docs: pin the C4 route 4b-2 contract (remote far-snap)

4b-2 flips one classifier branch on: SetPositionSimple for remotes, contact,
PlayerDistance >= 96 m, routed through 4b-1's dormant owner. Teleport and
cell-less stay legacy for 4b-3.

Pins the two retail facts that decide the slice: StopInterpolating runs BEFORE
SetPositionSimple (@0x005163CB before @0x005163D9), and the branch returns 1 so
HandleReceivedPosition arms ConstrainTo @0x00454272 anchored post-move. Since
MoveOrTeleport discards SetPositionSimple's error return and returns 1
regardless, the leash must be armed on refusal and rejection too — "arm on
Committed" is the natural misreading and is the same shape as the already-filed
unarmed-leash bug.

Names the trap up front: deleting the legacy far block removes the only handler
for null and Rejected* classifications, and during the login window null is
every remote packet, so remotes would not move at all until the local
controller exists. Requires a stated policy rather than a silent drop — the
same shape as route 4a's "'not Interpolate' is not 'far'" finding.

Records that AP-87's 4 m / !willBeDrTicked guards are near-branch only and are
subsumed by the far branch's unconditional snap, so they must not be carried
forward — while the near-branch copies stay, since those are 4a's and still
load-bearing.

Requires behavioural App tests explicitly: route 2 settled for a source pin
(#292) and route 4a's first attempt shipped tautologies that passed with
production reverted.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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Erik 2026-08-04 04:09:15 +02:00
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# C4 route 4b-2 — remote far-snap: pinned contract (2026-08-04)
Split rationale:
[`2026-08-04-c4-route-4b-scoping-and-split.md`](2026-08-04-c4-route-4b-scoping-and-split.md).
4b-1 (the infrastructure) landed dormant at `2e8e09ac`; the park restore it
depends on landed at `634bc551`.
**4b-2 flips ONE classifier branch on: `SetPositionSimple` — contact,
`PlayerDistance >= 96 m`.** Teleport and cell-less stay legacy; 4b-3 owns them.
## Retail truth — verify each yourself
`CPhysicsObj::MoveOrTeleport` @0x00516330, far branch @0x005163C1-@0x005163E8:
```
if (player_distance >= 96f) {
if (position_manager != 0) PositionManager::StopInterpolating(position_manager);
CPhysicsObj::SetPositionSimple(this_1, arg2, 1);
return 1; // @0x005163E8
}
```
Two things that decide this slice:
1. **`StopInterpolating` runs BEFORE `SetPositionSimple`** (@0x005163CB before
@0x005163D9). The classifier already carries `StopInterpolating: !nearby`.
Preserve the order.
2. **The branch returns 1**, so `SmartBox::HandleReceivedPosition`
@0x00454254 takes the nonzero path and arms `ConstrainTo` @0x00454272,
anchored to `&arg2->m_position` read live — i.e. POST-move.
`SetPositionSimple` @0x005162B0 with `arg3 != 0` builds flags `0x1012`
(`Teleport|Slide|SendPositionEvent`) — the classifier's
`AuthoritativeTeleportFlags`.
**`MoveOrTeleport` discards `SetPositionSimple`'s `SetPositionError` return and
returns 1 regardless.** So retail arms the leash even when the placement failed.
4b-2 must arm on refusal and rejection too, not only on commit. "Arm on
Committed" is the natural misreading and is the same shape as the already-filed
unarmed-leash bug.
## Scope
**Flip on:** `SetPositionSimple` for `RuntimePositionEntityKind.Remote`, routed
through 4b-1's `RuntimeRemotePlacementDriveController`.
**Delete** (far half only, both arms):
- The player-remote far branch and its `MaxPhysicsDistance = 96f` /
`BodySnapThreshold = 4f` constants.
- The NPC-remote copy and its `MaxPhysicsDistanceNpc` / `BodySnapThresholdNpc`.
- Both `_playerController?.Position ?? Vector3.Zero` fabrications on those
paths. `GameRuntime` states the rule for this field: a null controller "must
yield null, never a fabricated Vector3.Zero that would misclassify every
remote entity as implausibly far."
**Do NOT touch:** `RemoteTeleportController`, `RemoteTeleportPlacement`,
`remotePlacementRequired`, the teleport/cell-less branches, AP-135's two
airborne writes, the near/interpolate path 4a owns, the airborne no-op, or
route 1's executor.
## The trap that will bite you
**Deleting the legacy far block removes the only handler for `null` and
`Rejected*` classifications.** `ClassifyRemoteAcceptedPosition` returns null
whenever `_playerController` is null — **during the login window that is every
remote packet.** Today those fall into the legacy block and hard-snap. Delete it
without an explicit replacement and remotes will not move at all until the local
controller exists.
Retail has no analogue because retail always has a player. This needs a stated
acdream policy, decided deliberately and recorded — it is the same shape as
route 4a's "'not Interpolate' is not 'far'" finding, one level up.
## AP-87 does not apply here
AP-87's `bodyToTarget > 4 m` and `!willBeDrTicked` conditions are **near-branch**
guards: they decide snap-vs-enqueue within `Interpolate`. The far branch snaps
unconditionally, so they are subsumed. **Do not carry them forward into a branch
that does not need them** — but do not delete the near-branch copies either;
those are 4a's and still load-bearing.
## Contract
1. `SetPositionSimple` for remotes executes through 4b-1's owner; nothing else
changes classification.
2. `StopInterpolating` precedes the placement, matching @0x005163CB.
3. `ConstrainTo` is armed once, after the operation, anchored post-move, on
commit **and** on refusal/rejection — retail arms on any nonzero return.
Do not add a second arming site; retail has exactly one (@0x00454272).
4. `null` and `Rejected*` have an explicit, stated handler. No silent drop.
5. No behaviour change to teleport, cell-less, near/interpolate, or airborne.
6. Both hosts drive the identical Runtime entry point, or the divergence is
stated plainly rather than satisfied vacuously.
7. Per-entity currency across GUID reuse, incarnation, generation, teardown.
## Acceptance
- Focused Runtime tests for the far branch, the `StopInterpolating` ordering,
the arm-on-failure case, and the null/`Rejected*` policy.
- **Behavioural** App tests — not source-text pins. Route 2 settled for a pin
and that gap is #292; route 4a's first attempt shipped tautologies that
passed with production reverted. A test that cannot fail against a broken
implementation is worse than no test.
- Complete Release suite green. Baseline **10,973 / 4 / 0**. Two known flakes,
do not chase and do NOT conflate: **#302** (`PortalProjectionTests…`,
GC-allocation assertion, App.Tests) and **#308** (`NakEmissionTests.LossSoak_…`,
wall-clock deadline, Core.Net.Tests, full-suite load only).
- **Connected gate (user-gated), and it is easy**: stand still in open ground;
second character runs past ~100 m, stops, turns, runs back, three or four
times. Correct: they stay visible and correctly positioned at range, and
resume smooth interpolation on the way back in with no jolt at the crossover.
Regressions: a freeze or stutter at the boundary, a Z pop, a vanish, or —
the loud one — invisible-but-solid on the way back in.
## Budget
**~350-500 non-comment production lines.** For calibration: route 4a was 364
(91% of its ~400), and 4b-1 was 230 plus a 57-line park fix. Exceed 500 and stop
and report rather than pushing through.