Commit graph

545 commits

Author SHA1 Message Date
Erik
dcb61efb5a refactor(runtime): expose canonical gameplay state
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>
2026-07-26 09:12:30 +02:00
Erik
d02a12ceac refactor(runtime): own magic and player state
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>
2026-07-26 08:39:02 +02:00
Erik
011efbeaa7 refactor(runtime): own inventory transaction state
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>
2026-07-26 08:20:32 +02:00
Erik
c9d25ade50 refactor(runtime): own communication and social state
Construct chat history, negotiated channels, friends, squelch, and reply targets in one presentation-independent Runtime owner. Make live routing, retained UI, devtools, and current-runtime projections borrow the exact instances, preserve reconnect reset semantics, and publish failure-isolated reentrant-safe chat commits.

Co-authored-by: Codex <codex@openai.com>
2026-07-26 07:50:16 +02:00
Erik
119b7c1151 harden(runtime): close canonical entity object lifetime
Retain exact teardown receipts before terminal callbacks, preserve ordered re-entrant entity/object publication, publish committed facts across projection failures, and make direct disposal converge every canonical owner. Add a complete ownership ledger plus adversarial direct/graphical parity, callback, GUID reuse, reset, and resource-churn gates.

Co-authored-by: Codex <codex@openai.com>
2026-07-26 07:13:42 +02:00
Erik
ce3ac310d9 refactor(runtime): publish canonical entity object deltas
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>
2026-07-26 06:42:13 +02:00
Erik
5ef8b5371d refactor(runtime): own canonical entity and object lifetime
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>
2026-07-26 05:54:46 +02:00
Erik
e937cc36df fix(streaming): preserve exact live projection identity
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>
2026-07-25 22:09:55 +02:00
Erik
420e5eea70 refactor(app): key live projections by runtime identity
Move materialized live-object sidecars and presentation worksets to exact RuntimeEntityKey ownership. Runtime remains the only GUID/incarnation/local-ID authority while hydration, animation, effects, lights, equipped children, renderer resources, visibility, liveness, and teardown resolve exact projection identities. Preserve synchronous callbacks, local-ID allocation order, and current rendering behavior.
2026-07-25 21:50:58 +02:00
Erik
f46ddb5cdb refactor(runtime): own canonical entity identity and incarnations
Introduce the presentation-free RuntimeEntityDirectory and RuntimeEntityRecord as the sole owners of server GUIDs, INSTANCE_TS incarnations, accepted snapshots, authority versions, retryable tombstones, session epochs, and local-ID allocation. Convert LiveEntityRuntime into an App projection sidecar host resolved through canonical record identity without a second GUID map.

Preserve the existing synchronous and reentrant projection lifecycle, including retryable registration/delete/session teardown. Add Runtime-only identity/lifetime tests and App ownership guards.

Validated by the Release solution build and 8,441 complete Release tests with five existing skips.

Co-authored-by: Codex <codex@openai.com>
2026-07-25 20:07:14 +02:00
Erik
f7442d13e9 refactor(runtime): move accepted entity wire state
Move the presentation-free inbound physics timestamp/snapshot authority and parent-relation state into AcDream.Runtime.Entities without changing their control flow. Move their dedicated tests with them and keep App consumers as borrowers during the staged J3 cutover.

Validated by 26 focused Runtime tests, 232 focused App tests, the Release solution build, and 8,429 complete Release tests with five existing skips.

Co-authored-by: Codex <codex@openai.com>
2026-07-25 19:52:29 +02:00
Erik
7593078774 refactor(runtime): move session lifetime and ordered transport
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>
2026-07-25 19:39:24 +02:00
Erik
854d9e9cd1 feat(runtime): define borrowed views commands and ordered events
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>
2026-07-25 19:08:42 +02:00
Erik
82f8d4f82e refactor(physics): remove parsed collision graphs
Publish prepared GfxObj, Setup, CellStruct, and EnvCell collision records without retaining their parsed DAT BSP, polygon, vertex, or shape graphs. Strip temporary physics bundles at stable world commit, keep graph traversal only as an explicit test/tooling oracle, and report graph residency from actual retained fields.

Validated by 115 focused collision/streaming tests, a zero-warning Release build, and 8,413 passing Release tests with five pre-existing skips.

Co-authored-by: Codex <codex@openai.com>
2026-07-25 18:21:19 +02:00
Erik
feb80a67d9 perf(runtime): remove measured steady allocations
Eliminate boxed production surface-override enumeration, retain vital modifier projections until the enchantment registry mutates, and measure DAT font widths without allocating a captured delegate. Preserve exact hashes, spell stacking, and glyph advances with warmed zero-allocation tests.

