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586 commits

Author SHA1 Message Date
Erik
dda1e2a03a docs: C4 route 4b scoping — split three ways, and two corrections
Scoping at 44830a0e puts 4b at 1,300-2,200 production lines (centred ~1,700)
plus ~2,500-3,500 lines of test work — 4-6x route 4a and ~2x route 2, the two
largest landings in this campaign, which took 4 and 5 review rounds. Split into
4b-1 (infrastructure, no behaviour change), 4b-2 (far branch), 4b-3 (teleport
and cell-less, with the ~739-line class deletions). 4b-1 stays separate
regardless of appetite for landings.

Corrects two errors in documents from yesterday:

AP-135 does NOT retire with 4b. Its own condition is retirement with the
free-fall sweep gate, which 4b does not touch, and its sites are the airborne
no-op branches — 4a-owned dispositions. The trap is that its two writes sit
inside OnPosition, which 4b rewrites heavily.

Retail has exactly ONE ConstrainTo on the remote arm (@0x00454272); all three
nonzero-returning MoveOrTeleport branches funnel through it. My route-4 scoping
implied a distinct remote-teleport arming site. There is none, so 4b must not
add a second one — the post-operation arm 4a introduced becomes the only arm.

Records a new failure mode 4b must not create: a DeferredCell park WITHDRAWS the
entity (InWorld false, Active cleared, clock suspended, residency dropped), and
Forget-on-every-accepted-Position kills the park without restoring any of it. If
the next packet classifies Interpolate, no placement runs and the remote stays
withdrawn indefinitely — invisible AND intangible, the #184 class through a
third door. Direction: refuse rather than park; the next packet is the retry,
because remote Positions are a 5-10 Hz stream.

Two transfer errors named explicitly so they are not repeated: do not port route
2's re-issue funnel (re-issuing a superseded pose is wrong for a repeated
stream), and do not port its ack machinery (retail's remote arm has no
SendPositionEvent).

Also records that remotePlacementRequired fires for every non-visible remote on
the graphical host — a routine hot path, not a teleport rarity — and that
deleting the legacy blocks removes the only handler for null/Rejected*, which
during the login window is every remote packet.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-04 00:51:32 +02:00
Erik
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>
2026-08-04 00:19:05 +02:00
Erik
2f0c26c8a4 docs: split C4 route 4 into 4a/4b and pin the 4a contract
User-directed after scoping put whole-route 4 at 1,500-2,500 production lines
against a stated ~400 budget.

4a is the steady state: the classifier's Interpolate (contact, < 96 m) and
NoPositionOperation (no contact) branches. Neither performs a SetPosition, so 4a
carries no deferred-cell park, no service-window guard, no allocation exposure,
and no interaction with the Forget-on-every-accepted-Position behaviour that
dominated route 2's review rounds. It also fixes two of the three unfiled
divergences: the NPC airborne hard-snap that ignores the wire IsGrounded bit
(retail returns 0 and writes nothing, MoveOrTeleport @0x0051636D), and
ConstrainTo armed before the operation instead of after (retail arms it post-move
only on a nonzero return, @0x00454272).

4b takes the edges — teleport, far-snap, cell-less — where the parks, the
Position-time service-window guard, #277's broken bound, N3, and the third
divergence live.

The contract sanctions exactly one dual path: 4a routes its two classifications
through the new seam and leaves the other two on the legacy path until 4b. That
is a staged cutover rather than a duplicate authority ONLY because the
discriminator is the classifier itself and the classifications are mutually
exclusive; the contract says so explicitly and requires the fallback deleted in
4b.

Two carried acdream additions are called out as load-bearing rather than left to
be discovered: AP-87's 4 m / !willBeDrTicked snap conditions (which prevent the
#184 invisible-but-solid monster and are NOT in the classifier) and TS-44's
sticky suppression. Silently dropping them by delegating to the classifier is
named as the failure mode.

Acceptance requires a BEHAVIOURAL App test, not the source-text pin route 2
settled for (#292).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 22:17:22 +02:00
Erik
d980456fd9 docs: C4 route 2 connected gate passed (user-accepted)
The user provoked a real ForcePosition via the @pklite entry-collision bump
and observed the visible slide off the overlapped character, correct
animation, no heading change, and no leash tethering afterwards. That accepts
both named behaviour changes live: the ack now fires after the canonical
commit, and the ForcePosition route no longer re-arms the constraint leash
(retail's force branch returns at 0x0045409D, ahead of all three ConstrainTo
sites).

Route 2 is complete and accepted at 9966b531. Routes 3-7 remain open.

Also records what shipping @pklite exposed, explicitly NOT a route 2
regression: PK Lite became reachable for the first time and melee/ranged
attacks refuse a PKLite target while spells on the same target work. Under
investigation, filed separately.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 19:16:57 +02:00
Erik
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 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>
2026-08-03 18:46:36 +02:00
Erik
2ef02f8cbb docs: close the recent-regression cleanup plan
S1 (#284), S2 (#282), and S3 (#283) are all landed and user-accepted. S3 is
recorded as measured-unreachable rather than restructured, so the plan's
"prove or disprove before moving ownership" step is what actually decided the
outcome.

