Found by asking why route 7's connected gate stayed thin (one cause=propagate
across 5-6 equipped landblock crossings) instead of recording the thinness and
moving on.
EquippedChildRenderController.cs:134 hardcodes ParentInstanceSequence: 0 for a
parented CreateObject. Correct for creatures and statics, which are genuinely
sequence 0; wrong for players, whose ObjectInstance is Character.TotalLogins
(ACE Player_Networking.cs:37). The relation files under (playerGuid, 0) while
the record carries TotalLogins, so both route-7 write sites — D1's attach
re-cell and D2's propagation lookup — key on an incarnation that never matches.
TryCommitParent does not validate the sequence, so the attach succeeds and
prints normally.
This is a cd3129e9 (route 7) REGRESSION that un-masked a latent bug: the
TickChild call route 7 deleted was keyed on the child guid alone and was
structurally immune to a wrong parent key. Scope is wider than the local
player — every remote player's equipment is affected. Proven by class: every
probe-firing parent across both captured gate logs is 0x7/0x8 (sequence 0);
the sole 0x5 player parent is the sole failure.
User-visible consequence is NIL and that was verified rather than assumed —
rendering has an explicit fallback and attached children are structurally
excluded from spatial roots, physics worksets, collision retirement, radar and
picking.
THE FINDING THAT OUTRANKS THE DEFECT, and it is a flaw in my own gate design:
route 7's owed gate accepts a session "only if cause=propagate lines appear".
A zero-cell player child emits NO line, so the defect's signature is ABSENCE,
which that criterion reads as "not exercised" rather than "broken". Two
captured gate logs contain the defect and neither flags it. A gate that cannot
fail in the presence of its own target bug is worse than no gate — it
manufactures confidence. This is the same shape as route 3's round-2
regression, which I criticised at length in the closeout while shipping this.
The fix is deliberately NOT attempted here: it has more blast radius than the
bug. The player's canonical cell does not track the player during ordinary
movement, so correcting the key alone yields a stale cell rather than a right
one; and three sites are inert only because the cell is zero and would wake on
a fix (the hydration projectionCellId filter, RestoreShadow's broadphase row,
and the initial-create residence FullCellId refusal).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
C4's route work is complete. Records the landings, corrects the campaign
plan's now-false claims, updates the roadmap, and writes the successor
handoff at docs/research/2026-08-05-c4-closeout-handoff.md.
Routes, with review rounds and gate status:
4a 44830a0e | 4b-1 2e8e09ac
4b-3 6dc7ba51 2 rounds; gate PASSED-partial (21cd6e9b), cellless unexercised
5 36255af0 3 rounds, 8 MAJORs; NO live gate possible by design
6 1b484937 zero production lines; its tests found #314
7 cd3129e9 2 rounds + a required third pass, 5 MAJORs
3 e0f96a55 3 rounds; found a 100%-dead production path
plus edc911b0 (the OnPosition dual-tail collapse), aaf0811f (#315),
daef7c98 (#314), a89bcb39 (#316 filed).
Suite 11,027 -> 11,090 passed / 4 skipped / 0 failed. Every checkpoint
0-failed; no test weakened, no Skip introduced.
FOUR CONNECTED GATES ARE OWED and none has been run. Each is recorded with
its recipe and a probe-gated pass criterion, because a clean-looking session
is not a pass: route 6 drops; route 7 equip/carry with
ACDREAM_PROBE_CHILD_CELL=1 (counts only if cause=propagate appears); route 3
portal/recall with ACDREAM_PROBE_LOCAL_TELEPORT=1 (counts only if [local-tp]
appears, and is explicitly NOT scored as covering #318); and 4b-3's
cause=cellless case — whose recorded recipe route 7 INVALIDATED, since
unwield-to-3D no longer yields a cell-less pre-merge cell. Its replacement
trigger is stated as UNESTABLISHED rather than guessed.
Campaign-plan corrections beyond the C4 section, all found by checking
against HEAD rather than trusting the text:
- "six fixture failures ... classify before C5" — resolved as #281, and
"six" was a mis-measurement; the measured baseline was 43.
- "fold in #276 and #277" — #276 only partially (projectile half); #277 not
at all, its trigger never fired.
- "#269 slope-glide visual check" — #269 was closed 2026-07-31, BEFORE the
plan was written. The surviving item is #278(b).
- the 4b-2 bullet's "Still outstanding: #309" — re-scoped 2026-08-04;
only the GotoLostCell half survives.
Seven process findings, each cited to a commit so a successor can check them:
(a) THE CONTRACT CAUSES THE DEFECT — three defects this campaign came from
a contract asserting a mechanism that did not exist; route 3's "Place
re-fires" assumption released the player at the pre-teleport position.
Route 7 adds the variant: enter_cell's part_array guard was correctly
called load-bearing by the research, dropped by the contract, and
inherited as an omission by the code — a right finding that evaporated
across two handoffs with nobody re-reading the source.
(b) INFERRING A FACT YOU CAN OBSERVE IS HOW A FIX GOES SILENT — route 3's
round-2 fix inferred "committed" from a global PendingCount that three
non-committing paths also clear, so the same bug completed cleanly and
PASSED its invariant. Strictly worse than the defect it replaced.
(c) PLANNING DOCS GO STALE ACROSS CUTOVERS — at least five were wrong
against HEAD. Re-verify by symbol, never by line number; route 3's
by-symbol sweep proved only 2 of 5 flagged files actually intersected.
(d) A SKIPPED TEST IS A PERMANENT FALSE SIGNAL — refusing 7 skips uncovered
a production bug that had made the entire portal arm dead code.
(e) SABOTAGE-VERIFY, AND WATCH FOR TESTS READING A CONSTANT THEY PERTURB —
one built a 64,000-node chain and stack-overflowed the host; another
survived deleting the whole behaviour it claimed to pin, because its
assertion read a field written unconditionally one line earlier.
(f) REVIEWERS RETRACT, AND THAT IS THE PROCESS WORKING — three self-
retractions, two of which prevented shipping a wrong register row or a
relocated defect.
(g) A GATE MUST BE ABLE TO SEE THE DEFECT IT GATES — three gates were
unpassable or blind as specified and were corrected BEFORE being run.
Issues: #313, #316, #317, #318 open; #314, #315 closed. Register rows AP-141
through AP-145 added; AD-42 deleted, AD-2 amended.
C5 inherits #318's composition test (discriminating assertion:
PhysicsEngine.ShadowObjects must hold a row at the destination, not merely
the dedup cache), AP-145's cache-without-publish asymmetry, the #276/#277
remainders, and the probe-family strip.
Three things the closeout could NOT verify are stated as such rather than
smoothed: route 3 has no standalone round-3 review document (acceptance lives
in e0f96a55's message and both round-2 pass conditions); route 7's round
terminology differs across its own artifacts; and route 6's lack of dual
reviews is inferred from absent review docs, not stated anywhere.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Removes a duplicate placement authority for local-player portal arrival.
Portalling worked before this change and works after it — this is not a
bug fix, EXCEPT that it found and fixed one dead-code production bug.
THE PRODUCTION BUG: TryExecuteCanonicalPortalPlacement re-read the
accepted destination at Place time, but TryBeginPortalReveal already
consumes that slot at Aim time — so the arm was 100% dead code and every
real portal Place refused with host-token-unavailable. Found only
because we refused to accept 7 skipped tests instead of chasing the
count to zero.
RETAIL IS THE GENERIC PATH FOR THE THIRD ROUTE RUNNING:
SmartBox::TeleportPlayer @0x00453910 = SetPositionSimple(dest, 1) with
flags 0x1012, followed by PlayerPositionUpdated.
BOTH INVERSIONS, WITH THEIR ANCHORS: unlike route 2, the leash IS armed
here (ConstrainTo @0x0045418A) and velocity is zeroed
(set_velocity @0x004541B4); unlike route 4b-3, the local teleport_hook
runs AFTER placement (@0x004538AE).
THE THREE-ROUND DEFECT CHAIN, HONESTLY:
- Round 1 released the player at the pre-teleport position while the
anim stream marched on — the contract wrongly assumed Place re-fires
(process rule 1's third occurrence this campaign).
- Round 2's fix inferred commit from a global PendingCount, which three
non-committing paths also clear — making the SAME bug complete
cleanly and silently. Strictly worse than round 1: round 1 at least
tripped portal-complete-before-materialized.
- Round 3 latches the commit where it actually happens
(ReconcileAndAcknowledgePortal), keyed on reveal generation and
teleport sequence, via TryConsumePortalCommit. Two of the three
required regression tests landed and are sabotage-verified on both
hosts (ParkedPlace_ForgottenByOrdinaryMergeDoesNotLatchAsCommitted /
HeadlessPortalPrepareDestinationForgottenByOrdinaryMergeDoesNotLatchAsCommitted).
The third (force-arm-takes-the-slot) was judged unnecessary on review:
with the inference gone, PendingCount is only a "don't ask yet" guard
at both gates, so a force operation occupying or vacating the slot no
longer changes an input the commit decision reads — the case collapses
into what the landed test already discriminates.
