Commit graph

660 commits

Author SHA1 Message Date
Erik
11a8742884 docs: scope C4 routes 6 and 7 — route 6 needs zero production lines
Scoped together because both concern item/container placement; they turn out to
share no production file, but the shared inventory premise had to be corrected
once rather than twice.

The governing correction: both routes' inventory sections rest on
"RegisterEntityWithInitialResidence is never called from any production path."
C3c (529e0e9d) made that false — LiveEntityRuntime.cs:544-548 and
RuntimeLiveEntitySessionController.cs:118-123. Every conclusion reasoning from
"nothing upstream to cancel" is obsolete.

Route 6 (drops) is COMPLETE. No route-6 disposition exists: a dropped item is
Remote + TopLevel -> SetPosition/Placement|Slide, which is route 1's
classification exactly, and both drop flavors already converge on
LiveEntityHydrationController.OnCreate (split-recovery at
InventoryWorldDropProjectionController.cs:66). BuildSpawn overrides every
positional field, so the stale-source-position requirement is met.

Route 6 also retires a false premise in this campaign's own plan
(2026-08-02-placement-cutover.md:98-100): "replay create-time effects" is NOT
established as a defect. acdream's only create-time replay is the F754/F755
queue keyed by GUID, which is retail's own HandleCreateObject @0x00454C80
behaviour. The one plausible mechanism — a cloned DefaultScriptType — never
fires at create in either client; retail's play_default_script is reached only
from DoCollision @0x0058C3A0 and the hook dispatcher @0x00526C08/@0x00526C14.
And retail's "split-recovery marking" is a SELECTION transfer, not effect
suppression: UIAttemptSplitTo3D @0x0058D850 records WCID/stack/time and
DeclareValid @0x0058E340 re-selects at @0x0058E481. That port is missing but is
selection UX, not placement — file it outside C4.

Route 7 is one slice, ~300-490 lines, and must not be split: the Runtime commit
and the App demotion are two halves of one transfer. Retail performs NO
placement here — DoPickupEvent @0x00452240 is unset_parent + leave_world;
DoParentEvent @0x00452290 is set_parent + SetPlacementFrame. No SetPosition, no
leash. So route 7 inverts 4b-2's rule: never arm ConstrainTo.

Route 7's real defect: the child's canonical cell has two writers. Retail
re-cells inside set_parent (change_cell @0x00515AD6 + recalc_cross_cells
@0x00515B15); acdream commits the child cell-less in Runtime and re-cells it
from a RENDER TICK (EquippedChildRenderController.TickChild:408 ->
RebucketLiveEntity). Headless has no such controller, so every headless
parented child stays cell-less forever — the headless gap and the two-writer
split are the same bug.

Load-bearing unestablished item, recorded rather than guessed: whether retail
re-cells children when the parent crosses a cell. UpdateChild @0x00512D50 ->
set_frame @0x00514090 is frame-only and never writes objcell_id;
change_cell/set_cell's child handling was not read. Settle that before
demoting App's rebucket — demoting it blind risks route 4a's R1 / #184
invisible-but-solid.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-04 04:27:13 +02:00
Erik
07e979393b docs: scope C4 route 5 (projectile authoritative placement)
Route 5 is RuntimePositionEntityKind.Projectile + ProjectileAuthoritative, and
the entity kind turns out to be behaviourally inert in the classifier —
ClassifyAcceptedPosition has exactly one EntityKind test (LocalPlayer, :349);
Projectile and Remote fall through identical code from :393, differing only in
OperationKind. Route 5 is an execution/ownership consolidation, not a
classification change.

Roughly half already shipped: the Create half and the residence-window Position
half are canonical and live. What remains is the post-residence accepted
Position, short-circuited before the classifier at
LiveEntityNetworkUpdateController.cs:1428-1448 — ~180 non-comment lines.

Retail has no missile branch: HandleReceivedPosition @0x00453FD0 and
MoveOrTeleport @0x00516330 route a projectile through the identical remote arm
@0x0045414D, ConstrainTo @0x00454272 IS armed for projectiles, and for an
in-flight missile with a cell and no teleport/contact retail does nothing
(return 0 @0x0051636D). This forecloses the plausible "projectiles are special"
implementation before anyone writes it.

