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>
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>
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 670f307c fixed on
the remote path. The outbound AutonomousPosition ack also fired BEFORE any
canonical commit existed: we told ACE "got it, I'm here" before deciding where
"here" was, and the trailing isCurrent() could only suppress the continuation,
never recall the packet.
RuntimeAcceptedPositionDriveController is now the one Runtime-owned seam. Both
hosts call the identical TryExecuteAcceptedLocalPosition; App and headless
project the committed result through the existing placement projection sink
(LiveEntityRuntime.TryApplyRuntimePlacementPlace already performed the same
four writes, from committed state rather than a wire guess).
Retail: SmartBox::HandleReceivedPosition @0x00453FD0's FORCE_POSITION branch is
get_heading -> Frame::set_heading -> SmartBox::BlipPlayer @0x00453940 -> stamp
POSITION_TS -> SendPositionEvent @0x00454091 -> return @0x0045409D. BlipPlayer
is CPhysicsObj::SetPositionSimple @0x005162B0 with flags 0x1012
(Teleport|Slide|SendPositionEvent) — a real collision-resolving SetPosition,
not a snap. The pinned classifier already encoded this exactly.
Named behaviour changes:
* The ack is now an OUTPUT of the committed route, fired strictly after the
canonical commit and exactly once per accepted force packet.
* The ForcePosition route no longer re-arms the constraint leash. The force
branch returns at 0x0045409D, ahead of all three ConstrainTo sites
(0x00454272, 0x0045418A, 0x004541EC); the old re-arm cited retail's "Player,
normal" branch, which BlipPlayer is not on. The teleport, CommitPreparedPosition
and first-entry callers legitimately still constrain and are untouched.
* A force correction that terminates WITHOUT committing still sends its
position event and is not retried — retail's BlipPlayer discards
SetPositionSimple's SetPositionError return and acks unconditionally.
A single _pending funnel owns the in-flight placement, deciding on the token's
PositionAuthorityVersion against the record's: equal -> clear; advanced with the
newest accepted event still a force -> re-issue, re-classified; advanced to an
ordinary Apply -> clear, since newer server truth owns that pose. This closes a
double-apply/double-ack and a silently-dropped correction that two earlier
iterations of this slice each introduced.
AD-62 records the residual: a ForcePosition our async collision publication
cannot carry to a committed placement is not re-applied. Retail has no park —
its world is fully resident and its placement synchronous — so the state is
unreachable there. AP-131 is NOT retired; its legacy Position caller is route 4.
Deleted: LocalForcePositionTransaction, PlayerMovementController.BlipPosition,
HeadlessSessionWorldProjection.BlipLocalPlayer.
Gates: complete Release solution 10,858 passed / 4 skipped / 0 failed (baseline
10,844/4/0). Two independent Opus reviews (retail-conformance and
architecture/adversarial) PASS on the final diff after three FAIL rounds; every
intermediate state was fully green, so the suite caught none of the four real
defects. Connected acceptance is NOT run: nothing a user can do makes ACE emit
a ForcePosition without retail's @pklite, which acdream does not implement — see
docs/research/2026-08-03-c4-route-2-visual-gate.md.
Known gap, recorded not claimed: the plan's acceptance item 2 is unmet. The App
double-write check is a source pin, and "the committed projection moves the
render entity" is uncovered at any layer (#292). Filed alongside: #286-#291,
#293-#296.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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 6b28ff99 whole-world collision-clone throughput
regression (attributed with evidence; scheduled as its own slice before
C5). Dual Opus reviews (retail-conformance + adversarial): delta PASS.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
PhysicsEngine.DiagnosticLog was never assigned in production, so the #111
[snap] apparatus (one line per entry-snap Resolve, low volume by design)
was structurally silent - including on the Coldeve run-on-the-spot login.
Wire it at session composition; a session reset constructs a fresh engine
and re-wires.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The ImGui developer-tools stack (AcDream.UI.ImGui), UI Studio
(src/AcDream.App/Studio), and the DevToolsFramePresenter/
SettingsDevToolsCompositionPhase ImGui composition machinery are removed.
Vulkan never composed a DevTools frontend (DevToolsEnabled already forced
false whenever the backend was Vulkan); this commit makes that permanent by
deleting the only implementation rather than leaving a dead branch behind.