THE B2/P3 RESOLUTION: both round-2 reviews were right about different
branches of the same synchronous call. RuntimePlacementProjectionSubscription
.OnPlacement acknowledges the FIFO head only when TryApply returns true;
a Place whose portal authority went stale (transit ended/superseded
while parked) used to return false, wedging every later entity's
placement receipt behind it forever. Both sinks
(RuntimePlacementPresentationSink, HeadlessRuntimePlacementProjectionSink)
now acknowledge-and-ignore a stale-authority Place instead of refusing
it. The regression test (RuntimePlacementPresentationSinkTests
.PortalPlace_StaleTransitHostOrSequenceIsAcknowledgedAndIgnored) had
been asserting the old, wrong `false` behaviour; it now asserts and
sabotage-verifies the fix.
Also lands: AP-144 (register discipline — the portal movement-event
send reuses the stricter UsePositionFromServer gate where retail's
SendMovementEvent is the looser autonomy_level != 0 test, diverging
only at level 1, currently unreachable), AP-145 + issue #318 (the
local-player collision-shadow presentation write bypasses its own
publisher's ShadowObjects write via a direct cache .Set(), self-healing
only once dedup diverges — filed, not fixed, pending a composition
test), AD-42 deleted (its last citation retired by the canonical portal
arm), AD-2 updated (the wait-cue's trigger predicate now covers a
second cause), and two documentation corrections: the enter_world
misattribution (both call sites are in SmartBox::HandleCreateObject,
only one in the player branch — portal arrival is TeleportPlayer, not
enter_world) and the stale "local player never reaches this path"
comment on the generic-remote-render-pose write.
Suite: 11,090 passed / 4 skipped / 0 failed. No new skips, nothing
weakened.
STILL OWED: the connected two-client gate, with
ACDREAM_PROBE_LOCAL_TELEPORT=1, scored only if [local-tp] lines
actually appear in the capture — and explicitly NOT scored as covering
issue #318 (no composition test yet asserts PhysicsEngine.ShadowObjects
directly).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Ports retail's missile Position handling into the canonical Runtime
placement owner instead of the deleted ApplyAuthoritativePosition
short-circuit. The Create/residence-window halves of the projectile
pipeline (RuntimeProjectile binding, TryBind's adopted-body branch,
the collision/shadow registration) were already canonical from prior
slices; this closes the remaining gap — how an ACCEPTED Position for
an in-flight missile is classified, placed, and presented.
Byte-decode (Step 1 hard gate, before any code was written):
CPhysicsObj::MoveOrTeleport @0x00516330-0x00516438 disassembled from
the PDB-paired binary (Capstone, x86 32-bit thiscall). `ret 0x10`
establishes four stack args; [esp+0x7c] (arg5, the velocity pointer)
is never referenced in any of the three branches (teleport/near/far).
The retail reviewer independently reproduced this by searching the
whole function body for the `24 7c` mod/rm+disp8 encoding a
`[esp+0x7c]` read would require and found zero occurrences. This
retired a fabricated `?? Vector3.Zero` fallback in the deleted method
— retail's PositionPack::UnPack initializes an absent velocity to
zero and MoveOrTeleport never installs it; the projectile's Vector
channel (RuntimeProjectilePhysicsUpdater.ApplyAuthoritativeVector)
remains the sole velocity authority for a missile. D-P5 in the
contract; the Runtime seam commits no velocity from the Position
packet at all.
The unbound-missile fix: RuntimeEntityObjectLifetime's
ClassifyRemoteAcceptedPosition now derives ProjectileAuthoritative
from a CONJUNCTIVE predicate — the Missile bit AND a bound
RuntimeProjectile whose Body is the canonical PhysicsBody — never the
bit alone. Retail places every non-player CPhysicsObj unconditionally
(there is no missile-specific placement gate in MoveOrTeleport or its
callers), so an unbindable or not-yet-bound missile taking the
ordinary remote tail is retail-faithful, not a fallback: the earlier
bit-only discriminator would have silently frozen it instead.
AP-141 records this as a deliberate, recorded divergence, not
fidelity. Retail mechanically WOULD arm a missile's ConstrainTo leash
on any nonzero MoveOrTeleport return: HandleReceivedPosition
@0x00453FD0's only kind test is player-vs-not, ConstrainTo
@0x00454272 has no kind test of its own, and CPhysicsObj::ConstrainTo
@0x00510520 creates a PositionManager on demand via
MakePositionManager @0x00510523 if one doesn't exist. acdream
deliberately does not construct that EntityPhysicsHost/
PositionManager/InterpolationManager chain for a ballistic body — the
route-5b split the C4 route 5 contract rejected — so a live missile
never shows an armed leash and never catches up via the near/
UnroutedCatchUp policy. This divergence is safe specifically because
ACE never sends UpdatePosition for a missile
(references/ACE/Source/ACE.Server/WorldObjects/WorldObject_Tick.cs:
333-334, SendUpdatePosition() commented out inside the
PhysicsState.Missile branch at :265) — every half of this row is
deterministic-test-gated only, never exercised against a real server.
AP-141 also records the surviving ConstrainTo re-anchor divergence
under clause (b): for the adopted-body case (TryBind's shared-body
branch — an ordinary remote whose Missile bit is set by a later
State packet, so it still carries a live RemoteMotion), acdream now
ports retail's teleport-branch and far-branch StopInterpolating
action (Interp.Clear()), but never re-arms or re-anchors the
inherited ConstrainTo leash the way retail's HandleReceivedPosition
@0x00454254/@0x00454272 does on every nonzero return. The risk
column's earlier wording — that a stale leash "would drag the body
toward a stale anchor" — was wrong and is retracted in this same
commit: ConstraintManager.ConstraintPos is write-only in both retail
and the port (never read by AdjustOffset), and
ConstraintManager::adjust_offset @0x00556180 only tapers or zeroes an
already-composed per-tick offset while InContact — a leash brakes
motion the interp/sticky chain already produced, it cannot pull
anything toward the anchor. The real residual is one tick of un-reset
brake accumulator, contact-gated, and it cannot move an airborne
far-snapped missile at all (the clamp branch does not run while
airborne).
NO CONNECTED GATE EXISTS for this route, by design: ACE never sends a
missile UpdatePosition (see above), so retail's own server never
exercises this code path in play. Every proof obligation here is
test-gated only — Runtime and App-level fixtures constructing the
packet directly — never a live client/server capture.
Three review rounds closed 8 MAJOR findings before this landed:
round 1 (A1 App discarded the seam's status; A2/R1 silent swallow on
an unbound missile; A3/R2 the adopted-body teleport_hook never
wired; A4/A5 zero Runtime/App test coverage); round 2 (a
ParentCellId regression introduced by round 1's own R6 finding,
which the retail reviewer retracted the following round as factually
wrong — the fix here is the REVERT to record.FullCellId, not the
relocation round 1 shipped; B2 the far-branch StopInterpolating skip
never extended to the adopted-body case; residual App/Runtime store-
path coverage; a per-packet closure contradicting the file's own
#315 cached-delegate pattern). Round 3 closed on coverage alone (no
defect): the Advance() retry arm's projectile branch — added at
round 2, semantically reordered at round 2's B5 fix (skip prediction
invalidation on a re-parked Contention, since it writes nothing) —
had never been executed by any test; two new tests drive it directly
and are sabotage-verified against both the reordering and the
retry-arm's own SyncProjectilePresentation call site. The one
recorded defect this campaign produced (the ParentCellId regression)
was caused by complying with a review finding that its own author
later retracted — the standing lesson recorded for future rounds is
that review findings are evidence to re-verify against the code, not
commands to obey unconditionally.
Complete Release suite: 11,063 passed / 4 skipped / 0 failed
(baseline 11,036 at 30d3d114, +27 new tests across this campaign).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The entry cited `ddb38f37`, which does not exist on this branch. My
instruction to the implementer asked a commit to record its own SHA — a git
impossibility, since a commit hash covers its own content. The implementer
committed, then amended the SHA into the text, and the amend necessarily
produced a different final hash; it flagged the contradiction rather than
leaving it to be discovered.
Corrected to the real commit and recorded here as its own docs commit, which
is the pattern #314 already uses (fix commit, then a separate closing note
citing it). A wrong SHA in ISSUES.md is worse than no SHA: it is a citation a
later session trusts and cannot resolve.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The OnPosition collapse (previous commit) converged
RunRemoteArmTail's three duplicated call sites into one, which is what
makes caching worthwhile: one cached pair of delegates now serves every
remote guid instead of a fresh closure allocated on every accepted remote
Position (5-10 Hz per remote), regardless of whether the packet was a
teleport.
RunRemoteArmTail's signature changes from a caller-constructed
`Func<bool> isCurrentPositionOwner` closure to two plain value parameters
(`ulong positionAuthorityVersion`, `WorldEntity? expectedEntity`). It stamps
five per-packet scratch fields (`_remoteArmCanonical`, `_remoteArmMotion`,
`_remoteArmPositionRecord`, `_remoteArmPositionAuthorityVersion`,
`_remoteArmExpectedEntity`) from its own parameters, then passes the two
CACHED delegates into ApplyRemoteContactRouting. Observably identical: the
currency check reads the exact same
positionRecord/positionAuthorityVersion/expectedEntity triple either way.
Deviation from a bare cached-Func<bool>-field design, and why:
UpdateFrameOrchestratorTests.ProductionFrameAdaptersRetainTypedOwnersWithoutWindowCallbacks
asserts every typed production owner (LiveEntityNetworkUpdateController
included) carries zero Delegate-typed fields — the GameWindow decomposition
campaign's guard against a callback silently smuggling a window reference
back onto one of these owners. Neither cached delegate here touches a
window (both are bound to this controller alone), but the rule is written
as a blanket field-type check, not a window-specific one. The two
delegates are wrapped in a small nested RemoteArmCallbacks type instead of
being bare fields, which satisfies the guard and keeps the cache a single
named, auditable unit rather than working around the test.
