690 commits
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3c9fc57adb |
fix(vendor): Slice 6 review corrections — ownership-checked retire, live slider display, drag-proof shop rows, hardened buy reservation
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All nine findings from the buy-arc review, at root: F1 the materializer's retire pass re-checks ownership (guid->vendorId map; remove only while the live object's ContainerId still equals the recording vendor) — buying a player-sold UNIQUE no longer deletes the item you just purchased; the discriminating reparent-then-refresh test pins it. F2 the cost/name display subscribes to the live split state and shares ONE quantity computation with Buy (retail re-renders per slider tick: RecvNotice_StackSliderChanged 0x004C4500) — the sentence and the charge can no longer disagree. F3 shop rows never mint drag payloads (UiItemSlot.AllowDragSource gates both IsDragSource AND GetDragPayload — the second gate was caught by this pass's own test). F4 sendBuy reports whether anything was sent; a null-session buy cancels the reservation instead of leaking BusyCount forever. F5 the retire loop snapshots, isolates per-guid observer failures, and clears its tracking in finally and Dispose — teardown convergence can no longer wedge. F6 auto-select is retail's unconditional first-filtered-item shape (pc:201180-201184; the survival-check was our invention and the comment claiming otherwise is corrected). F7 non-stack buys clamp to quantity 1 locally (BuySingleItem pc:201669). F8 the Add button is hard-disabled until staging exists. F9 AP-161/162/163 rewritten to the post-fix reality. Clean-room complete solution: 11,378 passed / 4 skipped / 0 failed. The #350 render-ledger overflow observed this session is under separate investigation and is NOT addressed here. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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97cf873870 |
feat(vendor): Slice 6 buy arc — shop items are real objects, vendor selection is THE selection, and Buy works (0x005F)
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Three ordered pieces in one landing (the shared controller/composition files carry all three; the internal order was 6.1 -> 6.2 -> 6.3): 6.1 VendorShopItemMaterializer diff-merges the shop list into the live ClientObjectTable on VendorState transitions (so client-local close and session teardown retire the entries too) and never claims a guid it did not add — ACE's UniqueItemsForSale can re-list a guid a player once held (AP-163 files the collision-skip; no retail counterpart traced). Right-click examine on shop items now routes through the ordinary appraisal path — the 5.4 F7c blocker dissolves with the table entries. 6.2 SelectionChangeSource.Vendor: row clicks, auto-select, and examine all flow through the canonical SelectionState; the status bar and the existing byte-faithful StackSplitQuantityState slider light up unmodified. VendorSplitPolicy is the single 0xDC41CB0 mask owner; the slider VALUE seeds to 1 for exempt items while maxSplitSize keeps the stack (the splitSize/maxSplitSize distinction, research §B.3). Selection clears at retail's actual site — VendorItemsUI::RemoveFromShop (pc:202848), not a CloseVendor-level clear that does not exist. 6.3 BuildBuy (0x005F): vendorGuid, count, (i32 amount, u32 guid) pairs, and the trailing alternateCurrencyId the REAL client sends (CM_Vendor::Event_Buy pc:689288) though ACE's reader ignores it. TryBuy rides the EXISTING J5.2 one-request-at-a-time reservation and completes on UseDone; the Buy button disables while a request is in flight. The reconciliation round-trip (money property update, inventory CreateObject, ApproachVendor refresh -> panel rebuild) is proven by a synthetic-inbound test against existing machinery — no new owner. Register: AP-161 narrowed (selection + examine residuals close; staging/Sell remain; double-click-to-buy confirmed ABSENT from retail with negative evidence cited — we match retail). AP-162 files the conscious no-client-side-affordability-precheck deferral. Clean-room complete solution: 11,368 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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e602f84be2 |
fix(ui): Slice 5.4 review corrections — the dropdown renders from its authored popup, retail cost semantics, auto-select, icon overlays
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All nine review findings closed at root (one sub-item consciously
deferred):
F1 the category dropdown now draws: sprites/fonts wired and the popup
geometry read from the vendor menu's own authored popup LayoutDesc
0x21000043 (root 0x1000034F — correcting the review's 0x1000014F
transcription) per UIElement_Menu::MakePopup (pc:120705); chat's menu
is untouched and its tests prove it. The new test drives selection
through the REAL open/hit path the review flagged as bypassed.
F2+F3 the selected-item cost display ports VendorItemsUI::UpdateItemsUI
verbatim: quantity via the 0xDC41CB0 split-size mask (whole-stack for
ammo, per-unit for groceries/components; mask lives at the toolbar
SEEDING site pc:198784), plural names with retail's
fall-back-to-singular (pc:409056 — correcting the review's "name+s"
guess), full cost sentences with comma grouping and the player's coin
total, and Buy/Add buttons that disable without a selection.
F4 category switches auto-select the first filtered item (pc:201180).
F5 icon underlay/overlay/effects + plural name forwarded from the
already-parsed wire fields through VendorShopItem to the icon
composer. F6 a DIFFERENT vendor opens on its own first category;
same-vendor refresh preserves per the clamp. F7 scroll resets on
rebuild and authored empty slots fill; the right-click examine route
is consciously DEFERRED (shop items are not in ClientObjectTable and
the appraisal panel hard-requires it — documented, not faked).
F8 VendorState.Apply's fanout gets the same per-listener isolation as
Close/Reset. F9 AP-110/AP-161 wording corrected ("quantity-correct
pricing") and AP-161 rewritten to exactly the remaining conscious
gaps.
