After route 2 I pinned a falsifiable bet: routes 4-7 reuse the seam route 2
built, so their marginal cost should be well under 400 production lines, and if
route 4 also cost ~900 the bet was dead. Scoping estimates 1,500-2,500 lines
plus ~1,700 lines of test re-modelling. Honouring the bet: no implementation
pass until the scope is re-planned.
The bet failed for an instructive reason. The seam generalises fine — the
begin/prepare/submit chain has no local-player precondition, the classifier's
remote branches are already retail-exact, and all remote physics state is
already in Runtime. Route 2 was simply not a representative unit: one entity vs
N, one disposition vs four, one execution path vs two (canonical SetPosition
AND the interpolation queue), no teleport hook, no constrain phase, two
duplicate authorities vs six. Picking the simplest route first and then
calibrating everything against it was the error.
Four findings that change the campaign plan, not just route 4:
- Route 4's Create half is already done (C3b/C3c). The remaining work is
steady-state remote Position plus deletions; the route title misleads.
- AP-131 cannot be retired by route 4. Route 2 did not fix its FORCE_POSITION
half, and its local ordinary-Apply half is owned by no route in the inventory.
- #277's safety bound breaks: it argues about Creates, while a steady-state
Position can carry a remote out of the collision window with no Create at all.
Needs a Position-time service-window guard on both hosts; the graphical host
has no such predicate today.
- N3 (headless never calls RetryPending) stops being latent the moment route 4
makes headless remotes produce placement receipts.
Also records three previously unfiled divergences found while scoping: the NPC
airborne hard-snap that ignores the wire IsGrounded bit, ConstrainTo armed
before the operation instead of after, and ConstrainTo never armed on the remote
teleport branch. Route 4 fixes all three by construction, which makes it a
behaviour change to every visible creature rather than a refactor.
Allocation is NOT the blocker the inventory feared: the steady state classifies
to Interpolate, which runs no SetPosition at all.
Recommends splitting route 4 into 4a (near/interpolate + airborne no-op — the
observable win, no park hazard) and 4b (teleport/far/cellless — where the parks,
the service-window guard, N3 and #277 live).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>