Final complete Release solution: 10,844 passed / 4 skipped / 0 failed.
Next: the original campaign order, starting at C4 route 2.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 14:34:07 +02:00
Erik
95ebc03af4 docs: file #282-#284 and plan the recent-regression cleanup
Three defects introduced by the 2026-08-02/03 stabilization batch, all found
while reconciling #281's 43 test failures. Each is an instance of the weakness
the placement campaign exists to remove - two owners of one fact with no single
writer keeping them agreed - so they are cleared before C4 stacks six more
placement routes on top of them.

#282: WorldEntity.EffectCellId documents itself as existing only for outdoor
dat stabs, whose null render parent still needs retail's outdoor landcell for
CObjCell::IsInView gating; live/interior entities were explicitly meant to use
ParentCellId. f24532ad began populating it for live entities, and because
EntityEffectPoseRegistry.UpdateRoot resolves EffectCellId ?? ParentCellId it
now wins - while 12+ sites still write ParentCellId alone. Retail carries one
cell per object (CPhysicsObj::set_cell_id @0x0050f4f0, change_cell @0x00513390,
ShouldDrawParticles @0x0050fe60).

#283: 670f307c gave Runtime a world frame that rebases on the accepted teleport
Position, while App's LiveWorldOriginState rebases only after old-window
retirement completes. Between those edges the two disagree by the landblock
delta. Not yet proven reachable; the plan proves or disproves it before
restructuring anything.

#284: a placement that cannot resolve returns RetrySetupUnavailable forever
with nothing counting it or naming its reason. The fix is observability plus
fail-fast on contradictory states, never a retry cap or timeout.

Plan sequences S1 (#284) first so the other two are observable rather than
archaeological, then S2 (#282), then S3 (#283) immediately before C4 route 3,
which shares its portal code. Also records the gating change that would have
caught all of this: the complete Release suite must be green before every
commit, not a focused subset.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 13:44:04 +02:00
Erik
205f3fea6f docs: hand off placement campaign finish 2026-08-03 12:54:47 +02:00
Erik
f4ef2b2a2a docs(physics): record cutover slice C3c completion + closeout
C3c COMPLETE at 529e0e9d in the placement-cutover plan (five fix slices,
R1 dual-review round, final gates). New closeout research note. ISSUES
#276 (settle-CellId discard), #277 (route-1 far-Create radius bound),
#278 (user-session triage bundle). Register AD-60/AD-61 numeric order.