Records that route 5 must land AFTER 4b-2 — it widens
RuntimeRemotePlacementDriveController.OwnsPlacement, which excludes
ProjectileAuthoritative today, leaving the far and teleport/cell-less branches
with no owner.

Names the gate problem honestly: ACE never sends UpdatePosition for a missile
(the one site is commented out at WorldObject_Tick.cs:333-334), so the Position
half is unreachable in ordinary play and has no cheap live trigger. The gate
covers the Create half and regressions; the four dispositions are test-gated.

Corrects a prior inventory claim: CommitProjectileCell is not ad hoc, it routes
into the shared CommitCanonicalCell (RuntimePhysicsState.cs:1376-1397). The
bypass is SnapToCell plus the InWorld/shadow tail.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-04 04:26:30 +02:00
Erik
d5bdc35598 docs: pin the C4 route 4b-2 contract (remote far-snap)
4b-2 flips one classifier branch on: SetPositionSimple for remotes, contact,
PlayerDistance >= 96 m, routed through 4b-1's dormant owner. Teleport and
cell-less stay legacy for 4b-3.

Pins the two retail facts that decide the slice: StopInterpolating runs BEFORE
SetPositionSimple (@0x005163CB before @0x005163D9), and the branch returns 1 so
HandleReceivedPosition arms ConstrainTo @0x00454272 anchored post-move. Since
MoveOrTeleport discards SetPositionSimple's error return and returns 1
regardless, the leash must be armed on refusal and rejection too — "arm on
Committed" is the natural misreading and is the same shape as the already-filed
unarmed-leash bug.

Names the trap up front: deleting the legacy far block removes the only handler
for null and Rejected* classifications, and during the login window null is
every remote packet, so remotes would not move at all until the local
controller exists. Requires a stated policy rather than a silent drop — the
same shape as route 4a's "'not Interpolate' is not 'far'" finding.

Records that AP-87's 4 m / !willBeDrTicked guards are near-branch only and are
subsumed by the far branch's unconditional snap, so they must not be carried
forward — while the near-branch copies stay, since those are 4a's and still
load-bearing.

Requires behavioural App tests explicitly: route 2 settled for a source pin
(#292) and route 4a's first attempt shipped tautologies that passed with
production reverted.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-04 04:09:15 +02:00
Erik
2e8e09acd0 feat(physics): C4 route 4b-1 — remote placement infrastructure (dormant)
Builds the machinery route 4b-2 and 4b-3 will flip on, and changes no remote
behaviour: it has no production caller, so RemotePlacementDrivePendingCount is
provably 0 and IsConverged is unchanged.

Five pieces: a per-entity remote placement owner (RuntimeRemotePlacementDriveController),
a Position-time service-window guard with a Runtime interface plus BOTH host
implementations, N3's headless RetryPending pump, parked-count observability in
the ownership ledger, and the service-window optimisation that avoids parks we
can cheaply predict.

Landed alone because it is where the park-withdraws-the-entity failure was
decided; that decision is fixed at the source in the preceding commit and must
not share a review signal with a behaviour flip.

Two parts of route 2's controller are deliberately NOT ported, both verified
against retail rather than assumed. There is no ack: SendPositionEvent is called
only inside HandleReceivedPosition's local-player FORCE_POSITION gate
@0x0045400C-@0x00454091, and the remote arm @0x0045414D has no equivalent. There
is no re-issue funnel: retail never re-attempts a position it could not apply —
stale timestamps merely bump error_count @0x004542AC — and re-issuing packet N
after N+1 has merged would apply a pose the newer packet already superseded,
which is correct for a one-shot ForcePosition and wrong for a 5-10 Hz stream.

The service-window guard is an OPTIMISATION, not the correctness mechanism. The
original contract had it the other way round, justified by a claim that retail
cannot represent "arrived but not placeable" — false, and corrected in the
review findings: retail's GotoLostCell/reenter_visibility path represents it
exactly. A pre-flight guard also cannot be complete, because Core defers on the
entity's CURRENT cell, on the swept QueriedCellIds footprint spanning
neighbouring landblocks, and on residency evaluated after AdjustToOutside —
conditions only Core can see.

