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Author SHA1 Message Date
Erik
3aab05b0cc fix(streaming): derive the portal reveal window from the live streaming radii (#280)
The user watched far terrain visibly assemble after portal space exits.
The reveal gate was NOT missing a hold — Slice E's hold mechanism is
correct and already in place. The hold was measuring the wrong domain:
it opened at a hardcoded 3x3 landblock neighbourhood (~192 m) while the
visible world extends to the fog end (~2,189 m at the shipped High
preset, inside a 2,304 m Far window). An 11.4:1 ratio.

Retail's equivalent ratio is 1:1 BY CONSTRUCTION. `LScape` owns one
`mid_width x mid_width` array of `CLandBlock*` (`LScape::SetMidRadius`
@0x00504C00, `LScape::update_block` @0x005063A0), `mid_radius` is
assigned directly from the user's `Render.LandscapeDrawDistance`
preference (`SmartBox::SetRegion` @0x004531F0; values
`Render_LandscapeDrawDistance_Values` @0x007CA988 = {3,5,8,11,15,25},
default 8 — both byte-verified against the PDB-paired 2013 binary), and
that same square is simultaneously the prefetched set
(`LScape::PreFetchCells` @0x00505660), the drawn set (`block_draw_list`
over the same array), and the set the simulation blocks on
(`CellManager::blocking_for_cells`). There is no retail configuration in
which the client streams farther than it gates, because there is only
one number.

So the fix derives rather than duplicates. Four coupled parts, which is
why this is one commit and not four — D1 without D2 hangs the client and
D2 without D1 is dead code:

D1 `WorldRevealReadinessBarrier` takes a live `Func<StreamingRevealWindow>`
and stops being static: outdoor requires `FarRadius`, indoor still 0
(retail's `CEnvCell::PreFetchCells` @0x0052D1E0 arm). Read per
evaluation, never captured — the radii are runtime mutable through
Settings, and retail's answer to a mid-hold radius change is to reset,
re-radius, and re-arm the blocking prefetch at the NEW value
(`SmartBox::set_mid_radius` @0x00453180). `OutdoorNeighborhoodRadius`
is deleted; there is no constant left to drift.

D2 `StreamingController.IsRenderNeighborhoodResident` becomes tiered,
because acdream's loaded landscape is: inside `NearRadius`,
`IsNearTier && IsRenderReady`; out to `FarRadius`, `IsRenderReady` only.
Without this the fix cannot work at all — nothing outside the Near ring
is ever promoted, so any radius above `NearRadius` was unsatisfiable and
would have held the reveal forever. Proof obligation P1 (a Far-tier
landblock genuinely satisfies `IsRenderReady`) is now a test driven
through the real `PublicationKind.Far` pipeline against a real
`LandblockSpawnAdapter`, not an inference.

D7 `RuntimeWorldTransitState.AcknowledgeDestinationReadiness` re-derived
`indoor ? 0 : 1` and failed `invalid-readiness-shape` on any other
value, so changing the radius alone would have looked like "the fix
hangs the client". It is now a SHAPE invariant (`indoor => 0`,
`outdoor => >= 1`). Runtime does not own the graphical host's streaming
configuration and must not learn it; plumbing App radii into Runtime to
preserve the strict equality is exactly the assert-a-mechanism-that-does-
not-exist failure C5b was built to stop. Both non-graphical producers
keep emitting their centre-ring token and stay legal, annotated in place.

D6 `PhysicsEngine.IsNeighborhoodTerrainResident` rebuilt a full-map
`HashSet` on every call, every frame of every hold. At radius 1 that was
invisible; at radius 12 (625 ring members) it violates Slice I1's
0 B/resolve standard. Now an engine-owned scratch set, cleared in place;
measured at 0 bytes over 1,000 warmed radius-12 queries.

Also: the destination reservation opens at exactly the gate's radius and
reopens on the same generation when the radius changes mid-hold (retail
has one square for both, and no concept of prioritising an inner ring
differently). Composite warmup deliberately stays `NearRadius`-scoped —
the composite domain is entity-scoped and Far builds carry no entities,
so widening it would walk the outer window to warm nothing.
`ACDREAM_PROBE_REVEAL_RADIUS` is a measurement probe in a diagnostic
owner (CLAUDE.md rule 5) so the connected route can be run A/B on one
binary; it is NOT a user-facing prefetch knob, since a low setting would
reintroduce the decoupling this slice exists to close.

Register: AD-2 amended with the derived window, the two-tier split, and
the four new retail anchors. AP-149 FILED for the residual this does not
close — the outer ring accepts terrain-only publication where retail
requires LandBlockInfo and every building EnvCell, so a distant building
can still pop in at Far-ring distances. Do not let a later closeout
claim parity.

Docs: `ACDREAM_STREAM_RADIUS`'s CLAUDE.md description was wrong on every
clause (the default is unset, not 2; it forces `NearRadius`; it is
silently discarded by any Settings save) — corrected, since that is the
file every session reads. `reference_two_tier_streaming.md` corrected in
four ways, including "Far tier = terrain only": Far also publishes
terrain COLLISION, which is precisely what makes this fix viable.
#280's issue text had the right conclusion from a wrong premise (it
names a view-distance setting acdream does not have) — corrected, and
the missing Viewing Distance option filed separately as #326, with #327
(DDD progress readout) and #328 (hardcoded 5000 f far plane vs retail's
byte-verified 4000) filed alongside.

Expect LONGER holds and the "In Portal Space - Please Wait..." cue on
recalls MORE often. That is convergence toward retail, not away from it:
retail emits the byte-identical string for the whole duration of a
blocked prefetch and polls at 5 s intervals. The failure condition is
non-convergence, not duration.

Gates: Release build 0 errors. Complete suite 11,178 passed / 4 skipped
/ 0 failed, against a re-measured 11,142 / 4 / 0 baseline at 9ee9c1a1 —
+36, reconciled exactly as 36 new tests (App +23, Runtime +10, Core +3),
zero deleted, zero newly skipped. Nine discriminating tests
sabotage-verified in both directions. The connected/visual gate is
batched into C5's matrix; its recipe, its three positive artifacts, and
its required recall leg are written into the campaign plan.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-05 23:54:59 +02:00
Erik
ff100cf33f fix(runtime): give the no-window host a post-merge canonical cell commit (D1, AD-60/AD-64, AP-146/#320)
C5b (735f0a72) made the steady-state accepted-Position merge stop writing
residency. That is retail-correct — HandleReceivedPosition @0x00453FD0 reads
the wire objcell_id into a local and never assigns the object's cell — and it
stays. What C5b did not account for is that its replacement writers both live
in AcDream.App: the OnPosition prologue rebucket (AD-60's W2) and the
post-routing wire-cell adopt (W3, AP-135).

The two hosts run parallel, non-shared inbound routes. LiveEntitySessionController
-> LiveEntityNetworkUpdateController.OnPosition is graphical-only;
RuntimeLiveEntitySessionController.OnPositionUpdated is the no-window route and
is constructed only at HeadlessSessionHost.cs:682. So AcDream.Headless had NO
post-merge cell writer at all. Every remote's FullCellId was written at
create/placement and then frozen for the session — and RuntimeEntityObjectViews
.Snapshot projects exactly that field as RuntimeEntitySnapshot.CellId, i.e. every
bot's entire world view. The local player lost one of AP-146's three refresh
edges, which matters beyond cosmetics: RuntimeSetPositionState
.IsAffectedCollisionResident reads FullCellId to pick which bodies a landblock
retirement parks, so a bot running A->B without teleporting would have retired A
while parking a body physically in B.

