docs(physics): record cutover slice C3c completion + closeout

C3c COMPLETE at 529e0e9d in the placement-cutover plan (five fix slices,
R1 dual-review round, final gates). New closeout research note. ISSUES
#276 (settle-CellId discard), #277 (route-1 far-Create radius bound),
#278 (user-session triage bundle). Register AD-60/AD-61 numeric order.

The next slice before C5 is the 6b28ff99 O(changed) collision clone
(soak convergence); C4 resumes after.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-02 18:12:57 +02:00
parent 529e0e9d88
commit f4ef2b2a2a
4 changed files with 174 additions and 6 deletions

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@ -24,6 +24,44 @@ What does NOT go here:
- Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending.
- Promoting to a Phase: mark as `DONE (promoted to Phase X)` + commit SHA where the Phase entry landed.
## C3c placement cutover — 2026-08-02
- **#276 — OPEN — SpawnPlacementSettler discards the settle's resolved
cell.** `SpawnPlacementSettler.TrySettle`
(src/AcDream.Core/Physics/SpawnPlacementSettler.cs:61) commits
`settle.Position` but never reads `settle.CellId`: a compressed
first-gravity-frame settle whose few-cm sweep crosses a cell boundary
(outdoor/EnvCell seam, stacked EnvCells) leaves the body's cell at the
placement cell until the next resolve corrects it. Inherited #270
semantics — shared by the remote spawn seed and the C3c local
first-entry settle (register row AD-61). Fix shape: commit the
settle's resolved cell through the same body/cell channel the per-tick
resolve writeback uses; needs a conformance test placing a body above
a floor whose containing cell differs from the wire cell. Found by C3c
review round 1 (retail minor M2).
- **#277 — OPEN — route-1 far-Create relies on a practical radius bound,
not an invariant.** A graphical-host wire Create for a landblock the
streaming window never reaches keeps its residence + one drive-pending
entry for the session (re-Advanced per frame). Bounded today because
the collision-publication window (5×5, two-tier N₁=4) is strictly
larger than ACE's Create-broadcast group, so the far set is empty; if
C4 changes either radius, route 1 needs the F7-style
service-window/celless conversion
(`HeadlessSessionWorldProjection.cs:557-570` is the template). Wake
and despawn-reap paths are verified correct (C3c adversarial delta
review). Related narrowing: a remote whose landblock leaves the
headless service window between ProjectSpawn and placement commit
still parks (route 8, rarer than the pre-F7 leak).
- **#278 — OPEN — post-C3c user-session triage bundle (2026-08-02
observations).** (a) purple materialization haze re-fires while
standing still — traced to the Hidden/UnHide script re-firing on a
visibility edge; most plausible driver is the pre-existing `6b28ff99`
streaming-convergence regression (its dedicated slice precedes C5) —
re-observe after that slice; (b) no lateral glide when walking against
impassable slopes — verify against open #269 (Campaign P slope-slide
residual) in the session before treating as new; (c) `/ls` command
reported non-working — identify which command surface at the session.
