92 commits
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4e6e9bc9d9 | feat(mosstank): add VTank-style automation PoC | ||
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c1e6e3da44 |
fix #435 (part 2, closes it): attribute the unowned probes — delete 7, reclassify 8, restore 1
Part 1 deleted probes whose owning issues were closed. These 14 named no issue at all, so each was traced to its introducing commit (git log -S) instead of guessed at. Attribution split them three ways: DELETED (7, investigations closed): ACDREAM_A8_DUMP_PV and ACDREAM_DUMP_LIVE_SPAWNS (Phase A8), ACDREAM_DUMP_CLOTHING (#37), ACDREAM_DUMP_EDGE_SLIDE (#32), ACDREAM_DUMP_STEPUP (L.2.3d-f), ACDREAM_DUMP_VENDOR (the vendor campaign, 25 call sites across 8 files), ACDREAM_DUMP_VITALS (#5, four independent read sites). VendorDiagnostics.cs went entirely. RECLASSIFIED (8, tools misfiled as probes): the DUMP_CELLS/DUMP_GFXOBJS fixture-extraction family (replay-harness tooling with a roundtrip test), PROBE_CELL (standing cell-transit tracer, pair of the permanent PROBE_RESOLVE), DUMP_SKY and HIDE_PART (generic isolation tools), and DUMP_STEEP_ROOF — which looked like an L.4 relic but observes LIVE divergence-register row AD-56; deleting it would have removed the only runtime lens on an active divergence. All moved to Permanent diagnostics with their attribution recorded. RESTORED (1): ACDREAM_DUMP_MOVE_TRUTH was deleted and un-deleted the same day. It is not a probe — the canonical nine-stop soak (run-connected-r6-soak.ps1) hard-fails every destination without its 'move-truth OUT' records, with a message that would misdirect the next operator. Under the no-workarounds rule the gate's mechanism is restored, not left broken with an IOU (#437, closed). Process lesson recorded on both issues: a closed owning issue is NOT sufficient to delete a probe — grep tools/ and the contract tests for consumers first. Also lands the owner-requested default-off invariant: every diagnostic in the codebase is inert until its env var is explicitly set. Exactly four flags default ON and none is a diagnostic — RETAIL_CHASE, CAMERA_COLLIDE, CAMERA_ALIGN_SLOPE, RETAIL_CLOSE_DEGRADES are retail behaviors wearing an A/B off-switch. That set is now FROZEN by LaunchOptionsDocumentationTests.OnlyTheFourRetailBehaviorFlagsDefaultOn; docs/launch-options.md's Conventions and CLAUDE.md state the rule, and CLAUDE.md now binds future probes to a documented row in the same commit. The client reads 137 environment variables (161 at audit start); 40 temporary probes remain, every one attributed. Full hermetic suite 15,322 passed / 0 failed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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7a5f96ede5 | feat(render): implement Campaign AR and terrain fidelity | ||
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6a15dd063c |
fix: retail text and golden-string tests must not follow the machine's locale
Run 170's Windows gate went red on 37 tests across four assemblies while the same commit passed 14,370/0 locally. The failures were all one family: Expected: "You have 1 500p" <- built with the machine's culture Actual: "You have 1,500p" <- production, correctly invariant The runner is Swedish; this dev box is not. These tests had been passing on CI only because that machine's registry locale had been pinned by hand — machine state, which came undone (almost certainly the reboot after today's hang). Re-pinning it would be a workaround on one machine for a defect in the repo, so this fixes the repo instead. Two genuinely different bugs were hiding in that one symptom. 1. TESTS that build an expected string with the ambient culture and compare it to invariant production output, and test-side recording sinks whose traces are compared against literal golden strings. Those only ever passed on a machine that happens to format like the invariant culture. Pinned to InvariantCulture: the vendor purse/cost expectations, and the motion-funnel, animation-sequencer, framebuffer-resize, resource-slot, and runtime-attack trace sinks. 