The fix, in three parts:

1. RuntimeEntityObjectLifetime.CommitWireCellRebucket — a new Runtime owner for
   the committed VALUE, extracted verbatim from LiveEntityRuntime
   .RebucketLiveEntity. This is also the root-cause fix for the layering
   inversion the review found: AD-60 was documenting its own correctness by
   naming an App class the Runtime assembly cannot reference. Behaviour on the
   graphical side is unchanged — record.FullCellId is a proxy for
   record.Canonical.FullCellId, which is the record the callee reads, and the
   commit is still CommitRebucket. Verified load-bearing for BOTH hosts:
   sabotaging the preserve branch reddens the graphical
   LiveEntityRuntimeTests.CanonicalOnlyRebucket_DoesNotOverwriteAuthoritativeFullCell
   as well as the new headless assertion.

2. RuntimeLiveEntitySessionController.TryCommitAcceptedWireCell — the no-window
   W2, under the same reachability rules the graphical route applies: Rejected
   writes nothing (the shape the App authority gate produces by returning false);
   a bound-projectile packet writes nothing (routed by the graphical host through
   the canonical projectile placement owner, which returns before W2); an active
   initial-create residence writes nothing (RebucketLiveEntity's own early
   return — while the lease is live the SetPosition conductor is the sole cell
   authority); a local ForcePosition writes only when the accepted-Position drive
   declined it (NotApplicable), because a handled force is
   placement-receipt-authoritative. W2/W3 themselves are untouched.

3. On the committed value (the landblock-vs-cell trap). RebucketLiveEntity's
   preserve branch fires on a LANDBLOCK-shaped id — low 16 bits 0xFFFF — and
   exists for LocalPlayerProjectionController.Project, the per-frame local
   movement caller that emits exactly that shape. An inbound wire objcell_id is
   never landblock-shaped, so on the accepted-Position route the branch is not
   taken and the exact wire cell is committed. That is what W2 commits today and
   what this now commits; the no-window host has no per-frame caller at all.

Ordering is matched, not improved on: the force drive submits its placement
before the commit, so its first submit still reads the pre-commit FullCellId —
AP-138's amended route-2 CurrentCellId measurement.

Bookkeeping in this commit:
- AD-60 corrected. Its surviving-channel enumeration presented "the local force
  path, the missile arm" as exhaustive; the entire no-window host belonged in it.
  23aa62f2's W2/W3-redundancy measurement is preserved verbatim.
- AP-146 and #320 amended the same way — their three-edge list was written from
  the graphical host and silently assumed both hosts shared it. The no-window
  host had two of three; it now has all three.
- AD-64 filed: the reachability decision is now expressed once per host. The
  value is single-sourced; the gate set is not.
- #324 filed: unifying the two session controllers is the genuinely correct fix
  and is campaign-sized (presentation recovery, hydration, the equipped-child
  renderer, and the remote/projectile routing arms only one host has). Not
  attempted here, per the fix brief.

Gates. Release build 0 errors. Complete suite 11,141 passed / 4 skipped /
0 failed, against the 11,134 / 4 / 0 baseline at 23aa62f2 — net +7, exactly the
7 tests added. Eight sabotages verified, each red on at least one discriminating
test and green when reverted: remote commit removed (2 Runtime + the end-to-end
Headless test); local ordinary commit removed; local NotApplicable-force commit
removed; force commit made unconditional; residence gate removed; missile gate
removed; Rejected gate removed; preserve branch broken (red on both hosts).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-05 22:36:31 +02:00
Erik
23aa62f292 fix(review): close the C5b architecture-review findings (D2/D3/D4, L1-L5, S1)
Follow-up to C5b (735f0a72). The retail-conformance review passed, so no
production behaviour line moved: the flag truth table and the
refreshPosition:false withhold are untouched. This is blast radius, test
discrimination and documentation fidelity - plus two findings I could not
confirm and am rebutting rather than complying with.

D3 - THE PUBLISH-CONSERVATION TEST DID NOT DISCRIMINATE. The reviewer was
right and it was the worst finding here: proof obligation 3's test passed
identically with C5b reverted. Its only delta assertion FILTERED
(Assert.Single(deltas, Rebucketed && parentGuid)), so the pre-C5b stream
[Rebucketed] and the post-C5b stream [Updated, Rebucketed] both satisfied
it, and childSpatialBefore+1 held in both worlds because whichever site did
not move the cell propagated idempotently. It now asserts the complete
ordered parent stream plus each element's CellId and Position.ObjCellId.
Sabotage: restoring refreshPosition:acceptedPosition turns it red (it was
green before), together with the withhold test and the new L5 test.

That cardinality change was itself unfiled and is now AP-147: a
cell-changing accepted Position publishes TWO entity deltas where it
published one, and the intermediate Updated pairs the OLD CellId with the
NEW wire Position - a torn pair that did not exist pre-C5b, since both
halves used to move inside one publish. No production consumer reads a
delta's paired fields, but a recorder/plugin/bot event log would capture
it. The row states why suppressing the Updated is not available at that
layer (the merge cannot know whether its caller reaches W2).

D4 - THE PROJECTILE DOC COMMENT WAS FALSE AND ITS RETAIL ARGUMENT WAS
INVERTED. SyncPresentationFromResolvedBody claimed record.FullCellId is
"the WIRE cell ... stamped by the merge's RefreshDerivedState/SetFullCell,
before classification ever runs" and argued from retail's store_position
@0x00515CE2 that the destination cell is the right one. C5b falsified the
premise; the missile arm also returns before W2, so nothing stamps the wire
cell for a projectile at all. Rewritten. The honest conclusion, which the
old text would have called wrong: on a stored outcome presentation now
pairs the DESTINATION world position with the SOURCE cell. That is not a
choice this method can make differently - StoreAcceptedDestinationPose
writes only Position/Orientation, so record.FullCellId and
body.CellPosition.ObjCellId now hold the same source cell and reading
either yields the same value. The divergence is AP-138 item (1)'s
store-writes-pose-but-not-cell residual, retiring via #309, not a field
choice here. Projecting the wire cell instead would invent a residency the
placement declined - the AP-1 shape C5b closed.

L3/L4/L5 - PINNING GAPS, ALL THREE CONFIRMED AND CLOSED.
L3: the matrix's oracle passed HasAnimations as a literal, so the merge's
old.MotionTableId ?? old.Physics?.MotionTableId and
RuntimeAcceptedPositionRouteRequests.Build's canonical-snapshot twin were
textually identical and pinned by nothing. The oracle is now BUILT by the
production constructor.
L4: every fixture set both MotionTableId halves to the same value, so
deleting either operand of the ?? was undetectable while the production
comment said the mixed case is the real-world one. Six mixed rows added,
including the explicit-zero row (a present-but-zero top half is not null,
so ?? never reaches the physics half).
L5: the retained Rebucketed ternary had zero coverage through
TryApplyPosition - every restoreCancelledPark test called Forget directly.
Now driven through the real merge, with the wire cell deliberately the
SOURCE while the park's committed body cell is the DESTINATION, so the
restored residency can only have come from the rollback.
Sabotage (each red, each restored): merge ?? -> top half only, 1 red;
-> physics half only, 2 red; Build's ?? -> physics half only, 2 red;
ternary -> constant Updated, exactly the L5 test red.

L1/L2 - THE MISSING TEST IS ADDED; THE DEFECT IS NOT THERE. The reviewer
was right that C5b's "no fixture covers pickup at that layer" was
inaccurate - LiveEntityNetworkOnPositionCollapseMatrixTests drives the real
OnPosition at ~26 sites - and the end-to-end test is added: withdraw ->
accepted Position -> IsSpatiallyProjected && FullCellId == wireCell, both
guid classes.

But ChildUnparentDisposition.Pending is NOT a live defect, because it is
production-unreachable. The sole production _withdrawProjection binding
(LivePresentationComposition.cs:599) is
LiveEntityProjectionWithdrawalController.WithdrawExact, whose only Pending
mint is inside its catch block and therefore always carries a non-null
Failure - and AdvanceUnparentTransition rethrows at
EquippedChildRenderController.cs:1307 BEFORE the return Pending at :1309.
The named drop scenario does not reach it anyway (BeginDetachedRemoval has
already emptied the capture list) and would be correct if it did: a
previously-equipped child is LegacyImmediate, so the FullCellId != 0u gate
at DatLiveEntityProjectionMaterializer.cs:767 is never consulted and
re-projection uses the wire cell at LiveEntityRuntime.cs:824.

