docs(register): restore AP-131 as a struck-through retired row (C5b follow-up)

C5b deleted AP-131's row outright and recorded the retirement only in the
AP section header, describing that as house style. It is not: the register
carries 32 struck-through `~~ID~~` retired rows, including AP-1 and AP-145
retired one commit earlier in C5a, and the C5b contract explicitly mandated
"rewrites the row's text to past tense with the evidence ... which the
C5a/AP-1 and 4b-3/AP-137 rewrites established as the house style".

A deleted row loses the evidence a header clause cannot carry, and leaves a
reader who greps AP-131 with nothing rather than a retired row. Restored in
the AP-1 shape, with one fact the header omitted and that is worth keeping:
this row's own predicted retirement mechanism did not occur. AP-131 forecast
"the legacy caller is deleted at the production cutover, retiring this row by
construction" — the caller was corrected instead, and the steady-state merge
remains a live production Position caller. That is the kind of prediction the
register exists to be honest about.

Active-row count is unchanged at 100; struck-through rows are retired, not
active.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-05 21:20:36 +02:00
parent 735f0a72af
commit ed8069976c

View file

@ -283,6 +283,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
| ~~AP-127~~ | **RETIRED 2026-07-31 (#268).** `PlayerSkillMath` now owns retail `CACQualities::InqSkill` ordering for both panel values and Runtime run/jump prediction: intrinsic + positive 0x16D all-skills + the exact +10 category switch, then `EnchantSkill`, then 0x146 Jack of All Trades +5 and specialized-only `2 × 0x158`. Live player PropertyInt changes refresh the immutable Runtime augmentation snapshot. The separately described current-stamina local-copy nuance was re-audited: the query reads current stamina, but ordinary max-vital buffs target the max-secondary key and do not create stamina when current is zero; no independently observable residual remains. | `src/AcDream.Core/Player/PlayerSkillMath.cs`; `src/AcDream.Core/Player/LocalPlayerState.cs`; `src/AcDream.Runtime/Gameplay/RuntimeCharacterState.cs`; `src/AcDream.Runtime/Session/LiveSessionEventRouter.cs` | — | — | `CACQualities::InqSkill @ 0x00592660`; `CACQualities::InqRunRate @ 0x00592800`; `CEnchantmentRegistry::EnchantSkill @ 0x005947B0` |
| AP-128 | **PK-timer jump-cost clock basis unconfirmed** (filed at the P3 Opus review, 2026-07-30): `PlayerWeenie.JumpStaminaCost` evaluates retail's 20-second PK-recency window (`LastPkAttackTimestamp` PropertyFloat 0x91 + 20.0 >= now) against `Environment.TickCount64` process-uptime seconds. The magnitude argument is sound (a 32-bit float cannot hold a Unix epoch with sub-second precision — a conformance test caught the ±128 s swallow), but the wire timestamp's own basis is the SERVER's, so a cross-base compare is latent. INERT today: ACE models neither property, so `_lastPkAttackTimestamp` is never pushed and the branch never fires. | `src/AcDream.Core/Physics/PlayerWeenie.cs` (`JumpStaminaCost` remarks) | Branch unreachable against every ACE-family server; non-PK cost is bit-identical to pre-P3. The basis question is cdb-answerable (`Timer::cur_time` epoch) if a PK server is ever targeted. | Against a hypothetical server that sends PropertyFloat 0x91, the PK cost bump fires arbitrarily (always/never) instead of on the 20-second window. | `CACQualities::JumpStaminaCost 0x00591b90` pc 412934-412968; `Timer::cur_time`; stat-coupled pseudocode doc §12b |