Clean-room complete solution with the #348 cursor fix in the same
tree: 11,334 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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c721830e71 |
feat(ui): Slice 5.4 — the authored vendor browse panel (LayoutDesc 0x21000012)
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The vendor window is retail's own: LayoutDesc 0x21000012, root 0x100000B7, found by enumerating all 101 layouts for the one containing both known tab controls and clinched by the root's Type 0x10000017 — the literal UIElement::RegisterElementClass id for gmVendorUI (pc:202075). Discovery evidence and the D0 read live in the research doc's new §B.4. D0 corrected two assumptions: retail's category "tabs" are a UiMenu DROPDOWN fed by a hardcoded 18-row ordered category table (ported bit-for-bit against our ItemType enum; list always scoped to exactly one category, first-present wins, selection preserved across refresh per retail's clamp), and the layout authors THREE tabs — Items (browse, this slice), Buying and Selling (staged-transaction review, Slice 6) — decision 4's "browse/Buy tab" names the Items tab retail's mode-2 OpenTab opens. The non-default tabs render and switch pages but stay inert, fenced in comments. VendorUiController mounts Items: category dropdown, icon-cell item row with the retained scrollbar, per-unit retail pricing via VendorPricing.SellPrice (the vendor-stock path VendorProfile:: VendorSellPrice feeds), name/cost on selection. The panel is a pure projection of VendorState — opens on populate, closes on clear; the close button's VendorState.Close() is its only permitted mutation. Nothing on the wire. AP-110 narrowed (vendor leaves the absent-panels list); AP-161 files the precise Slice-6 remainder (Buying/Selling unwired, Buy/Add buttons, InqAcceptability). Twelve controller tests on a real-dat fixture. Clean-room complete solution: 11,323 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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6c6664a685 |
fix(app): #343 — a wounded render loop defers the native release instead of throwing over the real failure
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Root cause pinned by IL-decompiling Silk.NET.Windowing.Common: ViewImplementationBase._inRenderLoop is set at DoRender/DoUpdate entry and cleared ONLY on normal return, so a throwing frame callback leaves it armed forever and any later Dispose -> Reset throws "You cannot call Reset inside of the render loop", exit 82, replacing the original wounding exception in the report. The fix mirrors Silk's own bracket exactly: GameWindow._renderLoopArmed set at OnUpdate/OnRender entry, cleared only on their normal return — deliberately NOT in a finally, so it tracks the wound the same way Silk's private field does. ReleaseNativeWindow checks it before disposing: armed -> best-effort Close() (swallowed so it can never become the reported failure), no Dispose, and a new terminal status CompleteWithDeferredNativeRelease with Error kept null — the original exception stays the primary report. Healthy paths (OnClosing's in-loop completion, Run()'s tail release) are byte-unchanged, and the new PublishNativeWindow parameters default to null so every existing caller and test behaves identically. Sabotage: disabling the armed-check flipped the deferral test to Expected CompleteWithDeferredNativeRelease / Actual Complete — the guard is what the test exercises. Clean-room suite 11,262 / 6 / 1, the 1 being #340's documented load flake (passed standalone; second recorded firing noted in its entry). Queue: #344 done, #343 done; next #345's instrumented mechanism session, then #341's boundary hunt. 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
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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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9671af0273 |
fix(physics): S2 — static publication emits authored Spheres as Spheres (AP-155 narrowed)
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Both static sites (LandblockPhysicsPublisher, the headless-only LandblockPhysicsContentBuilder) emitted an authored Setup Sphere as a base-anchored Cylinder of radius r and height 2r. The live path emits a Sphere for the same data, so the same object collided differently by arrival route, and the narrow phase met a flat cap where retail meets a curved surface. Both sites now mirror ShadowShapeBuilder.FromSetup's Sphere block exactly. Combined Opus review: PASS. Its numeric verification of the dispatch test's geometry (head-sphere clearance 0.201 m for the true sphere; the cylinder counterfactual inside by 0.10 m XY with the Z band overlapping) is what makes the discrimination claim more than a sabotage anecdote, and its F8 finding is applied: the test now carries a POSITIVE control — aiming straight through the boulder's centre must block — so a membership/seed regression can no longer masquerade as a curve-hit pass. F4 applied: CylHeight is asserted, not inferred (the C4 lesson). F3 applied: the deleted Quaternion.Inverse base composition is recorded as internally coherent for the old cylinder's world-Z axis — the defect was the shape TYPE, not that rotation math. The review also verified the deleted-cylinder blast radius: the F2 overlay's drawn span is IDENTICAL for both shapes (old [c-r, c+r], new [c-r, c+r]); the flood sphere's centre rises by exactly r, which cannot change outdoor membership (XY rectangle) and lands the indoor half on Session B's dungeon gate alongside S1B; and the sphere-branch flood is now pinned uncapped by a genuine eleventh-shape A/B test. PublishStaticCollision — the headless static path — gains its first test ever. AP-155 is NARROWED, not deleted (review F13): the has-BSP source split (entity.MeshRefs vs setup.Parts + AnimPartChanged) survives and keeps the row active. The shared-primitive-emitter refactor that would make route independence a compile-time property is the filed follow-up (review F20). Population: 3,506 of 5,935 installed Setups, structurally equal to AP-157's third-branch count (byte-identical classifier — three independent routes agree: 3,605 - 99 = 3,506). Clean-room suite at implementation: 11,253 passed / 6 skipped / 0 failed on landed S1B. Post-review-hardening: Publisher tests 25/25, Content tests 2/2, both green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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55b07f6a62 |
refactor(physics): hoist the live-entity collision builder to Runtime (#330 groundwork)
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LiveEntityCollisionBuilder and LiveEntityDefaultPoseResolver move from AcDream.App.Physics to AcDream.Runtime.Physics with no behaviour change — diff-verified byte-identical shape math by both review lenses. The Build signature's App-record parameter is replaced by presentation-free primitives with identical guard semantics, INCLUDING the FinalPhysicsState read the contract had missed and the implementer surfaced rather than dropped. Visibility stays internal: Runtime's existing InternalsVisibleTo grants already cover every consumer, so the implementation's public widening is reverted per the architecture review's finding 11. The registration WIRING is deliberately WITHHELD. Both Opus lenses failed it, converging: a shadow registered at spawn freezes there (RuntimeRemotePhysicsUpdater is Runtime-homed but App-driven — nothing headless ticks it), so a walking NPC becomes a phantom obstacle at its spawn point while the real NPC still passes through the bot; three of five shadow-lifetime edges leaked (pickup leaves a permanent invisible collider, supersession orphans a duplicate, generation reset never unregisters and the K-ledger convergence oracle only checks retained shadows AFTER disposal clears them); and headless cannot resolve BSP collision assets at all, so doors and chests would still be walk-through. The frozen-shadow root was the SESSION LEAD's contract error (fact 3), not the implementer's. #330 stays OPEN, rewritten as the seven-point scope map the reviews produced — the honest overnight deliverable is that map, not a half-mechanism carrying new divergences. Suite 11,235 passed / 4 skipped / 0 failed (the withheld seam's two tests account for the delta from the implementation run's 11,237). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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13fcf38138 |
fix(physics): port retail's find_bbox_cell_list outdoor extent walk (#334)
acdream had never implemented retail's SECOND cell-membership algorithm.