Review found and this commit fixes: DetachRoute cleared two maps of LIVE Core
operations without cancelling them (route 2's AbandonPending is the correct
mirror, not the first-entry controller) and its test asserted that blindness as
convergence; the headless predicate answered "can ever publish" rather than "is
published", and after the first fix still matched only 1 of the 9 landblocks
this host publishes; OwnsPlacement admitted remote top-level Creates until
gated on the Teleport flag as well as the disposition; Advance re-submitted
without re-checking the window; and four comments cited a report that did not
exist.

Contract item 6 is met by the structural proof, not the earlier test:
HasOldPrefixPlacementDebt refuses collision-prefix mutation permission before
ParkCollisionResidents is ever entered, so its overlap throw is unreachable.
That same mechanism is the unbounded stall filed as #310, which 4b-1 does not
bound — it only avoids widening it.

#311 files the remaining per-tick allocation in RetryPendingProjections; the
early-out for the empty-FIFO case landed via a new HasPendingReceipts accessor
so hosts still never touch .Placements. directly.

Gates: complete Release solution 10,973 passed / 4 skipped / 0 failed (baseline
10,938). Four review rounds; every fix discrimination-verified by revert.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-04 04:08:19 +02:00
Erik
9e97be1896 docs: pin the C4 route 4b-1 contract (remote placement infrastructure)
4b-1 builds the machinery and changes no remote behaviour: a per-entity remote
placement owner, a Position-time service-window guard on both hosts, the
refuse-rather-than-park policy, N3's headless RetryPending pump, and parked-count
observability. No production caller, so 4b-2 and 4b-3 flip it on afterwards.

It lands alone because it is where the park-withdraws-the-entity failure mode is
decided, and that decision needs its own review signal rather than sharing one
with a ~700-line class deletion.

Pins the central decision: refuse rather than park. A DeferredCell park withdraws
the entity (InWorld false, Active cleared, clock suspended, residency dropped),
and Forget-on-every-accepted-Position kills the park without restoring any of it
— so a remote that parks and is then superseded by an Interpolate packet stays
withdrawn indefinitely, invisible and intangible.

Names the two transfer errors that would look correct to anyone copying route
2's controller: do not port the ack machinery (retail's remote arm has no
SendPositionEvent) and do not port the re-issue funnel (re-issuing a superseded
pose is wrong for a repeated 5-10 Hz stream).

Makes ParkCollisionResidents' overlap throw a gate item rather than a note — it
is unreachable today only because steady-state remotes hold no operations, and
with N remotes an ordinary streaming retirement would become session-fatal.

Lists what 4b-1 must not touch, including AP-135's two writes (4a-owned
dispositions that sit inside the method 4b rewrites — the trap) and the single
retail ConstrainTo arming site.

Records both known flakes by number and mechanism so they cannot be conflated
again: #302 is a GC-allocation assertion in App.Tests, #308 a wall-clock deadline
in Core.Net.Tests.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-04 01:11:42 +02:00
Erik
eeec4fb42a diag(physics): remote landing-edge probe; record the two live jump defects
The user live-tested route 4a and reported two defects on player remotes: a
remote holds the falling animation after landing before finally landing, and a
remote jumping onto a house plants on the roof where retail slides off, then
blips to the slid-down position.

Neither is a route 4a regression. Do NOT revert 44830a0e — reverting would
restore the per-packet render slam 4a removed without touching either defect.

Bug B's root cause is identified and already covered by open issue #32, whose
text names both symptoms in one sentence. Both landing sites assert
TransientState |= Contact | OnWalkable unconditionally, where retail derives it
from the contact plane — CPhysicsObj::SetPositionInternal @0x00515330
(`if (contact_plane.N.z < floor_z) set_on_walkable(0) else set_on_walkable(1)`).
A steep roof is contact but NOT on_walkable; asserting both suppresses the slide
response, so the body sits until the server's positions walk 4 m away and
AP-87's threshold snaps it. That is the blip. Verified byte-identical pre-4a via
`git show 19d95094:`.

Bug B's *visible shape* IS 4a's: pre-4a every packet slammed the render entity
to the wire pose, so a stuck body flickered toward the true sliding position
5-10x per second — jitter rather than a clean hold.

Bug A stops at the goal's stop-condition rather than getting a speculative fix.
Three hypotheses with non-overlapping fixes; picking wrong means changing a
retail-ported gate on a guess. Retail's mechanism is already fully decoded, so
what is missing is OUR runtime state — no cdb trace against retail is needed.