Measured while building that test, and NOT what C5b assumed: W2 and W3 are
REDUNDANT on the remote tail. Sabotaging W2 alone - adopting the committed
cell instead of the wire cell, OR skipping the rebucket outright - leaves
the whole file green, because W3's RemoteMotion.CellId write reads through
to canonical FullCellId via CommitCanonicalCell, whose CellCommitted
recovery re-installs the bucket. Only removing BOTH goes red, and then the
new test is the only red in the file. So it is named for what it pins, and
AD-60 is amended with the measurement: neither channel is individually
load-bearing, so a future retirement of one is caught by nothing else.

D2 - REBUTTED, WITH THE REAL GAP FILED INSTEAD. The reviewer's hypothesis
was that TryApplyInitialCreateCompletionPresentation's staleness guard lost
its ability to detect an intervening steady-state Position when C5b stopped
the merge stamping the wire cell, and asked for a PositionAuthorityVersion
term. I do not think that is right and did not add it.

The receipt's facts are the canonical BODY's pose and cell at publish
(PublishExecutorCompletion builds both from the record). Exactly two owners
can move them: a Runtime SetPosition commit/withdrawal, every one of which
calls AdvancePlacementCommit - the only caller family is
RuntimeSetPositionState - and a rebucket, which moves FullCellId. Both are
already covered by the two existing terms. An accepted steady-state
Position is neither, and C5b did not make it one: the merge refreshes the
snapshot and advances PositionAuthorityVersion but never wrote the body,
and the App generic tail writes the RENDER entity. The wire-cell half stays
covered because W2/W3 commit it in the same call; the paths that return
before them leave the record at the last committed cell, which IS the
receipt's own cell - correctly not a supersession.

Adding the term would decline receipts whose facts are still true, on the
entity's FIRST world-visible moment: the pose write and
RebucketLiveEntityPresentationOnly would be skipped while TryPublishPlace
still publishes, so a packet returning before the render write would leave
the sidecar visible at its materialized pose in a wrong bucket. That is the
handoff's own "removed the invariant failure while leaving the bug" shape.

There IS one supersession neither term covers, and it predates C5b:
RuntimeRemotePlacementDriveController.StoreAcceptedDestinationPose writes
body.Position/Orientation on the far-snap Refused/Contention arm with no
placement commit and no cell move. Filed as #323 with the FIFO-blocking
argument for why a receipt can still be pending when it lands, an explicit
"not established as reachable", and an explicit "do not fix it with
PositionAuthorityVersion". The guard's comment now carries the whole
argument instead of one sentence.

S1 - DANGLING POINTER CLOSED. InboundPhysicsStateController.cs:610 still
said the two-callers-one-rule debt was "tracked for the eventual cutover
unification ... See docs/ISSUES.md", which pointed at nothing after C5b
closed #275 without a successor. Filed #322, cited from both the comment
and #275's closure, including why widening TryApplyPosition's signature to
take a route would be the wrong unification.

AP-138 amended: C5b staled its round-3 measurement that "both
accepted-Position callers commit the accepted wire cell to
record.FullCellId before submitting". Route 2 submits from
TryExecuteAcceptedLocalPosition ahead of W2, so on a first submit
PlacementTouchesPrefix's CurrentCellId arm now names the SOURCE landblock,
not the destination. Confined to which prefix the quiescence pre-flight
matches, which that row already established is not the correctness
mechanism.

GATES. Release build 0 errors. Complete suite 11,134 passed / 4 skipped /
0 failed, from the 11,125 / 4 baseline at ed806997: net +9, all new tests,
no test deleted or weakened, no new skip. Runtime.Tests 1195 -> 1202 (+6
mixed-motion-table rows, +1 park-rollback fact); App.Tests 4132 -> 4134
(+2 guid rows). None of #302/#308/#321 appeared. Not connected-gated -
nothing here changes runtime behaviour.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-05 22:08:46 +02:00
Erik
f8e55ba5e4 fix(physics): route local-player shadow presentation through SyncPose (#318, AP-145)
RuntimePlacementPresentationSink.TryPublishPlace previously published the
local player's collision-shadow pose with a direct LocalPlayerShadowState.Set
call — a plain cache write that never touched PhysicsEngine.ShadowObjects.
Because LocalPlayerShadowSynchronizer.SyncPose's own dedup check compares
against that same cache, the direct write could pre-seed the cache with the
destination pose and cause the next real SyncPose call to see "nothing
changed" and skip its own ShadowObjects publish — leaving the real collision
shadow at the pre-teleport position until an unrelated movement tick forced
a real publish.

Fix: TryPublishPlace now calls _localPlayerShadowSync.SyncPose(...,
force: true), the same publisher ordinary per-tick movement uses, so Place
always drives a real ShadowObjects write before the cache updates.
TryPublishWithdrawal carried the exact mirror asymmetry (a bare
LocalPlayerShadowState.Clear with no ShadowObjects.Suspend, leaving a live
phantom shadow row at the park's source cell for the whole park window — the
#184 shape) and is fixed in the same commit, same one-call shape:
_localPlayerShadowSync.Suspend(entity). The sink no longer holds a direct
LocalPlayerShadowState reference; both halves route exclusively through the
one synchronizer, which owns the cache internally.

The single LocalPlayerShadowSynchronizer instance is now constructed in
LivePresentationComposition (before the sink) and threaded through
LivePresentationResult to SessionPlayerComposition, which no longer builds
its own — this guarantees the sink's Place/Withdraw edge and ordinary
per-tick movement publish through the exact same publisher and cache rather
than two independent instances that could drift out of sync with each other.

TryPublishPlace's xmldoc now states the behavioural nuance directly: routing
through SyncPose means Place inherits SyncPose's own admission guard
(IsHidden, cellId == 0, not-current-visible-projection), which the old
direct .Set() call never consulted. Under those conditions SyncPose now
calls Suspend instead of publishing — correct and symmetric, but new
behaviour worth flagging at the call site, not just in a test comment.

RuntimePlacementShadowCompositionTests.cs (#318) proves four facts against
the real ShadowObjects registry, not the cache: a bare Place publishes a
real row at the destination cell with the source cell's row gone; a
subsequent ordinary per-tick Sync is then a correct no-op; a Place for a
registered non-local-player entity leaves its row at the source cell
untouched and never touches the player's cache (route 7 P4 — the fix lives
entirely inside the pre-existing player-only gate); and Withdraw suspends
the real registry row, not just the cache, with the retained
(suspendable) registration surviving for a later restore. All four were
sabotage-verified in both directions.

RuntimeForcePositionRenderCommitTests.cs (B2) drives a real end-to-end
accepted ForcePosition through RuntimeEntityObjectLifetime.TryApplyPosition
and RuntimeAcceptedPositionDriveController.TryExecuteAcceptedLocalPosition
against a live HostFixture, asserting both the committed render position
AND a cell change that deliberately crosses out of the spawn's outdoor grid
cell, so the cell assertion is independently falsifiable rather than riding
along with the position assertion.

Retires AP-145 (this fix) in docs/architecture/retail-divergence-register.md.
AP-1 and AD-1 are untouched by this commit — they retire separately in the
deletion-sweep commit that follows.

Evidence chain: docs/research/2026-08-05-c5a-contract.md (the governing C5a
slice contract), docs/research/2026-08-05-c5a-architecture-review.md (round
1, FAIL — three MAJORs: vacuous route-7 P4 test, unfixed Withdraw-side
mirror asymmetry, non-driving B2 test), docs/research/2026-08-05-c5a-architecture-review-round2.md
(round 2, PASS with two MINORs — an unfalsifiable B2 cell assertion and the
undocumented SyncPose guard nuance, both fixed here).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 14:09:11 +02:00
Erik
392c1e22c1 fix(physics): bind a parented child to the parent's live incarnation (#319)
A player-parented child never received a canonical cell. Its FullCellId stayed
0 for its whole attached lifetime, so it could not follow the player across a
boundary. Scope was wider than the local player: every REMOTE player's
equipment too.

