docs(#184): CLOSE — Slice 2 gate passed (players walk through, monsters collide)

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 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-08 06:40:29 +02:00
parent ddb5a96799
commit bd632f6f6d
2 changed files with 21 additions and 13 deletions

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@ -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 **Status:** CLOSED 2026-07-08 — all four slices shipped + both visual gates passed. Slices 1+3
to a fresh session. The reported symptom — packed monsters interpenetrating — is FIXED end-to-end: (`37a94e1f`+`f51c1dff`) fixed the reported monster-overlap symptom (gate passed). **Slice 2** shipped
monsters visible, de-overlapped, at their true creature radii. **Slice 2** (2a: extract a testable this session: **2a** (`e1ac56cc`) extracted the ~690-line remote DR tick into a testable
`RemotePhysicsUpdater` per Code Structure Rule 1; 2b: unify the player/NPC fork so grounded player `RemotePhysicsUpdater` (Code Structure Rule 1) — byte-exact, behaviour-neutral. **2b** (`ddb5a967`)
remotes gain the sweep + shadow-follows-resolved, retiring the #40 "remotes skip the transition" collapsed the player/NPC fork so EVERY remote runs the same catch-up + sweep + shadow-follows-resolved.
adaptation) is a **gated behavior change to the frozen R4/R5 arc** (not a no-gate refactor — the A 3-lens adversarial review (workflow `wf_b163315b-14f`, 10 agents) corrected the design's player gate:
earlier characterization was wrong). The #40 sweep-blip risk was investigated and is DEAD (Path B retail lets two non-PK players WALK THROUGH each other (PvP exemption — the remote-player mover now
already runs that config stably + a Core test proves it). Full plan + exact sites + the #40 verdict: carries `IsPlayer|EdgeSlide` like the local player), so 2b's player win is that players now collide with
`docs/research/2026-07-07-184-slice2-unify-extract-handoff.md`. 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 **Severity:** MEDIUM
**Filed:** 2026-07-07 **Filed:** 2026-07-07
**Component:** physics / remote dead-reckoning **Component:** physics / remote dead-reckoning

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# Handoff: #184 Slice 2 — extract `RemotePhysicsUpdater` (2a) + unify the player/NPC remote fork (2b) # 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 **Date:** 2026-07-07 · **Status:** ✅ DONE — 2a shipped `e1ac56cc` (byte-exact extract), 2b shipped
deferred to a fresh focused session). **Decision (user):** do the FULL 2a + 2b (not the focused-2b `ddb5a967` (fork collapse), **visual gate PASSED 2026-07-08 (user: "Looks good") → #184 FULLY CLOSED.**
subset) in a new session. 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):** **Read these first (in order):**
1. This handoff — the plan, the exact sites, the #40 verdict, the seams. 1. This handoff — the plan, the exact sites, the #40 verdict, the seams.