2. PRODUCTION that formats player-visible retail text with the ambient culture. This one matters beyond CI: retail is a US client, so it shows "2.50", "1,500p" and "(-20)" to everyone. On a Swedish machine acdream was showing "2,50", "1 500p" and "(-20)" with U+2212 MINUS SIGN — the audience for this alpha is literally Swedish. Converted 76 sites to InvariantCulture across the item/creature appraisal formatters, the character stat panel's buff and vitae parentheticals, the appraisal and link-status controllers, the chat /framerate and /location output, the camera sensitivity toast, the time-override toast, the F3 dump, the sky diagnostics, and the world-frame invariant-failure message. DATES are deliberately left on the current culture (CharacterController's birth/login stamp, RuntimeHouseState's purchase expiry). Retail has no answer for a non-US player's date format, and forcing "08/19/2026 7:00:00 PM" on them is a UX decision, not a retail-fidelity one. Apparatus, so the next occurrence is reproducible instead of mysterious: tests/TestCultureInitializer.cs adds an opt-in ACDREAM_TEST_CULTURE knob to every test assembly, linked in through a new tests/Directory.Build.props. Unset — what CI and everyone runs — it changes nothing. ACDREAM_TEST_CULTURE=sv-SE dotnet test ... reproduced all 37 CI failures on this machine plus 6 more the runner's own locale does not surface (the Unicode-minus family), and drove the fix. Verified both ways on the full solution under the release-gate filter: default culture 14,370 passed / 0 failed, and ACDREAM_TEST_CULTURE=sv-SE 14,370 passed / 0 failed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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6eaa490bb3 |
feat(audio): Campaign A slice A4 — the interface sound bus
Retail's UI sound bank was absent, so three families of cue were silent: the portal enter/exit stingers, the AdminEnvirons dungeon atmosphere (chanting, drums, whispers, thunder — what players remember as dungeon 'music'), and every other interface slot. The bank's DID is not a literal anywhere in retail: GetUISoundTable @0x00563FB0 asks GetByEnum for enum slot 7, and DBCache::GetDIDFromEnum @0x00413940 resolves it through two EnumIDMap hops off the portal dat header's master map. UiSoundTableResolver walks that chain the way RetailCursorResolver already walks it for cursors. Against the shipped dats it resolves to 0x2000004B, and that table holds exactly the 32 UI_* slots (UI_EnterPortal 0x6A .. UI_Thunder6 0x8A) — content that confirms the walk independently of the decode. UiSoundTableResolutionTests pins the walk, the DID, and the content, and skips when dats are absent. Two corrections to the research along the way. The lane-5 note recorded GetByEnum's arguments transposed: the 0x22 it called a fileType is the CACHE type (CLOCache(cache, CSoundTable::Allocator, 0x22)) and the real second-hop key is 0x10000003; walking it the other way finds nothing. And its claim that the interface volume pref applies is wrong — GetAttenuation with ambient=0 multiplies by the EFFECT knob, so retail's interface_sound_volume stays the dead knob lane 1 byte-decoded it to be. EnvironSoundCueMap is an explicit 21-case table read straight out of Handle_Admin__Environs @0x0055DE20, not arithmetic: codes 0x65..0x72 sit 0x11 below their SoundType, but 0x73/0x74 have no case, so 0x75 lands on UI_Squeal (0x84) where an offset gives 0x86, and the switch ends at 0x7B with no 0x7C case. Verified case-by-case against the decomp rather than from the lane note, whose tail table was ambiguous. Cues are attached where retail plays them: the teleport-animation boundary for the portal pair, and the AdminEnvirons handler for the stingers. PlaySoundFromCenter's pan-0 / distance-0 shape is what PlayUiWave already implements after A2. Retires TS-54. Narrows AP-115 to its notice-presentation residual. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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52bdf4df71 |
fix(world): #344 — a mid-teleport world-frame disagreement defers the projection instead of crashing
Some checks are pending
Headless portability / portable-headless (ubuntu-latest) (push) Waiting to run
Headless portability / portable-headless (windows-latest) (push) Waiting to run
Headless portability / linux-graphical (push) Waiting to run
Headless portability / linux-vulkan (push) Waiting to run
During a portal transit the two world-frame owners legitimately rebase on different edges (Runtime at TeleportAdvanced, streaming only after old-window retirement), and a spawn projection landing in that window hit the #283 invariant as an unhandled render-path throw — the crash the user hit entering a dungeon. The guard's check is unchanged; only the disagreement RESPONSE is discriminated on the canonical transit authority (RuntimeWorldTransitState.IsTeleportActive, the same field the App layer already reads for portal-in-flight): in transit -> the materializer's existing "not yet" return, parking the projection on its established retry rides (OnLandblockLoaded's re-attempt loop, whose ordering guarantees agreement on