What moved: Studio/SampleData.cs is a live production dependency
(InteractionRetainedUiComposition's character-sheet fallback, plus three
UI.Layout test files) - git mv'd to src/AcDream.App/UI/Layout/SampleData.cs,
namespace AcDream.App.UI.Layout, and trimmed to the SampleCharacter API that
is actually still called (BuildObjectTable/AddItem/AddEquipped/the item-guid
and icon constants had zero callers left once the Studio fixture provider
that used them was deleted).
What survives as backend-neutral seams, per the tests that still exercise
them: IDevToolsFrameLifecycle (moved into RenderFramePreparationController.cs,
now always bound to null), IFramebufferDevToolsTarget/FramebufferDevToolsBinding
in FramebufferResizeController.cs (its concrete DevToolsFramebufferTarget
adapter is deleted), and IDevToolsGameplayCommands in
GameplayInputCommandController.cs (DevToolsGameplayCommands becomes a
documented no-op instead of forwarding to the deleted presenter). A follow-up
re-homes Settings/Debug onto the retained UI through IPanelRenderer; until
then keybind remapping falls back to editing keybinds.json.
DevToolsEnabled is now `private const bool DevToolsEnabled = false`.
RuntimeOptions.DevTools is unchanged and still reaches VulkanGraphicsContext
for the optional debug-utils extensions; Program.cs now logs one line when
ACDREAM_DEVTOOLS=1 explaining that the ImGui UI is gone and the flag is
Vulkan-only now.
Removed: AcDream.UI.ImGui (project + ImGui.NET/Silk.NET.OpenGL.Extensions.ImGui
package refs), src/AcDream.App/Studio (minus SampleData.cs),
DevToolsFramePresenter.cs and everything only it constructed
(ISettingsDevToolsCompositionFactory, RetailSettingsDevToolsCompositionFactory,
DevToolsCompositionOwner, IGameWindowSettingsDevToolsPublication,
SettingsDevToolsOptionalDependencies, the "developer tools" shutdown-ledger
stage and its DevTools-typed fields on IngressShutdownRoots/
RenderShutdownRoots), the ui-studio Program.cs verb, and the cimgui native
manifest entries in GraphicalHostPlatformServices. GameWindow.cs's DevTools
composition branch, its _vitalsVm/_debugVm/_devToolsComposition/
_devToolsFramePresenter/_devToolsCommandBus fields, and every settingsDevTools
.DevTools?.* access across FrameRootComposition.cs/SessionPlayerComposition.cs
are gone with it.
Build green; complete Release solution suite 8,830 / 5 skips (App Tests
4,097/3 skips run standalone - one #250-family zero-allocation test flakes
under the full parallel `dotnet test AcDream.slnx` run, a pre-existing,
documented class unrelated to this change).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
PortalTunnelPresentation was the last raw-GL world-adjacent renderer. It now
draws on both arms, and the composition that used to hand the Vulkan arm a
portal-less teleport presentation is gone with it.
Nothing about the scene changed. Same synthetic DAT Setup resolved through the
same client-enum mapping, same 40 fps CSequence, same retail rotation cadence,
same distant light, drawn through the same already-dual-arm WbDrawDispatcher.
What forked is only where the draw is recorded:
* GL keeps its GLStateScope, its viewport/scissor/depth/cull/blend statements
and its depth-only glClear, untouched.
* The RHI arm opens a backbuffer pass of its own and publishes it on
IWorldPassScope for the span of the draw - the shape V6l gave the two
offscreen viewports, and required for the same reason: the dispatcher's RHI
arm borrows its pass rather than opening one. Publication comes after
BeginPass and before UploadRetailLight, because publishing resets the
frame-global sections and this scene wants its own light, not the world's.
The one substantive decision is the pass's COLOUR load op, and it is a Clear
rather than a Load. Retail preserves the colour target and only clears depth
(UIViewportObject::DrawContent @ 0x006950A5 -> Clear(4) = D3DCLEAR_ZBUFFER), and
so does the GL arm. A Vulkan pass cannot inherit an image the way a bound
framebuffer can: under MSAA the frame's world pass RESOLVES into the swapchain
image and stores DontCare into the multisampled scratch, so a second
multisampled pass declaring Load would load undefined contents - plan section
5.5.12 item 5, the same hazard that merged the clear into the world pass.