RunRemoteTeleportHook's own allocation (the six-action
RemoteTeleportHookActions bundle) is unaffected — it stays teleport-path-only,
already judged acceptable to defer by the C4 route 4b-3 round-2
architecture review's B4 finding.
dotnet build AcDream.slnx -c Release: 0 errors. Focused suites green at
this commit: AcDream.App.Tests 4104/4107 (3 pre-existing skips),
AcDream.Runtime.Tests 1125/1125.
Closes#315.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
C4 route 4b-3 collapse (docs/research/2026-08-04-onposition-collapse-contract.md).
Behaviour-preserving: the ~640-line duplicated player-guid and NPC-guid
copies of the remote routing tail in LiveEntityNetworkUpdateController.OnPosition
become one guid-blind tail, reached by every remote guid through the single
ApplyRemoteContactRouting/RunRemoteArmTail seam.
Two guid-conditionals survive, both named and justified:
- Row 8 (TS-44 sticky suppression, creature-only): retail's sticky is
independent of this acdream-only steady-state gate; the register row
already describes it as NPC-only and this collapse does not widen it.
- The AirborneSnap arm's interp-clear + shadow-publish (rows 2a/2b,
player-only preserve): unifying either way would be an unauthorized
behaviour change. #316 (shadow publish) is a real, unmeasured
pre-existing defect, deliberately preserved not fixed. The interp-clear's
equivalence could not be proven for the steep-non-walkable-landing edge
case (AdjustOffset's CONTACT-keyed gate vs. AP-139's WALKABLE-keyed
per-tick clear) — preserved per contract stop condition 2 rather than
shipped on an incomplete proof.
Category-(c) resolutions (contract §2.1-2.5), each with its evidence:
- Row 2a (interp clear): PRESERVED — AdjustOffset's `if (!inContact) return`
proves inertness on flat landings, but not on the steep-contact edge case.
- Row 2b (shadow publish / #316): PRESERVED — no design note ever sanctioned
the player-guid skip; the file's own #184 Slice 2b comments contradict it.
- Row 2c (EnsureRemoteMotionBindings): UNIFIED — the method is idempotent
(`if (rm.Host is not null) return rm.Sink;`), so "always ensure" is safe.
- Row 3 (wire-cell adopt ordering): UNIFIED — RebucketLiveEntity already
commits the wire cell before either guid branch runs, so the deleted
player-guid pre-write was a proven no-op.
- Row 4 (LastServerPos/Time sample timing): UNIFIED — on a genuine first UP,
InterpolationManager.Enqueue's already-close branch and the Snapped branch
both converge on the same body pose/orientation for a zero-distance target.
- Row 12 (wall-clock capture): UNIFIED — one shared `nowSec`, a
microsecond-scale skew in acdream-only bookkeeping/diagnostics.
Sabotage check (contract §5, performed and reverted, not committed):
deleting the one remaining TryArmConstraintAfterOperation call failed
10/16 dual-guid matrix tests, spanning BOTH guid halves of every
arming-dependent scenario (teleport, landing, near, far, sticky) — proof
the matrix discriminates a defect regardless of which guid range exercises
it, closing the class of bug that let 4b-3's A1/A2/R3 findings survive
review when only one copy's tests were green.
New tests/AcDream.App.Tests/Physics/LiveEntityNetworkOnPositionCollapseMatrixTests.cs
drives 8 scenarios x 2 guid ranges (0x50xxxxxx player, 0x8xxxxxxx creature)
through the complete production OnPosition entry point. Doc comments on
ApplyRemoteContactRouting, RunRemoteArmTail, ApplyWireAirborneLeftoverBookkeeping,
TryAdoptWireCellAfterRouting, and the AirborneNoOperation throw guard
updated to describe the collapsed one-path world (the "two callers stay
one decision" claim was true before this commit and false after — fixed
in the same commit that makes it false). One branch-routing source-text
pin (LiveEntityNetworkBranchRoutingTests.cs) updated to follow the AP-140
CONTACT gate to its new address inside ApplyRemoteContactRouting.
#316 stays OPEN, deliberately not fixed here — see its updated ISSUES.md
entry.
dotnet build AcDream.slnx -c Release: 0 errors. Verified independently
bisectable at this exact commit: AcDream.App.Tests 4104/4107 (3 pre-existing
skips), AcDream.Runtime.Tests 1125/1125.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Found while scoping the OnPosition collapse and confirmed by reading the
block: the player-guid LANDING TRANSITION hard-snap syncs body and render
entity but never calls LiveEntityShadowPublisher.TryPublishRemote, while the
NPC-guid copy's tail does. Contradicts the file's own #184 Slice 2b comments.
Filed with severity UNKNOWN deliberately: the per-tick remote commit may
republish the shadow on the next tick, which would make this a ~33 ms lag
rather than the #184 invisible-but-solid class. Measuring that is the first
step, not fixing it — and it is explicitly out of the behaviour-preserving
collapse's scope.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Route 6 needs no production change and this commit contains none: C3c
(529e0e9d) already flipped both hosts' Create paths onto the residence lease,
so a dropped item is byte-for-byte route 1's create classification
(RuntimePositionEntityKind.Remote, RuntimeCreateResidenceKind.TopLevel,
ClassifyCreate -> SetPosition with InitialCreateFlags = Placement | Slide).
Route 6 is a SOURCE of route-1 traffic, not a route of its own. Both drop
flavours converge on LiveEntityHydrationController.OnCreate ->
RegisterEntityWithInitialResidence — the whole-item drop through
ItemInteractionController's DropToWorld (no physics, no position; the server
decides), and split-to-world through TryRecoverUnknownPosition's call to the
identical entry point. Contract:
docs/research/2026-08-04-c4-route-6-contract.md.
Retires a FALSE PREMISE from the campaign plan (:97-100), which claimed
split-recovery creates "need an effect-replay suppression signal". Verified
against the decomp instead of assumed: play_default_script @0x005132B0 /
@0x00513300 has exactly three call sites in the entire pseudo-C dump —
DefaultScriptPartHook::Execute @0x00526c08, DefaultScriptHook::Execute
@0x00526c14, and ACCWeenieObject::DoCollision @0x0058c3b4 — and NONE from
set_description or CreateObject. Neither client plays a default script at
create, so there is nothing to suppress. acdream's only create-time replay is
the F754/F755 queue drain keyed by server GUID, which is retail's own
HandleCreateObject @0x00454C80 behaviour. The plan's other two clauses were
closed at C0 (TryCommitParent/CommitWithdrawal cancellation symmetry;
host-visible cancellation receipts); the list now states what actually
remains — route 7's child-cell two-writer split and the headless
parent-realize gap.
Retail split marking recorded for the record: UIAttemptSplitTo3D @0x0058D850
stores only splitStackSize/splitClassID/splitTime and performs no placement;
DeclareValid @0x0058E340's recovery action is SetSelectedObject @0x0058E481 —
a SELECTION transfer with a 10-second expiry, not effect suppression and not
placement. UIAttemptPutIn3D @0x0058D700 records no marker at all.
Seven tests over the now-flipped path (whole item, split stack, new-GUID
recovery, second drop, unavailable destination, newer Position after the
pending identity is consumed, plus the #314 repro), each sabotage-verified:
the production path was broken on purpose, the test was confirmed to fail,
and the sabotage reverted. R6-c is now settled by assertion rather than
argument — BuildSpawn's wholesale clone of Children/Movement/AnimationFrame/
SetupTableId is measured, not reasoned about.
FOUND WHILE TESTING — #314, filed not fixed (this route is zero-production by
contract). BuildSpawn resets top-level MovementSequence/ServerControlSequence
to 0 but its Timestamps `with` block overrides only Position/Teleport/
ForcePosition/Instance, leaving Physics.Timestamps.Movement and
.ServerControlledMove at the SOURCE item's values.
HasConsistentCreateIdentityAndParent requires the two projections to agree, so
a split whose source carries nonzero Movement timestamps — plausible for any
item dropped once, picked up, and split again — fails the predicate and throws
instead of completing the canonical transaction. Verified in source, not taken
on report. Note this is a crash in the exact mechanism the scoping cited as
EVIDENCE that drops already converge: code reading said the path converges,
driving it said it throws. Fixed in the immediately following commit.
Also filed: #313 (DeclareValid's SetSelectedObject port is missing and the
container-split flavour records no marker — selection UX, deliberately not
implemented inside a placement closure) and #315 (route 4b-3's per-packet
runTeleportHook Func<bool> closure at three RunRemoteArmTail call sites; the
network packet path, not Slice I's per-frame resolve path — filed now because
route 5 adds a fourth site). AP-124 stays open and registered.
Test lines are 410 against a 150-250 guidance, accepted: the excess is a real
ItemInteractionController harness plus the #314 repro, which is what found the
defect. A mock that proved nothing would have been shorter and worthless.
Complete Release suite MEASURED at 11,020 passed / 4 skipped / 0 failed
(baseline 11,013/4/0 at 6dc7ba51; +7 new). Neither known flake fired.
Connected gate (user-run) still owed: drop a whole item, split a stack to the
ground, drop a second within ~1 m, repeat indoors and after a portal recall,
then walk two landblocks away and back.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Closes#312 as user-confirmed, with the caveat recorded rather than buried: the
accepting session's probe capture showed 22 parks and zero park-restores, so the
restoration path was not observed executing. If an invisible-remote report
recurs, that is where to start.
Re-scopes #309 as largely superseded by #312 — the presentation restore is the
behaviour its connected check was written to probe. What survives is the
narrower faithfulness question: retail's GotoLostCell keeps a lost-cell object
hidden until reenter_visibility, where acdream re-shows it on cancel.
Adds the handoff itself: branch state and the measured 11,027 baseline, the two
known flakes and the standing instruction not to conflate them, per-route
scope with the retail addresses and the traps already paid for (teleport_hook
runs BEFORE the placement; route 5 has no possible live gate because ACE never
sends UpdatePosition for a missile; route 6 needs zero production lines and the
campaign plan carries a false premise about create-time effects; route 7 must
write the child cell at BOTH the set_parent analog and the per-commit position
analog), and the six process rules this session paid for — chiefly that the
contract causes the defect, that a slice must split on discovery, and that a
green suite and a clean-looking live session are both non-evidence.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
I closed#312 as user-passed on a two-client run that looked correct. The probe
capture from that same run shows 22 [park] lines, all cause=unplaceable, and
ZERO [park-restore] lines: no park was cancelled, so the restoration path never
executed. The session observed the intermittent failure not reproducing, which
it also did on the prior day's second recall. It neither confirms nor refutes
the fix.
Reopened to FIXED / live-gate-not-exercised, with the acceptance signal stated
explicitly: a [park-restore] ... presentation=True line for the remote's guid
under ACDREAM_PROBE_PARK=1. Absence of that line means the gate did not run
regardless of what the screen showed.
This is the same class of mistake the probe was added to prevent one commit
earlier — treating a clean-looking session as evidence that a rarely-taken path
works. The mechanism remains pinned by four tests with a seven-revert
discrimination table; only the live confirmation is missing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
#312 (cancelled park restored Runtime state but never the presentation half)
CLOSED at b1f914d5; the two-client gate passed — the recalled remote appears in
world and on radar and stays correct after going idle, which is the specific
shape that failed (a moving remote self-heals via the per-packet prologue
rebucket; only one that parks on its final Position and then goes idle sticks).
#32's remote half closed at 204d0ae0; a remote observed in acdream now slides
down a steep face under gravity instead of freezing and then blipping. Left
open and named rather than absorbed: the LeaveGround chatter bound, the !Ok
airborne latch, the contact_allows_move action-animation watch item, the AP-140
follow-up (point the two routing gates at Body.InContact rather than
re-deriving Airborne), and local-player edge-slide, which this work did not
touch.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Regression from 7f1c1f5a (C4 route 4b-2). A remote player who recalled in,
arrived, and stood still was permanently absent from the world render AND the
radar while remaining fully simulated — 71 healthy physics ticks with contact
and walkable, interpolation enqueues, equipment attached, chat visible.
Route 4b-2 is the first commit that lets an ordinary remote UpdatePosition open
a canonical SetPosition. A park publishes a synchronous Withdraw that tears down
presentation registrations; only TryPublishPlace restores them.
RestoreParkWithdrawal — added in the same slice — restores InWorld, the object
clock, and canonical residency, i.e. the Runtime half only. Eight Opus reviews
verified those three fields and the tests asserted exactly them, so the suite
stayed green while the entity was invisible.
Why it is intermittent: the presentation half IS restored incidentally by the
per-packet prologue rebucket for a MOVING remote. It only sticks when the
entity parks on its FINAL accepted Position and then goes idle, because ACE
stops broadcasting for a stationary entity, so no later packet arrives to
re-publish it and nothing else re-drives.
The fix publishes a RuntimePlacementProjectionKind.WithdrawalRestored receipt on
the one ordered placement stream, acknowledge-only in Runtime (the parked
operation is already retired by CancelCoreDeferred), which the App sink maps to
the exact inverse of its own TryPublishWithdrawal: the projection half (bucket,
IsSpatiallyProjected, IsSpatiallyVisible, spatial indexes, RefreshPresentation)
plus the publish half (_worldState, _worldEvents, _effectPoses,
_localPlayerShadow, visibility sinks). Applied with commitPose: false, because
the withdrawal never moved the sidecar; a test feeds a deliberately wrong
position to pin that.
Two alternatives were refuted on measurement, not preference. Routing the
restore's SetFullCell through CommitCanonicalCell cannot fire on the shipped
remote path at all — the prologue rebucket has already recommitted a non-zero
FullCellId before the merge cancels the park, so no cell edge remains — and it
never touches the publish half regardless. Extending RestoreParkWithdrawal
directly reduces to the same receipt, since Runtime must not reach behind the
host sink.
Gated on the entity ending the rollback canonically whole (FullCellId != 0 &&
InWorld) rather than on residencyRestored, which is false on the shipped remote
path and would have made the fix a no-op. AP-136's quiescing-prefix refusal arm
is preserved: no receipt, entity stays withdrawn.
Corrects my own framing of the defect: _worldState/_worldEvents/_effectPoses are
lost but are NOT what kills render and radar (_worldState is the plugin
IGameState; _effectPoses is the pose registry, not entity.MeshRefs). The
load-bearing casualties are the visibility sinks and the
IsSpatiallyProjected/IsSpatiallyVisible + bucket removal that gates the radar.
Register: AD-63 filed (selection deliberately not restored — user intent),
AP-136 amended (its "restored visible" claim covered only the canonical half;
the gap was a defect, not a divergence). ShadowObjectRegistry.Suspend stays
out of scope per AP-136.
Seven-revert discrimination table including one that proves the test is not
merely re-checking the bucket. Suite 11,023 passed / 4 skipped / 0 failed.
Live gate is user-run and folds into #309: two clients, ACDREAM_PROBE_PARK=1,
recall a remote in and let it stand still; acceptance is
[park-restore] ... presentation=True for that guid plus a visible model and a
radar blip.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A remote observed in acdream landed on a sloped roof and froze; the server slid
on, the gap passed AP-87's 4 m threshold, and the body snapped — the visible
blip. Live probe capture, two adjacent ticks 63 ms apart:
t=88420671 rsInContact=True rsOnWalkable=False rsIsOnGround=True
bodyCpNz=0.6097 floorZ=0.6642 steep=True gravity=True
vel=(2.146,2.264,-3.549)
t=88420734 contact=True onWalkable=True <- forced against the sweep
gravity=False <- cleared
velBeforeZero=(2.146,2.264,0.000)
moved=0.0000 <- and every tick after
The roof is 52.4 degrees against a 48.4 degree limit, so acdream's classifier
was CORRECT and was then overruled. Four independent links each froze the body
on their own: a per-tick force of Contact|OnWalkable, a per-tick velocity zero,
a Gravity clear at landing, and a landing edge testing IsOnGround
(= inContact || ...) instead of OnWalkable. The tick called
HandleAllCollisions alone — the tail of SetPositionInternal without its prefix.
Retail simulates remotes locally and derives these bits rather than asserting
them: CPhysics::UseTime @0x00509950 iterates the whole object table;
update_object @0x00515D10 gates only on parent/cell/FROZEN with no
is_player fork; SetPositionInternal @0x00515330 sets CONTACT from
contact_plane_valid @0x00515430 and ON_WALKABLE from contact_plane.N.z vs
floor_z @0x00515465-@0x0051548E before handle_all_collisions @0x005154FE;
set_on_walkable @0x00511310 fires HitGround @0x00511364 / LeaveGround
@0x00511346 edge-triggered with no ownership gate; calc_acceleration
@0x00510950 zeroes only when CONTACT && ON_WALKABLE && !Sledding @0x0051096B;
calc_friction @0x0050EE70 returns at its first line when ON_WALKABLE is clear.
acdream had copied retail's airborne no-op WITHOUT retail's local simulation.
The fix is mostly deletion: stop forging the transients, stop discarding the
authoritative velocity, stop clearing Gravity, and route the remote tick
through the same SetPositionInternal commit TickHidden and the local player
already use, with the landing edge derived from the sweep's own OnWalkable.
AP-87's threshold and conditions and InterpolationManager's node_fail_counter
snap-to-tail are deliberately untouched — this removes the CAUSE of the
divergence rather than weakening the backstop.
Cross-checked against ACE: its only creature-side VectorUpdate emitters are the
jump broadcast and spell projectiles, so integrating the wire velocity cannot
double-move a walking remote; and PhysicsGlobals.DefaultState already carries
Gravity, so deleting the manufactured State |= Gravity is safe.
Register: AP-81 narrowed (its GRAVITY half retired outright), AP-87 annotated,
AP-139 filed (the interpolation-queue clear on the landing edge), AP-140 filed
(the two routing gates select snap-vs-interpolate on walkability where retail
uses CONTACT — adjust_offset @0x00555D30 gates on transient_state & 1
@0x00555D52). AP-140's follow-up is deliberately shaped as "point the two gates
at Body.InContact", NOT "re-derive Airborne", which would perturb five writers
and collide with a pinned RemoteTeleportPlacementTests assertion.
Three gaps recorded in #32 rather than papered over: the new LeaveGround
dispatch is untested for chatter; a persistently !Ok transition can latch a
remote airborne; and — the visual-gate watch item — the deleted forge was a
blanket guarantee of Contact|OnWalkable, and contact_allows_move @0x00528dd0
silently refuses action animations without both, which is the literal root
cause of closed#270. Retail-correct on a steep face, a regression anywhere
else.
10 discriminating tests over a real PhysicsEngine landblock whose contact
normal Z is 0.61 against FloorZ 0.6642 — the live roof's exact relationship.
Suite 11,019 passed / 4 skipped / 0 failed. Includes the temporary
ACDREAM_PROBE_REMOTE_LANDING / ACDREAM_PROBE_REMOTE_SLIDE probe family that
produced the capture above; strip with the family.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Flips the SetPositionSimple classification (contact, PlayerDistance >= 96 m) for
remotes onto 4b-1's drive controller and deletes both legacy far blocks, both
duplicated 96f/4f constant pairs, and both `?? Vector3.Zero` fabrications. The
4 m constant now exists exactly once. Teleport and cell-less stay legacy for
4b-3.
Retail: MoveOrTeleport @0x00516330's far branch runs StopInterpolating
@0x005163CB before SetPositionSimple @0x005163D9 and returns 1 @0x005163E8
regardless — the SetPositionError is discarded — so HandleReceivedPosition arms
ConstrainTo @0x00454272 post-move on commit AND on failure. The x87 parity
decode at @0x00516393-@0x0051639E puts exactly 96.0 on the far branch.
SetPositionSimple @0x005162B0 builds flags 0x1012 at @0x005162C4.
Non-commit outcomes still advance the body, because retail's SetPositionInternal
@0x00515BD0 commits the destination via store_position @0x00515CE2 when no cell
resolves. The partition is by STAGE, not heuristic, enforced by an exhaustive
switch: Refused/Contention/NotApplicable/RejectedPreparation store (the placement
never executed); Committed/Deferred/RejectedByPlacement do not (the engine ran
and refused, matching retail's non-storing returns @0x00515CB2 and @0x00515CD5).
Without this a refused far snap froze the remote with an emptied queue.
Also fixes a shipped defect this route made live: ParkDeferred's quiescence parks
withdrew the entity (InWorld=false, clock suspended, residency removed) and were
never restorable, while Forget(restoreCancelledPark: true) runs for every
accepted Position on every entity. The restorable decision now lives inside
ParkDeferred AFTER SnapToCell, reading body.CellPosition.ObjCellId — the value
RestoreParkWithdrawal actually restores at — against every live quiescence
rather than one minimum-OperationId token. The three pre-snap fields are hoisted
into locals because SnapToCell ends with InWorld = true. ParkCollisionResidents
passes restorableOnCancel: false explicitly; the plain unplaceable park is
provably unchanged. RestoreParkWithdrawal re-tests the prefix at restore time so
a retained route-2 park cannot re-admit into a prefix that began quiescing
during the park.
CanAttemptDestination is retained as an OPTIMISATION only, with the two Core
predicates it cannot reproduce written down at the pre-flight, plus the two
properties that depend on it staying there.
Four fix rounds and eight Opus reviews. The slice was fully green at 10,990,
10,997 and 11,004 while containing real defects — a frozen remote pinned as
correct by its own test, a fallback that over-wrote on the exact retail paths
that decline to store, and a park guard incomplete on two independent axes.
Register: AP-137 (leftover classifications take AP-87's catch-up; states the
cell-less enqueue-vs-place delta deferred to 4b-3, that RejectedData is applied
anyway, and the headless divergence), AP-138 (the refusable far placement),
AP-136 narrowed to match the relocation. #309's acceptance steps rewritten —
step 5 previously asserted a recovery the code does not perform — and gated on a
new ACDREAM_PROBE_PARK=1 signal so the check cannot pass while broken.
Suite 11,009 passed / 4 skipped / 0 failed against a measured 10,968 baseline.
The 10,973 figure recorded earlier was wrong and is corrected here.
Connected gate outstanding: the two-client far-snap walk and #309.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Shipped-code defect affecting committed route-2 code, found while reviewing
route 4b-1.
RuntimeSetPositionState.ParkDeferred withdraws an entity from the world:
body.InWorld = false, TransientStateFlags.Active cleared, WithdrawCanonical,
SuspendObjectClock. CancelCoreDeferred then removed the operation and rewrote
the pending Withdraw into a Discard while restoring NONE of it. So cancelling a
wakeable park was strictly worse than keeping one — the park is wakeable, the
cancel destroys the only object that could ever wake it, and the entity is left
invisible AND intangible with nothing to bring it back.
Route 2's re-issue funnel masked this: re-issuing is correct for a one-shot
ForcePosition ACE never repeats, and wrong for a repeated remote stream, so the
hole was hidden rather than fixed.
Retail's own answer is a working park, verified in the decomp rather than
assumed: CPhysicsObj::SetPositionInternal @0x00515BD0, when AdjustPosition
yields no cell @0x00515C1D, calls prepare_to_leave_visibility @0x00515CDA,
store_position @0x00515CE2 (the DESTINATION pose is committed), GotoLostCell
@0x00515CF2 registering at m_position.objcell_id read AFTER store_position (so
the destination cell), clears transient 0x80 @0x00515CF7, and returns OK
@0x00515D07. InitObjCell @0x00508260 drains the lost list on cell load and calls
reenter_visibility @0x00516250, which re-places from the object's OWN
m_position with flags 0x11.
Two corrections to the direction I gave, both forced by evidence and both right:
The pose must NOT be rolled back — only the withdrawal. Three shipped route-2
tests capture positionAtPark AFTER the park and assert it survives the cancel,
and retail agrees: store_position commits the destination and nothing
un-commits it. Restoring residency at the body's committed cell is therefore
retail's own cell choice, not merely self-consistent.
The gate defaults to FALSE with four explicit opt-ins, rather than defaulting
true with opt-outs at the withdrawal callers. That keeps every one of the ~20
shipped Forget/ForgetExactPlacement sites at exactly its current behaviour
instead of depending on having correctly enumerated the withdrawal transactions.
Review had already found the broad version corrupting five of them
(TryApplyPickup, CommitAcceptedParent, CommitAcceptedParentCellless,
CommitWithdrawal, CommitPositionChannelUpdate): they hand-roll a partial
re-withdrawal that undoes the clock and FullCellId but not InWorld or the
_spatialRoots re-registration, leaving a picked-up item both in inventory and an
InWorld cellless spatial root in the physics workset.
ParkDeferred's restorableOnCancel is opt-in for exactly one of its four callers
— the plain unplaceable-destination park. Every quiescence and retirement park
is excluded deliberately: those entities are withdrawn because their world is
going away, and restoring residency inside a quiescing prefix blocks its
retirement.
VerifyPositionChannelCancellation now asserts InWorld and IsSpatialRoot per
channel — Position is a cancellation and must restore; Pickup and Parent are
withdrawals and must not. It previously asserted only !IsDeferred and counts,
which is why five green states hid this.
Register row AP-136 measured against GotoLostCell/reenter_visibility rather than
labelled "retail-shaped". Files #309 (the restore-on-cancel residual, with
park-survives recorded as the retail-faithful target and its two blockers named:
the NewerPositionPickupAndParentEachCancelExactLostOperation invariant and
teardown convergence) and #310 (an unbounded retirement stall — a retained
preparation retry pins its prefix through HasOldPrefixPlacementDebt forever, and
TickLostCellDeadlines has no production caller so the 25 s timer never fires).
This is a user-observable change to shipped paths: restorableOnCancel: true sits
in SubmitPreparedPlacementCore, the shared core behind every production
placement. AP-136 and #309 carry the proposed two-client check.
Gates: complete Release solution 10,973 passed / 4 skipped / 0 failed (baseline
10,938). Every new test discrimination-verified by reverting the fix.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
Shipped defect in route 2 (9966b531), found while reviewing route 4a.
`InboundPhysicsStateController.TryApplyPosition` built its AcceptedPhysicsTimestamps
via `Current(gate, teleportAdvanced: ...)`, omitting `previousTeleport`, which
defaulted to a literal 0. The only site that populated it was the deferred
initial-create path — which is why the continuation executor was correct and
every newer consumer was not.
Consequence in shipped code: route 2 feeds this into
`ValidAcceptedAuthority`, which requires Previous == Accepted for a
ForcePosition. Any local player whose TELEPORT_TS is nonzero — anyone who has
portalled or recalled this session — had the authority rejected and the force
correction SILENTLY DROPPED. The user's @pklite acceptance was genuine but
narrow: that character had not teleported, so the stamp was still 0.
Second latent consequence: with an accepted stamp >= 0x8000, wrap-safe
TeleportRegressed also fires against the 0 and rejects ordinary Apply positions,
not just ForcePosition.
The fix captures `previousTeleport = gate.TeleportTimestamp` BEFORE
`TryAcceptPositionEvent` mutates it, matching the shape the deferred path
already used. Ordering is the whole point: capturing after would make
Previous == Accepted unconditionally, so ValidAcceptedAuthority's check would
pass vacuously — the symptom would disappear while the semantics broke.
Also removes the footgun that allowed it. `Current`'s parameter is now
`ushort? previousTeleport = null` resolving to `gate.TeleportTimestamp`, so the
eleven non-Position channels — none of which can move TELEPORT_TS — get
"previous == current" by omission rather than a literal 0 that is
indistinguishable from a genuine "never teleported".
Consumer audit: only TryApplyPosition was defective. The two route-2 call sites
trace back to it; the RuntimeEntityObjectLifetime sites source from
TryAcceptDeferredPosition and were already correct.
Tests discrimination-verified by reverting the argument to 0: the stamp test
fails Expected 10 / Actual 0, and the classifier test fails Expected
SetPositionSimple / Actual RejectedAuthority — the shipped defect reproduced
exactly.
Gates: complete Release solution 10,935 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
User saw "[System] WeenieError 0x0504" on login after a PK Lite reversion.
0x0504 is YouAreNonPKAgain; only ~56 of 378 codes had strings, so the raw hex
fallback fired.
Retail's source is ClientCommunicationSystem::HandleFailureEvent @0x00571990 —
a switch with per-case literal UTF-16 strings, not a DAT string-table lookup, so
hardcoding them is retail-faithful.
The decomp could not be trusted for the text. Its dump of data_7d32c0 declares
[0x5f] and shows 95 characters ending mid-word at "...protection of the Lig".
The real string is 139 characters. The 0x5f is Binary Ninja's PREVIEW
TRUNCATION LENGTH, not the array size — worth remembering for the rest of the
switch, since a copy-paste from the dump would have shipped a truncated
sentence. Recovered by PE byte read (VA 0x007D32C0 -> RVA -> .rdata file
offset), cross-confirmed against the raw hex the pseudo-C carries immediately
after the preview.
Mapped 0x0504, 0x0505, 0x04EC, 0x04ED, each byte-verified and cited with its
case address. Retail's trailing newline is dropped deliberately (documented
in-comment): acdream renders one ChatEntry per system message where retail has a
single scrolling buffer. Adjacent codes are deliberately left unmapped with a
test pinning that 0x04EE still falls back to hex — a wrong message is worse than
a raw code.
Files #306 for the full port, with three findings that make it more than a
string table: the switch is SIX compiler-lowered blocks spanning 339 distinct
case values from 0x17 to 0x593, not one contiguous band; retail passes a colour
argument with three values in use (0 x162, 0x1a x113, 7 x59) and acdream's chat
has no colour concept; and HandleFailureEvent aborts an in-progress automatic
attack on 0x43/0x3f7/0x3e/0x23/0x36 — verified against the decomp, with the
nuance that 0x43 has no display case at all and is abort-only, so that one is a
pure gameplay gap.
Gates: complete Release solution 10,909 passed / 4 skipped / 0 failed (baseline
10,904; +5 = the five new tests).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The user confirmed melee and bow now work against a PKLite player in a live
two-client session ("melee and bow works, all good"). That accepts #298
directly, and #297 indirectly but conclusively: the both-PKLite arm of
ObjectIsAttackable cannot pass unless the LOCAL player's own PKLite bit is
live, which is exactly what #297 fixed.
Not separately confirmed by the user and therefore NOT recorded as accepted:
the collision-after-equip case (#297's round-2 defect) and combat-camera
tracking (#298's second site). Both are implemented, suite-green and
review-passed; they remain unverified by observation.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
Selecting a PKLite player and attacking did nothing: with auto-target on it
retargeted to the nearest monster, with auto-target off it logged
"combat: attack ignored; no creature target found". Spells on the same target
worked, which was the clue.
Root cause: CombatTargetPolicy.IsHostileMonster:31-33 rejects any candidate
carrying BfPlayer BEFORE reaching ObjectIsAttackable, so the both-PKLite pool
match at SelectedObjectHealthPolicy.cs:70-71 was unreachable for players. Melee
and missile targeting never supported player targets at all — the gate is named
IsHostileMonster and does exactly what it says. Nobody could hit it until
69ba9486 made PK Lite reachable.
Retail uses ONE predicate for monsters and players, with no player exclusion:
ClientCombatSystem::ExecuteAttack @0x0056BB70 gates unconditionally on
ObjectIsAttackable @0x0056A600 (creature type, Free-PK short-circuit on either
side, then IsPlayer -> bothPK || bothPKLite, else BF_ATTACKABLE with pets
excluded). acdream already ported that predicate verbatim; it was simply
unreachable.
The fix SPLITS the two concerns rather than relaxing the shared predicate:
explicit-target admission routes through ObjectIsAttackable, while auto-target
ACQUISITION keeps the monster-only gate. That is required by register row
IA-19 — explicit product direction that Auto Target must never select NPCs,
players or pets. IA-19 is not overridden here; its own justification promises
"manual player-selection commands remain available", and that promise was never
implemented, so this makes the row true. Review confirmed no path lets
auto-acquisition select a player: every automatic Select is fed by a
FindClosest* filtered through IsHostileMonster.
Review also found a second site with the same bug, which the first pass froze in
place on my instruction: retail gates combat-camera tracking on the SAME
predicate as the attack. ClientCombatSystem::UpdateTargetTracking @0x0056A950
reads GetAttackTarget() then gates CameraSet::TrackTarget on ObjectIsAttackable.
Ours used the monster-only gate, so with ViewCombatTarget on by default the
attack would land while the camera refused to track the opponent — user-visible
in exactly the duel this fix enables. GetCombatCameraTargetPoint now uses the
wide predicate. IA-19 does not reach the camera: it performs no acquisition,
only presentation on an already-chosen target. The first pass had added a
source comment asserting IA-19 covered it; that comment and the matching text in
docs/ISSUES.md are corrected, since a wrong citation is how a real divergence
becomes invisible.
Depends on 9b1e6fc6 (#297): the both-PKLite arm needs the LOCAL player's own bit
to be live. Review confirmed both admission sites read ClientObjectTable on every
call, so this is not inert in production.
Newly reachable and now pinned: ObjectIsAttackable's pet-exclusion arm, which
CombatTargetPolicy rejected before it could ever run.
Follow-ups filed: #304 (SelectionInteractionController.GetSelectedOrClosestCombatTarget
has no production caller — one of the two widened call sites is dead code),
#305 (HeadlessGameplayOperations has the identical pre-existing bug, so the
graphical/headless hosts now diverge).
Gates: complete Release solution 10,904 passed / 4 skipped / 0 failed (baseline
10,900). Adversarial + retail-conformance review PASS after one FAIL round; the
predicate was re-verified branch-for-branch against 0x0056A600 since it goes
live here for the first time. Camera fix discrimination-verified by revert.
Connected acceptance NOT run — needs a live two-client PKLite session.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The user typed @pklite and then walked straight through other PKLite players.
Root cause: ClientObject.PublicWeenieBitfield was written exactly once, from the
0xF745 CreateObject parse, and never refreshed. ACE's only PK-change message is
PropertyInt.PlayerKillerStatus (134) over 0x02CE/0x02CD, which we parsed and
stored into Properties.Ints[134] but never translated back into the bitfield —
and ACE never re-sends a PublicWeenieDesc at all (EnqueueBroadcastUpdateObject
has zero live callers), so that property is the ONLY signal a client can learn
from. Both sides of the collision test read the frozen value, so
CollisionExemption's "4c. both PKLite -> collide" rule could never fire.
Retail's missing port: PublicWeenieDesc::SetPlayerKillerStatus @0x005AC7C0
rewrites _bitfield in place — PK(4) -> (b & 0xfddfffff) | 0x20; PKLite(0x40) ->
(b & 0xffdfffdf) | 0x2000000; Free(0x20) -> (b & 0xfdffffdf) | 0x200000; else
b &= 0xfddfffdf. Mutually exclusive, verified byte-for-byte, with input values
confirmed against retail's own PKStatusEnum (acclient.h:6412-6427), not just
ACE's. Driven from ACCWeenieObject::OnStatUpdated @0x0058DF20 case 0x86.
The fix rewrites the value at its source rather than patching consumers. Two
review rounds were needed because the first pass missed that there are TWO
snapshot stores: InboundPhysicsStateController keeps its own private _snapshots
dictionary, and every untimestamped-field merge (ApplyAcceptedObjDesc and
friends) reads `old` from THAT store, not from RuntimeEntityRecord.Snapshot.
Refreshing only the active record left the target-side shadow flags correct
until the remote's next equip or unequip — ACE broadcasts an ObjDesc on every
one — at which point the appearance path rebuilt the registration from the
frozen spawn and dropped the bit permanently. The regression test demanded by
review is what surfaced that; it is verified discriminating (reverting gives
Actual: 8 instead of 33554440).
Five stores now hold this value, kept coherent from one source by two
ObjectUpdated subscribers plus the appearance-rebuild path. The two shadow-flag
writers are the same invalidation applied at the two edges that can invalidate
it, not competing authorities — review enumerated every drift path and closed
each. That coherence invariant is new as of this commit and is recorded as
register row AP-134, with AP-133 as the precedent for filing a row when the
danger is a future writer rather than current behaviour.
Also corrects TS-23's retirement narrative, which claimed every mover-flags call
site read the mover's "real" PK bits from 2026-07-30. The bits existed but their
source was frozen, so that only became true here; the site enumeration also
missed RuntimeSetPositionMoverPreparation, a seventh site that decodes the
snapshot directly.
Unblocks #298 (melee/missile admission needs the local player's own PKLite bit).
Follow-ups filed: #300 (Properties.Ints[134] vs bitfield mirror gap), #301 (same
defect class for radar blip colour and radar behaviour), #302 (a pre-existing
PortalProjection allocation-assertion flake, 1 in 6, found while verifying this
gate), #303 (LiveEntityPvpBitfieldSync is App-resident but Runtime-owned-state).
Gates: complete Release solution 10,895 passed / 4 skipped / 0 failed (baseline
10,887 including #299). Adversarial + retail-conformance review PASS after one
FAIL round. Every new test discrimination-verified by reverting the fix.