Adds ACDREAM_PROBE_REMOTE_LANDING (PhysicsDiagnostics, read once at startup per
the diagnostic-owner rule, one bool check when off). It logs both landing sites
immediately before HitGround, and — the most diagnostic signal — emits a
separate line when a site is reached but the gravity gate is about to no-op,
which is hypothesis 1 (a wholesale Body.State write wiping the transient Gravity
bit mid-air, exactly AP-81's stated risk). Temporary instrumentation, marked for
stripping once the evidence is in.

Evidence recorded rather than new bugs filed: #32 gains the observation, the
root cause and the #173/AD-10 dependency caveat; AP-87 gains a live instance of
its stated risk; AD-10's stale file:line is corrected to RemoteMotionCombiner
with a note that its terrain-only normal cannot see a house roof at all.

Also files #308 — a SECOND flaky test, distinct from #302, which was twice
misattributed to it before being written down. #302 is a GC-allocation assertion
in App.Tests; #308 is a wall-clock deadline loop in Core.Net.Tests that fails
only under full-suite CPU contention (0 failures in 4 isolated runs). Conflating
them hides one, and an agent told to "ignore the known flake" would wave through
a real transport regression.

Gates: complete Release solution 10,938 passed / 4 skipped / 0 failed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-04 01:10:03 +02:00
Erik
dda1e2a03a docs: C4 route 4b scoping — split three ways, and two corrections
Scoping at 44830a0e puts 4b at 1,300-2,200 production lines (centred ~1,700)
plus ~2,500-3,500 lines of test work — 4-6x route 4a and ~2x route 2, the two
largest landings in this campaign, which took 4 and 5 review rounds. Split into
4b-1 (infrastructure, no behaviour change), 4b-2 (far branch), 4b-3 (teleport
and cell-less, with the ~739-line class deletions). 4b-1 stays separate
regardless of appetite for landings.

Corrects two errors in documents from yesterday:

AP-135 does NOT retire with 4b. Its own condition is retirement with the
free-fall sweep gate, which 4b does not touch, and its sites are the airborne
no-op branches — 4a-owned dispositions. The trap is that its two writes sit
inside OnPosition, which 4b rewrites heavily.

Retail has exactly ONE ConstrainTo on the remote arm (@0x00454272); all three
nonzero-returning MoveOrTeleport branches funnel through it. My route-4 scoping
implied a distinct remote-teleport arming site. There is none, so 4b must not
add a second one — the post-operation arm 4a introduced becomes the only arm.

Records a new failure mode 4b must not create: a DeferredCell park WITHDRAWS the
entity (InWorld false, Active cleared, clock suspended, residency dropped), and
Forget-on-every-accepted-Position kills the park without restoring any of it. If
the next packet classifies Interpolate, no placement runs and the remote stays
withdrawn indefinitely — invisible AND intangible, the #184 class through a
third door. Direction: refuse rather than park; the next packet is the retry,
because remote Positions are a 5-10 Hz stream.

Two transfer errors named explicitly so they are not repeated: do not port route
2's re-issue funnel (re-issuing a superseded pose is wrong for a repeated
stream), and do not port its ack machinery (retail's remote arm has no
SendPositionEvent).

Also records that remotePlacementRequired fires for every non-visible remote on
the graphical host — a routine hot path, not a teleport rarity — and that
deleting the legacy blocks removes the only handler for null/Rejected*, which
during the login window is every remote packet.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-04 00:51:32 +02:00
Erik
44830a0eb3 feat(physics): C4 route 4a — remote steady-state Position through the seam
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>
2026-08-04 00:19:05 +02:00
Erik
2f0c26c8a4 docs: split C4 route 4 into 4a/4b and pin the 4a contract
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>
2026-08-03 22:17:22 +02:00
Erik
b17f5cee49 docs: close #297-#299 with SHAs; session handoff
Marks #297 (9b1e6fc6), #298 (bc0077a5) and #299 (88348f67) DONE per the
issue-tracking rule, and adds a handoff covering what landed, what still needs
the user's eyes, and the route 4 decision waiting on them.

