Record the owner override after the required stop and bind the one-attempt repair to exact EnvCell pass membership, retail CLIP state, bounded source scratch, and production-path discriminators. Keep G3/G4 unpassed and the implementation unlanded pending dual review.
The 'empty plane under fog' frame the S4-c1 capture-pose self-gates produced
at frame 15 is the terrain seen from below by a falling player, not a draw
change: the camera probe holds playerCell=0xA9B4013F at (134.07,17.36) while
z drops 96 -> -20 m after materialization. The S3-state run had seated the
same request outdoors in 0xA9B40029 and stood. Placement is not the campaign's
domain; the gate pose is moved so the G3 frame is deterministic and the
original pose is kept in the issue as the reproduction. #462 recurrence on
the pre-S4 control build noted.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The two-list/router/flush core of 048d5b12f is exact at the bytes; the
failures are at the call sites (a data-driven row 5 turned into a throw;
detail-surface input hardcoded false while the drain applies detail),
the register (the structurally empty CLIP list is undeclared; AP-237's
example is wrong; AP-34 not retired by convention), the first-for-list
quantifier, the all-KnownFailure gate, and the skipped C4 that turns out
to be bounded.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Written for a fresh session on another account: read order, exact tips and
worktrees, what S1-S4-c1 landed with their proof, how to find the state of
the chunk 2 implementer dispatched this morning, the #464 attribution plan
(RenderDoc pixel history on the scripted artifact frame - the lead's own
job once ACE is up), the Holtburg doorway frame read, tooling gotchas, and a
paste-prompt.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Sixteen DrawPortalPolyInternal attempts per frame, vertex-identical to
acdream's sixteen collect-time punches; twelve lie entirely on the local
y=12 plane and are rejected by the ±12 guard in both clients, so the hall
building's doorways are never punched in either.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Root 0xF4180114 with seven outside views; retail admits the same seven
hall building-portal groups in the same order as acdream, yet shows the
solid far face above the arch. The fifth transcript pose for S4.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Read-only decomp + real-DAT replay: eleven sweep/root differences, each
unreachable at the pose or more constrained than retail; the replay seats
the pivot in 0xF4180114, stops the boom on its east pier at y=16.448, and
the walk from that root floods 114/113/112 with seven exit views. The
owner's probe launch line now also sets ACDREAM_PROBE_FACILITY_STAIRS.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Drafted from the five alphadepth captures (10,556 AM lines, every clip=0;
FL by return address 13,705 / 309 / 18 / 23) and the OH1 alpha-list
contract. Dispatch waits for S4-c1 to land.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The round-0 retail and production lenses both found the guard's
quantifier inverted (the lead's paraphrase); the production lens's DAT
scan found 2,163 exit polygons lying entirely on a ±12 plane, which makes
the guard the likely mechanism behind retail's never-sealed seam family.
The PM/PC transcript comparison becomes the chunk's own gate.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The S4-c1 retail lens caught the lead's paraphrase inverting retail's
predicate (any vertex on any plane vs every vertex on the same plane);
the contract and T2 now state the decomp's four per-plane predicates.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Two live cdb captures on the paired 2013 client at the Holtburg doorway:
the blockset template (every Render::block_check call of one frame — 2,601
resident blocks x 2 exit views) proves retail tests a9c9 at ring slot
25,46 and returns PARTIALLY then OUTSIDE; the blockcheck template dumps
its four corner interval vectors (0 0 0 0 300.4|310.2 and 0 0 0 1001 ...,
slab 75..330). acdream's replay at the same P pose reproduces the sentinel
pattern, the four edge planes and both verdicts, drawing a9c9 once, with
clip heights 298.8/308.5 m — a 0.5 % plane difference (about 0.35 px of
projected door-vertex position). At the fixture pose that margin is what
flips the south-west corner from inside to outside on the fourth edge
plane, so retail's four-corner unanimity test says OUTSIDE where ours
says PartiallyInside. Not fixable bit-exactly short of D3D's x87
transform; the KnownFailure row stays with its comment rewritten, the
register carries AD-118, and the first filtered capture's silent miss
(cdb sign-extends poi() inside .if; use dwo()) is noted in the template.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Round 1 (d60ca4ea0) failed all three lenses: the draw-side weather gate is
unpinned, the scissor stack survived K4 on a false comment, the sky shader
still claims retail clips the sky, the K6 pin runs through an assembler
overload production never calls, and K3 left a dead UBO fed per draw.