Validated by the focused rendering, UI, and spell suites, a zero-error Release build, and 8,409 passing Release tests with five pre-existing skips.

Co-authored-by: Codex <codex@openai.com>
2026-07-25 17:50:30 +02:00
Erik
d9446030e6 feat(streaming): shadow-publish flat collision assets
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>
2026-07-25 16:38:54 +02:00
Erik
14fbe92b08 fix(rendering): survive display topology handoff
Model active-monitor refresh telemetry as optional so GLFW display replacement during console/RDP transitions cannot escape the native move callback and terminate the client. Preserve the existing software pacing fallback until a later monitor event succeeds.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-25 13:15:24 +02:00
Erik
10ccce3f2d perf(rendering): retire production entity partition
Route production meshes and attached particles from the exact retained PView frame ranges, while keeping the former WorldEntity partition only for standalone tests and explicit diagnostic/oracle probes. Copy retained source/count facts before arena release so world diagnostics no longer require the old partition. Record the accepted G4 visual gate and open the exact G5 production matrix.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-25 10:50:57 +02:00
Erik
7aa9618136 fix(portal): commit destination projection before reveal
Retail installs the destination CObjCell before hidden world simulation resumes. Rebucket the retained local-player projection inside the Place transaction so Hidden/UnHide scripts and particles settle behind the portal viewport instead of firing after reveal. Preserve the existing unloaded-cell scheduler gate and pin the ordering with a cross-landblock placement test.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-25 10:32:21 +02:00
Erik
1a14812c44 fix(world): restore portal and distant use lifecycles 2026-07-25 09:59:25 +02:00
Erik
c730632075 refactor(rendering): prepare retained particle routing
Derive attached particle owners from the exact retained PView route stream with a zero-allocation warm path. Correct G4 gate provenance, record the current production-only RDP sample, and keep G5 old-route deletion explicitly blocked until the reapplied retained cutover passes its connected visual gate.
2026-07-25 08:45:18 +02:00
Erik
20f9fadb12 Reapply "perf(rendering): draw retained frame product"
This reverts commit 2c848d4167.
2026-07-25 08:36:11 +02:00
Erik
823936ec31 fix(streaming): preserve portal destination ownership
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.
2026-07-25 08:35:12 +02:00
Erik
2c848d4167 Revert "perf(rendering): draw retained frame product"
This reverts commit ef1d263337.
2026-07-25 06:28:31 +02:00
Erik
7211bb1bf7 perf(net): own one pooled async receive
Replace timeout-polled in-world UDP receives with one cancellable caller-buffered socket operation. Transfer only right-sized pooled datagrams through the FIFO, return every ownership edge deterministically, and send caller spans without a transport copy while preserving handshake pacing and ACK order.
2026-07-25 05:50:18 +02:00
Erik
b3427554c3 perf(rendering): retain synchronous frame scratch
Reuse the PView frame input, publish mutation-invalidated landblock views, and avoid constructing optional shadow iterators while preserving title and lifecycle visibility facts.
2026-07-25 05:28:30 +02:00
Erik
b9cbf5e040 perf(rendering): reconcile only changed attachments 2026-07-25 05:18:33 +02:00
Erik
6b56f4bef2 perf(ui): scope cooldown heartbeat to visible items 2026-07-25 05:12:58 +02:00
Erik
f2a015be8e perf(ui): retain shaped report text 2026-07-25 05:11:12 +02:00
Erik
03b10183e9 perf(streaming): scope reveal warmup spatially
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>
2026-07-25 04:39:48 +02:00
Erik
129dd77ddd fix(rendering): decouple portal warmup discovery
Scan published destination candidates under a separate bounded budget from expensive mesh and composite preparation so large retained worlds cannot exhaust the reveal window before candidate discovery completes.