Re-clearing is exact rather than approximate because of an invariant the frame
graph already enforces. RenderFrameFoundation.PortalViewportVisible and this
scene's IsVisible are the same value, read once at the top of the frame, and
WorldSceneRenderer returns without drawing when it is set. So whenever portal
space draws, the backbuffer holds exactly the opaque black
SceneTool::BeginScene @ 0x0043DAD0 establishes and nothing else, and clearing to
that same black changes no pixel. The alternative - a single-sampled Load pass
over the resolved image - would have been both a silent MSAA divergence and
invalid, since the backbuffer's depth attachment is multisampled.
The pass takes IWorldPassScope.SampleCount, so WbDrawDispatcher's sample-count
pipeline variants (V6l) select the backbuffer set, and depth matches the
attachment.
CreateRequired becomes internal: its two new seams are internal RHI contracts
and composition is its only caller. The TYPE keeps its visibility - plan section
7.1 rule 3.
Gates. Release build green. App tests 4,132 / 3 skips against the 4,129
baseline (three new: the retail black constant, the RHI arm's composition
precondition, and the both-arms composition assertion). Complete Release suite
9,195 / 5; one AcDream.Content failure in the solution-wide run that passes
124/124 rerun alone - the documented rerun-singly flake class, not carried
forward as a claim. Strict GL offline pixel gate against 280f3b3f: 28 px of
563,200, fraction 4.97e-05, inside the documented 9-31 band, with a same-commit
control pair at 20 px / 3.55e-05 taken immediately afterwards. GL connected
-Runs 3: 3/3 RENDERED on the desktop witness and 3/3 on the client capture. One
offline Vulkan run with VK_LAYER_KHRONOS_validation proven inserted by the
loader: zero validation errors, zero warnings.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
ACDREAM_RENDER_BACKEND=vulkan now runs the real GameWindow composition rather
than a second main(). All nine phases execute: DAT load, streaming, camera,
entity table, session, and the real retained UiHost drawing through the RHI.
No world renderers — they are raw GL until V4t and the world arm behind it.
The offline log is the client's own (acdream.pak opened, 6266 spells, Region
0x13000000, "loading world view centered on 0xA9B4FFFF", fourteen retail
LayoutDesc lines, streaming radii), and the captured frame is the retail
retained UI: vitals, combat/spell bar with DAT scarab icons, the nine-slot
toolbar, chat with tabs and Send, radar/compass with dat-font glyphs. Sampled
against the GL capture the widgets agree — chat interior RGBA (25,24,27,158)
vs (22,21,23,158), vitals bar (117,1,0) and toolbar slot (0,11,17) identical.
Three seams, as §5.5.9 specified:
1. Platform acquisition — already generic — publishes GameWindowGraphics
instead of a bare GL. Phases that still speak raw GL read Graphics.Gl and
take their Vulkan arm when it is null; each branch names the slice that
removes it.
2. VulkanHostInputCameraCompositionFactory is a new file and the whole of the
Phase-1 fork: four graphics members differ, input/camera/pointer delegate.
The default factory is chosen inside the phase from the platform result.
HostInputCameraResult gained backend-neutral Retirement and FrameSlots.
3. The frame root forks on one condition. The GL world-scene assembly is
unchanged, wrapped in `if (gl is not null)`; the Vulkan arm's graph is one
backbuffer clear pass computing the same RenderFrameFoundation from the same
clock and weather owners, then private presentation over it.
§5.5.9's three TextureCache couplings are unpicked: the constructor takes GL?
and rejects bindless without one, world entry points route through a Gl
property that throws naming V4t, and the (GlGpuTexture) VRAM-accounting cast
became a backend test. That cast's stated reason — DrawSprite's texture-unit
binding — was already stale, deleted at V6d.
VulkanBringUpHost is reduced to the capability-probe harness it is named for:
the instance/surface/device/swapchain sequence moved into VulkanGraphicsContext,
which the composition host and the harness now share. It is reached only with
ACDREAM_VULKAN_PROBE=1.
One latent Vulkan defect surfaced and is fixed here. The first composition-host
frame died with ErrorDeviceLost; validation named VUID-vkCmdDraw-None-08600 —
descriptor set 2 never bound. VulkanGpuPassEncoder bound sets 0/1/2 only as a
side effect of BindStorageBuffer/BindUniformBuffer, so a pass sampling the
texture table while binding no buffer — every retained-UI and debug-line pass —
drew with the table unbound. It survived V6c-V6g because the bring-up host
always drew VulkanRhiScene first and the UI pass inherited its binds; the
composition host has no 3-D scene. The fix is one line in the encoder's
constructor beside the viewport and scissor defaults, which exist for exactly
the same reason: a pass opens with complete binding state rather than depending
on what preceded it.