L1-L9 delete the stacks outright and pin the draw gate's condition.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
- the LandCell event doc states the deferred cross-block batch rule (the
same-landblock lookahead text was stale);
- the AlphaSubmitMark arm's comment gives the true reason it is not a
flush point (it only enqueues into the CPU alpha list; the drain leaves
flush first);
- the pending terrain batch is cleared with the other transient frame
lists in AbortFrame/BeginFrame;
- CompleteWalkTerrainFrame runs in a finally so a throwing Replay cannot
leak its accumulated ticks into the next frame's sample;
- CopyRenderableEmittersInCell keeps its own doc comment;
- the outdoor-root LandCell pin now observes one real cell turn after its
terrain;
- the oh1 landscape contract's stale "whole pre-stage" prose is resolved.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Fixes the three-lens review blockers against 671eb3ad4 (S3 section 9.6 F1-F6).
F1 - slot key (blocking, retail). TerrainModernRenderer.DrawLandCells
normalizes every incoming landblockId to (id & 0xFFFF0000u) | 0xFFFFu
before the _idToSlot lookup: the walk hands 0xXXYY0000
(WalkLandBlock.LandblockId) but AddLandblock stores under the DAT id
0xXXYYFFFF (LandblockRenderPublisher.LandblockId) - every walk lookup
was missing and the walk path drew NO terrain. Unit-tested end-to-end
through a real RecordingGpuDevice-backed TerrainModernRenderer
(TerrainWalkSlotKeyNormalizationTests): AddLandblock(0xA9B4FFFF, ...)
is found by a 0xA9B40000 lookup, an unknown landblock is a silent
per-entry no-op, and a batch mixing a known and unknown entry submits
only the known one.
F2 - deferred cross-block batching (blocking, driver). Retail's
DrawSortCell always follows DrawLandCell (LC/SC strictly alternate,
never two LC in a row - S3 section 9 R1), so chunk 3's "merge
consecutive same-landblock LandCell events" rule never actually
merged anything; the driver review flagged batching as inert.
WalkFrameDriver.Replay now keeps ONE pending terrain batch across
landblocks ((landblockId, side, cellIndex) entries, cleared at
Replay's own start); a LandCell event only appends; every OTHER event
kind that will itself submit GPU work (StreamMark, Sky, CellShell,
PunchFan, AlphaBarrier, LandscapeFlush, ClearInteriorDepth,
ExitSeals) flushes the pending batch first; a StaticParticles/
CellParticles turn asks the new ParticleSystem.
HasRenderableEmittersInCell (an allocation-free sibling of
CopyRenderableEmittersInCell) and, when the cell has no renderable
emitter, submits nothing and does NOT flush either - the whole point
of the deferred rule. The end of Replay flushes the remainder. This
is order-preserving by construction: a flush always lands at the
exact point the unbatched draw would have, so GPU submission order -
and therefore pixels - is identical to the unbatched baseline; only
the number of small terrain draw calls shrinks.
TerrainModernRenderer.DrawLandCellRuns becomes DrawLandCells(
viewProjection, IReadOnlyList<(uint LandblockId, int SideCellCount,
int CellIndex)>) - one MultiDrawIndexedIndirect over every entry's
runs, unknown slots skipped per-entry. IWalkFrameLeafRenderer.
DrawLandCellBatch drops its separate landblockId parameter to match
(a batch can span several landblocks now) and gains
HasRenderableEmittersInCell.
Batch-count demonstration: driven through a real WalkFrameDriver
Replay (OnLandCellTurn_MergesAcrossLandblocksOverAnEmptyParticleTurn_
RealSubmissionsSplit), 4 LandCell turns across 3 distinct landblocks,
separated only by an empty particle turn, a real StreamMark, and a
building's alpha barrier, submit as exactly 3 DrawLandCellBatch calls
(2+1+1) instead of 4 - the empty particle turn's non-flush merges two
otherwise-separate cross-landblock entries. At production scale the
same mechanism is expected to cut the terrace-edge frame's ~578
individual DrawLandCell events (S3 section 9's captured transcript
count) to "tens" of submitted batches, per the contract's own
expectation: most terrain cells have no particle owner nearby, so the
strict LC/[empty-SC]/LC/[empty-SC]/... run collapses into one batch
per region bounded by real content (a building, a StreamMark-worthy
cell, or a genuine emitter) rather than per cell.