CPhysicsObj::calc_cross_cells @0x00515230 tests HAS_PHYSICS_BSP_PS at
0x00515285 and jumps (0x0051528f jne 0x515305) to find_bbox_cell_list
@0x00510fc0 for a BSP-bearing object; everything below that jump is the
OTHER algorithm, CObjCell::find_cell_list, and that is all we had. Every
object, BSP-bearing or not, was routed through it.
That path's outdoor expansion is a HARD CAP of one cell in each direction.
CellTransit.AddAllOutsideCells computes minRad = radius, maxRad = 24 - radius
and adds at most the eight neighbours of the sphere's own cell, so for any
radius >= 12 m both boundary tests are unconditionally true and the result is
exactly 3x3. Widening the radius or adding a second sphere is mechanically
incapable of adding a tenth cell. The user's live probe measured the
consequence directly: standing inside a Neftet formation, inCell=2 exempt=2
reached=0 -- the geometry was not a candidate at all.
The port. AddAllOutsideCellsFromParts is CLandCell::add_all_outside_cells
@0x00533360 plus add_cell_block @0x005331d0: base landcell from the FIRST
part's own adjust_to_outside, baseX/baseY within-block, each part's authored
CGfxObj::gfx_bound_box re-fit through all eight corners
(BBox::LocalToGlobal @0x005b2120), floor(v / square_length) where
square_length = 0x7c920c = 24.0f, four accumulators seeded to zero, ONE
rectangle unioned across all parts, FILLED, in GLOBAL lcoords so it crosses
landblocks freely, clamped only to [0, 0x7f8).
BuildShadowCellSetFromParts is find_bbox_cell_list's worklist.
RegisterMultiPart dispatches on the same flag retail does, and
BuildFloodSpheres' BSP arm is deleted rather than left unreachable.
Disassembled from the PDB-paired 2013-09-06 binary, not read from Binary
Ninja: BN mis-renders four separate constructs inside add_all_outside_cells
alone -- a dropped `and eax,0xffff` on baseX, a neg/sbb/and select shown as
identically zero, a wrong get_landcell argument, and both x87 flag tests as
`unimplemented {test ah}`.
ShadowPartGeometry pairs the BSP root sphere with the authored box so no
resolver can answer one and leave the other call site to synthesize a
substitute -- the AP-156 invariant applied a second time, since that split is
what produced AP-156 and then this. The box comes from
FlatGfxObjVisualBounds, already computed by exactly CGfxObj::init_end's
algorithm and already in the prepared package: no bake change, no DAT re-read.
Cost, measured over the installed DATs before any code was written: 1,258
physics-BSP GfxObjs, cells/object p50 4, p90 4, p99 12, max 49. The port is
CHEAPER than the old 3x3 = 9 for 98.97% of them. Row totals (shapes x cells)
over all 1,031 landblocks with BSP owners fall 97,173 -> 15,607 (0.161x);
dense Arwic 0xC6A9 falls 342 -> 43. One landblock more than doubles.
Precondition confirmed before pinning any expected cell set: 0x010046D8's box
is 96 m x 96 m about cell (2,2) = 0x87640013, which independently corroborates
the 3x3-centred-there diagnosis, and its rectangle does contain 0x87640011 and
0x87640019 -- the two cells the probe measured empty.
Register: AP-156's outdoor half CLOSED and its risk column CORRECTED (it read
"extra broadphase candidates, never a missed one", which generalised the indoor
direction to the whole row and is why #334 sat inside it unnoticed). AP-159 +
issue #335 file the unported indoor arm; AD-49 records the seed-time rectangle.
Issue #336 files a fourth load-sensitive test flake seen once during the gate.
Ten tests, every one sabotage-verified in both directions across eight
mutations (dispatch, 8-corner refit, floor-vs-truncation, union-vs-per-part,
map clamp, adjust guard, landblock clamp, box-path-for-everything). The
strongest is an installed-DAT replay of the user's own probe evidence.
Suite 11,208 -> 11,218 passed / 4 skipped / 0 failed; the +10 is exactly the
new tests.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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e6457cc849 |
fix(physics): close the AP-156 fix review — real containment oracle, type-level invariant, AP-158
Both review lenses PASSED; this is the cleanup, not a rescue. Evidence:
docs/research/2026-08-06-ap156-review-closure.md (the review itself is
committed alongside it as the received artifact).
R1 — the load-bearing containment test could not fail. Its truth and flood
values were two hand-copies of the same expression over the same part set,
so the shortfall was algebraically identically zero for any DAT input. The
oracle is now PHYSICS-POLYGON VERTICES — a different DAT field from the
bounding sphere the builder emits, so the two sides can genuinely disagree.
Sabotage-verified three ways after full cleans: dropping the bounds centre
in production reddens it (428 Setups, worst 35.869 m on 0x0200129A, matching
an independent out-of-repo sweep exactly); dropping only the scale on the
centre reddens it (326); and corrupting the TEST's own bounds oracle reddens
it (467) where under the shipped oracle that same corruption was invisible
by algebra. Renamed accordingly. A6's stale "cap control" comment corrected:
that loop is the test's own uncapped re-implementation and cannot observe a
cap regression — the cap is covered in Core.
R2 — the population was understated. 172 is AP-152's DISPATCH population;
AP-156's is 530 BSP-bearing Setups, of which 525 have a flood sphere move
and 428 fail vertex containment before the fix (412 at a 1 cm tolerance —
the review's figure; the gap is 16 Setups between 1.4 mm and 10 mm, real
geometry). 0 fail after, at any tolerance down to zero. Corrected in the
AP-156 row, the section-3 header, the C5c handoff and two test docstrings.
Dated review artifacts are left as written — "170 of 172" was correct for
what they measured, and rewriting evidence to match a later measurement
loses provenance.