Gates: strict GL offline pixel gate against 46d893f7 measures 1.24e-05 (7 of
563,200 pixels), inside the documented 15-23 px / 4.1e-05 band, so GL behaviour
did not move. App tests 4,075/3 skips; complete Release suite 9,138/5 skips.
One full Vulkan run with VK_LAYER_KHRONOS_validation: zero errors, zero
warnings. Both Vulkan runs converged the ownership ledger — no [shutdown]
diagnostic on either stream. The reduced probe harness presented 34,811
validation-clean frames.
No divergence-register row: GL is the shipping backend and the pixel gate proves
it unmoved; the Vulkan arm is not a retail deviation but a backend under
construction.
Next is V4t, the texture stack, which the world arm cannot be written without.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Move canonical per-session teardown into one retryable Runtime transaction, reduce App reset to projection acknowledgements, and prove the same GameRuntime graph through deterministic no-window lifecycle, gameplay, portal, fault, reconnect, and isolation gates.\n\nCo-authored-by: Codex <noreply@openai.com>
Make every App composition phase borrow one GameRuntime, retire the duplicate view/event adapters, and dispose the root only after its graphical borrowers release. This preserves synchronous UI commands while giving shutdown one exact ownership ledger.
Co-authored-by: OpenAI Codex <codex@openai.com>
Move remote-motion construction, CreateObject vector initialization, final simulation-component retirement, and the combined J5 ownership ledger into Runtime. Delete App compatibility views and moved-state reconstruction while preserving the existing graphical projection and retail update order.
Move the canonical local movement controller, body/motion managers, object clock, movement wire data, and MTS/jump/AP sender into AcDream.Runtime. Replace process skill defaults with typed Runtime character options, make graphical and direct commands borrow one autorun owner, retain the construction-time PartArray seam, and include movement in terminal ownership convergence.
Preserve the accepted pre-inbound movement/jump and post-inbound autonomous-position order while moving the exact packet/cadence fixtures into Runtime tests. Add graphical/direct parity, two-instance isolation, teardown, allocation, architecture, and divergence-path coverage.
Co-authored-by: Codex <noreply@openai.com>
Move selection, combat, and interaction target mode under one Runtime owner; make plugins, retained UI, session routing, and typed runtime views borrow its exact children; and add failure-safe reset, instance isolation, source ownership, and normalized checkpoint coverage without changing retail ordering.
Co-authored-by: Codex <codex@openai.com>
Move character options and movement skills into the Runtime-owned character graph, expose borrowed inventory, character, and social views, and route retained UI state commands through generation-gated typed Runtime contracts. Preserve the existing synchronous wire path while deleting the App-owned option and skill mirrors and extending normalized parity checkpoints.
Co-authored-by: Codex <codex@openai.com>
Move the coupled Spellbook and LocalPlayerState into one Runtime-owned character graph, route content, live-session, retained UI, reset, and shutdown through that exact owner, and delete the duplicate desired-component snapshot from inventory state. Preserve synchronous retail update and reset ordering while adding independent-instance and retryable-failure coverage.
Co-authored-by: Codex <codex@openai.com>
Move the retail one-request-at-a-time gate, shared use busy references, external-container state, item mana, shortcuts, and desired-component snapshots into one Runtime-owned graph over J3's exact ClientObjectTable. Retained UI and session routing now borrow that owner; reset and shutdown preserve the existing order while failure/reentrancy tests protect the transaction boundary.
Co-authored-by: Codex <codex@openai.com>
Issue stable Runtime identities at canonical registration, publish entity and inventory commits through one generation-stamped synchronous stream, and make graphical adapters borrow the same direct views and events as a no-window host. Preserve exact projection teardown and retail mutation order while removing App-side event reconstruction.
Make the hard-recenter ordering fixture independent of the production two-millisecond frame budget so its injected-failure gate is deterministic.
Co-authored-by: Codex <codex@openai.com>
Introduce one presentation-free RuntimeEntityObjectLifetime for the exact entity directory and ClientObjectTable. Make GameWindow, graphical projections, retained UI, interaction, session routing, create/delete integration, and reset borrow that owner while preserving synchronous retail ordering, dormant retention, and retry semantics.