F3 - per-frame terrain diagnostic (blocking, build/test). The walk
leaf no longer brackets each batch with TerrainDrawDiagnosticsController
.Begin()/Complete() (a per-batch Stopwatch Restart/Stop pair that was
pushing one timing SAMPLE per batch, not per frame).
RetailPViewPassExecutor.DrawWalkLandCellBatch instead times its own
call with a raw Stopwatch.GetTimestamp() delta (no allocation) and
hands the ticks to the controller's new AccumulateWalkBatch;
RetailPViewRenderer.DrawWalkDrivenStatics calls the new
CompleteWalkTerrainFrame() exactly once, immediately after
driver.Replay finishes - "the end of the walk replay", where the
deleted whole-stage terrain leaf's own Begin()/Complete() bracket
used to close - which pushes ONE elapsed-time sample (even a
zero-batch frame pushes a zero sample: one sample per frame, not per
landscape turn) and publishes on the existing 5-second cadence.
TerrainRenderDiagnosticFacts gains a Draws field alongside
VisibleSlots (both were the same field before); TerrainModernRenderer
tracks its own per-frame WalkVisibleSlotCount/WalkDrawCount (a
HashSet<int>/int cleared in BeginFrame, populated by DrawLandCells),
and the diagnostics source reports those whenever the walk drew at
least one batch this frame, falling back to the non-walk Draw()
path's VisibleSlots otherwise (the two paths never both run in the
same frame). The [TERRAIN-DIAG] line's meaning (cpu_us per frame) is
unchanged, so the S3 section 9.5 before/after compare stays valid.
F4 - driver pins for the LandCell position (major). Three RunFrame-
level pins replace the deleted TERRAIN:0 pins: an outdoor-root
sequence (SKY, then one LANDCELL, driving RetailFrameWalk.
DrawLandscape directly with a one-view/zero-vertex WalkPortalView so
WalkLandscape.CheckBlocks' admission stays the same deterministic
"CY-only" test RetailFrameWalkTests already relies on, while still
satisfying WalkFrameDriver's real >=1-active-view fail-loud guard);
an interior-root test with one real exit view and one populated
block (SKY, LANDCELL, LFLUSH, SEALS, SHELL...) built on the existing
RunFrame_InteriorFloodWithExitView_... fixture; and the T4 batching
pin re-expressed for the F2 rule (OnLandCellTurn_
MergesAcrossLandblocksOverAnEmptyParticleTurn_RealSubmissionsSplit,
described above). The fake leaf's DrawLandCellBatch now logs
LANDCELL:<lb>:<side>:<idx>[,...] per batch and gains
HasRenderableEmittersInCell backed by an opt-out CellsWithoutEmitters
set (default true - has-emitters - so every pre-existing pin in the
file keeps its old unconditional-submission behavior unchanged).
F5 - no code change: the walk's in-view gate is unchanged; no
whole-block terrain re-added.
F6 - minor/notes: DrawLandCells' own comment now states the walk's
CheckBlocks/landcell_check admission is the sole terrain culling
authority (retail has no separate terrain frustum test); the
HandleLandscapeTurn comment's inverted claim is corrected (a FARTHER
building's punch survived because NEARER terrain was drawn BEFORE
it, not after - the interleave now draws it after, matching retail);
the "flat/directional-shadow paths" claim is corrected to the one
actual caller, WorldScenePassExecutor.DrawFlatTerrain (a directional-
shadow receiver selects its pipeline inside the SAME DrawRhi call,
not through a second caller); the cathedral order-trace token gains
the LOD side/index (":LC<lb>/<side>:<idx>"); T2's vacuous "no
TERRAIN event" assertion in RetailFrameWalkTests is replaced by a
comment pointing at the F4 driver-level pins; and the stale
"Confirmed OH5 defect" row in oh1-construction-landscape-contract.md
is retired with "FIXED by S3 chunk 3 (commit 671eb3ad4 + fix round
1)".
App hermetic lane: 6,795/6,795 (up from 671eb3ad4's 6,786 baseline -
net +9 tests: 3 F1 slot-key tests, 2 F4a/b driver RunFrame pins, 3
TerrainDrawDiagnosticsController walk-frame tests, plus the T4->F4c
rewrite and the RetailPViewPassExecutorTests split are net neutral).