The correction is valid on both the retained and pre-cutover draw paths, so the G4 visual rollback remains the single commit ef1d263337.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-25 04:27:17 +02:00
Erik
ef1d263337 perf(rendering): draw retained frame product
Make the incremental render scene the production entity source at the existing retail PView stages while retaining the accepted dispatcher upload and draw executor. Keep diagnostics consumer-gated, retain ordered indices across unchanged frames, refresh only dirty records, and preserve exact mesh-load, selection, alpha, lighting, and route lifecycle semantics.
2026-07-25 04:12:23 +02:00
Erik
6a026c5ab0 fix(rendering): synchronize hidden live projections
Inbound state continues while portal reveal blocks ordinary world simulation. Synchronize only the derived render projection after those hidden-frame network and command phases so the first revealed draw cannot observe a stale live transform, without advancing effects, particles, attachments, or lights.
2026-07-25 03:14:15 +02:00
Erik
54d17eb446 perf(rendering): retain packed classification
Retain appearance classification per projection while refreshing transforms, clip slots, lights, selection lighting, and group instance payloads each frame. Incomplete resources and active animation remain on the live classification path, and only an exact full packed comparison acknowledges scene dirtiness.
2026-07-25 02:46:40 +02:00
Erik
f9829d5f9e fix(rendering): normalize empty dispatcher evidence 2026-07-25 02:17:42 +02:00
Erik
e0f36caa70 fix(rendering): preserve exact scene traversal order 2026-07-25 02:03:58 +02:00
Erik
06e7754619 fix(rendering): match empty packed submissions
The production dispatcher forces transparent deferral off when no top-level VAO was resolved, even if the frame alpha queue is active. Carry the same per-draw VAO sentinel into the compare-only packed classifier so its empty-submission state is exact rather than sampling only the later queue state.
2026-07-25 01:48:02 +02:00
Erik
29195fb255 feat(rendering): prove packed dispatcher output parity
Build a compare-only dispatcher classifier from RenderFrameView and compare complete opaque, alpha, selection, clip, light, texture, transform, and draw payloads against the accepted path. Preserve retail's stable equal-CYpt ordering with explicit draw-local submission ordinals so material-group history cannot affect alpha ties.
2026-07-25 01:31:56 +02:00
Erik
58b712c6ec refactor(rendering): isolate dispatcher candidate values 2026-07-25 01:06:57 +02:00
Erik
accd402dd7 fix(rendering): preserve canonical projection ownership 2026-07-25 00:47:52 +02:00
Erik
d8d9897376 feat(rendering): pack scene dispatcher inputs
Capture immutable presentation payloads in the render scene, flatten unique entity and mesh-part records into the borrowed frame arena, and compare every routed dispatcher input tuple without changing the production draw source.
2026-07-25 00:44:58 +02:00
Erik
e346f8bbaf feat(rendering): compare scene-built PView candidates
Build a same-frame candidate product from incremental render-scene indices and compare its exact PView routes against the accepted current path without changing the production draw source.
2026-07-25 00:12:53 +02:00
Erik
8c638654be feat(rendering): add borrowed render frame product
Introduce two reusable generation-stamped arenas whose views are token-validated across build, publish, borrow, release, and abort. This is a non-drawing G0 seam for the incremental scene and changes no production consumer.
2026-07-24 23:59:01 +02:00
Erik
81e2f1a575 fix(rendering): retain withdrawn attachment identities
Separate attached-child spatial withdrawal from logical teardown. ProjectionRemoved now deactivates the retained scene identity, allowing residency or destination-pose callbacks to reactivate it; resource unregister remains the sole destruction edge.

Release gate: 3,735 App tests / 3 skips; 8,219 complete-solution tests / 5 skips.

Co-Authored-By: OpenAI Codex <codex@openai.com>
2026-07-24 23:26:30 +02:00
Erik
bb1f4a64bf fix(rendering): restore equipped scene projections on pose
Treat the equipped-child controller's composed-pose callback as the authoritative attached projection presence edge. Portal transit can withdraw presentation while retaining the accepted parent relation, so the first destination pose must register the child again.

Release gate: 3,734 App tests / 3 skips; 8,218 complete-solution tests / 5 skips.

Co-Authored-By: OpenAI Codex <codex@openai.com>
2026-07-24 23:11:48 +02:00
Erik
9fab1feb46 fix(rendering): publish scene deltas at update boundary
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>
2026-07-24 23:00:31 +02:00
Erik
91463db551 fix(rendering): reconcile shadow roots from live runtime
Recover ordinary live roots from LiveEntityRuntime's canonical active spatial workset instead of relying on already-retained derived records. Keep attached children callback-authoritative, cache immutable selection geometry fingerprints, and pin zero-allocation retained update paths with regression tests.

Release gate: 3,733 App tests / 3 skips; 8,217 complete-solution tests / 5 skips.

Co-Authored-By: OpenAI Codex <codex@openai.com>
2026-07-24 22:45:14 +02:00
Erik
056bbd4efd fix(rendering): isolate world selection transactions
Keep shared private entity viewports outside the normal-world picking product and make the injected spatial-pin retry test independent of the production frame clock.

Co-Authored-By: OpenAI Codex <codex@openai.com>
2026-07-24 22:31:15 +02:00
Erik
0eb6648589 feat(rendering): compare the incremental shadow scene
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.
2026-07-24 22:24:30 +02:00
Erik
ff5d86175f feat(rendering): index incremental scene queries
Maintain packed render worksets as lifecycle deltas arrive and synchronize active animated statics without scanning the resident world. This keeps Slice F non-drawing while preparing exact spatial and feature queries for shadow comparison.

Release: 8,206 passed, 5 skipped.
2026-07-24 22:12:26 +02:00