The next slice before C5 is the 6b28ff99 O(changed) collision clone
(soak convergence); C4 resumes after.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 18:12:57 +02:00
Erik
78f1eb1896 docs(physics): record cutover slice C3b completion
C3b landed at 0934a121 with dual review PASS. The plan records the
remote-entry mechanism and its verified retail anchors; the float-gates
doc gains the port note pinning the NaN dispositions (friction's
sanctioned skip; elasticity and translucency routed exactly as the
binary; ACE's elasticity NaN divergence recorded). Every dormant C3
prerequisite is now complete — C3c, the host flip with the connected
gates, is the sole remaining piece of C3.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 10:21:05 +02:00
Erik
d62b99509e docs(physics): record cutover slice C3a completion
C3a landed at 960373df with dual review PASS. The plan records the
conductor's five-stage sequence (verified step-for-step against retail's
entry order, with the mover-shapes-first correction the tested
preconditions forced), the convergence/wiring closures, and the two
carried findings C3c must honor. Next: C3b remote body construction at
Create, whose float-gate oracle is committed at 874d94bf.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 09:43:32 +02:00
Erik
277ef5d032 docs(physics): decompose C3 after the flip halted with findings
The first C3 implementation pass landed C3-1 (fe02c4f5) and correctly
stopped on two structural gaps no planning document captured: the local
player's first-entry circularity (the residence opens its placement at
Create, submission needs a body, and only the zero-caller publication
chain can attach one — resolvable by the campaign handoff's own route-1
order, but no driveable state machine exists) and the absence of any
remote-creature body construction at Create time (retail builds physics
in ACCObjectMaint::CreateObject; ours arrive with first motion). The
plan now records the C3a (first-entry conductor, dormant) / C3b
(retail-anchored remote body construction at Create, dormant — its
contract must first resolve set_description's three FPU-elided
friction/translucency gates from the PDB-paired binary) / C3c (the
actual host flips + connected gates) decomposition.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 08:17:23 +02:00
Erik
a32aba35d1 docs(physics): record cutover slice C2 completion
C2 landed at 63c601ff with dual review PASS after two fix rounds. The
plan records the halved allocation result and tightened gate, the
class-wide token-based staleness rework the pooling forced, the
documented residual floor (Core-side ~520 B/op deferred to the C3
activation gate as a possible C2b), and the two review maintenance
notes. Next slice: C3, the spawn-frequency host cutover of routes 1+8.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 07:43:30 +02:00
Erik
6460596b56 docs(physics): C1 satisfied by the existing publication mechanism
The C1 body-writer research found the atomic controller/body transaction
already built and tested: RuntimeLocalPlayerPhysicsPublicationState plus
the dormant local-activation family implement the sanctioned
off-canonical-prepare + validated-atomic-commit shape end-to-end, with
zero production callers. The committed writer map records the six
canonical body writers, the two host escape hatches (the public
Controller setter both hosts write directly; App's object-clock facade
bypasses), the headless prepared-collision fragility, and both hosts'
construction divergences. C1 therefore collapses into C3's route-1 flip
— the remaining work is production wiring, not mechanism design — and
C2 (the placement allocation budget) becomes the next slice.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 05:33:29 +02:00
Erik
ae29639307 docs(physics): record cutover slice C0 completion
C0 landed at 67f63e85 with dual review PASS; the plan now records its
delivered seam (acknowledge-only ExecutorCompleted receipts through the
one placement stream, retail-exact live-input derivation, the chained
authored-mover preparation, the cancellation-symmetry hardening) and the
three C3 prerequisites its reviews surfaced: the internal-only completion
receipt surface, the per-Execute distance-freshness deferral, and the
SendAutonomyLevelEvent obligation on any future autonomy-level host
exposure. Next slice: C1, the atomic controller/body publication.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 05:22:51 +02:00
Erik
27e05b99e4 docs(physics): plan the placement production cutover
The continuation executor (5db3de3c) completed the dormant residence
mechanism; the cutover is the campaign leg that makes it production truth.
The committed 8-route inventory maps every duplicate placement authority in
both hosts with exact call chains, confirms the placement-receipt observer
seam is fully built but unattached, and surfaces five pre-cutover gaps the
shipped mechanism cannot yet express (executor-to-channel bridge, atomic
controller/body publication, the 1,880 B/op activation budget, Runtime-side
live-input derivation, the portal-authority adapter). The plan decomposes
the cutover into C0-C5 bisectable slices under the campaign's standing
contract/dual-review/gate discipline, ending at the connected routes and
the user visual matrix that retire AP-1/AD-1.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 04:10:38 +02:00
Erik
9ad590dcc7 docs(physics): hand off placement continuation executor
Synchronize the architecture doc, milestones, roadmap, and ISSUES with the
continuation-executor behavior commit (5db3de3c): the residence system is
now a complete dormant mechanism, both independent reviews PASS, and the
next boundary is the all-host production cutover. The admission handoff
gains its superseded banner; the successor handoff records the executor's
ownership, the retail anchors proven during review (the wire-contact gate,
queue-by-parent-GUID relation replay, HasAnims semantics), the seven new
register rows, exact test totals, the rollback command, and the cutover
checklist. #275 filed for the post-cutover legacy-Position unification.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 03:52:30 +02:00
Erik
4a8f74dc72 docs(physics): hand off initial placement admission 2026-08-01 21:03:51 +02:00
Erik
9d601817b8 docs(physics): hand off initial create residence 2026-08-01 19:42:19 +02:00
Erik
237d1184d2 feat(runtime): own SetPosition collision reports 2026-08-01 00:15:11 +02:00
Erik
d3c0d9ec0e test(physics): harden TS-4 production chronology 2026-07-31 14:08:51 +02:00
Erik
4dd40ad8fe docs(physics): close Campaign P visual matrix 2026-07-31 10:20:48 +02:00
Erik
d6e8b60303 fix(movement): invalidate burden on enchantment changes 2026-07-31 10:16:27 +02:00
Erik
2b9dfec9d7 docs(physics): close stat-chain live gate 2026-07-31 09:31:47 +02:00
Erik
2dcb4f1d94 fix(physics): port retail stair edge backprobe 2026-07-31 09:26:28 +02:00
Erik
5a0f9868a6 fix(physics): port retail slope landing stop 2026-07-31 09:10:53 +02:00
Erik
461a1fb7b4 feat(player): port retail augmentation stat chain 2026-07-31 08:08:23 +02:00
Erik
5788fdaa02 docs: Campaign P session-2 wrap-up - speed + bounce family accepted; matrix state; next = #268+TS-8 stat-chain package
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 20:47:49 +02:00
Erik
355c13c273 docs: matrix session 1 results - file #265/#266/#267; TS-4 removal reverted on live evidence
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 17:04:34 +02:00
Erik
008a140ec7 docs: matrix - bank the three automated pillars (lifecycle PASS, nine-stop PASS, 20/20 logins clean)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 13:35:01 +02:00
Erik
f7bda5fdcd docs: Campaign P implementation-phase closeout - all slices complete, awaiting the visual matrix
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 13:02:28 +02:00
Erik
464005ef2b docs: Campaign P final physics slice — ledger updates (#116, #166, P2)
Per docs/research/2026-07-30-ts4-116-oracle-plan.md, following the four
code commits that closed out TS-4 (5e2be19b), #116 shape-2 (01492205),
and AD-55 (252e8068), plus #116 shape-1's Path-6 fix (db2889af) and the
TransitionalInsert return-value fix (7e1be3de):