ROOT CAUSE. EquippedChildRenderController hardcoded ParentInstanceSequence: 0
for a parented CreateObject. Correct for creatures and statics, which really
are sequence 0; wrong for players, whose ObjectInstance is Character.TotalLogins
(ACE Player_Networking.cs:37). The relation filed under (playerGuid, 0) while
the record carried TotalLogins, so both route-7 write sites — D1's attach
re-cell and D2's propagation lookup — keyed on an incarnation that never
matched. TryCommitParent did not validate the sequence, so the attach
succeeded and printed normally. Silent.

A ROUTE 7 REGRESSION (cd3129e9) 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.

THE FIX IS TO STOP TREATING PLAYERS DIFFERENTLY, not to special-case them.
Retail's attach path is guid-only end to end — PhysicsDesc::get_parent_id
@0x00558a18 -> CObjectMaint::GetObjectA @0x00558a2d -> set_parent @0x00558a3e,
with SetChildren @0x00509370 hash-walking by guid — and neither set_parent
overload (@0x00515A90, @0x00515B50) nor enter_cell @0x00510ED0 contains any
player test or instance-sequence read. Our player/non-player split was purely
an artifact of keying relations by (guid, incarnation) against a wire message
that carries no parent incarnation. Late-binding to whoever currently holds the
guid is retail's own semantics. Fixed at BOTH producers: OnSpawn and
OnCreateParentAccepted, the second carrying the byte-identical defect and not
named in the contract's scope line.

THE INVARIANT IS EQUALITY, NOT FRESHNESS. The contract rejected both framings I
offered: every one of the 45 FullCellId liveness predicates excludes a
committed child on a NON-cell clause first, so the child inherits only the
parent record's existing staleness, which is already present today with no
symptom. The key fix alone restores child-equals-parent for every parent class.

TWO SITES GATED, inert only because the cell was zero and would have woken
wrongly: the hydration candidate loop (a nonzero-cell child would take the
legacy RebucketLiveEntity -> CommitRebucket, a second canonical writer — route
7's exact defect class) and RestoreShadow (would install a broadphase row for
the weapon, the #184 shape, contradicting route 7's P4). Retail anchor:
update_object's parent != 0 early-out @0x00515D40 — children are never
independently re-placed.

THREE MAJORS WERE FIXED BY DELETION. The first pass added a deferral queue for
an unaddressable parent, carrying a missing child-freshness gate (A2), a
sentinel-0 collision with the generation filters (A3), and unbounded
accumulation (A5). Both reviewers then proved the deferred branch unreachable
for BOTH producers — RegisterEntityCore defers the entire CreateObject one
layer above, reading the same ?? chain, and CreateParentUpdate is produced only
inside AcceptCreateCore, after that gate passes. The machinery was deleted
rather than repaired, and the diff SHRANK to 76 added / 13 removed from 91/24
while gaining the A1 fix. Retail confirmed the deletion does not diverge:
acdream's real port of retail's per-guid replay (QueueBlobForObject) is a
different, untouched layer, and the deleted queue was a third redundant one
downstream of it.

THE GUARD MUST NOT TEAR WHAT IT PROTECTS. The first pass threw
InvalidOperationException AFTER the canonical half had committed, so the one
time it fired it left the child parented with no committed relation and a
staged one blocking Resolve — a torn transaction, the exact outcome the
contract pinned against. Now a pure CanCommitIncarnation precondition checked
BEFORE the commit at both sites, with a logged refusal instead of a throw.
Route 3's N3 principle (do not make a transient fatal on a host that must
survive 30 sessions x 2 hours) reinforces it, but the tearing argument stands
alone.

TEST QUALITY, the recurring lesson in its most refined form. The A1 test
initially passed sabotage FOR THE WRONG REASON: a mismatched ChildPositionSequence
meant TryCommitParent's own gate refused in either ordering, so the three
assertions carrying A1's meaning passed both ways and only an incidental
staging assertion failed. It failed on stranding, not tearing. Corrected, the
sabotage now names line 925 — Assert.Null(snapshot.ParentGuid), with the
parent's guid in it — proving the canonical mutation happened before the catch.
"Fails under sabotage" is necessary, not sufficient; WHICH assertion fails is
the real question.

The dual parent-class matrix (player 0x5… incarnation > 1 vs creature 0x8…
incarnation 0, identical outcomes, sabotage-verified in both directions) is the
structural fix for how this survived a full dual review and two connected
sessions: every prior test and both captured gate logs used sequence-0 parents.

Register: AP-142 clause (f); AP-132 amended to distinguish the two producers;
new row AP-146 for the local player's coarse canonical cell (retail writes it
per tick at SetPositionInternal @0x00515330 — which, per the retail review, ALSO
walks this->children writing each child's objcell_id @0x005153AE-@0x005153D8,
so retail's per-tick child propagation lives in the same function). That
divergence had no row at all, a standing rule-1 violation now corrected.
Follow-up #320 filed for making the player's cell track ordinary movement —
deliberately excluded here: it touches the landblock-preserve contract, the
Rebucketed cadence, route-2/4b-3 classification inputs AP-136/AP-138 spent four
review rounds pinning, and the portal-space frozen-source-cell race.

Two dual review rounds; 6 architecture MAJORs and 2 retail MAJORs closed.
Diagnostic refusals are latched per child guid and the latch clears on
Clear()/RemoveChild, so a recycled guid's next incarnation still logs rather
than being silently suppressed.

Complete Release suite MEASURED at 11,112 passed / 4 skipped / 0 failed
(baseline 11,090 at 52175aa1, +22). Neither known flake fired.

STILL OWED: the connected gate, with the CORRECTED positive criterion — assert
the equipped child's FullCellId EQUALS the parent's after a crossing (a zero is
a failure, not a silence), run with BOTH a player and a creature parent, plus
the new step carrying an armed creature across a landblock unload/reload.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 11:56:31 +02:00
Erik
e0f96a55bf fix(physics): C4 route 3 — portal placement authority (local player)
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>
2026-08-05 03:57:37 +02:00
Erik
cd3129e9d6 fix(physics): C4 route 7 — child cell propagation moves from a render tick into Runtime
Retail re-cells children when their parent crosses a cell, recursively, to
unbounded depth. acdream did it from a RENDER tick, so headless parented
children were cell-less forever and the canonical cell had two writers. This
slice makes Runtime the sole authority and demotes App's tick to
presentation-only. Contract:
docs/research/2026-08-04-c4-route-7-contract.md; the research that unblocked
it is docs/research/2026-08-04-retail-parent-cell-propagation.md (ca96ea5e).

Retail: SetPositionInternal @0x00515330 branches on `this->cell == curr_cell`
@0x0051536d; the changed branch reaches change_cell @0x00513390, whose
delegates leave_cell @0x00510f50 and enter_cell @0x00510ed0 self-recurse over
children and write the FULL identity (add_object @0x00510ee2, objcell_id
@0x00510f1e, part-array cell id @0x00510f2b, cell pointer @0x00510f35).
change_cell itself has no child loop.

THE TRAP, recorded because it nearly shipped: the depth-1 loop
@0x0051539c-0x005153d8 is the SAME-CELL fast path (objcell_id and part-array
id only, deliberately not the cell pointer), NOT the propagation. An
implementer who finds it first concludes "depth-1, id-only" and strands every
equipped item at a landblock boundary — the #184 class. The clincher against
that reading: update_object @0x00515d10 early-returns on `parent != 0`
@0x00515d40, so a child never runs its own physics tick and parent
propagation is the ONLY mechanism maintaining its cell.

