Routes the classifier's two NO-PLACEMENT remote branches — Interpolate
(contact, PlayerDistance < 96 m) and NoPositionOperation (no contact) — through
a Runtime-owned seam, and fixes the two divergences they carried. Teleport,
far-snap and cell-less stay on the legacy App path; 4b owns them.
Route 4 was split into 4a/4b after scoping put the whole route at 1,500-2,500
lines against a ~400 budget. 4a's branches perform no SetPosition, so this slice
carries no deferred-cell park, no service-window guard and no allocation
exposure — which is what made the split worth doing.
Divergences fixed, both previously unfiled:
* D1 — the NPC airborne branch hard-snapped Body.Position/Orientation and
branched on the client-tracked rmState.Airborne, never consulting the wire
IsGrounded bit. Retail's MoveOrTeleport @0x00516330 returns 0 at 0x0051636D
and writes nothing. Player remotes were already correct; NPCs were not.
* D2 — ConstrainTo was armed before the operation, unconditionally, so it fired
on the airborne no-op retail skips and anchored to the PRE-move position.
Retail arms it at 0x00454272, only when MoveOrTeleport returns nonzero,
anchored to &arg2->m_position read live, i.e. post-move.
AP-87 and TS-44 were carried deliberately, not delegated away. AP-87's three
conditions — including firstUp, which one round silently dropped — are preserved
as an explicit acdream policy layer applied AFTER the classifier commits to
Interpolate; the two previously separate player/NPC copies are now one. TS-44
stays an NPC-only caller gate; extending sticky suppression to player remotes has
no retail basis and no live evidence, so it was declined rather than absorbed.
Landing is explicitly carved out of 4a's ownership on both arms. A landing packet
classifies Interpolate, so an ordering slip would ENQUEUE a body that must PLANT
and a creature knocked off a ledge would glide down over a packet interval. The
carve-out is a named entry point returning AirborneSnap/SteadyStateInterpolate/
Legacy precisely so the PRECEDENCE is observable and testable rather than implied
by statement order — that is how the slip happened once and was caught.
The player/NPC asymmetry on landing is real and NOT resolved here: retail draws
no such distinction, but converging them is a behaviour decision needing its own
evidence. Filed into the 4b plan.
Register: AP-135 filed for the two bookkeeping writes the airborne branch
deliberately retains (rmState.CellId, LastServerPos/Time) — not retail's model,
but load-bearing for our catch-up sweep and staleness timer, and verified not to
be a canonical cell commit for ordinary remotes. AP-87 and TS-44 rewritten to
describe the code.
Honest remainder: App still owns branch selection, the airborne return, the cell
write, the entity write and the shadow publish, and headless satisfies "both
hosts drive the identical entry point" only vacuously since it returns early for
remotes. That is written into the 4b bullet rather than left implicit.
Cost: 364 non-comment production lines, 91% of the ~400 budget — the split did
isolate the cheap half, but not by much. Do not carry "well under" into 4b's
scoping.
Gates: complete Release solution 10,938 passed / 4 skipped / 0 failed (pre-4a
baseline 10,909). Four review rounds; the first three each introduced a new
behavioural defect while fixing another, and each left a comment asserting
behaviour that no longer matched — the final round's precedence matrix was
traced cell-by-cell against HEAD with only the D1-intended difference. App tests
call production entry points against a real WorldEntity and real classifier
output, closing route 2's #292 gap rather than repeating it.
Connected acceptance NOT run — needs a live second character.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
User-directed after scoping put whole-route 4 at 1,500-2,500 production lines
against a stated ~400 budget.
4a is the steady state: the classifier's Interpolate (contact, < 96 m) and
NoPositionOperation (no contact) branches. Neither performs a SetPosition, so 4a
carries no deferred-cell park, no service-window guard, no allocation exposure,
and no interaction with the Forget-on-every-accepted-Position behaviour that
dominated route 2's review rounds. It also fixes two of the three unfiled
divergences: the NPC airborne hard-snap that ignores the wire IsGrounded bit
(retail returns 0 and writes nothing, MoveOrTeleport @0x0051636D), and
ConstrainTo armed before the operation instead of after (retail arms it post-move
only on a nonzero return, @0x00454272).
4b takes the edges — teleport, far-snap, cell-less — where the parks, the
Position-time service-window guard, #277's broken bound, N3, and the third
divergence live.
The contract sanctions exactly one dual path: 4a routes its two classifications
through the new seam and leaves the other two on the legacy path until 4b. That
is a staged cutover rather than a duplicate authority ONLY because the
discriminator is the classifier itself and the classifications are mutually
exclusive; the contract says so explicitly and requires the fallback deleted in
4b.
Two carried acdream additions are called out as load-bearing rather than left to
be discovered: AP-87's 4 m / !willBeDrTicked snap conditions (which prevent the
#184 invisible-but-solid monster and are NOT in the classifier) and TS-44's
sticky suppression. Silently dropping them by delegating to the classifier is
named as the failure mode.
Acceptance requires a BEHAVIOURAL App test, not the source-text pin route 2
settled for (#292).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>