- ISSUES.md #116: shape-2 marked CLOSED (D4 un-skipped, structurally
  confirmed, no cdb needed). Shape-1 narrowed, not closed: the Path-6
  head-sphere fix is a real, independent improvement but the tick-22760
  confirming replay showed it doesn't explain that specific symptom --
  the mover is grounded there (Path 5, not Path 6) and the actual
  no-normal-recorded mechanism (SpherePath.PrecipiceSlide's
  find_crossed_edge-false fallback) is independently confirmed byte-exact
  retail behavior too. Recorded the concrete next step (re-run against
  the faithful Setup-based door registration instead of the simplified
  fixture) rather than closing on an unmet acceptance criterion.
- ISSUES.md #166: noted TS-4 and AD-55 landed (the AP-7-family
  completion this note was waiting on); closure still pends the visual-
  matrix scenario-5 recheck against live retail.
- Campaign P plan (2026-07-29-physics-parity-campaign.md) P2 status
  block: TS-4 outcome (retired, not deferred), #116 outcome (shape-2
  closed / shape-1 narrowed), AD-55 outcome (retired).

Docs-only; no build/test change required for this commit.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 12:59:23 +02:00
Erik
9e17554ed4 fix(physics): P5 commit 3 - retire TS-35, close #167 (ConstraintManager leash)
PhysicsBody.IsFullyConstrained now reflects real ConstraintManager state
(pushed every tick by the same per-tick pumps commit 2 wired), so
jump_is_allowed's already-ported gate (WeenieError 0x47) actually fires
while an object is rubber-banding hard against a server position
correction, closing the last piece of #167.

Housekeeping:
- Delete register row TS-35 (retired: the write side is no longer stubbed).
- Rewrite the stale doc comments on PhysicsBody.IsFullyConstrained,
  ConstraintManager (class + IsFullyConstrained), PositionManager.ConstrainTo,
  EntityPhysicsHost.PositionManager, and PlayerMovementController.PositionManager
  that described the leash as permanently unarmed/stubbed.
- Close #167 in ISSUES.md citing the research doc and commits e0629145 /
  7719d25b.
- Add an "as-ported" addendum to
  docs/research/2026-07-30-constraint-leash-constants.md naming the actual
  current seam owners (the doc's own open question flagged this as
  implementer-verify-required post-J-slices).
- Update docs/plans/2026-07-29-physics-parity-campaign.md's P5 status and
  CLAUDE.md's Campaign P summary to reflect #167's closure (items #153/#72
  remain open in P5).

Verification: complete solution suite green - 9,978 tests, 5 skips, 0
failures across all 9 test projects (Core.Tests, Runtime.Tests, App.Tests,
Headless.Tests, Core.Net.Tests, Content.Tests, UI.Abstractions.Tests,
Bake.Tests, Cli.Tests).
2026-07-30 12:12:29 +02:00
Erik
b2b44954d7 docs: Campaign P plan - P4 review approved after the CanMoveInto FIX-FIRST round
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 11:38:21 +02:00
Erik
19d840cb63 docs: Campaign P Slice P4 - record the Opus review fix-first outcome
P4's original AP-71 landing shipped CanMoveInto deliberately unmodeled
(fail-closed default, AP-129). The review found this locks the entire
housing estate (103,766 of 729,888 installed EnvCells) for every player
including its own owner. Records the fix (7a0f836a) and the updated gate
totals.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 11:37:05 +02:00
Erik
ce941de5cb docs: Campaign P Slice P4 closeout - record AP-71/AP-10 completion + full-suite gate
Both P4 items landed (d6c3f865 AP-71, cc8d57a2 AP-10). Records the slice-gate
complete solution suite totals: 9,946 total across 9 test projects, 9,941
passed, 5 skipped, 0 failed on a clean run. One flaky unrelated failure
(AcDream.Content.Tests parallel-cache-coalescing timing test, untouched by
this slice) observed on an earlier run in the same session; reproduces 0/2
in isolation and passed clean on immediate re-run, confirming full-suite
parallel-contention flakiness rather than a regression.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 10:55:33 +02:00
Erik
3dc10accb0 docs: Campaign P plan - record P1 completion + review outcome
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 08:37:24 +02:00
Erik
65de6921ce test(physics): TS-4 fixture-first attempt reproduces the 2026-04-30 wedge; shortcut stays
Campaign P Slice P2 step 2-3
(docs/research/2026-07-30-response-layer-edge-family-pseudocode.md §4, §6
Step 3). Per the research doc's own port order, TS-4's Path-6 steep-poly
shortcut may only be removed after a fixture reproduces the original
"stuck in falling animation on a steep roof" symptom cleanly with the
shortcut disabled. No surviving live-session fixture exists from the
2026-04-30 L.4 commit (b1af56e); this adds a dat-free multi-frame capture
(Ts4SteepRoofWedgeCaptureTests) using BSPStepUpFixtures.SlopedUnwalkable's
63.4 degree slope, replayed at 30 Hz with gravity integrated between
PhysicsEngine.ResolveWithTransition calls -- the same idiom as
Issue185OutdoorStairsSeamReplayTests.

Against today's baseline (shortcut active) the capture is green, as
expected (the shortcut's explicit AddOffsetToCheckPos keeps the body
moving every tick by construction).