Route 7 performs NO placement (DoPickupEvent @0x00452240 = unset_parent +
leave_world; DoParentEvent @0x00452290 = set_parent + SetPlacementFrame), so
it arms ConstrainTo nowhere — the leash rule INVERTS relative to routes
2/4/5, and both reviewers confirmed nothing arms.

Propagation is an ITERATIVE WORKLIST, not recursion. The first implementation
recursed with a depth-64 cap; both reviews independently found the cap left a
truncated tail at a stale NON-ZERO cell — permanently unrecoverable, logged
only under a probe flag, and on the withdraw path exactly the #184 shape
AP-142 clause (a) exists to reject. Shipping a fresh #184 instance inside the
slice that fixes stranded children was not acceptable, so the cap was removed
rather than tuned. The worklist retires the cap, the constant, its register
clause, and the failure mode together. Termination: every record on the stack
is already at the target pair, so nothing can be pushed twice and a hostile
A->B->A cycle collapses without a visited set.

The child write deliberately bypasses the public RuntimeEntityDirectory
.SetFullCell and calls the record method directly. This is LOAD-BEARING:
the public method re-enters PropagateFullCellToChildren, which opens with
_propagationWorklist.Clear() — routing children through it mid-drain would
wipe the shared stack and silently drop every unprocessed sibling. Any future
side effect added to the public SetFullCell must be mirrored by hand at that
call site.

Deliberate divergence, recorded not disguised: retail's removal path leaves
children with a null cell pointer but a STALE nonzero objcell_id @0x005133c1.
acdream does not reproduce it, because FullCellId != 0 is the liveness
predicate at 45+ sites — faithful porting would mark dead children live.
AP-142 records this; clause (d) records that acdream cannot gate propagation
on HasPartArray the way enter_cell gates on part_array @0x00510ed8, because
the flag's only writers are graphical and headless never sets it — the reason
is Slice J LAYERING, not a semantic difference (retail's part_array is itself
a mesh-construction product, single assignment site makeAnimObject
@0x0050e930 -> CPartArray::CreateSetup @0x0050e93e).

D7 adopts retail's unset_parent-before-leave_world order @0x0045227f ->
@0x00452286, applied to BOTH pickup paths including the dormant executor
replay. Its inertness was verified by reverting it and finding all 12
propagation tests still green — reported honestly rather than papered over
with a manufactured test, and independently confirmed by both reviewers.

ClassifyLeaveWorld and its request/cause types are DELETED: retail has no
classification here, and method-per-cause IS the retail dispatch shape.
Wiring it would have forced a vacuous teleport-sequence predicate with the
#307 shape.

Two review rounds plus a coordinator-required third pass; 5 MAJORs. One was a
handoff failure worth recording: enter_cell's part_array guard was correctly
identified as load-bearing by the research, dropped by the contract when it
enumerated the writes, and inherited as an omission by the code — a right
finding that evaporated across two handoffs with nobody re-reading the source.
Another was a test that survived deleting the entire behaviour it claimed to
pin, because its assertion read a field written unconditionally one line
earlier.

NoProjection is structurally unreachable from TickChild (TryResolveExactAttachment
performs a strictly stronger form of the same guard one call earlier). Kept as
a fail-safe, unit-tested directly, and documented in two places rather than
wrapped in a fabricated end-to-end test.

Headless regression test — the direct gate for this defect, which FAILED
before this work because no code path existed:
RuntimeLiveEntitySessionControllerTests
.DirectSink_D5_StandaloneParentEventCommitsChildToParentsExactCell.

Probe: ACDREAM_PROBE_CHILD_CELL=1 emits [child-cell] lines at all four write
sites (attach / headless-attach / propagate / withdraw / delete). TEMPORARY.

Complete Release suite MEASURED at 11,079 passed / 4 skipped / 0 failed
(baseline 11,063 at cff52c44, +16). An allocation flake appeared once under
load and was proven NOT this slice by reachability — RuntimeCollisionReportingState
contains zero SetFullCell and zero ParentAttachments references.

STILL OWED: the two-client connected gate (equip/unequip, carry across
landblock boundaries, pickup, loot, reconnect) with ACDREAM_PROBE_CHILD_CELL=1,
and a session counts only if [child-cell] cause=propagate lines appear.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-04 23:53:05 +02:00
Erik
cff52c44f4 docs(physics): correct stale set_velocity claim in the 4a remote velocity comment
LiveEntityNetworkUpdateController.cs's TryCommitAuthoritativeVelocity
call site carried a comment claiming "MoveOrTeleport installs that
exact vector with set_velocity". The C4 route 5 byte-decode of
CPhysicsObj::MoveOrTeleport @0x00516330-0x00516438 (the immediately
preceding commit) shows this is false: the function never reads its
velocity argument's stack slot in any branch, and UnpackPositionEvent
performs no set_velocity either. The only set_velocity in the whole
accepted-Position chain zeroes the LOCAL player @0x004541B4, a
different call site entirely.

This commit only corrects the comment. The 4a call itself is left
unchanged in production, deliberately out of C4 route 5's scope — the
route governs RuntimeSetPositionOperationKind placement dispatch, not
the pre-existing remote velocity commit. #317 (docs/ISSUES.md, filed
in the previous commit) tracks the follow-up: audit the whole
accepted-Position velocity chain and either find the correct retail
source or remove the call with a divergence-register row.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-04 21:04:06 +02:00
Erik
36255af0f6 fix(physics): C4 route 5 — projectile authoritative placement (#276 partial)
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>
2026-08-04 21:03:41 +02:00
Erik
aaf0811f18 fix(physics): close #315 — cache the remote-arm callbacks instead of allocating per packet
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>
2026-08-04 18:11:36 +02:00
Erik
edc911b042 refactor(physics): collapse OnPosition's dual player/NPC remote tail into one
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>
2026-08-04 18:07:54 +02:00
Erik
daef7c9835 fix(inventory): reset a split result's movement timestamps so recovery cannot throw (#314)
Found by C4 route 6's integration tests (1b484937) and split out of that
zero-production closure per the standing split-on-discovery rule.

PendingSplitToWorldProjection.BuildSpawn zeroes the top-level
MovementSequence/ServerControlSequence, but its Physics.Timestamps `with`
block overrode only Position/Teleport/ForcePosition/Instance — leaving
Timestamps.Movement and .ServerControlledMove at the SOURCE item's values.
RuntimeEntityObjectLifetime.HasConsistentCreateIdentityAndParent requires the
PhysicsDesc timestamps and their flattened projections to agree, so the
synthetic spawn failed the predicate and TryRecoverUnknownPosition threw
`CreateObject 0x… has inconsistent instance or parent projections` instead of
completing the canonical create-placement transaction.

Reachable in ordinary play: retail's per-object update_times channels are
monotonic and do not reset when an item re-enters a container, so any item
that ever had world presence — dropped once, picked back up, then split —
carries nonzero values in exactly those two fields. The split pile then never
appears.

Fix is the honest value, not a placation of the predicate: a fresh split GUID
has no movement history by construction, so both channels are zero in both
projections. Deliberately NOT fixed by loosening
HasConsistentCreateIdentityAndParent — the predicate was right and the
producer was wrong.

The route-6 test that documented the throw
(SplitSourceWithRetainedMovementTimestamps_ThrowsInsteadOfRecovering) is
renamed to …_StillRecovers and now pins the fix. It asserts more than "no
throw": the result's movement channels must be ZERO in both projections, so
the test cannot pass against a lenient-predicate workaround. Sabotage-verified
in both directions — restoring the old BuildSpawn reproduces the exact
original InvalidOperationException.

Notable for the campaign record: this is a crash in the precise mechanism
route 6's scoping cited as EVIDENCE that drops already converge on the
canonical transaction. Reading the code said the path converges; driving it
said it throws. The zero-production route was still correct — and building its
tests anyway is what found this.