## Current queue — 2026-07-27
- **Structural handoff:** all eight `GameWindow` decomposition slices and the

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@ -145,8 +145,8 @@ readiness/requeue adaptation. See
| AD-57 | **Re-argued from TS-24 at Campaign P P7 (2026-07-30).** Outbound `RawMotionState.Actions` is always empty at runtime. The packer emits `num_actions` + per-action pairs (L.2b, `RawMotionState::Pack` 0x0051ed10) and the R3-W1 action FIFO capability exists (`AddAction`/`RemoveAction`/`ApplyMotion`/`RemoveMotion`); no production input path ENQUEUES autonomous actions yet because the emote/autonomous-motion feature surface is unimplemented. An empty list is byte-identical to retail's own no-pending-actions state, so this is a feature gap, not a divergence of existing behavior. | packer `src/AcDream.Core.Net/Messages/RawMotionStatePacker.cs`; FIFO `src/AcDream.Core/Physics/RawMotionState.cs` | Every currently-shipped movement packet matches retail byte-shape; the gap only manifests when emote-class autonomous actions are implemented. | When emotes land, forgetting to route them through the FIFO would silently drop them from the wire. | `RawMotionState::Pack` 0x0051ed10 |
| AD-58 | **Re-argued from TS-40 at Campaign P P7 (2026-07-30).** Retail's `physics_obj->cell` null test ("placed in the world") is proxied by the explicit `PhysicsBody.InWorld` flag — set by `SnapToCell` and `RemoteMotion` construction, consumed by `CMotionInterp`'s detached-object link-strip guards. Equivalence: every acdream body that would have a null retail cell pointer has `InWorld == false` (bodies exist only for world entities; the flag flips exactly at placement/withdrawal), so the guards fire on the same population. A structural adaptation of retail's pointer-as-state idiom to acdream's explicit-flag idiom, not scheduled debt. | `src/AcDream.Core/Physics/PhysicsBody.cs` (`InWorld`); `src/AcDream.Core/Physics/MotionInterpreter.cs` (3 guard sites) | If a future path creates a body before world placement without clearing `InWorld`, the link-strip guards misfire where retail's null-cell test would not. | `CMotionInterp` link-strip guards raw @305xxx |
| AD-59 | **Filed 2026-08-02 (physics campaign, continuation-executor slice).** The `SameIncarnationCreate` envelope buffers one publish per committed stage and flushes them ALL, in stage order, only after the LAST stage commits (constant-true per-field predicate, `IsCurrent`-checked at flush - the per-field closure variant was invalidated by WeenieDescription's six-field `AdvanceCreateAuthority`). A subscriber sees N back-to-back events with no interleaved observation point, each carrying the FINAL merged post-envelope record state, not per-stage state. | `src/AcDream.Runtime/Entities/RuntimeInitialCreateContinuationExecutor.cs` (`ApplyEnvelope` buffered-publish tail; `Publish`/`PublishNow`) | Retail's own tail is one synchronous critical section, and retail emits ONE notice per Create (`ECM_Physics::SendNotice_CreateObject`, fired whenever a weenie exists, independent of the physics-registration outcome) - never N per-internal-step notices. The buffered flush is closer to retail's one-signal model than per-step publication would be, though not a literal 1:1 match. | A subscriber diffing consecutive `Updated` events from the SAME envelope to isolate one stage's delta gets every stage's cumulative state on each event - silently wrong incremental-diff logic, not a crash. | `SmartBox::HandleCreateObject` 0x00454C80 same-incarnation tail (one synchronous critical section); `ACCObjectMaint::CreateObject` 0x00558870 step 11 (`ECM_Physics::SendNotice_CreateObject`) |
| AD-61 | **Filed 2026-08-02 (C3c review round 1).** The #270 settle-timing compression now covers the LOCAL player: `RuntimeLocalPlayerPhysicsPublicationState.SettleFirstEntryGroundContact` runs the shared `SpawnPlacementSettler` exactly once after the dormant activation's final commit (suffix-current authority only), compressing retail's first post-`enter_world` gravity frame — which grants CONTACT/ON_WALKABLE from a real touch — into the placement transaction. The legacy App-era force-seed (`Contact\|OnWalkable\|Active` in `PlayerMovementController.SetPositionCore`) still RUNS during publication-candidate preparation and is then OVERWRITTEN by the faithful activation commit + settle (it was never deleted). Caveat (review minor M2): the settler commits `settle.Position` but discards `settle.CellId` — a settle whose few-cm sweep crosses a cell boundary keeps the placement cell until the next resolve corrects it (inherited #270 semantics; ISSUES entry