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>
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>
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.