Complete Release suite 11,020 passed / 4 skipped / 0 failed, unchanged from
1b484937 (the test flipped its assertion rather than being added). Neither
known flake fired.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-04 16:48:41 +02:00
Erik
6dc7ba51ee feat(physics): C4 route 4b-3 — remote teleport + cell-less through the canonical placement
Flips the last remote classification (SetPosition: teleport-advanced and
cell-less) onto 4b-1's RuntimeRemotePlacementDriveController, runs retail's
teleport_hook before the placement, and deletes the legacy remote-teleport
machinery. Contract: docs/research/2026-08-04-c4-route-4b-3-contract.md.

Retail: MoveOrTeleport @0x00516330's branch @0x00516386 -> teleport_hook
@0x005163EF -> SetFlags(0x1012) @0x00516414 -> SetPosition @0x00516420 ->
return 1 @0x00516438. The hook @0x00514ED0 runs BEFORE the placement and
regardless of its outcome. Retail places this branch unconditionally, at any
distance and any contact state (arg4 is read only @0x0051638E, after the
branch) — which is what retires AP-137's cell-less enqueue-vs-place delta.

D1 — the classifier's cell-less input is now the PRE-merge committed cell.
Retail's predicate is `this_1->cell == 0`, the BODY's own cell at
MoveOrTeleport entry (this_1 is assigned from this @0x00516334). acdream fed
the POST-merge canonical.FullCellId, which RefreshSnapshot ->
RefreshDerivedState -> SetFullCell has already stamped with the accepted wire
cell; a zero wire cell fails validation into RejectedData first. The shipped
remote cell-less predicate was therefore dead code, not merely different from
remotePlacementRequired. Threaded via a builder overload; route 1's overload
is untouched. The graphical !IsSpatiallyVisible arm of
projectionRequiresTeleportHook is deleted — a presentation predicate with no
retail analogue that fired the teleport machinery on a routine hot path.

Deleted: RemoteTeleportController (605), RemoteTeleportPlacement (85),
RemoteShadowPlacementSynchronizer (49), their 1,709 lines of tests, the
remotePlacementRequired predicate, the TeleportHookRequired plumbing, the
legacy pre-operation ConstrainTo fallback, and the player arm's legacy
!IsGrounded fallback. Net -2,030 lines.

Structural fix (two independent Opus reviews, round 1 FAIL/FAIL): three of the
four MAJORs were one defect — OnPosition carried two parallel inline copies of
the routing tail (player-guid, NPC-guid) that had drifted. Extracted
RunRemoteArmTail (3 call sites) and ApplyWireAirborneLeftoverBookkeeping (2),
both branches now share one implementation.

  A1  ToConstraintArm mapped AirborneSnap -> AirborneNoOperation, so the NPC
      arm armed ConstrainTo ZERO times for an out-of-contact wire-grounded
      creature — a regression this slice introduced while closing a
      structurally identical hole. Now maps to NearInterpolate; switch made
      total with a throwing default proven unreachable.
  R1  D2's write-nothing shape existed on the player arm only; NPC packets
      fell through and wrote the body. Retail makes no player/NPC distinction.
  R2  report_collision_end(this,1) @0x00514F31 was bound to
      ShadowObjects.Suspend, a port of a DIFFERENT retail function
      (remove_shadows_from_cells) that teleport_hook never calls. Now routes
      to RuntimeCollisionReportingState.LeaveWorld, which wraps the private
      ForceEnd in an admission-blocking transaction so a DoCollisionEnd
      callback cannot recreate the contact table.
  R3/A2 A teleported NPC synthesized ServerVelocity from the teleport distance
      (~1,000+ m/s) and planned a run cycle from it. Both the install and
      RemoteServerControlledVelocityCycle.Apply now gate on !isTeleportRoute.

BISECT HAZARD — A1's fix is correct only BECAUSE R1 landed. AirborneSnap is
reachable wire-airborne on the NPC arm only while D2's shape is missing there.
Reverting R1 alone silently inverts A1 into the opposite divergence: arming
where retail returns 0. Revert both or neither.

Also in the velocity hunk: the NPC block's two !IsPlayerGuid(update.Guid)
guards were dropped when it was wrapped in `if (!isTeleportRoute)`. Safe — all
five exit paths of the enclosing IsPlayerGuid block return, so the predicate is
unconditionally false below it — but it was unremarked by both reviews.

Register: AP-137 REWRITTEN (not deleted) to the surviving acdream-only
divergences — null classification during the login window and Rejected*
through UnroutedCatchUp keep a row. AD-42's RemoteTeleportController citation
retired; AP-136/AP-138 writer lists corrected to the two surviving non-Position
rebucket writers; AP-138 gains the teleport arm as a second producer of the
visible-without-collision residual (retirement path remains #309). AP-135 is
untouched and its two airborne bookkeeping writes are preserved on both arms.
AP-131 does not retire; #276 does not close.

Proof obligation 1: ParkCollisionResidents' overlap throw stays unreachable —
the teleport arm adds packets to the same TryBeginExclusiveAuthoredPlacement
one-operation-per-key machinery the far arm uses, opens no new operation shape,
and every DeferredCell outcome cancels synchronously with
restoreCancelledPark: true. The guarded property remains
HasOldPrefixPlacementDebt's stall, not a throw (4b-1's B2 caveat stands).

Correction to an earlier claim: LiveEntityPresentationController's
_activePlacementOwners was NOT write-never at HEAD —
remotePlacementRequired -> BeginPlacement -> Begin -> BeginAuthoritativePlacement
was a live writer chain. It becomes write-never BECAUSE this slice deletes that
chain, which is why deleting the dead half is behaviour-preserving.

Probe: ACDREAM_PROBE_REMOTE_TELEPORT=1 emits one [remote-teleport] line per
routed arm (guid, cause, hook-ran, placement status). TEMPORARY, strip with the
probe family.

Carried, disclosed not fixed: no dedicated bidirectional collision-partner test
for R2 (the wiring, not LeaveWorld itself, is what lacks coverage); the
stress test's teleport step drives hand-written field assignments rather than
the canonical arm; the per-packet runTeleportHook closure allocation (network
path, not the resolve path Slice I's 0 B discipline governs — file before
route 5 adds a fourth call site). B2: IRuntimeCollisionReportObserver has zero
production implementations, so retail's bidirectional DoCollisionEnd half still
reaches no gameplay consumer — this fix closes the wrong-function binding, not
that nobody listens.

Complete Release suite MEASURED at 11,013 passed / 4 skipped / 0 failed
(baseline 11,027/4/0; net -14 = ~33 deleted test cases against ~19 added).
Neither known flake fired (#302 PortalProjectionTests GC-allocation, #308
NakEmissionTests wall-clock).

STILL OWED: the two-client connected gate, which MUST use an NPC/creature
teleport target. Both round-1 MAJORs lived on the NPC arm and the velocity
cycle early-returns for 0x50xxxxxx guids, so a player target structurally
cannot observe A1, A2, or R3.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-04 16:00:10 +02:00
Erik
2eb39a0250 fix(physics): route remote Positions on contact, not walkability (AP-140)
The two gates that decide whether an accepted remote Position is interpolated
or hard-snapped read `Airborne`, which is `!Body.OnWalkable` — WALKABILITY.
Retail reads CONTACT: InterpolationManager::adjust_offset @0x00555D30 gates its
entire body on `transient_state & 1` @0x00555D52, so a retail body in contact
with a non-walkable face still interpolates.

The two predicates disagree in exactly one state — in contact, not on walkable
ground — which 204d0ae0 turned from unreachable into ordinary. Before it, the
per-tick forge made every non-airborne remote walkable by construction, so the
disagreement could not occur.

Both gates now read `!Body.InContact`: ApplyRemoteContactRouting's flight
carve-out and OnPosition's player-remote arm.

`Airborne` is deliberately NOT re-derived from CONTACT. That would perturb all
five of its writers and contradict a pinned assertion in
RemoteTeleportPlacementTests.Apply_PendingGroundToSteepContact_ (InContact:
true, OnWalkable: false -> Assert.True(remote.Airborne)); a previous
implementer attempted it and correctly backed out rather than editing the
assertion. This narrower shape touches no existing test.