retry because the recenter coordinator adopts the new origin BEFORE unblocking new landblock loads — verified at source; plus OnPosition recovery and OnAppearance). Outside transit -> still throws: genuine corruption stays loud. The implementer explicitly ruled out riding the Runtime placement pump, which would have acknowledged-and-discarded the completion receipt and silently dropped the entity forever. Sabotage: removing the discriminator reddened the pre-existing #283 throw tests as well as the new not-in-transit test — the sabotage defeats the original contract, not merely the new coverage. Four new tests cover defer, defer-then-agree-then-succeed (projected exactly once), throw-outside-transit, and the agreeing pass-through. Clean-room suite: 11,261 passed / 6 skipped / 0 failed. #346 filed for a sixth, distinct load-sensitive allocation flake observed during the runs. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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ff100cf33f |
fix(runtime): give the no-window host a post-merge canonical cell commit (D1, AD-60/AD-64, AP-146/#320)
C5b ( |
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23aa62f292 |
fix(review): close the C5b architecture-review findings (D2/D3/D4, L1-L5, S1)
Follow-up to C5b ( |
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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> |
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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 ( |
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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> |
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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 ( |
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daef7c9835 |
fix(inventory): reset a split result's movement timestamps so recovery cannot throw (#314)
Found by C4 route 6's integration tests ( |
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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>
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b1f914d508 |
fix(physics): restore presentation when a park is cancelled (#312)
Regression from
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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> |
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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
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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 |
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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. |
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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. |
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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
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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> |
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74103f75b5 | feat(app): stage live entities before runtime placement | ||
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f05ed5c3cd | feat(app): observe canonical placement receipts | ||
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74c9b155bd | feat(app): project canonical runtime placements | ||
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f6db964fd5 |
feat(interaction): Slice 4 - equipped-child world picking
A click on a remote character's wielded weapon reported nothing. The picker was already correct: RetailSelectionScene publishes every drawn part under its own live-entity server GUID and RetailWorldPicker returns the weapon as the polygon winner. The failure was downstream eligibility - WorldSelectionQuery required TryGetInteractionEligibleRecord, whose _visible set admits LiveEntityProjectionKind.World only, so the winning hit was discarded. Retail has no such gate. Render::GfxObjUnderSelectionRay @ 0x0054C740 accumulates each hit under the drawn part's own physics-object id (CPhysicsPart::get_physobj_id @ 0x0050D490), and CPhysicsPart::Draw @ 0x0050D7A0 admits any drawn part whose physobj id is nonzero. An equipped item is a first-class CPhysicsObj with its own id and part array (CPhysicsObj::add_child @ 0x0050F870 via CSetup::GetHoldingLocation @ 0x005213F0). There is no parent redirection and no wielded-specific rule, so a click on a wielded weapon returns THE WEAPON'S GUID. PositionState.WIELDED is distinct from IN_CONTAINER (acclient.h:6802), so container suppression never hid a wielded selection either. LiveEntityRuntime gains two scoped predicates: TryGetAttachedProjectedRecord (a current Attached projection that is spatially projected) and TryGetPickEligibleRecord (that arm plus today's World visible-set arm, with the same WorldEntity.Id staleness recheck). TryGetInteractionEligibleRecord and the _visible set are deliberately NOT widened - they feed radar, auto-target, sticky/MoveTo establishment, and CombatAttackTargetSource, and retail's radar has no wielded blips. A regression test asserts an attached child stays out of that set while picking admits it. Marker anchoring had the twin problem. SmartBox::GetObjectBoundingBox @ 0x00452E20 pushes the picked object's OWN m_position - which for a child is the frame CPhysicsObj::UpdateChild @ 0x00512D50 recomposes each tick as Frame::combine(parent part frame, holding frame) - and CPartArray::GetSelectionSphere @ 0x00518B80 scales the authored sphere by that object's own part-array scale. acdream stores the PARENT's root in the child projection's Position/Rotation because the child's MeshRefs are parent-relative, which put the vivid brackets at the wielder's feet. The composed child root is already published per frame to EntityEffectPoseRegistry by EquippedChildRenderController.PublishChildPose, so selection now borrows it through an injected Func<uint, Matrix4x4?> wired in LivePresentationComposition beside the existing selection-sphere hook. There is no parent fallback: a child with no published composed root has no live frame this tick and no sphere. Its part-array scale comes from the spawn record, the same source EquippedChildRenderController.TryRealize reads, because an Attached WorldEntity carries the parent-derived pose rather than its own ObjScale. The sr_Use branch of RecvNotice_SmartBoxObjectFound @ 0x004E5AD0 guards ItemHolder::UseObject with `found->pwd._wielderID != SmartBox::player_id` at 0x004E5BE9 while still selecting and flashing. Equipped-child picking makes that click reachable, so the gate ships with it as IWorldSelectionQuery.IsWieldedByPlayer. CPhysicsObj::SetLighting @ 0x00511A80 is non-recursive, so the pulse lights the clicked object's own part array only - clicking a weapon never flashes its wielder. That follows from routing the pulse identity through the same predicate. RetailWorldPicker, RetailSelectionScene, WbDrawDispatcher, and EquippedChildRenderController are untouched, as are all wire and physics paths. The slice REMOVES an undocumented deviation (Attached projections excluded from pick eligibility versus retail's part-id pick) and introduces none, so no retail-divergence-register row is owed in either direction. Gates: dotnet build green; AcDream.App.Tests 3,951 passed / 3 skipped; complete Release solution 9,783 passed / 5 skipped; tools\run-connected-world-lifecycle-gate.ps1 RESULT=PASS. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> |
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1f25a60999 |
fix(diag): Campaign V slice V7 commit 2 - pin the world clock, because the route never did
THE ROUTE'S TIME PIN NEVER HELD, AND EVERY V7 NUMBER SO FAR WAS TAKEN THROUGH IT.
connected-backend-differential.route.txt opened by pressing
AcdreamCycleTimeOfDay three times, on the stated theory that the cycle walks
live -> 0.00 -> 0.25 -> 0.50 and lands on noon. The mechanism underneath is
WorldTimeService.SetDebugTime, and SyncFromServer clears it -- deliberately,
because that setter is the /time slash command and the command is meant to be a
look-at-dusk-for-a-moment affordance rather than a mode. There is even a test
pinning that behaviour: WorldTimeDebugTests.SyncFromServer_ClearsDebugOverride.
ACE sends TimeSync every few seconds. The clock was therefore un-pinned again
long before the route reached its first stop, on every run this campaign has
taken, including V6m's smoke pair.
The Dereth clock does not only move the sky. It moves the SUN, so it moves the
directional term of every lit surface in the scene.
MEASURED, rather than argued. A probe route captured each stop TWICE, 45 seconds
apart, in the same run on the same backend:
GL, Holtburg, capture 1 vs capture 2: 205,772 px 22.33%
Vulkan, Holtburg, capture 1 vs capture 2: 218,732 px 23.73%
GL, Facility Hub, capture 1 vs capture 2: 108,795 px 11.81%
Vulkan, Facility Hub, capture 1 vs capture 2: 130,206 px 14.13%
One backend, one stop, nothing moving, and a fifth of the frame changes while
you watch. No cross-backend number means anything against that noise floor, and
the cross-backend numbers taken during that probe run were duly absurd -- 56% at
Holtburg, where the two launches happened to be at different times of Dereth day.