Three items are implemented and suite-green but NOT user-verified: collision
with PKLite players (including the equip/unequip case round 1 got wrong),
melee/bow on a PKLite player plus the auto-target guard, and combat-camera
tracking of a PKLite opponent.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 21:30:17 +02:00
Erik
40f5721354 docs: C4 route 4 scoping — the stated budget failed, stop and re-plan
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>
2026-08-03 19:46:01 +02:00
Erik
3ef61eb653 docs: C4 route 2 connected gate — the real @pklite recipe
Rewrites the visual gate now that 69ba9486 makes the ForcePosition lever exist.

Records the finding that would otherwise cause a false pass: admin teleports
(@teleto/@teletome/@teleloc/@movetome) advance ObjectTeleport, not
ObjectForcePosition (PositionPack.cs:49-52), so they exercise route 3. ACE
advances ObjectForcePosition in exactly two places and only the PK Lite
entry-collision bump is reachable by command.

Flags the one-shot nature of the test: entering PK Lite is a persistent
character state change, and DoPKLite @0x0057A490 rejects every later attempt
once IsPlayerKiller @0x0058C910 is true. The two no-op checks come first so the
state-changing step is last.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 19:08:08 +02:00
Erik
9966b53174 feat(physics): C4 route 2 — ForcePosition through the canonical placement
A local-player ForcePosition had TWO independent writers for one accepted
packet: LocalForcePositionTransaction snapped the physics body
(PlayerMovementController.BlipPosition, a raw SnapToCell with no collision
resolve), while LiveEntityNetworkUpdateController's generic tail separately
wrote position/cell/rotation to the render WorldEntity from the raw wire and
rebucketed it. Two stores, one packet — the divergence class 670f307c fixed on
the remote path. The outbound AutonomousPosition ack also fired BEFORE any
canonical commit existed: we told ACE "got it, I'm here" before deciding where
"here" was, and the trailing isCurrent() could only suppress the continuation,
never recall the packet.

RuntimeAcceptedPositionDriveController is now the one Runtime-owned seam. Both
hosts call the identical TryExecuteAcceptedLocalPosition; App and headless
project the committed result through the existing placement projection sink
(LiveEntityRuntime.TryApplyRuntimePlacementPlace already performed the same
four writes, from committed state rather than a wire guess).

Retail: SmartBox::HandleReceivedPosition @0x00453FD0's FORCE_POSITION branch is
get_heading -> Frame::set_heading -> SmartBox::BlipPlayer @0x00453940 -> stamp
POSITION_TS -> SendPositionEvent @0x00454091 -> return @0x0045409D. BlipPlayer
is CPhysicsObj::SetPositionSimple @0x005162B0 with flags 0x1012
(Teleport|Slide|SendPositionEvent) — a real collision-resolving SetPosition,
not a snap. The pinned classifier already encoded this exactly.

Named behaviour changes:

* The ack is now an OUTPUT of the committed route, fired strictly after the
  canonical commit and exactly once per accepted force packet.
* The ForcePosition route no longer re-arms the constraint leash. The force
  branch returns at 0x0045409D, ahead of all three ConstrainTo sites
  (0x00454272, 0x0045418A, 0x004541EC); the old re-arm cited retail's "Player,
  normal" branch, which BlipPlayer is not on. The teleport, CommitPreparedPosition
  and first-entry callers legitimately still constrain and are untouched.
* A force correction that terminates WITHOUT committing still sends its
  position event and is not retried — retail's BlipPlayer discards
  SetPositionSimple's SetPositionError return and acks unconditionally.

A single _pending funnel owns the in-flight placement, deciding on the token's
PositionAuthorityVersion against the record's: equal -> clear; advanced with the
newest accepted event still a force -> re-issue, re-classified; advanced to an
ordinary Apply -> clear, since newer server truth owns that pose. This closes a
double-apply/double-ack and a silently-dropped correction that two earlier
iterations of this slice each introduced.

AD-62 records the residual: a ForcePosition our async collision publication
cannot carry to a committed placement is not re-applied. Retail has no park —
its world is fully resident and its placement synchronous — so the state is
unreachable there. AP-131 is NOT retired; its legacy Position caller is route 4.

Deleted: LocalForcePositionTransaction, PlayerMovementController.BlipPosition,
HeadlessSessionWorldProjection.BlipLocalPlayer.