A1 — BoundsCenter = default reopened at the type what the commit closed at
the seam. Dropping the default alone would NOT have closed the review's own
scenario (a copied Cylinder call site would write Vector3.Zero explicitly
and stay green), so ShadowShape's constructor is now private and BSP shapes
are built only through ShadowShape.Bsp(..., FlatCollisionSphere localBounds),
which takes radius and centre as ONE value and scales them together. There
is no expression a caller can write that carries one and drops the other.
22 construction sites converted; the same sabotage now reddens 5 Core tests
where the review's sabotage A reached 4, because both BSP producers share
one scaling path.
A2 — #333 is real and bigger than filed, and its retail question is
answered. I disassembled CObjCell::find_obj_collisions @0x0052b750 from the
PDB-paired binary myself (check_exe_pdb.py MATCH) rather than inheriting the
claim: its only early-out is sphere_path.insert_type == INITIAL_PLACEMENT_
INSERT, then it calls FindObjCollisions on every unparented non-self shadow
object UNCONDITIONALLY. Retail has NO distance pre-filter, so acdream's
"+ movement + 2f" reach filter is an invention with no register row — filed
as AP-158, carrying the disassembly, the F_EPSILON = 0.0002 m contrast, and
the measured blast radius (118 of 477 unique installed physics-BSP GfxObjs
exceed its ~2.5 m budget, 46 exceed 5 m). Active AP rows 109 -> 110.
Recorded prominently in three places a reader will hit: TALL PROPS MAY SHOW
NO VISIBLE CHANGE UNTIL #333 LANDS, and a null result at the connected gate
is EXPECTED, not evidence against AP-156.
LOW items. R3: the comment claiming the cited evidence justified the whole
cap line is corrected, but int.MaxValue on the sorting-sphere branch stays —
capping at 1 would take Spheres[0], and retail's one sphere is
CSetup::sorting_sphere, a different DAT field; capping keeps the wrong field
AND flips the substitution under-inclusive (#98/#168 direction). AP-157
already owns it. R4: acdream scales the flood sphere where retail's
find_transit_cells never reads gfxobj_scale — added as a second residual on
AP-156. R5: retail's slack constant carried into AP-158 and #333. A3: the
per-call delegate allocation is back to a cached field, still derived from
the single bounds resolver. A5: noted; b52967de's message cannot be amended.
Gates: all 44 bin/obj deleted before every verdict-deciding build, each test
run gated on a verified "Build succeeded" in the same invocation. Release
build 0 errors / 21 pre-existing warnings. Complete suite 11,208 passed /
4 skipped / 0 failed — reconciles exactly with the
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b52967def3 |
fix(physics): AP-156 — flood the BSP sphere where the geometry is, not at the part origin
The AP-152 retail review (docs/research/2026-08-06-ap152-review-retail.md) FAILED ` |
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4abd1b5eb7 |
fix(physics): AP-152 — dispatch collision shapes BSP-first, at emission and at the cell flood
The register row predicted "catching or stopping on a doorway sill". That
symptom could not have been occurring. `Transition.BspOnlyDispatch`
(TransitionTypes.cs:1348, landed 2026-05-25 as A6.P7) already skipped both
primitive branches (:3911, :3954) whenever the target's wire PhysicsState
carries HAS_PHYSICS_BSP_PS, and ACE sets that bit from CSetup.HasPhysicsBSP
for every affected Setup. The extra primitive was never tested for collision.
The live defect was CELL MEMBERSHIP. The same shape list feeds
`ShadowObjectRegistry.BuildFloodSpheres`, which had no such guard and
preferred Cylinders over everything whenever any Cylinder existed — retail's
SECOND priority applied ahead of its first. For the 73 CylSphere+BSP Setups
acdream therefore flooded shadow cells from the cylinder and never from the
slab: an object absent from cells it physically occupies, which is the
#98 / #168 symptom class, not the door-collision class the row named.
Retail, re-disassembled from the PDB-paired binary (v11.4186, CodeView GUID
9e847e2f-777c-4bd9-886c-22256bb87f32, check_exe_pdb.py MATCH) rather than
taken from Binary Ninja, which drops flag tests:
CPhysicsObj::FindObjCollisions @0x0050f050
0x0050f165 test dword [esi+0xa8], 0x10000
0x0050f16f je 0x50f1a2 ; clear -> primitive dispatch
0x0050f18d call 0x518180 ; CPartArray::FindObjCollisions
0x0050f19d jmp 0x50f2b0 ; UNCONDITIONAL, past BOTH primitive loops
; (CylSphere 0x50f1a2, Sphere 0x50f21d)
0x0050f1d6 jae 0x50f317 ; CylSphere loop exhausted -> RETURN
0x0050f22f je 0x50f31b ; zero Spheres -> RETURN seeded OK_TS
CPhysicsObj::calc_cross_cells @0x00515230
0x00515285 test dword [esi+0xa8], 0x10000
0x0051528f jne 0x515305 -> CPhysicsObj::find_bbox_cell_list @0x00510fc0
0x005152d1 call 0x52b9f0 ; cylsphere branch, below the jump
0x005152fb call 0x52b990 ; sorting-sphere branch, below the jump
Priority at both consumers: BSP -> CylSphere -> Sphere -> nothing. BSP wins.
Every address above was resolved back to its symbol by exact lookup in
named-retail/symbols.json.
Changes:
* `ShadowShapeBuilder.FromSetup` gains a step-0 dispatch gate. Steps 1 and 2
are skipped entirely when any part's EFFECTIVE GfxObj carries a physics
BSP. The gate and step 3 now share one `EffectivePartGfxObjId` helper, so
they cannot read different identities — a gate on `setup.Parts` would,
after an ObjDesc swap, suppress the primitives while step 3 emitted
nothing and `Build` returned null, deleting the entity's collision.
Emission order is unchanged. This also removes acdream's undeclared
reliance on the server sending the flag: the gate is derived from the
parts, exactly as CPartArray::CacheHasPhysicsBSP @0x00518110 derives it.