| AP-130 | **Filed 2026-08-02 (physics campaign, continuation-executor slice).** The classifier's `HasAnimations` input is the static proxy `(Snapshot.MotionTableId ?? Snapshot.Physics?.MotionTableId) != 0` - "does the Create carry a nonzero motion table" - uniformly for every position source. Retail's `HasAnims` bit is live animation-QUEUE non-emptiness (`CSequence::has_anims` = `anim_list.head_ != 0`), which can differ from mere table assignment. The only confirmed retail `HasAnims` call site on this path is inside `HandleReceivedPosition` itself. **Amended 2026-08-05 (C5b, #275):** the steady-state merge now consumes the SAME static proxy, computed from the pre-merge snapshot with the identical expression, so this row covers both callers. The proxy is deliberately not escalated to a live animation-queue read in that slice. | `src/AcDream.Runtime/Entities/RuntimeInitialCreateContinuationExecutor.cs` (`ApplyPositionAction`, `hasAnimations` local); `src/AcDream.Runtime/Physics/RuntimeAcceptedPositionRouteRequests.cs` (`Build`, `hasAnimations` local); `src/AcDream.Runtime/Entities/InboundPhysicsStateController.cs` (`TryApplyPosition`, `hasAnimations` local) | Best static proxy available without wiring a live animation-queue read into presentation-independent Position classification; deterministic and testable; gates only `ApplyPlacementFrameBeforeRouting` (placement-FRAME install), never pose or cell placement. | An entity with an assigned motion table but an empty animation queue (or vice versa) gets the wrong placement-frame decision - a one-frame animation-blend glitch on a Position-driven correction where retail would have done the opposite. | `SmartBox::HandleReceivedPosition` 0x00453FD0 (the `HasAnims` gate, pseudo-C ~92992); `CPhysicsObj::HasAnims` 0x0050F770 -> `CSequence::has_anims` 0x00524BD0 |
| ~~AP-131~~ | **RETIRED 2026-08-05 (C5b, #275).** The unconditional `installPlacementFrame: true, clearParent: true` literals this row described no longer exist. `InboundPhysicsStateController.TryApplyPosition` now computes both flags PRE-MERGE from `(disposition, hasAnimations(old))``installPlacementFrame: !force && !hasAnimations`, `clearParent: !force` — which is exactly `RuntimeAuthoritativePositionRouteClassifier.ClassifyAcceptedPosition`'s own `ApplyPlacementFrameBeforeRouting`/`UnparentBeforeRouting` rows. Retail decides both pre-placement writes BEFORE `MoveOrTeleport` is consulted: Gate A 0x0045400C returns at 0x0045409D ahead of `unset_parent` 0x00454129 and ahead of the `HasAnims` `SetPlacementFrame` gate 0x00454137, so neither gate reads the near/far/teleport classification and no route plumbing was required. **This row's predicted retirement mechanism did NOT occur:** it forecast "the legacy caller is deleted at the production cutover, retiring this row by construction", but the caller was CORRECTED, not deleted — the steady-state merge remains a live production Position caller and is now retail-exact. Pinned by classifier-as-oracle matrix tests over {Apply, ForcePosition} x {animated, not} x {parented, not} x {player `0x5…`, creature `0x8…`}, sabotage-verified in both directions on each flag. The static `hasAnimations` proxy itself is unchanged and remains filed at AP-130. | `src/AcDream.Runtime/Entities/InboundPhysicsStateController.cs` (`TryApplyPosition`); `tests/AcDream.Runtime.Tests/Entities/InboundPhysicsStateControllerTests.cs`; `docs/research/2026-08-05-c5b-contract.md` | — | — | `SmartBox::HandleReceivedPosition` 0x00453FD0 (Gate A 0x0045400C returning 0x0045409D; `unset_parent` 0x00454129; the `!HasAnims` `SetPlacementFrame` gate 0x00454137 -> 0x00454142) |
