From bd632f6f6dceb21211e375b96cbd495191af98f3 Mon Sep 17 00:00:00 2001 From: Erik Date: Wed, 8 Jul 2026 06:40:29 +0200 Subject: [PATCH] =?UTF-8?q?docs(#184):=20CLOSE=20=E2=80=94=20Slice=202=20g?= =?UTF-8?q?ate=20passed=20(players=20walk=20through,=20monsters=20collide)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Slice 2 (2a e1ac56cc extract + 2b ddb5a967 fork-collapse) shipped and the visual gate PASSED (user: "Looks good"), closing #184. Mark ISSUES #184 DONE and the Slice 2 handoff DONE, both noting the review-driven correction: non-PK players WALK THROUGH each other (retail PvP), so the player win is monster/terrain/wall collision, not player-vs-player de-overlap. Co-Authored-By: Claude Opus 4.8 --- docs/ISSUES.md | 24 +++++++++++-------- ...-07-07-184-slice2-unify-extract-handoff.md | 10 +++++--- 2 files changed, 21 insertions(+), 13 deletions(-) diff --git a/docs/ISSUES.md b/docs/ISSUES.md index 9d0e531e..f580514f 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -46,17 +46,21 @@ Copy this block when adding a new issue: --- -## #184 — Remote monsters overlap (arms interpenetrating) in a crowd; retail barely overlaps +## #184 — [DONE 2026-07-08 · `37a94e1f`+`f51c1dff`+`e1ac56cc`+`ddb5a967`] Remote monsters overlap (arms interpenetrating) in a crowd; retail barely overlaps -**Status:** SYMPTOM RESOLVED + gated (Slices 1+3 shipped, `37a94e1f`+`f51c1dff`); Slice 2 HANDED OFF -to a fresh session. The reported symptom — packed monsters interpenetrating — is FIXED end-to-end: -monsters visible, de-overlapped, at their true creature radii. **Slice 2** (2a: extract a testable -`RemotePhysicsUpdater` per Code Structure Rule 1; 2b: unify the player/NPC fork so grounded player -remotes gain the sweep + shadow-follows-resolved, retiring the #40 "remotes skip the transition" -adaptation) is a **gated behavior change to the frozen R4/R5 arc** (not a no-gate refactor — the -earlier characterization was wrong). The #40 sweep-blip risk was investigated and is DEAD (Path B -already runs that config stably + a Core test proves it). Full plan + exact sites + the #40 verdict: -`docs/research/2026-07-07-184-slice2-unify-extract-handoff.md`. +**Status:** CLOSED 2026-07-08 — all four slices shipped + both visual gates passed. Slices 1+3 +(`37a94e1f`+`f51c1dff`) fixed the reported monster-overlap symptom (gate passed). **Slice 2** shipped +this session: **2a** (`e1ac56cc`) extracted the ~690-line remote DR tick into a testable +`RemotePhysicsUpdater` (Code Structure Rule 1) — byte-exact, behaviour-neutral. **2b** (`ddb5a967`) +collapsed the player/NPC fork so EVERY remote runs the same catch-up + sweep + shadow-follows-resolved. +A 3-lens adversarial review (workflow `wf_b163315b-14f`, 10 agents) corrected the design's player gate: +retail lets two non-PK players WALK THROUGH each other (PvP exemption — the remote-player mover now +carries `IsPlayer|EdgeSlide` like the local player), so 2b's player win is that players now collide with +monsters + terrain + walls (they skipped all collision before) while still passing through each other; +the review also caught + fixed a UM-first placement-snap gap (invisible-player risk). **Gate PASSED +(user, 2026-07-08): "Looks good."** #40 "remotes skip the transition" premise retired. Full plan + the +review corrections: `docs/research/2026-07-07-184-slice2-unify-extract-handoff.md` + the physics digest +banner. Register: TS-41 retired, TS-44 narrowed, TS-23 extended, AP-86/87/88. **Severity:** MEDIUM **Filed:** 2026-07-07 **Component:** physics / remote dead-reckoning diff --git a/docs/research/2026-07-07-184-slice2-unify-extract-handoff.md b/docs/research/2026-07-07-184-slice2-unify-extract-handoff.md index b3f86d16..2a2738a9 100644 --- a/docs/research/2026-07-07-184-slice2-unify-extract-handoff.md +++ b/docs/research/2026-07-07-184-slice2-unify-extract-handoff.md @@ -1,8 +1,12 @@ # Handoff: #184 Slice 2 — extract `RemotePhysicsUpdater` (2a) + unify the player/NPC remote fork (2b) -**Date:** 2026-07-07 · **Status:** PLANNED + DE-RISKED, implementation NOT started (deliberately -deferred to a fresh focused session). **Decision (user):** do the FULL 2a + 2b (not the focused-2b -subset) in a new session. +**Date:** 2026-07-07 · **Status:** ✅ DONE — 2a shipped `e1ac56cc` (byte-exact extract), 2b shipped +`ddb5a967` (fork collapse), **visual gate PASSED 2026-07-08 (user: "Looks good") → #184 FULLY CLOSED.** +A 3-lens adversarial review (workflow `wf_b163315b-14f`) corrected the plan below in one place: the +player gate is NOT "players de-overlap" — retail lets two non-PK players WALK THROUGH each other (PvP +exemption), so the remote-player mover was given `IsPlayer|EdgeSlide` (§4-adjacent). 2b's player win is +that players now collide with monsters + terrain + walls (Path A skipped all collision) while still +passing through each other. See the physics digest banner + ISSUES #184 for the shipped writeup. **Read these first (in order):** 1. This handoff — the plan, the exact sites, the #40 verdict, the seams.