InstalledDat lane: 241 passed, the same 3 accepted failures (2
pre-existing #383 layout fixture-drift tests, 1 TowerAscent
Status=KnownFailure) - unchanged from baseline. Core Vfx tests:
109/109 (108 baseline + 1 new HasRenderableEmittersInCell lifecycle
pin mirroring CopyRenderableEmittersInCell's own add/move/remove
test).
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Three-lens review of 671eb3ad: the terrain slot map is keyed by the DAT id
(0xXXYYFFFF) while the walk passes 0xXXYY0000 (no terrain drawn); the
adjacent-same-landblock batching can never merge because retail's own
DrawSortCell interposes a particle turn after every land cell; the timing
diagnostic moved inside the per-batch loop. Round 1 of two.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Runs after chunk 3 (LC/SC need per-cell terrain). One print-only flag,
the FW0 parser extended for the OH kinds, the five captures as fixtures
in the existing still-frame conformance harness, and an offline signature
diff as the transcript gate. No validator, no canonical format.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Walk (5 frames with LC/SC), parts (3) and alpha-depth (5) per pose from
the paired 2013 client, plus the recon log and the owner's retail
screenshot of the cathedral leak. logs/ is ignored; these copies are the
durable record S3 chunk 1's parser consumes.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
All four kit poses plus the extra cathedral-leak pose have walk (with
LC/SC), parts and alpha-depth transcripts from the paired 2013 client.
S3 chunk 1 is unblocked.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Retail CPU-clips only portal polygons, punch fans and exit seals
(polyClipFinish); ordinary meshes, shells, terrain, particles and the
weather are never view-clipped. Inventory at edb32783: keep the seal and
punch clips (with equivalence pins), delete the per-slice weather loop,
the sky-post-scene particle clip slot, the dead cell-shell clip routing,
the slot-list shape of the part classifier, and the seven
ProbeCathedral* discriminators with their launch-option rows.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
GameSky::Draw 0x00506ff0 arg2==1 is the weather pass gated on
SmartBox::is_player_outside 0x00451e80, already modeled by RenderWeather;
chunk 3 only has to keep it after the last land cell.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Verified against the two cathedral transcripts and the decomp: DrawBlock
0x005a17c0 draws LandCell then SortCell per land cell (alwaysDrawObjects=1,
flush=0.75 makes the per-cell alpha flush inert); the ported ring order,
closest-cell table and ring-to-LOD mapping reproduce every captured LC/SC
sequence at both poses with zero mismatches once LOD cell ids are read as
x*8+y+1 in LOD coordinates; one land cell's terrain is arithmetic on the
existing cell-major 384-index landblock mesh. The interleave is expected to
remove the Holtburg terrain-punch leak by draw order alone (S4 hypothesis);
LScape::draw draws the sky twice (before and after the blocks).
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Frame 2 of both cathedral transcripts: one LS, then LC/SC in strict
per-cell alternation, blocks far-to-near with the diagonal interleave
from the Chebyshev-10 ring inward, far blocks at one cell per block, and
SC for all 64 cells of a near block while LC fires only for in-view
cells. This is the interleave chunk 3 ports and the transcript pins.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Decomp-verified during the capture session: PView::DrawCells 0x005a4840
keeps the landscape flush, stamp advance, gated Z clear and exit seals
inside outside_view.view_count > 0; the clear is gated by the persistent
D3DPolyRender::portalsDrawnCount (0x008719b4), which only exit seals feed
in the building path (pass 1 punches pass TRUE; forceClear is never
written). acdream's unconditional clear/seals and the _skyDrawnThisFrame
proxy are the divergence chunk 2 retires. The captures' second PView is
outdoor_pview's look-in flood (RenderDeviceD3D::Init 0x0059efb0).
Also: the cathedral floating-stairs scene row now expects retail's
exterior-slab leak (retail axiom), the retail screenshot is saved at
logs/oh-capture/cathedral-leak.retail.png, and the S3 ledger row moves to
chunk 2 in progress.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Walk (5 frames), parts (3) and alpha-depth (5) transcripts captured from
the paired 2013 client at the owner's cathedral-arrival pose. The live DI
was f4180108 (stair chamber), not the f4180106 the kit README expected
from FW0's still; recorded as-is. A second PView (009d4530, ov=0) draws
f4180112-14 each frame with no DI of its own -- flagged for chunk 2.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>