| AP-132 | **Filed 2026-08-02 (physics campaign, continuation-executor slice). AMENDED 2026-08-05 at the #319 fix — clarifying sentence added distinguishing this row's producer from the CreateObject producer AP-142 clause (f) covers.** acdream gates queued parent relations on parent INCARNATION where retail's queue-by-GUID replay is pointer-only. Retail queues a missing-parent relation blob under the PARENT's GUID (`QueueBlobForObject` ~92326; GUID-keyed `CObjectMaint` placeholder bucket ~271082-271088) and replays it on GUID (re)creation with only an addressability check (~92312) - no PARENT INSTANCE_TS comparison anywhere on that path (retail's only instance check there is on the CHILD, ~92316-92317). acdream additionally compares the relation's `ParentInstanceSequence` at admission (pre-existing `TryApplyParent`/`Resolve` rules) and at executor replay (`ApplyReplayedParentRelation`): live-parent-newer discards, relation-newer stays queued for an exact match. The replay's child-missing arm also drops where retail would re-queue under the child's GUID; child-scoped bucket filtering (`RemoveObject`/`RemoveChild`) proactively covers the same ledger tradeoff. **This row's incarnation gate applies ONLY to the `ParentEvent` wire producer, which NAMES a specific parent incarnation on the wire (`ParentEvent.Parsed.ParentInstanceSequence`) - the gate honors data the server explicitly sent. The CreateObject producer (AP-142 clause (f)) is different in kind: neither a raw CreateObject's `Physics.Parent` nor the same-generation `CreateParentUpdate` envelope carries a parent instance sequence AT ALL, so there is no wire-named value to gate against; that producer LATE-BINDS to the parent's live incarnation instead of gating on a wire value, which is the same "honor what the server actually sent" principle applied to a message that sent no incarnation.** | `src/AcDream.Runtime/Entities/RuntimeInitialCreateContinuationExecutor.cs` (`ApplyReplayedParentRelation`); `RuntimeEntityObjectLifetime.cs` (`TryApplyParent` admission gate); `ParentAttachmentState.cs` (`Resolve` staleness rules) | The wire event names a SPECIFIC parent incarnation (`ParentEvent.Parsed.ParentInstanceSequence`) - the gate honors data the server explicitly sent. acdream's own established admission-time rules (`ParentAttachmentState.Resolve`, predating this slice) already fixed incarnation-gating as the project's parent-staleness posture; the replay path only extends that SAME posture for consistency. | Server GUID reuse between admission and replay: retail would attach the old queued relation to whatever NEW object now holds the GUID (retail's own recycling quirk); acdream discards it (parent newer) or leaves it queued (parent older) - silent loss of a relation retail would have applied, tied to server GUID-recycling cadence, not ordinary play. | Standalone parent handler 0x004535D0 (~92310-92326); `CObjectMaint::QueueBlobForObject` 0x005092D0 (~271082-271088); child instance check ~92316-92317 |
| AP-133 | **Filed 2026-08-03 (#282).** A retail `CPhysicsObj` has exactly ONE `cell`; `ShouldDrawParticles` @0x0050fe60 reads that same field and calls `IsInView` on it, and `set_cell_id` @0x0050f4f0 / `change_cell` @0x00513390 are the only things that move it. acdream splits the concept into `WorldEntity.ParentCellId` (render parent, null for outdoor dat stabs and building shells) and `WorldEntity.EffectCellId` (authored landcell for those parentless stabs). Every consumer now resolves through the single `WorldEntity.VisibilityCellId` accessor (`ParentCellId ?? EffectCellId`); live entities carry `ParentCellId` only. | `src/AcDream.Core/World/WorldEntity.cs` (`VisibilityCellId`); writers `LandblockLoader.cs:80,97`, `LandblockBuildFactory.cs:408` | Outdoor dat stabs deliberately keep a null render parent so portal visibility does not filter them as interior geometry, yet