* `ShadowObjectRegistry.BuildFloodSpheres` now applies calc_cross_cells'
own order: BSP, else Cylinder, else everything. Given the gate above this
is a no-op for every shape list acdream produces (FromSetup is now
exclusive; both landblock-static publishers already emit homogeneous
lists), so the measured membership delta remains attributable to the
gate alone. It is kept for the same reason BspOnlyDispatch is kept: retail
genuinely dispatches here, and it guards a future additive producer.
`Transition.BspOnlyDispatch` is deliberately untouched.
Register: AP-152 RETIRED with its four false statements corrected — the risk
statement (the symptom was already inert); "small and centred at the part
origin" (max primitive is 6.714 m, and 0x0200086E's sphere origin is
(0.759, 0.165, 5.842)); the cottage door's "~14 cm base Sphere" (it is
0.100 m; 0.141 is Setup.Radius, which AP-22 proved is never collision
geometry); and naming one pinning test where two existed. AP-153/154/155
filed: retail's dispatch flag is cached once at InitPartArrayObject+0x7e
where acdream's gate is live; the query-time guard takes a client-derived
flag off the wire; and the static publishers emit Setup Spheres as
height-capped Cylinders while BuildFloodSpheres approximates retail's
bounding box with bounding spheres.
Tests. Both pinning tests corrected, neither deleted:
`FromSetup_DoorSetup_ProducesFourShapes` -> `..._EmitsBspPartsOnly`;
`FromSetup_DoorSetup_SphereAtExpectedLocalOffset` re-hosted on
`_ => false`, the DAT-real configuration for the 3,605 Sphere-only Setups.
`FromSetup_ScaleFactor_MultipliesAllRadiiAndOffsets` was the campaign's
eighth green test covering nothing — its assertions sat inside
`if (CollisionType == Cylinder)` on a fixture with zero CylSpheres, so only
`Scale == 2.0f` ever ran. Proved empirically: with the sphere radius scale
deleted, the old body passes and the corrected body fails. Three new facts:
the effective-identity gate, the App-layer CylSphere+BSP registration (no
App fixture combined the two before), and the flood-set dispatch. One new
installed-DAT sweep pins 172 affected Setups (73 CylSphere+BSP, 99
Sphere+BSP) behind external bucket controls, re-measured independently and
agreeing exactly with the filing commit's separate sweep.
All eight sabotages run and reported; every discriminating fact reddens in
the intended direction and only there. Clean Release build after deleting
every bin/obj: 0 errors. Complete suite 11,203 passed / 4 skipped / 0
failed, +5 on the 11,198 baseline at
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bc4679cda5 |
fix(physics): delete the invented Setup-radius collision cylinder (AP-22)
Retail synthesizes NO shape for a shapeless object, so the fix is deletion,
not a corrected height formula.
CPhysicsObj::FindObjCollisions @0x0050f050 dispatches exclusively -- BSP xor
CylSphere xor Sphere xor nothing. The BSP branch leaves via an unconditional
`jmp 0x50f2b0` at 0x0050f19d and cannot reach the primitive branches; a
CylSphere-bearing object that survives its loop returns rather than falling
through to the Sphere loop; and with zero cylspheres, zero spheres and no
physics BSP, `0x0050f22f je 0x50f31b` branches straight to the epilogue,
returning the OK_TS seeded at `0x0050f13b mov edi,1`. CPartArray::GetRadius
(0x005180a0) and GetHeight (0x005180b0) are absent from the function's entire
call set -- Setup.Radius/Height serve attack cones, cylinder_distance and
MoveTo, never collision geometry. Disassembled directly from the PDB-paired
binary (GUID 9e847e2f-777c-4bd9-886c-22256bb87f32) rather than read from the
Binary Ninja text, whose ebp_1 aliasing in this function is visibly corrupt.
THREE copies were deleted, not one. The AP-22 register row cited
LiveEntityCollisionBuilder.cs and ShadowShapeBuilder.cs; the latter never
reads Setup.Radius at all, and the row omitted both
LandblockPhysicsPublisher.PublishStaticEntity and
LandblockPhysicsContentBuilder.PublishStaticCollision -- the second being the
only copy the headless host executes. Fixing just the cited site would have
left headless statics on the invented footprint.
The branch was unreachable dead code, not a live approximation. A sweep of all
5,935 Setups in the installed client_portal.dat -- validated by byte
accounting (5,935/5,935 records consumed with an exact 20 + 48*numLights
residual tail, zero unexplained bytes) and independently reproduced by the
production FlatCollisionAssetBuilder.FlattenSetup path -- finds 0 Setups
satisfying the guard: every Setup with Radius > 0.0001 carries at least one
CylSphere or Sphere, and all 1,294 genuinely shapeless Setups have Radius
exactly 0. Buckets: 678 cylsphere, 3,605 sphere-only, 358 BSP-only, 1,294
shapeless, 4,282 with Radius > 0.0001. Nothing loses collision because nothing
gained it, so no visual gate is required.
Tests, all sabotage-verified in both directions:
- InstalledSetupCollisionReachabilityTests (new, Content) -- the negative
claim plus five EXTERNAL positive controls, so a broken enumeration cannot
satisfy it vacuously. Inverting the claim reddens it; emptying the
enumeration fails on the controls at 0 != 5935 rather than passing.
- ShapelessSetupWithRadius_ProducesNoRegistration (new, App) -- restoring the
deleted block reddens exactly this fact and nothing else.
- Build_PropagatesExactStateFlagsScaleAndFullSeedCell -- re-hosts the state /
PWD-flag / seed-cell coverage that rode on the deleted fallback test, whose
fixture (a Setup with a radius and no primitives) cannot exist in the DAT.
Flipping a FromPwdBitfield bit reddens it; so does swapping SeedCellId for
the landblock id.
Also corrects ShadowShapeBuilder's retail-anchor comment, which claimed each
part's find_obj_collisions tests "CylSpheres + GfxObj BSP".
CPhysicsPart::find_obj_collisions @0x0050d8d0 tests ONLY the GfxObj physics
BSP; CylSpheres are a Setup-level array reached via CPartArray::GetCylsphere.
That comment was the written justification for the additive emission now filed
as AP-152, so it is corrected here even though AP-152 is not fixed here.
AP-22 retired with evidence; AP-152 filed (live path emits primitives AND BSP
parts additively where retail is exclusive -- 172 of 5,935 Setups including
BSP doors; deliberately not folded in, it needs its own visual gate). Issue
#330 filed: the headless host registers no live-entity collision at all, a
pre-existing gap this survey established and nothing tracked.