THE FIX IS A PIN THAT OUTRANKS THE SERVER CLOCK AND SURVIVES SYNC.
WorldTimeService.PinnedDayFraction is a nullable day fraction that wins over both
Calendar.DayFraction(NowTicks) and SetDebugTime, and that SyncFromServer does not
touch. ACDREAM_WORLD_TIME -> RuntimeOptions.PinnedWorldDayFraction ->
WorldEnvironmentController, which writes it once: the Runtime environment owner
and its clock are session-scoped, so one write outlives every teleport and every
reveal generation. Values outside [0, 1) are REJECTED rather than clamped -- a
day fraction of 12.5 is a typo, and silently pinning the world at it would be
worse than ignoring it.
Unset is the default and every ordinary run. The calendar DATE still advances,
which is intentional: the date drives day-group selection, and ACDREAM_DAY_GROUP
already pins that. The differential gate forces the pin at 0.5 -- noon, which is
what the three presses were aiming at -- on both launches, and the route's
presses are deleted rather than left in as decoration.
This is instrument determinism on the footing of ACDREAM_DAY_GROUP and V7's
ACDREAM_SKY_PHASE_SECONDS, not a workaround: it is off by default, nothing in the
shipping client reads it, and the alternative was to keep measuring two backends
through a fifth of a frame of sunlight.
WHAT IT MOVED. The same three-stop route, same commit otherwise, before and after:
holtburg_town 9.05% -> 2.86% (83,438 -> 26,330 px)
facility_hub_interior 12.16% -> 0.78% (112,075 -> 7,176 px)
aerlinthe_island 23.09% -> 6.82% (212,824 -> 62,892 px)
The interior stop is the headline. V6m recorded it as a route defect on the
theory that the indoor spring-arm camera settles to different distances in two
runs; that theory is now refuted. The camera was fine. The interior was lit
differently because the sun had moved, and with the sun held still the stop drops
by a factor of 15 to 0.78% -- close enough to the 0.001 threshold that its
remaining population is worth naming rather than guessing at. No route change was
needed and none was made.
WHAT REMAINS, per the difference maps, all of it now attributable by eye:
the animated portal beside the Holtburg stop; distant scenery foliage; wandering
NPCs and a chimney smoke plume, which are animation and emitter phase; the vitals
readouts, whose stamina and mana genuinely regenerate at different rates across
two logins minutes apart; and, at Aerlinthe, a dense low-magnitude speckle in a
scene whose mean luminance is 28/255 -- half of its differing pixels are exactly
delta 3, one step over a tolerance that is absolute rather than relative.
Gates. Release build green. App tests 4,134 passed / 3 skipped (one new: the
day-fraction range check); AcDream.Core.Tests WorldTimeDebugTests 6/6, including
the two new ones that assert the pin survives a sync and outranks the transient
override. GL offline pixel gate against the pre-slice tree: 2.66e-05, 15 pixels
of 563,200, inside the documented 9-31 band -- GL did not move.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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9aaf97e785 |
Revert "Campaign V slice V4a" - it lost world multisampling
This reverts
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ceec3bc440 |
feat(render): Campaign V slice V4a - port TextRenderer/BitmapFont/DebugLineRenderer/TextureCache onto IGpuDevice
TextRenderer, BitmapFont, DebugLineRenderer, and TextureCache's UI-texture
upload path (GetOrUploadRenderSurface/UploadRgba8) now issue every draw and
resource creation through the pinned IGpuDevice/IGpuFrame/IGpuPassEncoder
RHI contract instead of raw GL. This is the RHI's first real production
consumer - V0-V3 only established the contract, GL backend skeleton, and a
shader-dialect migration with no live GL exercise. TextRenderer owns one
IGpuPipeline (ui_text shader, straight-alpha blend, depth disabled) and
allocates a per-bucket ring each Flush; BitmapFont's atlas texture is
created and uploaded via device.CreateTexture/.Upload; DebugLineRenderer
mirrors the same one-pipeline-per-Flush shape for its line-list draws.