retail still gives their physics object a landcell for particle gating. One accessor keeps the two fields from being read in conflicting orders, which is exactly how #282 arose - `EntityEffectPoseRegistry` preferred `EffectCellId` while `WbDrawDispatcher` and the remote spawn seed preferred `ParentCellId`. | A future writer that sets `EffectCellId` on a live entity re-creates #282: it wins `VisibilityCellId` while the 11 per-tick `ParentCellId` writers leave it frozen, stranding that entity's particles and lights on a stale cell so they fail `IsInView` after it crosses a boundary. | `CPhysicsObj::ShouldDrawParticles` 0x0050fe60; `CPhysicsObj::set_cell_id` 0x0050f4f0; `CPhysicsObj::change_cell` 0x00513390 |
| AP-134 | **Filed 2026-08-03 (#297).** Retail keeps ONE `PublicWeenieDesc::_bitfield` per object and mutates it in place — `SetPlayerKillerStatus` @0x005AC7C0 rewrites bits 5/21/25 (PK `0x20` / Free `0x200000` / PKLite `0x2000000`, mutually exclusive), driven from `ACCWeenieObject::OnStatUpdated` @0x0058DF20 `case 0x86`, and `IsPK`/`IsImpenetrable`/`IsPKLite` @0x0058C8xx read that same field. acdream replicates the value into FIVE stores: `ClientObject.PublicWeenieBitfield` (the source, written only by `ClientObjectTable.UpdateIntProperty` on PropertyInt 134), `InboundPhysicsStateController._snapshots[guid].ObjectDescriptionFlags`, `RuntimeEntityRecord.Snapshot.ObjectDescriptionFlags`, the decoded `ShadowObjectRegistry` registration + per-cell `ShadowEntry.Flags`, and the local player's `RuntimeMovementSkillState` own-PWD bitfield. Coherence is maintained by two `ObjectUpdated` subscribers (`RuntimeEntityPvpBitfieldSnapshotSync` for the two snapshot stores, `LiveEntityPvpBitfieldSync` for the decoded shadow flags) plus the appearance-rebuild path re-deriving from the snapshot. The two shadow-flag writers are the SAME invalidation applied at the two edges that can invalidate it, not competing authorities. | `src/AcDream.Runtime/Entities/RuntimeEntityPvpBitfieldSnapshotSync.cs`; `src/AcDream.App/Physics/LiveEntityPvpBitfieldSync.cs`; source writer `src/AcDream.Core/Items/ClientObjectTable.cs` (`UpdateIntProperty`, PropertyInt 134); decode `EntityCollisionFlagsExt.FromPwdBitfield` | ACE never re-sends a `PublicWeenieDesc` after login (`EnqueueBroadcastUpdateObject` has zero live callers), so PropertyInt 134 over 0x02CE/0x02CD is the ONLY signal a PK status changed — a client cannot learn it from the bitfield itself. The replication exists because acdream separates wire snapshots, canonical records, and the collision shadow registry, which retail does not; each layer needs the decoded value at a different lifetime. Before #297 the snapshot stores were immutable wire captures; this commit is what converts them into write-through caches, and therefore what creates the invariant. | Any future write path that sets `ClientObject.PublicWeenieBitfield` outside `UpdateIntProperty`, or any NEW decoded cache of the PK bits, silently re-creates #297: the player walks through PKLite opponents and melee/missile admission refuses them, with no test failing. Note the same class already exists one field over — `Properties.Ints[134]` is written by `UpsertProperties` (PlayerDescription 0x0013) and `UpdateProperties` (IdentifyObjectResponse) WITHOUT mirroring into the bitfield (#300), and retail's `OnStatUpdated` also rewrites `_blipColor` (`case 0x5f`) and `_radar_enum` (`case 0x85`) which acdream ignores entirely (#301). | `PublicWeenieDesc::SetPlayerKillerStatus` 0x005AC7C0; `ACCWeenieObject::OnStatUpdated` 0x0058DF20 (`case 0x86`); `ACCWeenieObject::IsPK`/`IsImpenetrable`/`IsPKLite` 0x0058C8xx; retail `PKStatusEnum` `acclient.h:6412-6427` |