filed) | `src/AcDream.Runtime/Gameplay/RuntimeLocalPlayerPhysicsPublicationState.cs` (`SettleFirstEntryGroundContact`); `src/AcDream.Core/Physics/SpawnPlacementSettler.cs` (`TrySettle`); overwritten seed `src/AcDream.Runtime/Gameplay/PlayerMovementController.cs` (`SetPositionCore`) | Timing compression only: contact comes exclusively from the sweep's real touch (no caller-bool seeding, no forced transients), an airborne spawn stays genuinely airborne, and the overwritten force-seed leaves no observable residue past the activation commit — the committed state is exactly what retail's first gravity frame produces | A settle crossing a cell boundary reports the stale placement cell for the frames before the next resolve; a future reader trusting `SetPositionCore`'s "treat as grounded" seed comment could reintroduce the Contact-without-plane state the landing family calls unrepresentable | `CPhysicsObj::enter_world` 0x00516170; `SmartBox::HandleCreateObject` 0x00454C80 |
| AD-60 | **Filed 2026-08-02 (physics campaign, continuation-executor slice).** Executor Position-continuation merges never directly commit residency: `ApplyPositionAction` refreshes `canonical.Snapshot.Position` with the retained wire pose but withholds the derived `FullCellId` (`RefreshSnapshot(..., refreshPosition: false)`); only a Runtime `SetPosition` commit (the continuation's own classified placement) or a later simulation full-cell commit may change residency. The LEGACY immediate-apply path's `RefreshSnapshot(canonical, snapshot, refreshPosition: acceptedPosition)` (`RuntimeEntityObjectLifetime.cs:1338`) still derives `FullCellId` from bare wire acceptance - that coarser rule is part of the AP-1 divergence this campaign is removing, not something this row blesses. | `src/AcDream.Runtime/Entities/RuntimeInitialCreateContinuationExecutor.cs` (`ApplyPositionAction`, the CANONICAL CELL SEMANTICS comment) | Matches retail exactly: `HandleReceivedPosition` never writes a resident cell - `enter_world`/`MoveOrTeleport`'s placement commit and `SetPosition` do; also matches the classifier's documented cellless rule. | If a future change passes `refreshPosition: true` here, a wire Position would make a cellless canonical body resident without any placement/collision commit - the classic AP-1-shaped bug this campaign exists to close. | `SmartBox::HandleReceivedPosition` 0x00453FD0; `RuntimeAuthoritativePositionRouteClassifier.ClassifyAcceptedPosition` comment |
| AD-61 | **Filed 2026-08-02 (C3c review round 1).** The #270 settle-timing compression now covers the LOCAL player: `RuntimeLocalPlayerPhysicsPublicationState.SettleFirstEntryGroundContact` runs the shared `SpawnPlacementSettler` exactly once after the dormant activation's final commit (suffix-current authority only), compressing retail's first post-`enter_world` gravity frame — which grants CONTACT/ON_WALKABLE from a real touch — into the placement transaction. The legacy App-era force-seed (`Contact\|OnWalkable\|Active` in `PlayerMovementController.SetPositionCore`) still RUNS during publication-candidate preparation and is then OVERWRITTEN by the faithful activation commit + settle (it was never deleted). Caveat (review minor M2): the settler commits `settle.Position` but discards `settle.CellId` — a settle whose few-cm sweep crosses a cell boundary keeps the placement cell until the next resolve corrects it (inherited #270 semantics; ISSUES entry filed) | `src/AcDream.Runtime/Gameplay/RuntimeLocalPlayerPhysicsPublicationState.cs` (`SettleFirstEntryGroundContact`); `src/AcDream.Core/Physics/SpawnPlacementSettler.cs` (`TrySettle`); overwritten seed `src/AcDream.Runtime/Gameplay/PlayerMovementController.cs` (`SetPositionCore`) | Timing compression only: contact comes exclusively from the sweep's real touch (no caller-bool seeding, no forced transients), an airborne spawn stays genuinely airborne, and the overwritten force-seed leaves no observable residue past the activation commit — the committed state is exactly what retail's first gravity frame produces | A settle crossing a cell boundary reports the stale placement cell for the frames before the next resolve; a future reader trusting `SetPositionCore`'s "treat as grounded" seed comment could reintroduce the Contact-without-plane state the landing family calls unrepresentable | `CPhysicsObj::enter_world` 0x00516170; `SmartBox::HandleCreateObject` 0x00454C80 |
---

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@ -162,11 +162,37 @@ same commit) → docs/handoff commit. No workarounds; no fused slices.
never-clobber coexistence with the build-at-first-motion production
path. The acknowledge discriminator is one shared body
(`RuntimeFirstEntryAcknowledgement`) for both conductors. Dormant.