AP-140's register row is retired in this commit, as the row itself specified.

Honest scope: this is a faithfulness fix, not a visible one. ACE derives its
IsGrounded flag with the same floor_z test, so during a slide it almost
certainly reports not-grounded, the classifier returns NoPositionOperation, and
neither arm is taken. Expect no observable change against ACE.

Suite 11,027 passed / 4 skipped / 0 failed (baseline 11,023).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-04 11:53:48 +02:00
Erik
b1f914d508 fix(physics): restore presentation when a park is cancelled (#312)
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>
2026-08-04 11:21:45 +02:00
Erik
204d0ae047 fix(physics): remote bodies slide on steep faces instead of freezing (#32)
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>
2026-08-04 10:21:16 +02:00
Erik
7f1c1f5aa6 feat(physics): C4 route 4b-2 — remote far snap through the canonical placement
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>
2026-08-04 07:55:56 +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
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
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
bc0077a55f fix(combat): #298 — admit player targets to melee/missile attack and the camera
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>
2026-08-03 21:29:15 +02:00
Erik
9b1e6fc637 fix(physics): #297 — keep the PWD bitfield live so PK status reaches the client
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>
2026-08-03 20:59:01 +02:00
Erik
69ba9486b6 feat(chat): port retail's @pklite client command (EnterPkLite 0x028F)
acdream never implemented @pklite. It is a CLIENT command in retail, not a
server one — ACE has no pklite text-command handler — so typing it forwarded as
inert chat text that the server ignored.

Retail: ClientCommunicationSystem::DoPKLite @0x0057A490 rejects with
WeenieError 0x507 when ACCWeenieObject::IsPlayerKiller @0x0058C910 is true
(that returns true when EITHER the PK bit 0x20 OR the PKLite bit 0x2000000 is
set), prints "Please see @help pklite for more..." and sends nothing if given
any argument text, and otherwise calls CM_Character::Event_EnterPKLite
@0x006A13F0 — a bare 12-byte parameterless game action, opcode 0x28F, the same
shape as Event_LoginCompleteNotification beside it. Verb string at 0x007E16B0,
help text at 0x007DF0C8, failure string at 0x007D31E8; one verb, no alias.

HasPlayerFlag is a tri-state (null = the local PublicWeenieDesc has not
arrived). The existing arena gates compare `== false` because they reject on a
known-FALSE flag; retail's DoPKLite gates the other way, rejecting on
known-TRUE. So this case compares `== true` on either bit: an indeterminate
description sends rather than blocks, which matches retail trusting the server
instead of inventing a client-side suppression rule.

Landed as its own commit because it is retail-faithful on its own merits, but
the motivation is C4 route 2: ACE advances SequenceType.ObjectForcePosition in
exactly two places, and the only reachable one is Player.HandleActionEnterPkLite's
entry-collision bump (allow_pkl_bump, default on). Every admin teleport advances
ObjectTeleport instead, so @teleto-style displacement exercises route 3, not
route 2. Without this command route 2 has no connected acceptance gate at all.

Gates: complete Release solution 10,867 passed / 4 skipped / 0 failed
(9966b531 baseline 10,858/4/0; +9 = the 9 tests added). Coverage includes both
known-true rejections, the known-false success case, the tri-state unknown
case, the 12-byte wire envelope, and @pklite resolving as ClientHandled rather
than falling through to the server-text path.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 18:57:17 +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
89cf1e66d0 fix(physics): guard the world-frame agreement proven unreachable by measurement
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>
2026-08-03 14:33:46 +02:00
Erik
898ff18b26 diag(physics): probe whether Runtime's world frame and App's origin ever disagree
#283 step 1: prove or disprove reachability before restructuring ownership.

Runtime rebases its world frame the instant an accepted Position carries
TeleportAdvanced (RuntimePhysicsState.ObserveLocalWorldFrame). App's
LiveWorldOriginState rebases only once StreamingOriginRecenterCoordinator
.Advance observes IsOriginRecenterRetirementComplete - many frames later,
after the old window has fully retired. Between those two edges the owners can
disagree by the source-to-destination landblock delta, and anything converted
in the gap lands a multiple of 192 m from the geometry App is building. Same
failure family as the zero-offset bug 670f307c fixed, with a wrong origin
rather than a missing one.

Reasoning has already closed most of the window: the recenter detaches EVERY
resident landblock before adopting the new origin, so old-origin collision is
retired first. What remains is the narrow gap between Runtime's flip and App's
BeginOriginRecenter, while old-origin geometry is still resident. Whether that
is ever actually hit is an empirical question, and the campaign rule is that a
restructure needs evidence, not a hypothesis.

ACDREAM_PROBE_WORLD_FRAME=1 emits one [world-frame] line per DISAGREEMENT at
DatLiveEntityProjectionMaterializer's landblock->world conversion - the exact
App-side counterpart of Runtime's TryGetWorldFrameOffset, and the site that
already holds both owners, so no new dependency is introduced. Silence across
a portal run is the evidence that #283 is unreachable and can close as a
permanent invariant instead of an ownership move.

Measurement only: the probe never gates placement, and the flag lives in
PhysicsDiagnostics with the rest of the ACDREAM_PROBE_* family per the
diagnostic-owner rule rather than as a scattered env read.

Complete Release solution: 10,836 passed / 4 skipped / 0 failed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 14:21:46 +02:00
Erik
3c36b4cc21 fix(vfx): resolve an entity's cell through one owner so effects follow it
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>
2026-08-03 14:02:03 +02:00
Erik
175ad6b0d0 fix(session): acknowledge login after first placement
ACE intentionally creates the local player Hidden and releases that materialization state on LoginComplete. Sending LoginComplete from raw F746 receipt raced canonical placement and left the login haze visible. Route one one-shot completion callback from Runtime's local first-entry terminal edge to graphical and prepared headless hosts; retain a guarded accepted-Create edge only for content-less headless sessions. Focused Runtime login tests, all 79 Headless tests, the connected user gate, and the Release build pass.
2026-08-03 12:10:42 +02:00
Erik
f24532adf3 fix(vfx): bind effects after canonical placement
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.
2026-08-03 12:10:21 +02:00
Erik
1fc529cdcb fix(interaction): restore distant use after runtime cutover
Runtime GetObjectA lookup became intentionally non-constructing, so static doors and corpses entered MoveToObject without a physics host and their target snapshot timed out at the origin. Ensure the canonical minimal host exists before routing the server move.

Runtime first-entry also grounds the local player before graphical PartArray attachment. That could leave an unmatched startup CMotionInterp node ahead of all later use and cast motion. Drain matched PartArray entries first, then retire only the impossible pre-attach suffix at the presentation attach boundary.

Add focused regressions for static-target host materialization and attach-order reconciliation. User verified near and distant object use in the connected client; focused App tests pass 3/3.
2026-08-03 09:36:53 +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
529e0e9d88 feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8)
Campaign P remaining-physics-divergence, placement cutover slice C3c
(docs/plans/2026-08-02-placement-cutover.md). Both production hosts now
register every initial Create through the residence + continuation-
executor + first-entry-conductor machinery (C0-C3b):

- Graphical (route 1): RegisterEntityWithInitialResidence at Create; the
  shared RuntimeFirstEntryDriveController pumps both conductors from the
  placement-receipt flow; MaterializeProjection and RebucketLiveEntity
  are presentation-only while a residence is ACTIVE (ExecutorCompleted is
  the presentation-binding receipt); post-residence entities take the
  full legacy path including the prepare_to_enter_world clock edges.
  PlayerModeController attaches presentation to the Runtime-published
  controller; its legacy resolve/step-heights/host-construction path is
  deleted; presentation-only rollback (retail has no entry-flow rollback).
- Headless (route 8): OnSpawned registers with residence when a drive
  exists; content-less sessions keep the pre-flip direct registration;
  SynchronizeLocalPlayer/CreateController/ApplySetupStepHeights deleted;
  prepared-collision read failure is a typed AwaitingCollisionSource
  retry; far remotes outside the service window complete celless.
- RuntimeLocalPlayerMovementState.Controller setter sealed internal; all
  controller mutation flows through the publication lifecycle.

