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4 commits

Author SHA1 Message Date
Erik
45d7154712 probe(physics): ACDREAM_PROBE_STEP_HEIGHTS — three readings along #338's chain
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The live reading of 0.400 says the controller held its default at that
instant, not why. Two very different causes produce it: the
Setup-derived prepare/publish path never runs for the local player, or
it runs and a later writer clobbers the result. Fixing without knowing
which is a coin flip.

One reading at each hop — prepare (Setup value computed and scaled),
publish (assigned to the controller), resolve (what the resolver is
actually handed) — with a decision table on the flag mapping each
pattern to its cause, including the 0.000 case that would mean a null
Setup took the retail dummy path.

Edge-triggered per site, so the per-tick resolve site prints once per
distinct pair and cannot drown the two one-shot sites it exists to be
compared against. Prepare prints the raw authored pair beside the
scaled one, so a surprise separates wrong-Setup from wrong-scale
without a second run.

Lives in PhysicsDiagnostics per code-structure rule 5 rather than as
per-call-site env reads. Zero cost when off.

Suite 11,231 passed / 4 skipped / 0 failed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-06 22:50:42 +02:00
Erik
97d11e6c7f fix(runtime): name why a placement is parked and fail closed when it cannot resolve
Fixes #284 (plan S1).

A first-entry placement that could not be prepared returned
RetrySetupUnavailable and was re-Advanced every pump forever. Nothing counted
it, nothing named its cause, and nothing distinguished "waiting for something
that will arrive" from "waiting for something that never can". That is why
#281's 43 test failures presented as four unrelated symptoms across App and
Runtime instead of one cause, and why a stuck entity in the live client simply
never appears with no log line to follow.

Worse, the two causes were conflated: 670f307c's missing-world-frame park
reported itself as RetrySetupUnavailable, sending anyone diagnosing it to the
prepared-asset pipeline rather than to the absent local-player Create that
actually publishes the frame.

- RetryWorldFrameUnavailable splits the two causes. Call sites now ask
  IsRetryable() instead of comparing against one reason, so a future retry
  reason cannot be silently reclassified as a hard rejection - the exact way
  this class of bug hides.
- The operation retains its RuntimeSetPositionParkReason, and
  RuntimeSetPositionOwnershipSnapshot reports parked work by cause
  (ParkedAwaitingSetupCollisionCount / ParkedAwaitingWorldFrameCount /
  ParkedPlacementCount), so parked placements appear wherever ledgers are
  already asserted.
- ObserveLocalPlayerCreate records the accepted local-player Create even when
  it carries no landblock - precisely the case where no frame is ever
  published - and ThrowIfWorldFrameUnreachable makes that contradiction
  terminal. Waiting is legitimate only while that Create is outstanding; after
  it, no later pump can supply the frame. Same shape as 01f4791e, which made a
  violated receipt-ledger invariant terminal rather than resumable.

This is observability plus fail-fast. There is no timeout, no retry cap, and
no grace period anywhere in it; retryable work still retries exactly as before
and no placement behaviour changed.

The parked counts are deliberately NOT folded into IsConverged: #277 documents
a far Create legitimately parking for a whole session, so a parked entry at
teardown is not automatically a defect. Wiring them into the connected gates
is carried with #277's service-window conversion, where "legitimately parked"
becomes definable.

Runtime 1,012/1,012. Complete Release solution: 10,834 passed / 4 skipped /
0 failed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 13:55:16 +02:00
Erik
670f307c84 fix(physics): keep remote placement and targeting in one world frame
CreateObject positions are landblock-local, but Runtime first-entry previously submitted remotes with a zero world offset. Runtime now owns the accepted local-player world-frame center and converts remote placements before SetPosition. The local physics host also publishes body.Position rather than CellPosition's landblock-local origin, so TargetManager no longer directs monsters toward a phantom player position. User gate: monster/static placement, chase, and attacks accepted outside Tusker Barracks.
2026-08-03 08:59:31 +02:00
Erik
442cb8f97b feat(runtime): prepare authored SetPosition movers 2026-08-01 09:16:09 +02:00