- **C3c — the host flips (production):** both hosts onto the complete
machinery; seal the Controller setter; presentation-only
rebucketing; the connected lifecycle/reconnect + nine-stop gates
(harnesses: `tools/run-connected-world-lifecycle-gate.ps1`,
`tools/run-connected-r6-soak.ps1`).
- **C3c — the host flips (production) — COMPLETE at `529e0e9d`
(2026-08-02, dual Opus reviews: initial FAIL 2+2 MAJOR → R1 fix
round → delta PASS both).** Both hosts register initial Creates
through residence + conductors via the shared
`RuntimeFirstEntryDriveController`; Controller setter sealed;
rebucketing presentation-only strictly while the residence is
ACTIVE (post-residence entities take the full legacy path including
the `prepare_to_enter_world` clock edges); content-less headless
keeps pre-flip direct registration. Five fix slices landed inside
the cutover, each connected-gated: F1 (Runtime ownership seam for
movement stats/server physics — the post-logout retired-controller
crash), F2 (the login activation wedge: admission-prefix gate
factored from the seal, rearm generation identity, auto-entry
requires the published controller), F3 (landblock-prefix 0-sentinel
→ explicit absent-id; corner landblocks legal), F4 (diagnosis only:
the nine-stop soak's convergence failure is pre-existing `6b28ff99`
whole-world collision-clone throughput — its fix is the next slice
before C5), F5 (local-player first-entry ground contact via the
shared `SpawnPlacementSettler` at `FinalizeActivation`; the
standing-cast airborne rejections are gone; register AD-61). R1
additionally armed the login constraint leash at the committed
placement (`HandleReceivedPosition` 0x00453FD0 analog) and
refreshed AD-42. Final gates: complete solution 10,816/0/4 skips;
lifecycle/reconnect gate PASS (`connected-world-gate-20260802-
175401`). Closeout:
[`2026-08-02-c3c-cutover-closeout.md`](../research/2026-08-02-c3c-cutover-closeout.md).
**Carried to C4/C5:** route-1 far-Create service-window conversion
if either streaming/broadcast radius changes (#276); the
window-departure park narrowing; `NotifyRetirement`-on-active-entry
subscriber invariant; the reachable equip-mid-conductor fail-fast;
settle-CellId discard (#276-adjacent, see ISSUES).
- **C4 — remaining routes: 2 (ForcePosition), 3 (portal, with the
`RuntimeWorldTransitState``RuntimePortalPlacementAuthority` adapter),
4 (remote Create/Position; delete `RemoteTeleportController`/`Placement`

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@ -0,0 +1,104 @@
# C3c production placement cutover — closeout (2026-08-02)
Behavior commit: `529e0e9d` (68 files, +5,979/833, register rows AD-61 +
AD-42 refresh in-commit). Plan:
[`2026-08-02-placement-cutover.md`](../plans/2026-08-02-placement-cutover.md).
Session evidence trail: the campaign scratchpad's `implementer-progress.md`
sections `Continuation 1-4`, `C3c-F1`..`C3c-F5`, `C3c-R1` (not committed;
summarized here).
## What shipped
Both production hosts (graphical + headless) register every initial
wire Create through the C0-C3b residence/executor/conductor machinery.
One shared `RuntimeFirstEntryDriveController` pumps the local-player and
remote conductors from the placement-receipt flow (per-frame graphical,
per-tick headless). `MaterializeProjection`/`RebucketLiveEntity` are
presentation-only strictly while the initial-create residence is ACTIVE
(exact-token check; `ExecutorCompleted` is the presentation-binding
receipt); post-residence entities take the full legacy path including
retail's `prepare_to_enter_world` (0x00511FA0) clock rebase.
`RuntimeLocalPlayerMovementState.Controller`'s setter is sealed; every
controller mutation flows through the publication lifecycle. Content-less
headless sessions (validated-legal config) keep the pre-flip direct
registration until C4/C5 revisit.
## The five fix slices (each connected-gated inside the cutover)
- **F1** — live movement-stat + server-physics application moved behind
Runtime ownership (`RuntimeMovementStatsApplication`,
`ApplyServerPhysicsState`); the post-logout ingest crash on the
retired controller is eliminated; `RuntimeMovementSkillProjection`
deleted.