Scratch-removed the shortcut (both BSPQuery.cs sphere0/sphere1 branches,
not committed -- reverted after capture) and re-ran the same test: the
body falls and lands cleanly on the steep polygon at tick 17 (InContact,
OnWalkable=false, via retail's own permissive CTransition::check_walkable
LandingZ gate, pc:273202), then freezes at that exact position for the
rest of the run -- the exact historical wedge shape, tripping the test's
own >0.5s-frozen threshold at tick 33.

Root-cause diagnosis via ACDREAM_DUMP_EDGE_SLIDE=1: the freeze is upstream
of EdgeSlideAfterStepDownFailed/CliffSlide entirely (none of that
dispatch's diagnostics fire). TransitionalInsert's Phase 2 object-collision
check returns Adjusted on every retry attempt because Path 6's retail-
faithful SetCollide returns ADJUSTED_TS without repositioning the sphere
(unlike the interim shortcut, which explicitly pushes the sphere off the
face) -- the same steep polygon re-triggers Path 6 on the immediate retry,
forever, and Phase 3 (the sp.Collide handling that contains DoCheckWalkable,
the Placement re-test, and the TS-1 CliffSlide chain) is gated on Phase 1
AND Phase 2 both returning OK, so it is structurally unreachable from this
state. TS-1's completeness is moot here -- the code path that would call
into it never runs.

Per the mission's explicit escape valve: STOP here, keep the shortcut, and
report -- do not improvise a third variant. Full diagnosis, the exact
capture, and the concrete next research question (does retail's own
transitional_insert loop check sphere_path.collide on every iteration
regardless of Phase 2's own return value, or only when Phase 2 returns OK?)
are recorded in the research doc's §7 item 6 and the doc's headline; the
campaign plan's P2 section gets a matching status note.

Physics test suite: 1841 passed, 1 skipped (D4, pre-existing/unrelated), 0
failed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 08:28:18 +02:00
Erik
eed29a96f2 docs: Campaign P final visual-matrix runbook - 12 scenarios with setup/outcome/ledger mapping
The one user stop of the campaign: each scenario names its setup, the
retail-correct outcome, and the register rows / issues it closes,
including the stale #172-#175/#41 gate reconciliation via scenario 8 and
the #167 leash check riding scenario 12.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 00:15:51 +02:00
Erik
978ce1dcda docs: Campaign P - physics retail-feel parity plan (P1-P7 + final visual matrix)
User-directed pre-vendor detour from the 2026-07-29 physics audit. Goal:
Retail Movement Parity v1 - zero physics TS rows, no unargued
feel-affecting AP rows, issues #262/#165/#166/#116/#167/#72/#153 closed,
one batched connected visual matrix. Sonnet implements, Opus reviews at
slice boundaries. Roadmap gains the Campaign P entry and records Campaign
N's user-accepted closure; CLAUDE.md current-state pointer updated.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-29 23:32:42 +02:00
Erik
d1390bd84d docs: record Slice 4 equipped-child picking user acceptance (2026-07-29)
Slice 4 passed its two-client Coldeve visual gate and was user-accepted;
world-interaction program resumes at Slice 5 (vendor browsing) after the
physics parity campaign.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-29 23:30:09 +02:00
Erik
0ccbb4e52c fix(interaction): port retail's wielded-item pickup rejection (Slice 4 F1)
Slice 4 made a remote character's wielded weapon selectable, which made the
pickup chain reachable end to end for the first time: SelectionPickUp on
another player's weapon captured identity, passed ValidatePickupTarget (which
checked only the Stuck flag and the small-item mask, and a MeleeWeapon clears
both), installed a real non-autonomous approach through
PlayerInteractionMovementSink, and then sent a pickup request the server
rejects. Retail does none of that.

ItemHolder::AttemptToPlaceInContainer @ 0x00588140 runs
AttemptToPlaceInContainer_IsItemLegal @ 0x005870C0 first, at 0x00588173 --
ahead of container legality, auto-merge, the container walk, and the only
CM_Inventory::Event_PutItemInContainer emitter
(ACCWeenieObject::UIAttemptPutInContainer @ 0x0058D680). IsItemLegal's arm at
0x005872B7 rejects `!ACCWeenieObject::IsOwnedByPlayer(item) &&
item->pwd._location != 0` with one local
ECM_UI::SendNotice_DisplayStringInfo(0x1a, ...), and
CPlayerSystem::PlaceInBackpack @ 0x0055D8C0 then withdraws the waiting slot it
had published (SetWaitingState(obj, 0) + SendNotice_EndPendingInPlayer at
0x0055D918). No request, no movement. acdream had never ported that arm; it
was harmless while wielded children were unpickable and stopped being harmless
at f6db964f.

