restored, the player and special NPC hidden by
|
||||
opaque cathedral walls, no player disappearance at the cell transition, and
|
||||
no seam/building distortion. Both standard connected routes remain mandatory
|
||||
before the campaign status changes from ACTIVE.
|
||||
|
||||
- Entities gate per view via `Render::viewconeCheck` at their cell's walk
|
||||
turn; dynamics-last and alpha interleave per the walk's stages
|
||||
(`RetailAlphaQueue` becomes the stream's alpha stage or is absorbed —
|
||||
|
|
@ -588,6 +630,17 @@ InstalledDat walk conformance 40/1.
|
|||
side-by-side feel gate vs retail (chase, zoom saturation ≈13 m boom,
|
||||
collision, slope align).
|
||||
|
||||
**CODE COMPLETE 2026-08-31 (`90eba0ec`, `4d037974`).** Retail's
|
||||
multiplicative distance adjustment, per-component write-refusal gates,
|
||||
eight-degree raise/lower/rotate step, `FilterMouseInput × sensitivity × 1/15`
|
||||
mouse scaling, and first-person special cases are ported from the named
|
||||
decomp. `Closer` in-head correctly stays in-head because its 0.18 m candidate
|
||||
fails the 0.5 m near gate; `Farther` takes the authored 0.6 m back/0.5 m up
|
||||
escape; in-head Raise/Lower changes target direction Z by 0.2 and clamps to
|
||||
±0.8 without moving the eye. Camera tests pass 55/55 and the post-camera
|
||||
hermetic App suite passed 6,729/6,729 in Release. TS-56 is retired. The
|
||||
physical-display feel matrix remains part of the final owner gate.
|
||||
|
||||
### FW6 — closeout
|
||||
|
||||
- Divergence-register reconciliation (added: landblock-stage streaming
|
||||
|
|
@ -611,6 +664,14 @@ Each stage lands as its own commit series; record `git revert` anchors
|
|||
here as stages close (the Modern Runtime plan's convention). FW3 and FW4
|
||||
are the cutover stages — their revert anchors are mandatory entries.
|
||||
|
||||
- **Night-work safety anchor:** `572de1ec30d981abfb5c88f331e1a20c6213b63b`
|
||||
(`checkpoint: preserve cathedral look-in investigation state`). Reverting
|
||||
the 2026-08-31 aperture/camera/cleanup batch means returning exactly to this
|
||||
commit; no history rewrite is required.
|
||||
- **Portal-slice clipping:** `11e68aad`.
|
||||
- **Camera completion:** `90eba0ec`, `4d037974`.
|
||||
- **Final stale frame-product removal:** `a2f2eb7d`.
|
||||
|
||||
## Risks (tracked, from the spec)
|
||||
|
||||
- **Perf** — decided by FW3's checkpoint, numbers over hope.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue