docs(headless): close modern runtime slice K2

This commit is contained in:
Erik 2026-07-27 08:26:14 +02:00
parent 38e83640d9
commit fbdb58a962
7 changed files with 158 additions and 15 deletions

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@ -253,7 +253,7 @@ src/
Hosting/ -> one GameRuntime/session/lease/policy lifetime
Policies/ -> typed Runtime-view/command consumers
-> references Runtime only; no presentation/backend package
-> K0/K1 complete; K2 scheduler and full bot-command parity active
-> K0-K2 complete; shared process-content ownership (K3) active
AcDream.Plugin.Abstractions/ Layer 5: plugin interfaces
IAcDreamPlugin.cs -> done

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@ -1,6 +1,6 @@
# acdream — strategic roadmap
**Status:** Living document. Updated 2026-07-27. **M3 landed; M4 is active.** M3's retail casting/UI, R6 locomotion/collision/projectile/teleport/radar rebaseline, deterministic fresh-login/portal world lifecycle, and final two-client portal observer flow are user-gated. All eight slices of the behavior-preserving ownership campaign in [`docs/architecture/code-structure.md`](../architecture/code-structure.md), their automated closeout, and the user's connected visual matrix are complete. Modern Runtime J3 canonical entity/object lifetime and J4 gameplay-state ownership are closed at `89e6b207`; J5.1 canonical selection/combat/target-mode ownership is closed at `b298f99f`, J5.2 interaction transactions at `f5f7b417`, J5.3 combat/magic intent at `20df9d15`, J5.4 local movement/outbound cadence at `aa3f4a60`, J5.5 per-session physics/remote simulation at `7e6033d0`, J5.6 projectile simulation at `2aee3356`, and J5.7 combined simulation closeout at `cdee7a4b`. J6.1 world-environment ownership is closed at `902076c0`; J6.2 canonical reveal generation and typed destination readiness is closed at `a6860d55` plus `acb845d8`; J6.3 exact F751/Position destination correlation is closed at `6a063a27`; J6.4 exact graphical-host acknowledgement and owner cleanup is closed at `18d17d8b`. J7's one graphical `GameRuntime` root is closed at `ce41efb9`, including the user's 2026-07-27 exact post-cutover visual acceptance. J8 closed Slice J at `a9a822f2` with one shared graphical/no-window root and generation-reset transaction. Slice K Linux headless/multi-session work is active; K0's tested no-presentation Windows/Linux boundary closed at `aada8a37`, K1's real portable single-session host closed at `f8cb840f`, and K2 scheduler/bot-command parity is active. Issue #225's lifestone/particle alpha comparison remains a separate rendering visual gate.
**Status:** Living document. Updated 2026-07-27. **M3 landed; M4 is active.** M3's retail casting/UI, R6 locomotion/collision/projectile/teleport/radar rebaseline, deterministic fresh-login/portal world lifecycle, and final two-client portal observer flow are user-gated. All eight slices of the behavior-preserving ownership campaign in [`docs/architecture/code-structure.md`](../architecture/code-structure.md), their automated closeout, and the user's connected visual matrix are complete. Modern Runtime J3 canonical entity/object lifetime and J4 gameplay-state ownership are closed at `89e6b207`; J5.1 canonical selection/combat/target-mode ownership is closed at `b298f99f`, J5.2 interaction transactions at `f5f7b417`, J5.3 combat/magic intent at `20df9d15`, J5.4 local movement/outbound cadence at `aa3f4a60`, J5.5 per-session physics/remote simulation at `7e6033d0`, J5.6 projectile simulation at `2aee3356`, and J5.7 combined simulation closeout at `cdee7a4b`. J6.1 world-environment ownership is closed at `902076c0`; J6.2 canonical reveal generation and typed destination readiness is closed at `a6860d55` plus `acb845d8`; J6.3 exact F751/Position destination correlation is closed at `6a063a27`; J6.4 exact graphical-host acknowledgement and owner cleanup is closed at `18d17d8b`. J7's one graphical `GameRuntime` root is closed at `ce41efb9`, including the user's 2026-07-27 exact post-cutover visual acceptance. J8 closed Slice J at `a9a822f2` with one shared graphical/no-window root and generation-reset transaction. Slice K Linux headless/multi-session work is active; K0's tested no-presentation Windows/Linux boundary closed at `aada8a37`, K1's real portable single-session host closed at `f8cb840f`, and K2's deterministic scheduler plus complete shared bot command/event path closed at `7e8acb74` plus `38e83640`. K3 shared process content and per-session isolation are active. Issue #225's lifestone/particle alpha comparison remains a separate rendering visual gate.
**Purpose:** One source of truth for where the project is and where it's going. Every observed defect or missing feature has a named phase that owns it; when something looks wrong in-game, look here to find the phase that'll address it. Implementation details live in per-phase specs under `docs/superpowers/specs/`, not in this file.
---
@ -1804,8 +1804,9 @@ port in any phase — no separate listing here.
> portable no-presentation boundary closed at `aada8a37`; K1's production
> single-session Windows/Linux host closed at `f8cb840f` after both platforms
> completed the same real ACE connect, portal, graceful reconnect, and terminal
> teardown gate. K2's absolute-deadline scheduler and full typed bot-command
> parity are active.
> teardown gate. K2's absolute-deadline scheduler and full typed bot-command/
> event parity closed at `7e8acb74` plus `38e83640`; K3 shared immutable
> process content and per-session mutable isolation are active.
> The historical exact cutover
> rollback remains
> `git revert ef1d263337997bb030eadb7b8e71d73dc659907a`. Slice H is complete:
@ -1851,8 +1852,8 @@ hitch and follows.
> **PROMOTED TO ACTIVE MODERN RUNTIME SLICES K/L.** Slice K now executes the
> no-window Linux host and approximately 30-session target from
> [`2026-07-26-modern-runtime-slice-k.md`](2026-07-26-modern-runtime-slice-k.md);
> Slice L executes the graphical Linux/platform work. K0/K1 are complete and
> K2 is active. The historical LH rows below remain the stable outcome map.
> Slice L executes the graphical Linux/platform work. K0-K2 are complete and
> K3 is active. The historical LH rows below remain the stable outcome map.
The governing architectural rule is that a game session must not be a hidden
`GameWindow`. Authentication, networking, world state, movement, inventory,

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@ -290,8 +290,12 @@ residency is `0/0/0` at every stable checkpoint and teardown converges. Slice I
connect/portal/graceful-reconnect/teardown gate on Windows and Linux/WSL.
The complete Windows Release suite passes 8,728 tests / 5 skips; the Linux
portable closure passes 600 Core.Net, 119 Content, 402 Runtime, and 25
Headless tests. K2's absolute-deadline scheduler and complete typed bot API
parity are active.
Headless tests. K2 completed at `7e8acb74` plus `38e83640`: one monotonic
absolute-deadline scheduler, the shared Runtime local-player frame sequence,
complete generation-gated bot commands, and lifecycle/entity/inventory/chat/
movement/portal/combat/command events pass 411 Runtime, 31 Headless, 3,732
App / 3 skips, and 8,744 complete Release tests / 5 skips. K3 shared
immutable process content and per-session mutable isolation are active.
Slice-I closeout evidence is
[`../research/2026-07-25-slice-i7-closeout.md`](../research/2026-07-25-slice-i7-closeout.md).
Slice-J2 closeout evidence is

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@ -1,6 +1,6 @@
# Modern runtime Slice K — Linux headless and multi-session host
**Status:** K0K1 COMPLETE; K2 ACTIVE 2026-07-27
**Status:** K0K2 COMPLETE; K3 ACTIVE 2026-07-27
**Parent:** `2026-07-24-modern-runtime-architecture.md`, Slice K
**Authorization:** the user approved Slices FL on 2026-07-24
**Purpose:** run efficient automated clients on Linux without a display, GPU,
@ -265,6 +265,19 @@ cleanly without loading presentation assemblies.
### K2 — deterministic scheduler and bot API parity
**Complete at `7e8acb74` plus `38e83640`.** One monotonic
absolute-deadline scheduler advances every configured session in stable order,
uses bounded elapsed-time catch-up, and represents reconnect quiescence as a
deadline. Graphical and headless hosts now use the same Runtime local-player
frame controller, action owners, typed movement/selection/interaction/combat/
magic/state commands, hostile-target query, and ordered lifecycle/entity/
inventory/chat/movement/portal/combat/command event stream. The deterministic
gate proves MoveToState/AutonomousPosition order and elapsed cadence, stale
generation rejection, and 100,000 idle dispatch probes with zero turns and
zero managed allocation. Runtime passes 411 tests, Headless 31, App 3,732/3
skips, and the complete Release solution 8,744/5 skips. Evidence:
`docs/research/2026-07-27-slice-k2-deterministic-bot-parity.md`.
- Add the absolute-deadline multi-session scheduler.
- Serialize accepted per-session work while allowing sessions to progress
independently.
@ -363,3 +376,16 @@ K0 exact rollback:
```text
git revert aada8a37c1e933f9f0a3f41dc4f05615b01023bc
```
K1 exact rollback:
```text
git revert f8cb840fb15b27f61afa5c33cad6c4dba8584949
```
K2 exact rollback, newest first:
```text
git revert 38e83640d907ee3e0819f3b38ca117ca60914d6b
git revert 7e8acb74dd20931d5ba88430fd100cd074a32e4d
```

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@ -0,0 +1,94 @@
# Slice K2 — deterministic scheduler and bot parity closeout
**Date:** 2026-07-27
**Implementation:** `38e83640d907ee3e0819f3b38ca117ca60914d6b`
**Status:** COMPLETE
## Outcome
Graphical and headless clients now drive the same Runtime-owned local-player
frame sequence, movement controller, action owners, typed commands, and ordered
event stream. Headless is not a second gameplay implementation and does not
poll mutable App state.
One monotonic `HeadlessProcessScheduler` owns absolute deadlines for every
configured session. Due sessions execute in stable configuration order, long
pauses use bounded catch-up while preserving elapsed time, and reconnect
quiescence is an absolute deadline rather than a blocking sleep.
## Shipped mechanisms
- Complete generation-gated direct command coverage for selection, use,
appraisal, pickup, combat, spell casting, sustained movement, stance,
inventory shortcuts, spellbook state, advancement, character options,
social state, chat, and recalls.
- Exact object selection and persistent movement intent are first-class typed
commands shared by graphical and headless consumers.
- `RuntimeLocalPlayerFrameController` owns retail's pre-network object phase,
inbound barrier, and post-network AutonomousPosition phase. App is a thin
graphical adapter; headless uses the same controller with no render mirror.
- Runtime-owned hostile-target query and retail spell-target policy are
presentation-independent.
- Runtime remote-physics wall-clock reads use the instance `TimeProvider`.
- Headless combat and magic operations route through the same canonical action
owners and live `WorldSession` as the graphical client.
- The lazy event hub now publishes combat-state outcomes in addition to
lifecycle, entity, inventory, chat, movement, portal, and command outcomes.
With no subscriber, it attaches no gameplay callbacks.
- Accepted inbound work remains serialized inside each session's Runtime turn;
bot policy runs after inbound, post-network position, and combat simulation.
The synchronous Core.Net connect handshake retains its bounded wall-clock
timeout and retail/ACE 200 ms ConnectResponse race suffix. It is outside the
steady scheduler, creates no per-session thread, and is not used for movement
or packet cadence.
## Deterministic gates
- Absolute-deadline stable-order execution for multiple sessions.
- Bounded catch-up with exact elapsed-time preservation.
- Monotonic reconnect deadline without a blocked scheduler.
- 100,000 idle pre-deadline dispatch probes: zero turns and zero managed
allocation.
- Graphical wrapper versus direct Runtime local-frame trace equality.
- Headless packet order: MoveToState before AutonomousPosition.
- AutonomousPosition cadence remains elapsed-time based at the retail
one-second boundary; unchanged movement emits no duplicate MoveToState.
- Stale generation movement and selection commands are inert.
- Horizontal/vertical landblock target distance and hostile-only filters.
- Combat-state and command outcomes share the generation-stamped ordered event
sequence.
## Automated gates
- Runtime: 411/411.
- Headless: 31/31.
- App: 3,732 passed / 3 intentional skips.
- Complete Release solution: 8,744 passed / 5 intentional skips.
- Release build succeeds. The 17 warnings are pre-existing nullable/analyzer
warnings in Core test fixtures; the changed projects build without warnings.
## K3 carry
K3 introduces a process content owner with exact leases:
- one mapped `acdream.pak`, synchronized DAT access, and immutable lookup
tables per process;
- per-session physics engine, mutable cache/bookkeeping, body graph, scratch,
command state, and diagnostics;
- content-backed local-player physics/spell hydration in headless sessions;
- 1/5/10-session isolation, same-GUID, reconnect, and policy-fault gates.
## Rollback
The scheduler foundation landed separately:
```text
git revert 7e8acb74dd20931d5ba88430fd100cd074a32e4d
```
The K2 parity cutover is:
```text
git revert 38e83640d907ee3e0819f3b38ca117ca60914d6b
```