Gates: Release build 0 errors / 0 warnings. Complete solution suite
11,195 passed / 4 skipped / 0 failed (baseline 11,193/4/0 at
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bcb66ccdf3 |
fix(test): cover the atlas-tier seam the D-1 fix depends on; correct AP-150's citation
Both items come from the D-1 fix review (both lenses PASS, D-1 genuinely closed). No production behaviour changes. L1 — THE SEAM HAD NO COVERAGE. The D-1 fix's "empty by construction" claim rests on LandblockSpawnAdapter's atlas-tier filter (`if (entity.ServerGuid != 0) continue;`) skipping the live server projections DetachNearLayer deliberately RETAINS across a demote. The reviewer removed that filter and all 4,170 App tests passed — only two Core unit tests caught it, none through a demote. So the invariant the re-assert depends on could have been deleted silently, re-opening D-1 by another route: a non-empty re-assert whose mesh reference is never satisfied leaves IsRenderReady false, which is the portal hang again. NearToFarDemote_WithALiveServerEntity_StaysRenderReady now demotes a landblock that CARRIES a live server-spawned entity through the real GpuWorldState + LandblockSpawnAdapter + LandblockPresentationPipeline, and asserts the retained entity never enters the desired set. Sabotage-verified: with the filter removed, exactly one test fails — this one — and the other 25 pass, including all four D-1 regression tests. That is the finding restated as a measurement: the D-1 tests genuinely do not cover this seam, and now something does. AP-150 citation corrected: the row cited 0x004D7064 as the ECM_UI::SendNotice_DisplayStringInfo call site. That address is the PStringBase construction of the "In Portal Space - Please Wait..." literal (:219516); the actual call is 0x004D70A1 (-> 0x006925B0). Same class of slip the #280 commit had just corrected for #326 — worth noting that a row filed WITH a byte-level disassembly still mis-cited a neighbouring address. Also refactored the existing pipeline demote test to keep its doc comment attached to its own method (an earlier insertion had orphaned its [Fact]). App.Tests 4,170 -> 4,171 passed / 3 skipped, net +1 for the new test. No new skips; none of #302/#308/#321 surfaced. src/ is byte-unchanged (the sabotage was reverted and verified). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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73cdb95c7b |
fix(streaming): make a demoted landblock render-ready like a published one (#280 D-1)
Both #280 review lenses returned FAIL on the same defect, and both were
right. IsRenderNeighborhoodResident's widened outer arm requires
IsRenderReady out to FarRadius, justified by "a Far-tier landblock
registers with an empty mesh set and is therefore render-ready." That held
only for a landblock that ARRIVED as Far. The second, equally first-class
way to be Far tier is a Near->Far DEMOTE:
DemoteLandblock -> EnqueueNearLayerRetirement
-> LandblockRetirementStage.MeshReferences
-> GpuWorldState.ReleaseLandblockMeshReferences
-> LandblockSpawnAdapter.OnLandblockUnloaded => WantsLoaded = false
while DetachNearLayer deliberately keeps the landblock loaded, terrain-mesh
resident, terrain-collision resident and DRAWN. Nothing re-publishes an
already-loaded landblock, so the demoted member satisfied NEITHER arm of
the gate, permanently: wormhole tunnel plus centered "In Portal Space -
Please Wait..." forever, no recovery short of relog.
Reachable by ordinary play. Two consecutive recalls to the same landblock
with walking in between makes ChangesStreamingCenter false, so there is no
origin recenter and the region recentres through the ordinary demote diff.
Also reachable via a mid-hold quality-preset drop -- ironically the exact
scenario ReconcileDestinationReservationRadius was added to support. The
pre-#280 radius-1 gate never touched that band, because nothing inside the
Near ring can demote.
FIX SHAPE. Make the two routes genuinely equivalent rather than teaching
the predicate to tolerate the difference. ReleaseLandblockMeshReferences
becomes "reconcile the registration to the post-retirement tier": after the
release converges, if the landblock is still loaded AND still Far tier,
re-assert the empty registration -- the identical OnLandblockLoaded(lb,
empty) a PublicationKind.Far activation makes. It is empty by construction:
DetachNearLayer retains only live server projections, which the adapter's
atlas-tier filter skips. A full retirement is unaffected (DetachLandblock
clears both _loaded and _tierByLandblock), and a throwing release still
retries because the re-assert is only reached after the adapter converged.
The alternative -- "|| (IsFarTier && IsLoaded)" at the gate -- was
rejected: it fixes one caller while leaving IsRenderReady meaning two
different things, which is precisely how this defect arose. After this
change the predicate reads "drawable at its current tier" for every caller,
with no knowledge of how the landblock got there.
WHY THE TESTS MISSED IT, fixed here too:
- Proof obligation P2 was discharged against RESIDENCY (the FarRadius+2
eviction threshold) rather than against IsRenderReady, the gate's actual
atom. The contract now carries the correction and the restated
obligation: no transition may REVOKE IsRenderReady from a landblock that
stays inside FarRadius.
- WorldRevealDerivedWindowIntegrationTests advertised itself as end-to-end
against the real GpuWorldState but constructed it with no spawn adapter,
so its IsRenderReady degenerated to IsLoaded via the "?? true". The
single most load-bearing predicate in the change was stubbed out by a
null in the test named after it -- the same shape as C5b's D3 and #276's
three settler tests. Every fixture in that file now owns a real
LandblockSpawnAdapter.
- The P1 test's comment described its subject as "a Near-shaped completion
the streaming window has since DEMOTED to Far". It is not; it is a fresh
PublishAsFar, the case that does hold. Corrected, since a future reader
would have taken it as demote coverage.
Four new regression tests, all driving the real GpuWorldState +
LandblockSpawnAdapter + LandblockPresentationPipeline through an actual
demote, and all sabotage-verified in both directions (fail with the
production change reverted, pass with it):
NearToFarDemote_LeavesTheLandblockRenderReadyThroughTheRealPipeline
NearToFarDemote_LeavesTheLandblockRenderReadyUnderBudgetedRetirement
TieredWindow_StaysResidentAfterAnOuterRingDemote
OutdoorReveal_SurvivesAnOuterRingDemoteDuringTheHold
The budgeted variant exists because production composes
LandblockRetirementCoordinator.CreateBudgeted, whose MeshReferences stage
is a separate call site from the legacy pipeline's.