The notice is data_7e2228, "The %s is being wielded by someone else!" -- WITH
the exclamation mark. IsItemLegal's six strings occupy one contiguous literal
block, 0x007e21f0 through 0x007e234c, one per arm in reverse code order, and
the two neighbours already ported here (0x007e227c "The %s cannot be picked
up!" at 0x00587264, 0x007e22b4 "You cannot pick up creatures!" at 0x005871f4)
pin it. The punctuation-free 0x007cd350 variant belongs to the wield/wear
block and is emitted from a different function at 0x00560aef.

pwd._location is the PublicWeenieDesc CurrentWieldedLocation field
(acclient.h:37175), which acdream projects as
ClientObject.CurrentlyEquippedLocation, and ACCWeenieObject::IsOwnedByPlayer
@ 0x0058D160 is IsOwnedByObject(this, player_id) -- already ported as
ClientObjectTable.IsOwnedByObject @ 0x0058CEB0 and reached here through the
existing ItemInteractionController.IsOwnedByPlayer. The arm reads pwd._location
verbatim rather than adding a WielderId belt-and-braces test, because retail's
predicate is the thing being ported.

The player's OWN wielded item is IsOwnedByPlayer, so retail passes it and takes
a different route. ACCWeenieObject::DeterminePositionState @ 0x0058BE70 gives
it PositionState.WIELDED (acclient.h:6802) rather than IN_3D_VIEW, and
UIAttemptPutInContainer records IR_PICK_UP only for IN_3D_VIEW, treating
WIELDED and IN_CONTAINER alike as a plain IR_PUT_IN_CONTAINER transfer. So an
own-wielded item is unwielded in place: the request goes out immediately with
no approach, joining the existing current-ground-object shortcut. The shortcut
carries an ownership conjunct so it can never outrun the 0x005872B7 gate.

TryGetApproach now refuses attached children outright, for the same
IN_3D_VIEW reason. An Attached projection's bookkeeping WorldEntity.Position
carries the PARENT's composed root (EquippedChildRenderController
.ApplyParentWorldPose), not the child frame CPhysicsObj::UpdateChild @
0x00512D50 composes, so an approach built from it walked toward the wielder.
Slice 4 de-parented the marker anchor but left this one parent-derived; no
approach can anchor on a wielder now.

The pick predicates are deliberately untouched. Picking, selecting, examining,
lighting-pulse identity, and the vivid-marker anchor on a remote's wielded
weapon all behave exactly as Slice 4 shipped them -- retail's sr_Select and
sr_Examine branches of RecvNotice_SmartBoxObjectFound @ 0x004E5AD0 never
consult IsItemLegal. The gate is the transaction, not the pick.

f6db964f's message asserted the slice introduced no deviation and owed no
retail-divergence-register row. That was wrong: the unported 0x005872B7 arm
was a deviation it made reachable. This commit ports the arm in full, matches
retail on the own-wielded path, and removes the parent-derived approach
anchor, so the record is corrected here and no register row is owed.

Gates: dotnet build green; AcDream.App.Tests 3,960 passed / 3 skipped;
complete Release solution 9,792 passed / 5 skipped;
tools\run-connected-world-lifecycle-gate.ps1 -SkipBuild RESULT=PASS.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-29 19:09:38 +02:00
Erik
f6db964fd5 feat(interaction): Slice 4 - equipped-child world picking
A click on a remote character's wielded weapon reported nothing. The picker
was already correct: RetailSelectionScene publishes every drawn part under its
own live-entity server GUID and RetailWorldPicker returns the weapon as the
polygon winner. The failure was downstream eligibility - WorldSelectionQuery
required TryGetInteractionEligibleRecord, whose _visible set admits
LiveEntityProjectionKind.World only, so the winning hit was discarded.

Retail has no such gate. Render::GfxObjUnderSelectionRay @ 0x0054C740
accumulates each hit under the drawn part's own physics-object id
(CPhysicsPart::get_physobj_id @ 0x0050D490), and CPhysicsPart::Draw @
0x0050D7A0 admits any drawn part whose physobj id is nonzero. An equipped item
is a first-class CPhysicsObj with its own id and part array
(CPhysicsObj::add_child @ 0x0050F870 via CSetup::GetHoldingLocation @
0x005213F0). There is no parent redirection and no wielded-specific rule, so a
click on a wielded weapon returns THE WEAPON'S GUID. PositionState.WIELDED is
distinct from IN_CONTAINER (acclient.h:6802), so container suppression never
hid a wielded selection either.

LiveEntityRuntime gains two scoped predicates: TryGetAttachedProjectedRecord
(a current Attached projection that is spatially projected) and
TryGetPickEligibleRecord (that arm plus today's World visible-set arm, with
the same WorldEntity.Id staleness recheck). TryGetInteractionEligibleRecord
and the _visible set are deliberately NOT widened - they feed radar,
auto-target, sticky/MoveTo establishment, and CombatAttackTargetSource, and
retail's radar has no wielded blips. A regression test asserts an attached
child stays out of that set while picking admits it.

Marker anchoring had the twin problem. SmartBox::GetObjectBoundingBox @
0x00452E20 pushes the picked object's OWN m_position - which for a child is
the frame CPhysicsObj::UpdateChild @ 0x00512D50 recomposes each tick as
Frame::combine(parent part frame, holding frame) - and
CPartArray::GetSelectionSphere @ 0x00518B80 scales the authored sphere by that
object's own part-array scale. acdream stores the PARENT's root in the child
projection's Position/Rotation because the child's MeshRefs are
parent-relative, which put the vivid brackets at the wielder's feet. The
composed child root is already published per frame to EntityEffectPoseRegistry
by EquippedChildRenderController.PublishChildPose, so selection now borrows it
through an injected Func<uint, Matrix4x4?> wired in LivePresentationComposition
beside the existing selection-sphere hook. There is no parent fallback: a child
with no published composed root has no live frame this tick and no sphere. Its
part-array scale comes from the spawn record, the same source
EquippedChildRenderController.TryRealize reads, because an Attached WorldEntity
carries the parent-derived pose rather than its own ObjScale.