Gates: complete Release solution 10,858 passed / 4 skipped / 0 failed (baseline
10,844/4/0). Two independent Opus reviews (retail-conformance and
architecture/adversarial) PASS on the final diff after three FAIL rounds; every
intermediate state was fully green, so the suite caught none of the four real
defects. Connected acceptance is NOT run: nothing a user can do makes ACE emit
a ForcePosition without retail's @pklite, which acdream does not implement — see
docs/research/2026-08-03-c4-route-2-visual-gate.md.

Known gap, recorded not claimed: the plan's acceptance item 2 is unmet. The App
double-write check is a source pin, and "the committed projection moves the
render entity" is uncovered at any layer (#292). Filed alongside: #286-#291,
#293-#296.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 18:46:36 +02:00
Erik
22a5c95400 docs: next-agent handoff prompt for C4 routes 2-7
Self-contained continuation prompt for the placement cutover. Records the
worktree/branch/HEAD (and that main is still at c7d5fc14 with these commits
unmerged, per the user's direction to work in the worktree), the read-first
list, binding rules, the 10,844/4/0 baseline to measure against, the 10
commits landed on this branch, and the work order: route 2 from its pinned
contract, route 3 with #280 beside it, routes 4-7 folding in #276/#277, C5
closeout, then AP-22 and AD-10.

Carries the two things a fresh session would otherwise have to rediscover:
route 2 is a seam-building slice rather than a wiring job (the accepted-Position
classifier's only production consumer is route 1's Create continuation), and
the complete-suite-before-every-commit gate that the #281-#284 regressions
bypassed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 14:43:56 +02:00
Erik
f2b06f3787 docs: pin the C4 route 2 (ForcePosition) contract
Scoping complete; implementation not started.

Key finding that changes the slice's shape: ClassifyAcceptedPosition already
produces the retail-exact ForcePosition route, but its ONLY production consumer
is RuntimeInitialCreateContinuationExecutor:1948 - route 1's Create
continuation. For an already-live local player receiving a Position there is no
Runtime consumer at all; LiveEntityNetworkUpdateController.OnPosition does the
work in App. Route 2 therefore has to build the accepted-Position execution
seam and then cut App over, rather than wire up an existing one.

The contract records both duplicate authorities with exact file:line, the
retail evidence (SmartBox::HandleReceivedPosition @0x00453FD0 - the
FORCE_POSITION early return preceding unset_parent and the !HasAnims-gated
SetPlacementFrame), the seven contract points, acceptance including the
complete-suite gate, and three implementer risk notes.

Called out for the implementer: the outbound AutonomousPosition ack currently
fires BEFORE any canonical commit, and its trailing isCurrent() only suppresses
the continuation - the ack has already gone out. Moving to retail's
SendPositionImmediately (an output of the executed route) fixes that by
construction, and is a real behaviour change that must be named in the commit.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 14:41:27 +02:00
Erik
205f3fea6f docs: hand off placement campaign finish 2026-08-03 12:54:47 +02:00
Erik
01f4791e95 fix(streaming): stop replaying committed recenter retirements
Root cause: pending-only live projection buckets were misclassified as landblock presentation owners during origin recentering. That manufactured a second full cleanup receipt for a generation whose first receipt was still advancing; the duplicate guard threw and the broad retry path replayed the already-committed detach 243 times.

Keep pending live projections through the spatial identity map without issuing another receipt, and fail fast when a receipt-ledger invariant occurs after detachment. Evidence: docs/research/2026-08-02-collision-throughput-handoff/p1-retirement-receipt-loop.md. Release suite, lifecycle gate, and nine-stop soak pass.
2026-08-02 20:53:11 +02:00
Erik
c65559d8f8 docs: add deleted-machinery grep sweep to the collision handoff bundle
Late-arriving adversarial-review artifact: deletions confirmed clean
(no surviving consumers, no post-Revoke dereference), one dead orphan
(CollisionWorldStateSlot.TransferTo), two stale test names, and the
stale-docs catalog for whoever lands the collision work.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 20:10:21 +02:00
Erik
f670db4327 docs: next-agent handoff prompt for the collision/placement regressions
Self-contained task brief: P1 retirement-receipt exception loop, P2
feel-test placement failures, P3 soak residuals re-judgment, P4 door
approach regression, P5 spell-particle deferral, P6 re-verifications;
process, gates, and commit rules included.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 20:08:34 +02:00
Erik
71604331cf wip(physics): collision O(changed) delta-commit (O1-O3) - ON HOLD, feel-test failed
Publication-throughput rework per the D2 design (docs/research/
2026-08-02-collision-throughput-handoff/design-note.md): O1 per-prefix
installed-key ledgers replacing the seal's full-map scans; O2 per-
landblock delta commit (LandblockReplacementApplyCursor against the
active root) replacing whole-world TransferTo; O3 empty staging root,
commit-time reflood (CObjCell::init_objects 0x0052B420 ->
recalc_cross_cells 0x00515A30), journal/peer-rebase machinery deleted
(~1,900 lines net).