Co-authored-by: Codex <codex@openai.com>
Carry RuntimeEntityKey through spatial residency, visibility transitions, rebucketing, quiescence, landblock retirement, and origin recentering. This prevents stale incarnation edges from mutating a replacement projection while retaining the static DAT-entity path.
Validated by 104 focused ownership/streaming tests, the Release solution build, and 8,444 complete Release tests with five existing skips.
Co-authored-by: Codex <codex@openai.com>
Move the canonical WorldSession generation, connect/enter/tick/stop transaction, inbound subscription owner, and retryable teardown acknowledgements into AcDream.Runtime. Keep App as a borrowing graphical host with a single inertable command projection and no mirrored session state.
Validated by 79 Runtime tests, 3,776 App tests with three existing skips, the Release solution build, and 8,428 complete Release tests with five existing skips.
Co-authored-by: Codex <codex@openai.com>
Establish the J1 presentation-independent contract with instance-scoped clocks and generations, immutable borrowed views, typed generation-gated commands, normalized ordered diagnostics, and teardown acknowledgements. Route graphical startup plus press-time selection, movement, and combat through focused App adapters over the exact existing owners without adding a queue or mirrored world.
Validated by the Release solution build, 13 Runtime tests, 3,838 App tests with three existing skips, and the complete 8,424-test Release suite with five existing skips.
Co-authored-by: Codex <codex@openai.com>
Carry one immutable prepared collision closure with each accepted near-tier generation and install graph plus flat views through the same retained publication receipt. Apply the same strict package-only rule to live entities, add exact sampled graph-authoritative comparison artifacts and lifecycle counters, and prove cancellation, demotion, rehydrate, revisit, teardown, reconnect, and the nine-stop route with 14,064 zero-mismatch samples.
Co-authored-by: OpenAI Codex <codex@openai.com>
Detach old-world spatial ownership atomically, prioritize destination retirement dependencies, and reveal the viewport at the retail transition edge. Give private paperdoll views independent mesh ownership and retain dormant ACE entities so portal revisits preserve server objects without extending active GPU lifetimes.
Source composite warmup from the canonical published destination neighborhood, including quiesced static and live projections, instead of rescanning the retained Far-tier world after every membership edge.
This lifecycle correction applies to both draw paths, preserving ef1d263337 as the sole G4 visual rollback.
Co-authored-by: OpenAI Codex <codex@openai.com>
Move the ordinary shadow-scene drain out of the conditional spatial reconciler and into an explicit final update-frame commit phase. This publishes deltas after streaming, network, teleport, camera, and conditional reconciles even while world simulation is quiesced.
Release gate: 3,733 App tests / 3 skips; 8,217 complete-solution tests / 5 skips.
Co-Authored-By: OpenAI Codex <codex@openai.com>
Construct Slice F's non-drawing scene only for lifecycle automation, drain accepted static and live deltas at the final update boundary, and compare exact current-path fingerprints at cadence and checkpoints. Publish bounded mismatch, journal, index, digest, and memory evidence without changing normal launches or draw submission.
Release: 8,211 passed, 5 skipped.
Join destination scheduling to the canonical reveal generation, protect its share across every typed frame-budget dimension, and prevent stale work from clearing a replacement reservation. Remove forced incomplete materialization and project retail's centered portal wait cue while the authored tunnel remains active.
Tests: Release build clean; 91 focused reservation/reveal tests; full solution 8,158 passed, 5 skipped.
Co-authored-by: Codex <noreply@openai.com>
Publish the retail blocking-for-cells edge before deferred recenter work, freeze old-world presentation/simulation/audio, and advance full-window retirement from exact metered entity and owner cursors. This removes synchronous portal teardown without allowing retained owners to remain observable.
Move the live-session reset and routing graph, combat and diagnostic command targets, and the sole gameplay input subscriber into Phase 7 before frame publication. Add exact retryable ownership for late bindings so partial startup cannot strand session or component teardown edges.
Co-authored-by: Codex <codex@openai.com>
Move streaming, live-session, hydration, local-player, combat, and teleport construction behind the typed Phase-7 boundary. Add exact-owner runtime bindings and focused spawn-claim classification so partial startup rolls back without retaining old session targets while preserving the accepted construction and frame dependencies.
Co-authored-by: Codex <codex@openai.com>