- **F2** — the login activation wedge (world never revealed): the
collision-admission prefix gate factored out of the seal (reentrant
commit could yield terminal `RejectedAuthority`), the rearm's
generation identity corrected (parked G vs post-retirement G+1), and
`PlayerModeAutoEntry` now requires the Runtime-published controller
(`IsPlayerControllerReady` was a constant `true` — one early attempt
permanently sealed the reveal).
- **F3** — landblock-prefix `0`-sentinel replaced by explicit absent-id
representation; map-corner landblocks (grid row/col 0, e.g.
`0x0000FFFF`) are legal through admission, park/rearm/retire,
quiescence, and outdoor shadow seeds.
- **F4** — diagnosis only: the nine-stop soak's convergence failure
(pendingPublications=1, farBacklog nonzero, landblock/mesh dimensions)
is **pre-existing `6b28ff99`** (2026-07-31, "make collision activation
starvation-free"): every far publication clones the complete collision
world (median ~19.7k leaves / 3.64 ms), so the queue drains ~10
landblocks/s and never catches its window. Fix requires an O(changed)
clone (structural sharing or per-landblock atomic unit) — a semantics
change to that slice's asserted one-leaf-per-step invariant; scheduled
as its own slice BEFORE C5 (whose gate matrix includes the soak).
- **F5** — local-player first-entry ground contact: retail seeds contact
from the first gravity frame's transition touch (`enter_world`
0x00516170 carries no seed; local player and remotes share the
mechanism via `HandleCreateObject` 0x00454C80). The shared
`SpawnPlacementSettler` (moved App→Core) runs at `FinalizeActivation`
exactly once; genuinely airborne spawns stay airborne; the outbound
contact bit chain is asserted end-to-end. The legacy path's
unconditional `Contact|OnWalkable|Active` force-seed (non-retail, no
plane) still runs during candidate preparation and is OVERWRITTEN by
the faithful settle (register AD-61). Fixes the user-observed
standing-cast "You can't do that while in the air!" rejections.
## Review round R1 (dual Opus: initial FAIL 2+2 MAJOR → delta PASS both)
Retail MAJORs: the login constraint leash (deleted with the legacy
resolve path; re-armed at the committed placement in
`FinalizeActivation``HandleReceivedPosition` 0x00453FD0 arms on every
accepted position) and the post-residence rebucket scope (fixed to
exact-token active-residence). Adversarial MAJORs: content-less headless
(no drive → legacy registration) and the register rows. Nine minors
fixed (owner conversion API with active-residence throw, wire-landblock
guards, drive-pending ledger in `IsConverged`, route attach/detach
latch, celless conversion for far headless remotes, doc-comment truth,
per-incarnation cylinder cache, executor-drain drift model documented +
source-pinned); two tracked (#276, #277 in ISSUES).
## Final gates
Runtime 1,003; App 4,039/3 skips; Headless 79; complete solution
**10,816 / 0 failed / 4 skips** (Release, `-m:1`). Connected
lifecycle/reconnect gate **PASS** (`connected-world-gate-20260802-175401`;
graceful exits, world-visible, zero airborne-rejection strings; run
`-174811` failed on user-interference fingerprint —
`activeTeleportCount=1` at the stable checkpoint — and is attributed,
not counted). The soak stays red for the pre-existing F4 attribution.
## Process lessons (carried to memory)
1. **Report artifacts over marker logs** — three wrong classifications
this campaign came from reading route/marker logs instead of
`report.json` (the soak "clean route" was Passed=false with 37
convergence failures).
2. **Log lifetime before absence claims** — a 26-second, 67-line log's
silence about a defect proves nothing (the 122749 misread inverted a
root-cause classification twice).
3. **User observation is the cheapest gate** — the standing-cast
airborne rejections and the black-screen reveal were both
user-spotted minutes before harness detection.
4. **The seal finds the bypasses** — sealing the controller setter
surfaced a runtime-mutation bypass (F1) the compile-break audit could
not see; expect the same class when sealing any long-lived escape
hatch.