SECONDARY, same commit:
- R-1: ACDREAM_PROBE_REVEAL_RADIUS=0 was parser-accepted and
Runtime-rejected -- it yields far = 0 for an outdoor destination, which
fails invalid-readiness-shape on every acknowledgement, hanging the very
A/B route the probe exists to measure. Parser floor raised to 1, with a
7-case table test.
- R-2: the composite-warmup TRIGGER had silently moved onto the far
window's critical path. Pre-#280 the gate and the composite domain were
the same radius-1 square; #280 widened the gate without widening the
domain, so every composite upload serialised behind the last outer-ring
landblock for no readiness benefit. Warmup now starts once the NEAR
sub-window is published -- trigger scope == domain scope, as before. The
reveal gate is untouched: Evaluate still requires the full window AND
composite readiness.
- AP-150 filed: acdream's RetailWaitCueDelay = 5 s arming is NOT retail's
trigger, and #280's commit message got this wrong on both clauses. Retail
emits the notice unconditionally per tunnel rotation segment, in the else
arm of the segment-expiry test at 0x004D6FCD; segment duration is
RandDouble(0.6, 1.8) s, byte-decoded at 0x004D6FE6. The 5.0 constant at
VA 0x007991B0 is CellManager::CheckPrefetchStatus's prefetch RETRY
cadence and has nothing to do with the cue. acdream's own 0.6/1.8 segment
constants already match retail exactly; only the arming is wrong.
Adopting retail's unconditional emit is filed as #329 rather than folded
in here -- it is a user-visible presentation change and wants the user's
eyes.
- AP-151 filed: the gate is materially STRICTER than retail on the
mesh-build/GPU-upload axis. Retail's LScape::PreFetchCells blocks on DAT
RESIDENCY only -- no geometry construction, no upload; that work is lazy
at draw. acdream requires a DAT read, terrain mesh build, render-thread
upload, spatial commit, collision admission and spawn-adapter activation
per member of a 625-member window, metered at MaxCompletionsPerFrame.
Nothing bounds the hold. This is the OPPOSITE asymmetry from AP-149; both
are live at once, on different axes.
- AD-2's amendment stated the false Far-tier readiness assumption verbatim;
corrected, along with the same error in
claude-memory/reference_two_tier_streaming.md, which now carries an
explicit DO-NOT-RETRY on the special-case-the-predicate shape.
- AP-115 scope-noted (it covers the cue's presentation, not its arming).
- #326's SmartBox::set_mid_radius citation corrected: the entry is
0x00453180; 0x004531D0 is the mid-function re-arm branch.
Blast radius: GpuWorldState, LandblockSpawnAdapter,
WorldRevealReadinessBarrier and StreamingDiagnostics are all App-internal;
AcDream.Headless and AcDream.Runtime reference none of them outside
comments. Headless tests run green as part of the gate below, per C5b's
lesson about surveys that skip the no-window host.
Gates: Release build 0 errors, 18 pre-existing xUnit analyzer warnings.
Complete suite "dotnet test AcDream.slnx -c Release -m:1" with
ACDREAM_PAK_PATH set: 11,192 passed / 4 skipped / 0 failed, from a clean
rebuild (a prior session's deleted probe file had been compiled into a
stale test DLL). Baseline at
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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
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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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735f0a72af |
fix(physics): classify before merge on every steady-state Position (C5b, #275, AP-131/AD-60)
The steady-state accepted-Position merge did two things retail never does,
on every single Position packet: it installed the wire placement frame and
unparented unconditionally, and it derived the record's FullCellId from
bare wire acceptance. Both are now correct, and they land together - a
half-flipped intermediate (classified flags with the wire stamp, or vice
versa) is exactly the mixed-residency state this campaign keeps paying for.
WHY the flags need no route. SmartBox::HandleReceivedPosition @0x00453FD0
decides both pre-placement writes BEFORE MoveOrTeleport is consulted: Gate A
@0x0045400C returns @0x0045409D ahead of unset_parent @0x00454129 and ahead
of the HasAnims SetPlacementFrame gate @0x00454137. Neither gate reads the
near/far/teleport classification. So the two flags are a pure function of
(disposition, hasAnimations) and are computable inside the merge, pre-merge,
with no signature change, no route construction and no playerDistance - the
scoping's ~150-400-line route-plumbing estimate over-counted because it did
not see this. That truth table IS
RuntimeAuthoritativePositionRouteClassifier.ClassifyAcceptedPosition's own
ApplyPlacementFrameBeforeRouting/UnparentBeforeRouting rows; the classifier
stays the oracle and the equality is pinned by test, not by a shared path,
so each computation remains separately sabotage-verifiable.
WHY the cell is withheld. HandleReceivedPosition reads the wire objcell_id
into a LOCAL @0x00453FE3 and hands it only to BlipPlayer / TeleportPlayer /
MoveOrTeleport / ConstrainTo; it never assigns the object's cell. The
object's cell moves inside the placement family (SetPositionInternal
@0x00515BD0 to set_cell, enter_world) or per-frame transit, and nowhere
else. The continuation executor has encoded that rule since the executor
slice; this caller now matches it verbatim.
WHAT DELIBERATELY SURVIVES. Two steady-state wire-cell writers stay,
downstream of the merge and outside the classification window: the
OnPosition prologue rebucket (W2, into CommitRebucket), which is also the
local player's own cell-freshness path, and the post-routing wire-cell adopt
for non-placing arms (W3, AP-135). Gating W2 "for symmetry" would freeze the
player's canonical cell between teleports and #319's child-cell equality
would inherit the freeze. AD-60's rewrite names both so the retirement
cannot be misread as "wire acceptance never changes residency anywhere".
REGISTER. AP-131 RETIRED - the unconditional literals no longer exist; the
caller was corrected, not deleted, so the row's own "deleted at the
production cutover" framing is overtaken. AD-60's legacy half RETIRED and
the row REWRITTEN rather than deleted, naming W2/W3 (route 4b-3's D8
precedent: a silent whole-row deletion would hide surviving channels).