Connected acceptance NOT run — needs a live two-client PKLite session.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The user found three symptoms live within minutes of 69ba9486 making PK Lite
reachable for the first time. Two independent root causes, neither a C4 route 2
regression (verified by diff: 9966b531 touched none of the gates, and all three
predate it).
#297 (HIGH) — PublicWeenieBitfield is written once at CreateObject and never
refreshed. ACE's only PK-change message is PropertyInt 134 over 0x02CE; we
store it but never translate it into the bitfield, and ACE never re-sends a
PWD (EnqueueBroadcastUpdateObject has zero live callers), so a client cannot
learn PK status from the bitfield after login. Both sides of the collision test
read the frozen value, so CollisionExemption's "both PKLite -> collide" rule
never fires. Retail's missing port is PublicWeenieDesc::SetPlayerKillerStatus
@0x005AC7C0, driven from ACCWeenieObject::OnStatUpdated @0x0058DF20 case 0x86.
#298 (MEDIUM-HIGH, blocked on #297) — CombatTargetPolicy.IsHostileMonster
rejects BfPlayer before reaching ObjectIsAttackable, so the PKLite pool match
we already ported correctly is unreachable for players. Retail uses ONE
predicate for monsters and players with no exclusion. Critically: the naive fix
is wrong — the same predicate backs auto-target acquisition and the combat
camera, and relaxing it would violate register row IA-19's explicit product
direction. The fix must SPLIT explicit-target admission from auto-acquisition,
which is what IA-19's own unimplemented promise already describes.
#299 (LOW) — CollisionExemption checks only the target's IsImpenetrable while
retail short-circuits on mover OR target, and the class doc asserts the
opposite. Found during the investigation; not symptom-causing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
Closes#283 (plan S3) - as UNREACHABLE, not by restructuring ownership.
acdream has two owners that convert a landblock-local network origin into the
streamed world frame: LiveWorldOriginState for presentation/streaming, and
RuntimePhysicsState.TryGetWorldFrameOffset for placement. They rebase on
different edges - Runtime the instant an accepted Position carries
TeleportAdvanced, App only once StreamingOriginRecenterCoordinator observes
old-window retirement completion, many frames later. A one-landblock
disagreement places an entity 192 m from the geometry around it: the same
failure family as the zero-offset bug 670f307c fixed, with a wrong origin
instead of a missing one.
The plan's first step was to prove or disprove reachability BEFORE moving
ownership, because a restructure on a hypothesis is churn. The probe added in
898ff18b answered it: a connected Release session recorded ZERO disagreements
across 11 completed reveals and six destination landblocks (0x0904, 0x1134,
0x3032, 0x8763, 0xA9B4, 0xF682) spanning roughly 45 km. A gap of even one
frame would have printed an offset in the tens of thousands of metres.
Cause of the safety: BeginOriginRecenter detaches EVERY resident landblock
before the new origin is adopted, so the two rebases are serialized and no
conversion can observe the gap. Ownership is therefore left exactly as it is.
What lands instead is the invariant that keeps it true.
LiveWorldOriginState.EnsureAgreesWithRuntimeFrame is checked at the
landblock->world conversion and is terminal on disagreement, converting a
silent 192 m-multiple misplacement into a loud failure with the offset in
metres and the landblock being projected. Six focused tests pin it, including
the cross-world portal case (0x09 -> 0xF6 = 45,504 m). Disagreement can no
longer reach the probe, so ACDREAM_PROBE_WORLD_FRAME now emits a verbose
per-conversion agreement trace - useful when a placement looks displaced for
some reason OTHER than a frame disagreement.
Complete Release solution: 10,844 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Connected Release session against the local ACE with the retail UI
(ACDREAM_RETAIL_UI=1). User verdict on the S1/S2 gate: works fine - effects
stay attached to moving entities across cell boundaries, and lit statics are
unchanged (the deliberately-preserved case).
The session log corroborates it: 9 completed world reveals including portals,
58 reveal events all failures=0, zero unhandled exceptions, zero parked
placements, zero firings of #284's new terminal world-frame invariant, and a
graceful exit.
#282 and #284 are closed. #283 (Runtime's world frame and App's render origin
rebasing at different moments during a teleport) remains open and is
deliberately sequenced immediately before C4 route 3, which shares its portal
code; its first step proves or disproves reachability before anything is
restructured.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Fixes#282 (plan S2). Adds register row AP-133.
Retail gives a CPhysicsObj exactly ONE cell: ShouldDrawParticles @0x0050fe60
reads this->cell and calls IsInView on it, and set_cell_id @0x0050f4f0 /
change_cell @0x00513390 are the only things that move it. acdream splits that
into ParentCellId (render parent, deliberately null for outdoor dat stabs) and
EffectCellId (the authored landcell those parentless stabs still need) - an
adaptation, now recorded as AP-133.
WorldEntity.EffectCellId documents itself as the stab field, with live and
interior entities using ParentCellId. f24532ad began writing it for live
entities too. Because EntityEffectPoseRegistry resolved EffectCellId FIRST,
that write won - and the audit shows only 3 of 14 cell writers maintain it.
The other 11 do not, including the hottest paths: RemotePhysicsUpdater:239,294
and LiveEntityOrdinaryPhysicsUpdater:107 write ParentCellId every physics tick
from the snapshot, and LocalPlayerProjectionController:79 writes the local
player's cell every frame.
So a moving entity updated its cell constantly while EffectCellId stayed
frozen at whatever cell it materialized in. Its particles and lights kept
being tested against that stale cell and failed IsInView the moment it crossed
a boundary - effects vanishing on a monster that is plainly visible, or
drawing through a wall from a room the viewer cannot see.
The consumers had also drifted into disagreeing: EntityEffectPoseRegistry
preferred EffectCellId while WbDrawDispatcher.TryGetEntityCell and the remote
spawn seed preferred ParentCellId - two answers to "which cell is this in".
- WorldEntity.VisibilityCellId (ParentCellId ?? EffectCellId) is the single
accessor; all five consumer sites resolve through it, so the precedence
cannot drift apart again.
- LiveEntityRuntime's three live-entity EffectCellId writes are removed,
restoring the field to its documented purpose. Its real writers -
LandblockLoader:80,97 and LandblockBuildFactory:408 - are untouched, and the
parentless-stab path is pinned by a new test.
- f24532ad's actual fix is preserved: RebucketLiveEntity still installs the
committed cell, just on the one field live entities use.
LiveEntityLightControllerTests.Refresh_FollowsCurrentTopLevelRootAndCell is
back to moving the entity by ParentCellId alone - its original pre-f24532ad
form - and passes. CanonicalOnlyRebucket_DoesNotOverwriteAuthoritativeFullCell
had its two EffectCellId assertions (added by f24532ad, encoding the defect)
replaced with the corrected contract: ParentCellId set, EffectCellId null,
VisibilityCellId resolving - a stronger assertion, not a relaxed one.
Complete Release solution: 10,836 passed / 4 skipped / 0 failed.
User visual check still outstanding: a monster with an active spell effect
crossing a cell boundary, and a lit static object, indoors and outdoors.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Fixes#284 (plan S1).
A first-entry placement that could not be prepared returned
RetrySetupUnavailable and was re-Advanced every pump forever. Nothing counted
it, nothing named its cause, and nothing distinguished "waiting for something
that will arrive" from "waiting for something that never can". That is why
#281's 43 test failures presented as four unrelated symptoms across App and
Runtime instead of one cause, and why a stuck entity in the live client simply
never appears with no log line to follow.
Worse, the two causes were conflated: 670f307c's missing-world-frame park
reported itself as RetrySetupUnavailable, sending anyone diagnosing it to the
prepared-asset pipeline rather than to the absent local-player Create that
actually publishes the frame.
- RetryWorldFrameUnavailable splits the two causes. Call sites now ask
IsRetryable() instead of comparing against one reason, so a future retry
reason cannot be silently reclassified as a hard rejection - the exact way
this class of bug hides.
- The operation retains its RuntimeSetPositionParkReason, and
RuntimeSetPositionOwnershipSnapshot reports parked work by cause
(ParkedAwaitingSetupCollisionCount / ParkedAwaitingWorldFrameCount /
ParkedPlacementCount), so parked placements appear wherever ledgers are
already asserted.
- ObserveLocalPlayerCreate records the accepted local-player Create even when
it carries no landblock - precisely the case where no frame is ever
published - and ThrowIfWorldFrameUnreachable makes that contradiction
terminal. Waiting is legitimate only while that Create is outstanding; after
it, no later pump can supply the frame. Same shape as 01f4791e, which made a
violated receipt-ledger invariant terminal rather than resumable.
This is observability plus fail-fast. There is no timeout, no retry cap, and
no grace period anywhere in it; retryable work still retries exactly as before
and no placement behaviour changed.
The parked counts are deliberately NOT folded into IsConverged: #277 documents
a far Create legitimately parking for a whole session, so a parked entry at
teardown is not automatically a defect. Wiring them into the connected gates
is carried with #277's service-window conversion, where "legitimately parked"
becomes definable.
Runtime 1,012/1,012. Complete Release solution: 10,834 passed / 4 skipped /
0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Three defects introduced by the 2026-08-02/03 stabilization batch, all found
while reconciling #281's 43 test failures. Each is an instance of the weakness
the placement campaign exists to remove - two owners of one fact with no single
writer keeping them agreed - so they are cleared before C4 stacks six more
placement routes on top of them.
