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>
Vulkan is the sole, user-signed-off backend (V10 landed) and step 1
already removed ImGui/Studio/DevTools. This step deletes the GL
rendering backend itself: every Gpu/Gl/** implementation, the Wb
ManagedGL*/GLHelpers/GLSLShader/GLStateScope/RenderStateCache/
BindlessSupport family, Shader/ShaderProgramConstruction/SamplerCache,
RenderBootstrap, and RenderFrameGlStateController.
GameWindow.cs's Run()/CreateGraphics()/CreateBackbufferReader()/
OnLoad() collapse to their Vulkan-only arm; GameWindowGraphics loses
its OpenGlGameWindowGraphics subclass. RuntimeOptions.RenderBackend and
RenderBackendKind (incl. the Gl member of GpuBackendKind) are gone —
there is nothing left to select between. The five world-draw dual-arm
renderers (WbDrawDispatcher, EnvCellRenderer, TerrainModernRenderer,
ParticleRenderer, SkyRenderer) and the composition roots
(WorldRenderComposition, HostInputCameraComposition,
LivePresentationComposition, FrameRootComposition) collapse to their
RHI-only arm. GL-only diagnostic properties with a live external reader
(DynamicBufferCount and friends) simplify to a documented `=> 0`/no-op
rather than disappearing, since the reader is out of this commit's
scope.
A few GL-flavored mechanisms turned out to be backend-neutral once
isolated: GlConstructionCleanupLedger is renamed
ResourceConstructionCleanupLedger (exception-chain walking has nothing
to do with GL), and GlfwNativePlatformProbe moved out of the otherwise
GL-only GraphicalCapabilityRecord.cs into
GraphicalWindowBackendSelection.cs before the rest of that file was
deleted.
Test files with no surviving subject are deleted outright
(GraphicalCapabilityRequirementsTests, ShaderProgramConstructionTests,
PortalDepthShaderParityTests, TextureCacheBindlessTests,
TextRendererFailureSafetyTests, ClipFrameUploadTests, every
Gpu/Gl/*Tests, GlTextureOwnershipTests, RenderFrameGlStateControllerTests);
others get their dead GL-only members trimmed while their live
assertions stay (ClipFrameLayoutTests' MeshClipSsboBinding check now
reads GpuBindingModel.StorageClipRegions, the same binding index under
its new backend-neutral name; GpuResourceRetirementTransactionTests
drops its OpenGLGraphicsDevice-subclassing test double and the two GL
queue tests it existed for). EnvCellRendererTests' construction helper
now builds a real ObjectMeshManager via VulkanMeshPipelineDevice
instead of passing null through a null-forgiving operator, since the
RHI constructor never tolerated a null mesh manager and the old GL
constructor (which did) is gone.
Deferred to the next two steps, deliberately not touched here: the
Silk.NET.OpenGL/.Extensions.ARB package references, IMeshPipelineDevice.Gl
(WbMeshAdapter's GL? threading stays in place), Chorizite.Core's stale
csproj comment (the package itself is still load-bearing —
TextureFormat and friends are used well beyond the deleted
ManagedGLUniformBuffer), and the CI/gate scripts.
Build: `dotnet build AcDream.slnx -c Release` — 0 warnings, 0 errors.
Tests: full-solution `dotnet test` green across every project
(App.Tests 3937/3940 + 3 skips, Core.Tests 3296/3298 + 2 skips, all
others 100%); the 2 App.Tests names that flake under full-suite
parallel execution (#250-family, documented pre-existing) pass in
isolation.
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>
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 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>
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>
Complete Slice D4 by adding aggregate lifecycle occupancy and traffic facts, validating physical source reports, and including decoded audio under the typed startup budget. Exercise every domain under forced pressure and retain the real cache/fence convergence gates.
Complete Slice D3 by replacing the unbounded animation dictionary with a concurrent byte/count LRU and by putting the three retail alpha scratch owners behind one typed aggregate budget. Preserve immediate growth and draw order while reclaiming one-frame density spikes after sustained under-use. Close stale bounds-cache issue evidence without inventing a cache.
Move Phase-2 startup behind typed composition/publication boundaries, replace the GameWindow-capturing PhysicsScript gate with a focused deferred source, and own animation-hook registrations reversibly. Make OpenAL construction and teardown transactional so every device, context, source, and buffer prefix is retryable without replay.