Automated gates green: Runtime 999, Core physics 2,135, App 4,039/3,
Headless 79, complete solution 10,812/0/4; lifecycle gate PASS
(connected-world-gate-20260802-193029). Soak 194423: publication-side
acceptance fully met (37 -> 4 failures, all convergence dims zero,
loadedLandblocks baseline-identical, waitCue 6/9 -> 1/9).

COMMITTED AS WIP ON USER DIRECTION - NOT ACCEPTED. The user feel-test
FAILED on this tree: monsters still pop into existence at close range,
monsters spawned mid-air far ahead, static placements visibly wrong,
plus 243x "Landblock already has a full retirement receipt"
InvalidOperationException catch-retry loop during origin recenter
(launch-feeltest-oclone.log). The 4 remaining soak failures
(pendingLandblockRetirements 131/122 at the Caul->Sawato stops) and the
implementer's "exposed pre-existing" classification are under
re-judgment against that loop. Dual reviews were dispatched and then
stopped mid-flight on user direction; NO review has passed this commit.
Full problem inventory + next-agent instructions:
docs/research/2026-08-02-collision-throughput-handoff/.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 20:06:59 +02:00
Erik
f4ef2b2a2a 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>
2026-08-02 18:12:57 +02:00
Erik
78f1eb1896 docs(physics): record cutover slice C3b completion
C3b landed at 0934a121 with dual review PASS. The plan records the
remote-entry mechanism and its verified retail anchors; the float-gates
doc gains the port note pinning the NaN dispositions (friction's
sanctioned skip; elasticity and translucency routed exactly as the
binary; ACE's elasticity NaN divergence recorded). Every dormant C3
prerequisite is now complete — C3c, the host flip with the connected
gates, is the sole remaining piece of C3.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 10:21:05 +02:00
Erik
874d94bf34 docs(research): byte-decode set_description's three elided float gates
C3b's blocking retail question, resolved byte-certain from the
PDB-paired v11.4186 binary: CPhysicsObj::set_description applies the
desc's friction only when 0.0 <= friction <= 1.0 (outer JNP-on-parity
gate vs 0.0 double at .rdata 0x00794610; inner <= 1.0 vs 0x3FF0... at
0x007928c0), and applies live translucency + the CPartArray propagation
only when translucency != 0.0f (FCOMP m32 vs 0.0f at 0x007c6a80;
translucencyOriginal is written unconditionally before the gate). Every
FLD/FCOM operand address read from .rdata and every FNSTSW/TEST/Jcc
decoded by hand; ACE PhysicsObj.cs:3557-3568 independently reproduces
all three predicates as the cross-check. Unblocks the C3b remote
body-construction port.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 08:21:15 +02:00
Erik
6460596b56 docs(physics): C1 satisfied by the existing publication mechanism
The C1 body-writer research found the atomic controller/body transaction
already built and tested: RuntimeLocalPlayerPhysicsPublicationState plus
the dormant local-activation family implement the sanctioned
off-canonical-prepare + validated-atomic-commit shape end-to-end, with
zero production callers. The committed writer map records the six
canonical body writers, the two host escape hatches (the public
Controller setter both hosts write directly; App's object-clock facade
bypasses), the headless prepared-collision fragility, and both hosts'
construction divergences. C1 therefore collapses into C3's route-1 flip
— the remaining work is production wiring, not mechanism design — and
C2 (the placement allocation budget) becomes the next slice.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 05:33:29 +02:00
Erik
27e05b99e4 docs(physics): plan the placement production cutover
The continuation executor (5db3de3c) completed the dormant residence
mechanism; the cutover is the campaign leg that makes it production truth.