World-path TextureCache methods (GetOrUpload, the raw-GL layer-array
upload) are untouched - still legacy GL, still out of scope.
Frame lifecycle: GpuDeviceFrameLifetime (RenderFrameOrchestrator.cs) wraps
IGpuDevice.BeginFrame()/IGpuFrame.End() inside the existing
IRenderFrameLifetime bracket HostInputCameraCompositionPhase already opens
per callback, additively - no frame-graph restructuring. Ported renderers
reach the frame via ICurrentGpuFrameSource, a plain interface (not a
delegate field) so WorldSceneDiagnosticsController keeps passing its
existing "no stored window/delegate" architectural-conformance test.
Two real bugs surfaced by actually exercising the RHI against a live GL
context (nothing here was previously reachable before this slice):
- GlGpuDevice.BeginFrame() now resets the render-state cache every frame.
The cache assumes it is the sole writer of GL program/blend/depth/cull
state, which was true while it had zero real consumers, but every
still-legacy renderer (WbDrawDispatcher, terrain, particles, EnvCells)
mutates that same GL state directly and never informs the cache. Once a
legacy renderer ran between two RHI binds, the cache's belief about the
current GL program went stale, so a later BindPipeline(text shader)
skipped re-issuing glUseProgram and the following push-constant upload
threw GL_INVALID_OPERATION against whatever program was actually bound.
Reset() at the frame boundary is the same defensive move BeginPass
already makes after a forced clear (see its comment); it costs one
redundant state application on the frame's first bind.
- GL_MULTISAMPLE has no representation in the pinned contract. Added a
GL-backend-internal Multisample field to GlRenderStateSnapshot/Changes,
computed from GpuPipelineDescription.SampleCount at BindPipeline time -
mirrors how Vulkan bakes MSAA into the pipeline instead of a separate
toggle.
Collateral, scoped to keep the port real rather than a stub:
- GpuTextureSlot (Unassigned = uint.MaxValue, NOT 0) now flows through
every consumer of TextureCache.GetOrUploadRenderSurface/UploadRgba8 and
TextRenderer.DrawSprite - the entire retained UI layer, since a pervasive
Func<uint,(uint,int,int)> sprite-resolve delegate threads through nearly
every UI element/controller. Every prior `== 0` / `!= 0` "no texture"
check became `.IsAssigned` / `!.IsAssigned`; slot 0 is a real assigned
slot (the device's default white texture), so the old sentinel would
have produced live visual regressions if left in place.
- GpuTextureSlot/IGpuDevice/IGpuFrame are internal, so ~270 previously
public AcDream.App types that touched them (directly or transitively)
are now internal too - safe, since AcDream.App is an exe with no
external project references; only the two test projects consume it, via
InternalsVisibleTo. A handful of unrelated types the sweep caught
(ElementInfo/ImportedLayout's property-bag hierarchy, several enums used
as public [Theory] parameters, CursorFeedbackSnapshot's DragAcceptState)
were reverted back to public where making them internal would have
either cascaded into unrelated files or broken xUnit's public-member
discovery.
- ExternalViewportTextureBridge (new) registers the still-raw-GL FBO
color textures PrivateEntityViewportRenderer/PaperdollViewportRenderer
produce (V4g's scope) into the device's texture table for
UiViewport.TextureHandle, via a temporary
GlGpuDevice.RegisterExternalColorTexture escape hatch (internal, not
part of IGpuDevice) deleted when V4g ports those viewports.
- TextRenderGlStateScope.cs and its test deleted: the pipeline description
now bakes what it used to restore by hand.
- ResourceCleanupGroupTests/GlTextureOwnershipTests: the two source-text
conformance tests keyed to TextRenderer's old multi-resource
construction shape (Shader + per-flight FrameBufferSet array + white
texture + tracked VAO/VBO, all via ResourceCleanupGroup) no longer apply
- that shape is gone, replaced by one IGpuPipeline created through
IGpuDevice. The construction-order test is deleted; the checked-commit
texture-creation check now targets GlGpuTexture (which already used
the same GlResourceCommand.CreateName primitive before this slice).