The sr_Use branch of RecvNotice_SmartBoxObjectFound @ 0x004E5AD0 guards
ItemHolder::UseObject with `found->pwd._wielderID != SmartBox::player_id` at
0x004E5BE9 while still selecting and flashing. Equipped-child picking makes
that click reachable, so the gate ships with it as
IWorldSelectionQuery.IsWieldedByPlayer.

CPhysicsObj::SetLighting @ 0x00511A80 is non-recursive, so the pulse lights the
clicked object's own part array only - clicking a weapon never flashes its
wielder. That follows from routing the pulse identity through the same
predicate.

RetailWorldPicker, RetailSelectionScene, WbDrawDispatcher, and
EquippedChildRenderController are untouched, as are all wire and physics paths.

The slice REMOVES an undocumented deviation (Attached projections excluded
from pick eligibility versus retail's part-id pick) and introduces none, so no
retail-divergence-register row is owed in either direction.

Gates: dotnet build green; AcDream.App.Tests 3,951 passed / 3 skipped;
complete Release solution 9,783 passed / 5 skipped;
tools\run-connected-world-lifecycle-gate.ps1 RESULT=PASS.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-29 18:30:25 +02:00
Erik
9fdfe68c7f docs(interaction): Slice 4 spec - retail equipped-child picking research
The named-retail oracle settles the child-vs-parent question: retail's pick records part->physobj->id (CPhysicsPart::Draw 0x0050D7A0, GfxObjUnderSelectionRay 0x0054C740), equipped children are first-class CPhysicsObjs whose m_position IS the composed hold frame (add_child 0x0050F870, UpdateChild 0x00512D50), so a click on a wielded weapon returns the weapon's own guid with no parent redirection and no wielded-specific gate. Selection, the non-recursive click flash (SetLighting 0x00511A80), and the vivid brackets all anchor to the picked child; only sr_Use on your OWN wielded item is suppressed (0x004E5BE9).

The gap analysis found acdream's picker already correct - equipped children publish selection parts under their own guid and already win the ray test. The failure is downstream eligibility: PickAt requires the World-kind-only interaction set, so the winning hit is discarded. The slice is therefore a scoped pick-eligibility predicate plus a marker anchor sourced from the already-published child root pose - deliberately NOT widening the interaction/radar/auto-target set, which retail also keeps free of wielded items.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 18:10:05 +02:00
Erik
91d1d0d6f4 docs: Campaign N CLOSED - user-accepted; #260 closed; #262 filed
The acceptance session on Coldeve ran 20 portal transits with zero wedges and captured a real wire-loss recovery live (resend/s=1 nak-in=1 mid-session, converged net-final ledger, graceful logout) - the event class that permanently killed sessions before N1. #260 is closed on that evidence. The one unrelated observation (first-login run-on-the-spot until a recall reset, self-healed, not reproduced on relogin) is filed as #262 with hypotheses and the no-workaround rule restated. Campaign doc, roadmap, and CLAUDE.md pointers flipped to the closed record.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 17:48:45 +02:00
Erik
5872826a13 docs(net): Campaign N implementation complete - closeout status, encoding repair
All seven slices shipped and reviewed. The campaign doc status header and ISSUES.md #260 now record the implementation-complete state with every slice SHA; the campaign doc's double-encoded punctuation (one early PS5.1 ANSI round-trip) is repaired to clean UTF-8. Remaining acceptance: the user Coldeve endurance session.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 17:35:38 +02:00
Erik
27c5151189 docs(net): N6 accepted - Opus review PASS; five owed register rows filed
The final slice review verified every retail address claim down to the
three distinct gate strictness masks (0x41 strict for NAK/handshake, no-ZF
>= for the 5 s sweep) and found no handshake, eviction, or ring defect.
This acceptance settles the campaign's remaining bookkeeping debt the
review surfaced: TS-58 (no TimeSync/Echo keepalive), TS-59 (no Flow
report), TS-60 (no 140 s dead-link/referral), TS-61 (send-failure burns
sequence+key), and AP-126 (one monotonic clock) are now real register
rows instead of dangling citations in shipped code. DropAll additionally
resets the completed-sequence ring (INFO-4's latent session-reset trap),
and the ledger corrects the post-acceptance retry-drop attribution to
NetworkManager's pre-route (INFO-5). N6 SHA f9c5e47e and its revert line
recorded. Core.Net 757/757 green after the ring-reset change.

Campaign N's implementation is complete: N0-N6 all shipped, all reviewed.
The remaining acceptance is the user Coldeve endurance session.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 17:32:59 +02:00
Erik
f9c5e47e7f feat(net): N6 - ConnectResponse retransmit + fragment assembler eviction
Campaign N Slice N6, the final implementation slice.