The committed 8-route inventory maps every duplicate placement authority in
both hosts with exact call chains, confirms the placement-receipt observer
seam is fully built but unattached, and surfaces five pre-cutover gaps the
shipped mechanism cannot yet express (executor-to-channel bridge, atomic
controller/body publication, the 1,880 B/op activation budget, Runtime-side
live-input derivation, the portal-authority adapter). The plan decomposes
the cutover into C0-C5 bisectable slices under the campaign's standing
contract/dual-review/gate discipline, ending at the connected routes and
the user visual matrix that retire AP-1/AD-1.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 04:10:38 +02:00
Erik
9ad590dcc7 docs(physics): hand off placement continuation executor
Synchronize the architecture doc, milestones, roadmap, and ISSUES with the
continuation-executor behavior commit (5db3de3c): the residence system is
now a complete dormant mechanism, both independent reviews PASS, and the
next boundary is the all-host production cutover. The admission handoff
gains its superseded banner; the successor handoff records the executor's
ownership, the retail anchors proven during review (the wire-contact gate,
queue-by-parent-GUID relation replay, HasAnims semantics), the seven new
register rows, exact test totals, the rollback command, and the cutover
checklist. #275 filed for the post-cutover legacy-Position unification.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 03:52:30 +02:00
Erik
4a8f74dc72 docs(physics): hand off initial placement admission 2026-08-01 21:03:51 +02:00
Erik
9d601817b8 docs(physics): hand off initial create residence 2026-08-01 19:42:19 +02:00
Erik
5785a07b3e feat(runtime): commit dormant SetPosition activation 2026-08-01 14:25:02 +02:00
Erik
99f867f053 feat(runtime): seal dormant SetPosition evaluations 2026-08-01 11:31:58 +02:00
Erik
22651c823d feat(runtime): publish dormant local physics ownership 2026-08-01 10:01:30 +02:00
Erik
442cb8f97b feat(runtime): prepare authored SetPosition movers 2026-08-01 09:16:09 +02:00
Erik
237d1184d2 feat(runtime): own SetPosition collision reports 2026-08-01 00:15:11 +02:00
Erik
ec627c13a2 docs(physics): hand off remaining divergence campaign 2026-07-31 23:13:46 +02:00
Erik
270f5154b9 feat(runtime): expose dormant placement receipts 2026-07-31 23:11:44 +02:00
Erik
4c02ac4259 feat(runtime): own deferred set-position residence 2026-07-31 22:32:49 +02:00
Erik
e84a388e6f feat(physics): port canonical retail set-position core 2026-07-31 20:44:03 +02:00
Erik
6b28ff999c fix(physics): make collision activation starvation-free 2026-07-31 18:34:46 +02:00
Erik
d94145e6b8 fix(physics): seal collision generations before activation 2026-07-31 15:53:05 +02:00
Erik
be94bc9b06 fix(physics): activate collision generations atomically 2026-07-31 15:19:25 +02:00
Erik
3e0f3b6206 fix(physics): validate retail cell containment roots 2026-07-31 14:48:26 +02:00
Erik
7716c2ee89 fix(physics): restore retail cell availability semantics 2026-07-31 14:22:45 +02:00
Erik
d3c0d9ec0e test(physics): harden TS-4 production chronology 2026-07-31 14:08:51 +02:00
Erik
75b6f6b6c9 fix(physics): restore retail path-6 collision response 2026-07-31 13:44:55 +02:00
Erik
acec33eca8 fix(physics): preserve retail step-down probe state 2026-07-31 13:24:25 +02:00
Erik
1fd5da67b4 fix(physics): restore retail step-down placement validation 2026-07-31 13:13:09 +02:00
Erik
4fbd93ecdb fix(physics): preserve retail edge-slide stop semantics 2026-07-31 13:03:46 +02:00
Erik
c559c48d80 fix(physics): restore retail edge-response ordering 2026-07-31 12:55:49 +02:00
Erik
c24bc571cf fix(physics): enforce retail step-down support radius (#273) 2026-07-31 12:10:03 +02:00
Erik
d6e8b60303 fix(movement): invalidate burden on enchantment changes 2026-07-31 10:16:27 +02:00