Gates:
- dotnet build -c Release: 0 warnings, 0 errors (AcDream.App has
TreatWarningsAsErrors).
- dotnet test tests/AcDream.App.Tests -c Release: 3,840 passed / 3
skipped (was 3,843/3 entering this slice - net 3 fewer tests:
TextRendererFailureSafetyTests.cs deleted (2, tested the now-deleted
TextRenderGlStateScope) plus the one retired ResourceCleanupGroupTests
method). Full solution: 8,908 passed / 5 skipped across all nine test
projects.
- Offline pixel gate (tools/run-offline-pixel-gate.ps1, parent
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a9a822f206 |
refactor(runtime): unify generation reset for direct hosts
Move canonical per-session teardown into one retryable Runtime transaction, reduce App reset to projection acknowledgements, and prove the same GameRuntime graph through deterministic no-window lifecycle, gameplay, portal, fault, reconnect, and isolation gates.\n\nCo-authored-by: Codex <noreply@openai.com> |
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921712f412 | fix(interaction): restore retail loot placement and world-drop projection | ||
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6a063a27d4 | refactor(runtime): own teleport destination correlation | ||
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a6860d5563 | refactor(runtime): own world reveal generation | ||
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902076c0a4 | refactor(runtime): own world environment state | ||
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cdee7a4b49 |
refactor(runtime): close simulation ownership
Move remote-motion construction, CreateObject vector initialization, final simulation-component retirement, and the combined J5 ownership ledger into Runtime. Delete App compatibility views and moved-state reconstruction while preserving the existing graphical projection and retail update order. |
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2aee33569f |
refactor(runtime): own projectile simulation
Move projectile component identity, prediction invalidation, spatial worksets, authoritative corrections, and the retail physics step into AcDream.Runtime. Keep App as the DAT-shape and presentation adapter so ACE outcomes and visible behavior remain unchanged. |
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7e6033d0ad |
refactor(runtime): own per-session physics simulation
Move the sole PhysicsEngine, production cache, collision admissions, canonical bodies and hosts, remote components, ordinary/remote worksets, simulation, cell commits, and shadow synchronization under RuntimeEntityObjectLifetime. Keep App as the prepared-asset, animation-input, and render-projection adapter while preserving the named-retail update and collision order. Add exact-incarnation, object-clock, callback-reentrancy, GUID-reuse, two-runtime isolation, source ownership, collision publication, and graphical projection coverage. Release build and the complete 8,588-test solution pass. Co-authored-by: Codex <noreply@openai.com> |
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ce3ac310d9 |
refactor(runtime): publish canonical entity object deltas
Issue stable Runtime identities at canonical registration, publish entity and inventory commits through one generation-stamped synchronous stream, and make graphical adapters borrow the same direct views and events as a no-window host. Preserve exact projection teardown and retail mutation order while removing App-side event reconstruction. Make the hard-recenter ordering fixture independent of the production two-millisecond frame budget so its injected-failure gate is deterministic. Co-authored-by: Codex <codex@openai.com> |
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5ef8b5371d |
refactor(runtime): own canonical entity and object lifetime
Introduce one presentation-free RuntimeEntityObjectLifetime for the exact entity directory and ClientObjectTable. Make GameWindow, graphical projections, retained UI, interaction, session routing, create/delete integration, and reset borrow that owner while preserving synchronous retail ordering, dormant retention, and retry semantics. Co-authored-by: Codex <codex@openai.com> |
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e937cc36df |
fix(streaming): preserve exact live projection identity
Carry RuntimeEntityKey through spatial residency, visibility transitions, rebucketing, quiescence, landblock retirement, and origin recentering. This prevents stale incarnation edges from mutating a replacement projection while retaining the static DAT-entity path. Validated by 104 focused ownership/streaming tests, the Release solution build, and 8,444 complete Release tests with five existing skips. Co-authored-by: Codex <codex@openai.com> |
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420e5eea70 |
refactor(app): key live projections by runtime identity