#282: WorldEntity.EffectCellId documents itself as existing only for outdoor
dat stabs, whose null render parent still needs retail's outdoor landcell for
CObjCell::IsInView gating; live/interior entities were explicitly meant to use
ParentCellId. f24532ad began populating it for live entities, and because
EntityEffectPoseRegistry.UpdateRoot resolves EffectCellId ?? ParentCellId it
now wins - while 12+ sites still write ParentCellId alone. Retail carries one
cell per object (CPhysicsObj::set_cell_id @0x0050f4f0, change_cell @0x00513390,
ShouldDrawParticles @0x0050fe60).
#283: 670f307c gave Runtime a world frame that rebases on the accepted teleport
Position, while App's LiveWorldOriginState rebases only after old-window
retirement completes. Between those edges the two disagree by the landblock
delta. Not yet proven reachable; the plan proves or disproves it before
restructuring anything.
#284: a placement that cannot resolve returns RetrySetupUnavailable forever
with nothing counting it or naming its reason. The fix is observability plus
fail-fast on contradictory states, never a retry cap or timeout.
Plan sequences S1 (#284) first so the other two are observable rather than
archaeological, then S2 (#282), then S3 (#283) immediately before C4 route 3,
which shares its portal code. Also records the gating change that would have
caught all of this: the complete Release suite must be green before every
commit, not a focused subset.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
f24532ad changed two presentation contracts that these fixtures still
expressed in their pre-change shape. Both failures date exactly to that
commit; they are independent of the world-frame family fixed in 6dcb94ac.
LiveEntityLightControllerTests.Refresh_FollowsCurrentTopLevelRootAndCell moved
the entity by writing ParentCellId alone. f24532ad now populates EffectCellId
at materialization and keeps it synchronized on canonical rebuckets
(LiveEntityRuntime.RebucketLiveEntity:845-856), because retail's
CPhysicsObj::set_cell changes the one CObjCell that ShouldDrawParticles reads.
EntityEffectPoseRegistry.UpdateRoot:163 resolves EffectCellId ?? ParentCellId,
so a production cell move writes both together and the old single-field move
left effects and lights on the stale materialization cell.
LiveEntityAnimationSchedulerTests.RetainedProjectileWithRemote_WhenMissileClears_TransfersMovementToRemoteOnce
seeded its shared remote body by assigning Position directly. Projectile
classification now validates and adopts the canonical body's own cell frame
(ProjectileController:184-190 - body.CellPosition.ObjCellId /
.Frame.Origin) rather than deriving it from the sidecar's FullCellId and the
streaming center, since a residence-managed Create legitimately still reports
FullCellId 0. A Runtime-committed body always carries its (cell, local) frame,
so the fixture now seeds it through the same SnapToCell placement API; leaving
it cell-less was correctly refused.
Both fixtures keep their original assertions - only the modelled world state
moved to match what production now commits.
Complete Release solution: 10,831 passed / 4 skipped / 0 failed
(App 4,048/3, Bake 15, Cli 4, Content 124, Core.Net 762, Core 4,247/1,
Headless 79, Runtime 1,009, UI 543).
Closes#281.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
C3c created graphical effect, projectile, and static-animation sidecars before Runtime finished the entity's first SetPosition. One-shot F754/F755 packets could be discarded, projectiles could adopt a cell-less body, and animated statics could compete for body ownership. Keep effects behind an exact-incarnation presentation barrier, retry projectile/static binding on the committed visibility edge, and keep effect cells synchronized with canonical rebuckets. User verified spell, recall, arrow, projectile, portal, and static presentation; 90 focused App tests and the Release build pass.
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>
User session observations: late monster pop-in, extended/stuck portal
space, and portal-exit character pop-in are the 6b28ff99 publication-
throughput regression made visible by C3c retail-correct wait-for-
collision placement (next slice). Intermittent spell particle loss filed
as #279: one-shot scripts arriving in the suppressed-until-receipt
window need retail pending-script deferral to presentation binding.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
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>
User-verified: casting fixed (exhaustion-edge gate) and monster attack
animations restored (spawn settle placement + lost-cell retry). Final
session evidence: 14/15 spawn settles grounded; Falling-refusal spam
collapsed 2,954 -> 15 transient pre-settle lines.
Strips the [UM-ACT]/[MT-FAIL]/[SPAWN-PLACE]/[remote-edge] probes, the
MotionInterpreter.DiagnosticGuid plumbing, and the two throwaway probe
tests (motion-table attack sweep, vitae color dump - both findings are
recorded in ISSUES/research). Complete Release suite: 10,030 passed /
5 skips / 0 failures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The [MT-FAIL] probe caught combat-stance monsters constantly failing to
dispatch 0x40000015 (Falling): their bodies were airborne-flagged while
standing. contact_allows_move (0x00528dd0) requires Contact+OnWalkable
and silently refuses every action animation for an airborne mover - a
spawned-standing monster's swings never played until it first moved.
Retail never has this state: CreateObject spawns run the placement
transition (CPhysicsObj::SetPosition -> SetPositionInternal 0x00515330),
which establishes CONTACT/ON_WALKABLE from the floor at spawn. Our
remote creation seeded a raw position with no placement.
SeedRemoteSpawnPlacement mirrors RemoteTeleportPlacement: engine
placement resolve (Setup-derived cylinder, TS-46) + the verbatim
CommitSetPositionTransition, wired at BOTH RemoteMotion creation sites
(UM-triggered creation - so a first-ever-UM attack animates in the same
packet - and ordinary first-UP creation). Unplaceable results leave the
body airborne exactly like a failed retail placement.
Also adds the [UM-ACT] (wire action items + stamp-gate verdict) and
[MT-FAIL] (refused animation dispatches) probes, riding
ACDREAM_DUMP_MOTION=1, which are what convicted the body state.
Complete Release suite: 10,032 passed / 5 skips / 0 failures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Retail calls CPhysicsObj::report_exhaustion from exactly one site -
CommandInterpreter::HandleExhaustion (0x006b3c70), a notification handler
for the stamina-exhaustion EVENT. Campaign P P1 wired it to every
movement-stats application instead (every stamina regen/drain tick), and
each call re-dispatches the current movement state through the animation
sink - truncating any in-flight action animation. The diagnostic session
log shows 490 spurious casting-stance re-queues in one short session:
'sometimes stuck in spell animations' was every stamina tick that
collided with a cast gesture's play window.
The re-apply now fires only when the exhausted state (stamina == 0)
transitions, matching retail's event semantics. Stats still reach
PlayerWeenie immediately via RuntimeMovementSkillProjection.ApplyTo.
Also adds the [remote-edge] probe (rides ACDREAM_DUMP_MOTION=1): one
line per remote HitGround/LeaveGround - each such edge drains the
mover's pending action animations (retail HandleEnterWorld), the
working theory for intermittently missing monster attack swings.
Complete Release suite: 10,026 passed / 5 skips / 0 failures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Retail jump landings BOUNCE: the floor touch records both a contact plane
(grounding) AND a collision normal (collided_with_environment), and
handle_all_collisions reflects the unmodified impact velocity off it at
5% elasticity (v += -(v.n)(elasticity+1).n, DEFAULT_ELASTICITY 0.05
@0x007c6a7c). Our transition already recorded both facts; the bounce was
suppressed by the AD-25 adaptation stack in the per-tick commit: a
Velocity.Z<=0 landing gate (needed because the resolver glued ascending
movers to the ground) plus a landing Velocity.Z=0 hand-zero whose stated
purpose was making the reflect a no-op. Downhill glided instead of
bouncing, flat-ground landings had no pop, and uphill jumps flapped
between grounded/airborne against the animation machine.
Three retail mechanisms replace the stack:
- check_contact (0x0050f5b0) seeding in ResolveWithTransition: a body in
CONTACT seeds the transition's contact only while v.contactPlane.N <=
0.0002; moving away seeds the last-known plane alone (get_object_info
0x00511cc0). Ascending jumps therefore run contact-free (ballistic, no
glue) - the gate's reason-for-being is gone. The plane requirement is
strict: Contact-without-plane is unrepresentable in retail.
- SetPositionInternal-shaped commit (0x00515330, byte-read end-to-end,
velocity-sign-FREE): contact purely from the transition's contact
plane, HitGround on the airborne->walkable edge, HandleAllCollisions
with unmodified impact velocity. Whole commit gated on Ok &&
candidateMoved (retail pc:283657 skips SetPositionInternal entirely
when the candidate did not move) - a standing body's contact state is
never re-derived, which is what keeps rest bit-stable (AD-41 updated).
- Byte decodes: gate override state&0x800000=Sledding, zero branch
state&0x20000=Inelastic, reflect strictly dot<0 - our port already had
all three correct.
Settle: real landings (>=0.25 m/s) bounce and decay geometrically;
smaller impacts are consumed by retail's unconditional small-velocity
zero, so standing never micro-bounces. Re-baselines documented in place:
landing-survival pin measures decay post-settle; LiveCompare_Tick0/376
pin the new IsOnGround=false on zero-move ticks (captured true was the
retired seed echo; tick 376's captured body carries an 11.8 m/s grounded
velocity from the deleted get_state_velocity-overwrite era); de-overlap
fixture now carries the plane real grounded bodies always have. New
pins: LandingBounceSeedingTests (ascent no-seed, rest keeps contact,
strict plane, slope 5% reversal + tangential preservation, Sledding
override).
Investigation + implementation record:
docs/research/2026-07-30-landing-bounce-family.md. Complete Release
suite: 10,031 passed / 5 skips / 0 failures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>