ConnectResponse handshake retransmit:
- While the connection is unconfirmed, the Connect character-list pump
  resends the IDENTICAL cleartext ConnectResponse (same sequence 1, same
  cookie, the one encoded datagram - no new outbound state) on retail's
  strict 0.333333333 s gate. Retail: ClientNet::ProcessConnection
  @ 0x00545450, case cs_ConnectionRequestAcked @ 0x0054547B (the constant
  load at 0x00545481; the mask-0x41 strictly-greater x87 test at
  0x0054548C); ClientNet::SendConnectAck @ 0x005440F0 re-stamps
  lastSentHandshake_ (0x00544102) and rebuilds the same cookie packet.
- Confirmation = the first checksum-valid post-negotiation packet whose
  header lacks the ConnectRequest flag: retail's cs_ConnectionRequestAcked
  -> cs_Connected edge (ClientNet::ProcessPacket @ 0x00545100, the 0x40000
  exclusion at 0x0054514E, SetConnectionState(..., 5) at 0x00545160).
- The cadence rides the TransportClock (virtual-clock testable through
  TransportClockSource); the Connect deadline stays wall-clock.
- ACE safety pinned against the N0 model: a duplicate while still
  AuthConnectResponse re-routes idempotently through NetworkManager's
  pre-route; after acceptance CheckState clause 2 drops it pre-CRC at
  zero keystream cost.
- Pre-N6, one lost ConnectResponse was a hang to the Connect deadline;
  the N5 decorator deliberately arms after this window, so nothing
  covered it.

FragmentAssembler eviction (divergence register row AD-52):
- Partials evict 60 s after their last ACCEPTED fragment; the stamp
  refreshes on every new fragment (retail's re-stamp rule,
  ArrivedEphInfo::UpdateNetBlobID @ 0x0054AE00), so a merely-slow partial
  can never age out - 60 s is a floor, not a tunable. Swept from
  ReliableTransport.Sweep on retail's 5 s flush cadence
  (Indicator::FlushTimedOutEphInfo @ 0x0054A3D0, the gate at 0x0054A3DC;
  per-entry ArrivedEphInfo::fTimedOut @ 0x0054AE30). N4's RejectRetransmit
  abandonment made an unrecoverable partial a REACHABLE permanent state;
  the TTL reclaims it.
- A 64-entry completed-sequence ring drops late duplicate fragments of
  already-completed messages instead of allocating a fresh partial that
  can never complete (the completed-then-duplicate leak).

Fold-ins:
- N5 review LOW-5: NetProbeTests + LossyTransportDecoratorTests (the
  static NetDiagnostics / Console.SetOut mutators) share one
  DisableParallelization xunit collection so they never run alongside
  classes constructing WorldSession.
- Campaign section 9: N6 ledger row recorded; N5 row verified carrying
  4e290f00.

Gates: 757 Core.Net Release tests green (10 new); full solution Release
green (0 failures / 5 skips); connected lifecycle gate PASS; the
N5-strengthened connected loss gate PASS on its first live run (2%/seed 1:
dropped out=3 in=10, resends=1 nak-in=1 nak-out=5, cksum-fail=0
sanity-drop=0 uncached-nak=0).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-29 17:20:12 +02:00
Erik
3899ebe0fd docs(net): N5 accepted - Opus review PASS; loss gate strengthened per review
The review verified all three FAIL conditions absent (zero DROP_PCT=0
cost proven from code AND the decorator-absent baseline logs; the gate
fails explicitly on zero drops and zero recovery; teardown ordering
intact and ACE-safe) and reconciled the loss-ledger arithmetic packet by
packet. This acceptance folds in its two MEDIUM strengthenings: the
recovery assertion is now a per-direction conjunction (a one-direction
regression can no longer hide behind the other counter) and the three
keystream-health invariants (cksum-fail, sanity-drop, uncached-nak) are
asserted zero, turning the gate from "something recovered" into "loss
happened, both directions recovered, and the cipher ledger converged".
The unrecoverable-tail caveat now names the EnterWorldBody single-shot
alongside logoff/Disconnect and records ACE's gapped 1/s NAK trigger as
the mechanism. Script parse-validated; N6's gate run exercises it live.
N5 SHA 4e290f00 and its revert line recorded in the ledger.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 16:40:55 +02:00
Erik
6077ce4d23 docs: VTank requirements research - the plugin-automation milestone model
User-requested (2026-07-29): the plugin API must eventually support
VTank-class automation state machines written as acdream plugins. The
research decodes the full Virindi Tank surface from wiki archives and
primary source (the meta FSM''s complete condition/action vocabulary and
.met encodings, the expression language''s 67-function catalog, all ten
nav-point types with .nav wire payloads, VTClassic''s loot-rule type ids
and .utl format), derives the implied host API surface, and grounds it
against acdream: the K2 headless-bot triad is already the right
substrate, the VTank-like engine itself belongs in plugin-land, and the
milestone is a 5-step bridge/query/enchantment/transaction/nav sequence
where steps 2-4 ride on landed M3/M4 work. Filed in the post-Vulkan
intake as a C-bucket milestone candidate.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 16:29:49 +02:00