Fix slices landed within this cutover, each dual-gated:
- F1: live movement-stat/server-physics application routed through the
  Runtime ownership seam (post-logout ingest crash on the retired
  controller eliminated; RuntimeMovementSkillProjection deleted).
- F2: login activation wedge - collision-admission prefix gate factored
  out of the seal (reentrant-commit RejectedAuthority), rearm generation
  identity corrected, PlayerModeAutoEntry requires the Runtime-published
  controller (world reveal can no longer seal unmaterialized).
- F3: landblock-prefix 0-sentinel replaced by explicit absent-id guards;
  map-corner landblocks (grid row/col 0) fully legal through admission,
  park/rearm/retire, quiescence, and outdoor shadow seeds.
- F5: local-player first-entry ground contact seeded by the shared
  SpawnPlacementSettler (moved App->Core) at FinalizeActivation - the
  retail first-gravity-frame touch (enter_world 0x00516170 carries no
  seed); the legacy unconditional force-seed is overwritten by a real
  floor-found contact; airborne spawns stay airborne; outbound contact
  bit verified end-to-end. Fixes the standing-cast 'You can't do that
  while in the air!' rejections.
- R1 (dual-review round): login constraint leash armed at the committed
  placement (HandleReceivedPosition 0x00453FD0 analog); register rows
  AD-61 (settle-timing compression now covering the local player) and
  AD-42 (repointed off the deleted resolve split) in this commit;
  residence-conversion owner API; wire-landblock guards; drive-pending
  ledger in IsConverged; route attach/detach latch; executor-drain drift
  model documented + source-pinned.

Gates: Runtime 1,003, App 4,039/3 skips, Headless 79, complete solution
10,816/0 failed/4 skips (Release, -m:1); connected lifecycle/reconnect
gate PASS (logs/connected-world-gate-20260802-175401; graceful exits,
world-visible, zero airborne rejections). The nine-stop soak remains red
for the pre-existing 6b28ff99 whole-world collision-clone throughput
regression (attributed with evidence; scheduled as its own slice before
C5). Dual Opus reviews (retail-conformance + adversarial): delta PASS.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 18:10:33 +02:00
Erik
67f63e85e5 feat(runtime): bridge executor completion to the placement stream
Cutover slice C0 (docs/plans/2026-08-02-placement-cutover.md): the seam
work that lets C3 flip hosts onto a complete receipt stream instead of
growing one mid-cutover. The executor's Released exit now publishes an
acknowledge-only ExecutorCompleted receipt through the one placement
projection stream — registered before observer dispatch, correlated to
the full execution receipt, reaped exactly once on acknowledgement/
discard/session-clear, and counted in the convergence ledger. All three
production placement sinks acknowledge-and-ignore the new kind via early
returns proven behavior-preserving for every existing kind; without them
the first such receipt at cutover would permanently wedge the exact-head
FIFO behind sinks that return false. Provably inert today: the publisher
has no production caller.

Execute's live inputs now derive from Runtime's own owners bound at
GameRuntime construction: UsePositionFromServer is retail's exact
autonomy_level != 2 (CommandInterpreter::UsePositionFromServer
0x006B3B40, startup-only knob), and PlayerDistance uses the live movement
controller's position with a null-safe fallback to the caller struct —
never a fabricated origin. TryPrepareAndSubmitAuthoredPlacement chains
the prepared-collision Setup read through PrepareMover to submission with
zero validation-semantics changes. TryCommitParent and CommitWithdrawal
gain the sibling cancellation flow (residence + ordinary placement
family); TryCommitParent deliberately omits LeaveWorld — retail's
set_parent performs its single gated leave_world (0x00515A90) and a
second would have no counterpart.

Not fully dormant: the two cancellation fixes change Runtime paths
production already calls (today as no-op-adjacent hardening, since
nothing upstream begins a residence yet); everything else is reachable
only by tests. Reviewed: retail-conformance PASS + architecture/
adversarial PASS after one fix round (sink wedge, completion-receipt
lifecycle, null-controller distance). Runtime 921/921; complete Release
solution 10,716 passed / 4 intentional skips.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 05:22:37 +02:00
Erik
74103f75b5 feat(app): stage live entities before runtime placement 2026-08-01 18:43:23 +02:00
Erik
9b0f59bd1b feat(runtime): atomically replace collision generations 2026-08-01 17:33:34 +02:00
Erik
f05ed5c3cd feat(app): observe canonical placement receipts 2026-08-01 15:22:52 +02:00
Erik
74c9b155bd feat(app): project canonical runtime placements 2026-08-01 15:00:49 +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
d6e8b60303 fix(movement): invalidate burden on enchantment changes 2026-07-31 10:16:27 +02:00
Erik
1d8371dbe5 fix(ui): refresh live skill rows 2026-07-31 08:22:46 +02:00
Erik
461a1fb7b4 feat(player): port retail augmentation stat chain 2026-07-31 08:08:23 +02:00
Erik
0cb60d98a0 test(physics): pin issue 270 animation fixes 2026-07-31 07:47:06 +02:00
Erik
bb1640f777 fix #270 closeout: strip investigation probes; close the issue
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>
2026-07-31 07:26:57 +02:00
Erik
21b3a3f3d3 fix #270: settle sweep at spawn placement - contact from the compressed first gravity frame
The [SPAWN-PLACE] probe showed placements succeeding with contact=False:
find_placement_pos validates the spot but the sphere sits a few cm above
the floor with no touch. Retail gains spawn contact from the FIRST
GRAVITY FRAME (every CPhysicsObj simulates, falls, touches); our
stationary remotes never run a physics frame. The seed now compresses
that settle: a short downward ResolveWithTransition from the server
position snaps the body onto the floor, and its touch grants the contact
plane + CONTACT/ON_WALKABLE via the verbatim commit. No floor within
reach = stays airborne, exactly like retail's fall.

The retry predicate now watches the CONTACT transient (the flag
contact_allows_move reads) instead of ContactPlaneValid - a DR-tick
writeback can set plane DATA from last-known state without real contact,
which is why the heavy attackers in the retry-session log got exactly
one placement attempt and then 250+ refused Falling dispatches.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 00:21:03 +02:00
Erik
807fdb5f7f fix #270: retry spawn placement until first success (lost-cell recovery analog) + attributed probes
The creation-only spawn placement could no-op or fail during the login
flood (cell id not yet hydrated / streaming collision not resident) with
nothing retrying - monsters created in that window stayed
airborne-flagged forever and their action animations remained refused.
Retail's answer to 'object addressed before its cell exists' is the
CObjectMaint lost-cell list (GotoLostCell): park, re-place when the cell
is available. The UM dispatch path now retries SeedRemoteSpawnPlacement
while the body has never been successfully placed (no contact AND no
stored plane); one success ends the retries.

Probes: [SPAWN-PLACE] logs each placement outcome (guid/cell/ok/
contact/walkable); [UM-ACT]/[MT-FAIL] now carry the owning guid via
MotionInterpreter.DiagnosticGuid (probe-identity-attribution lesson)
plus the body's live contact/walkable flags.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 23:57:38 +02:00
Erik
4da25a442b fix #270: run retail spawn placement at remote-body creation - standing monsters' attack animations restored
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>
2026-07-30 23:28:57 +02:00
Erik
a46c8e65b2 fix #270: fire ReportExhaustion on the stamina-exhaustion edge only, not every stats tick
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>
2026-07-30 22:11:20 +02:00
Erik
2493f24c63 merge: #267 vitae character-panel display (attributes vitae-immune per retail; skill dual parentheticals)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 18:14:48 +02:00