Move materialized live-object sidecars and presentation worksets to exact RuntimeEntityKey ownership. Runtime remains the only GUID/incarnation/local-ID authority while hydration, animation, effects, lights, equipped children, renderer resources, visibility, liveness, and teardown resolve exact projection identities. Preserve synchronous callbacks, local-ID allocation order, and current rendering behavior. |
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f46ddb5cdb |
refactor(runtime): own canonical entity identity and incarnations
Introduce the presentation-free RuntimeEntityDirectory and RuntimeEntityRecord as the sole owners of server GUIDs, INSTANCE_TS incarnations, accepted snapshots, authority versions, retryable tombstones, session epochs, and local-ID allocation. Convert LiveEntityRuntime into an App projection sidecar host resolved through canonical record identity without a second GUID map. Preserve the existing synchronous and reentrant projection lifecycle, including retryable registration/delete/session teardown. Add Runtime-only identity/lifetime tests and App ownership guards. Validated by the Release solution build and 8,441 complete Release tests with five existing skips. Co-authored-by: Codex <codex@openai.com> |
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f7442d13e9 |
refactor(runtime): move accepted entity wire state
Move the presentation-free inbound physics timestamp/snapshot authority and parent-relation state into AcDream.Runtime.Entities without changing their control flow. Move their dedicated tests with them and keep App consumers as borrowers during the staged J3 cutover. Validated by 26 focused Runtime tests, 232 focused App tests, the Release solution build, and 8,429 complete Release tests with five existing skips. Co-authored-by: Codex <codex@openai.com> |
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7593078774 |
refactor(runtime): move session lifetime and ordered transport
Move the canonical WorldSession generation, connect/enter/tick/stop transaction, inbound subscription owner, and retryable teardown acknowledgements into AcDream.Runtime. Keep App as a borrowing graphical host with a single inertable command projection and no mirrored session state. Validated by 79 Runtime tests, 3,776 App tests with three existing skips, the Release solution build, and 8,428 complete Release tests with five existing skips. Co-authored-by: Codex <codex@openai.com> |
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1a14812c44 | fix(world): restore portal and distant use lifecycles | ||
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823936ec31 |
fix(streaming): preserve portal destination ownership
Detach old-world spatial ownership atomically, prioritize destination retirement dependencies, and reveal the viewport at the retail transition edge. Give private paperdoll views independent mesh ownership and retain dormant ACE entities so portal revisits preserve server objects without extending active GPU lifetimes. |
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6a026c5ab0 |
fix(rendering): synchronize hidden live projections
Inbound state continues while portal reveal blocks ordinary world simulation. Synchronize only the derived render projection after those hidden-frame network and command phases so the first revealed draw cannot observe a stale live transform, without advancing effects, particles, attachments, or lights. |
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58e7c2eb99 |
feat(rendering): journal live scene projections
Mirror exact live-root and equipped-child lifetimes behind the non-drawing render-scene boundary. Ready, visibility, final-pose, rebucket, removal, and resource teardown edges retain canonical LiveEntityRuntime identity while active-only synchronization avoids resident-static scans. Co-authored-by: Erik Nilsson <erikn@users.noreply.github.com> |
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91e82c3c68 |
fix(streaming): prepare quiesced destination entities
Separate loaded spatial residency from the world presentation gate so destination live objects acquire mesh owners behind portal space while drawing and simulation stay quiesced. Prevent unowned CPU-cache hits from recreating stale GPU staging work. Co-authored-by: Erik Nilsson <erikn@users.noreply.github.com> |
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2ff8f844b0 |
perf(streaming): reserve destination reveal capacity
Join destination scheduling to the canonical reveal generation, protect its share across every typed frame-budget dimension, and prevent stale work from clearing a replacement reservation. Remove forced incomplete materialization and project retail's centered portal wait cue while the authored tunnel remains active. Tests: Release build clean; 91 focused reservation/reveal tests; full solution 8,158 passed, 5 skipped. Co-authored-by: Codex <noreply@openai.com> |