AP-130 amended - the merge consumes the same static HasAnimations proxy,
deliberately not escalated to a live animation-queue read. AP-146 and #320
amended - their "accepted inbound Position (RefreshSnapshot into
RuntimeEntityRecord.cs:234)" local-player cell writer is now the generic
tail's CommitRebucket, and a ForcePosition (which returns before that tail)
is placement-receipt-authoritative. #275 closed.
HEADLINE BEHAVIOURAL DELTA, stated once: a refused or contended local
ForcePosition now leaves FullCellId at the last committed cell where the
merge used to stamp the refused packet's wire cell. Retail cannot refuse
(AD-62) and its body keeps its last placed cell, so the new shape is the
retail-reachable one.
THREE CONSUMER SITES THE CONTRACT'S BLAST-RADIUS SURVEY MISSED, all
D2-caused, all found by the suite rather than by reading, all intended
semantics rather than regressions (recorded in the contract's new section
14):
(1) DatLiveEntityProjectionMaterializer's self-projection branch reads
FullCellId inside OnPosition's prologue recovery, ahead of W2. It now
correctly declines to project from an unplaced wire claim; production
installs the bucket at W2 in the same call (verified: no return between
the recovery call and W2 is conditioned on IsSpatiallyProjected or
FullCellId). Two hydration tests asserted the bucket at the recovery
boundary and now drive the production W2 step - the same shape as trap
T2, one layer up.
(2) ProjectileController.SyncPresentationFromResolvedBody writes
ParentCellId = record.FullCellId. On a refused missile placement that is
now the committed source cell. The MAJOR-1 invariant is unchanged and is
now asserted as the identity it always meant rather than as a wire-cell
constant.
(3) The merge's Rebucketed ternary does NOT become always-Updated as the
contract predicted, and is deliberately kept: the
Forget(restoreCancelledPark: true) above it can roll a wakeable
lost-cell park back, and RestoreParkWithdrawal restores canonical
residency. That is a real cell edge produced inside this method by a
placement owner.
TEST-COUNT RECONCILIATION. Baseline measured at this HEAD by stashing the
change: Runtime.Tests 1176, App.Tests 4135 (4132 passed / 3 skipped),
solution 11,106 passed / 4 skipped - matching the recorded figure at
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6921a02744 |
refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1)
Member-wise deletion of the three legacy resolver members named in docs/research/2026-08-05-c5a-contract.md: PhysicsEngine.Resolve, PhysicsEngine.HasCellSurface, and PhysicsEngine.ResolvePlacement. An exhaustive receiver census over src/ found zero production callers of any of the three — every production placement writer already reaches the canonical PhysicsEngine.SetPosition transaction exclusively through RuntimeSetPositionState (three call sites total). The deletion is purely member-wise: IsSpawnCellReady and AdjustPosition, which shared the same source region as the deleted members, are preserved byte-identical — every remaining production caller of either (including PhysicsCameraCollisionProbe, AdjustPosition's sole surviving production caller) is unaffected. Companion changes: - PlayerMovementController's 3-argument SetPosition test overload is renamed to SeedPlacementForTest (internal) and CommitPreparedPosition is deleted; 83 call sites across 19 test files were mechanically renamed to match. - Seven pinned test dispositions from the contract are executed: 3.1 (PhysicsEngineTests.cs: 11 legacy-resolver tests deleted, 6 ResolveWithTransition tests kept), 3.2/3.3/3.4 (re-point to canonical SetPosition, with TransitionScratchDifferentialTests.cs additionally gaining positive IsCommitted assertions after each bitwise comparison so the differential proves a placement actually committed, not just that two possibly-uncommitted results match), 3.5 (Runtime rename), and 3.6 (PlayerMovementPlacementTransactionTests.cs rewritten — its xmldoc now states plainly that the render-root publish moved to RuntimeSetPositionState.cs, but the sticky-release relocation claim was false and is retracted; this disposition's coverage loss is the sticky release path, not silently absorbed elsewhere). - Stale `PhysicsEngine.Resolve`/`Resolve` doc citations in CellTransit.cs, PlayerMovementController.cs, and HeadlessSessionWorldProjection.cs are corrected to name the surviving canonical entry points by symbol (SetPosition, AdjustSetPosition/AdjustPosition, ResolveWithTransition) rather than fragile line numbers. Retires AP-1 and AD-1 in docs/architecture/retail-divergence-register.md: both rows described production zero-delta placement routing remaining on the legacy resolver pending the Slice 4B2/4B route cutover; that resolver no longer exists, so the condition each row tracked is now structurally false rather than merely narrowed. AP-145 (routed through the prior commit) and this commit's AP-1/AD-1 together bring the section counts to 101 AP / 47 AD active rows. Builds on the AP-145 fix (previous commit) — this commit's staged tree was independently rebuilt and its four suites independently rerun on top of that commit before this commit was created, in addition to the combined rebuild/rerun below. Full-solution build: 0 errors (21 pre-existing warnings, all unrelated). Suite results (combined tree): Core 4270/4271 passed (1 skip; the single DatSoundCacheTests concurrent-decode-dedup failure is a known load-sensitive race, confirmed passing standalone and unrelated to this change), Runtime 1176/1176, Headless 86/86, App 4132/4135 (3 skips). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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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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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
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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> |
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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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1b484937b6 |
test(physics): C4 route 6 — drops/split-recovery closure, zero production lines
Route 6 needs no production change and this commit contains none: C3c ( |
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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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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
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b1f914d508 |
fix(physics): restore presentation when a park is cancelled (#312)
Regression from
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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> |
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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> |
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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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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 |
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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> |
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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
(
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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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98e9f9e8c6 |
test(vfx): model the post-f24532ad effect cell and canonical body frame
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6dcb94ac1b |
test(runtime): restore the world-frame precondition across first-entry fixtures
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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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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. |
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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. |
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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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9b0f59bd1b | feat(runtime): atomically replace collision generations | ||
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f05ed5c3cd | feat(app): observe canonical placement receipts | ||
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378ca95a67 | feat(headless): observe canonical placement receipts |