Campaign V migrates the renderer from OpenGL 4.3+extensions to a single
Vulkan 1.3 backend on Windows x64 and Linux x64, then deletes the GL path.
Motivation is compatibility and efficiency, not rescue: mandatory
GL_ARB_bindless_texture is the exact floor that parked Slice L (Mesa
D3D12/llvmpipe lack it) while Vulkan descriptor indexing is core, and
per-frame data can be written straight into mapped memory rather than
copied through BufferSubData.
V0 pins the contract every later slice codes against. Nothing consumes it
yet, so this commit changes no runtime behavior.
The seam is a minimal Vulkan-shaped RHI implemented FIRST on GL. That
ordering is the point: the twelve renderers then port one at a time under a
strict pixel gate on the still-shipping backend, so a divergence is
attributed to one slice instead of surfacing at a big-bang integration.
Duplicating renderers per backend was rejected because WbDrawDispatcher is
4,449 lines holding only ~62 GL call sites — the API surface is small and
the retail-fidelity CPU logic is large, and forking the latter is how subtle
regressions enter.
Contract highlights:
- GpuBindingModel pins set/binding numbers dual-legal for GL and Vulkan
GLSL. Storage bindings 0-8 keep today's shader numbering; UBOs move to
their own set, which resolves the binding=1 collision GL only tolerates
because it keeps SSBO and UBO tables separate.
- GpuRingAllocation is a ref struct replacing every per-frame
BufferSubData; the compiler forbids outliving the owning frame.
- GpuTextureSlot replaces bindless handles. Unassigned is a loud
uint.MaxValue sentinel rather than a silent resolve to slot 0 — the
failure mode behind the magenta 1x1 UI placeholder bug. Renderers
needing a fallback take the device's really-registered default slot.
- Renderers always speak GL winding/viewport conventions; the Vulkan
backend compensates with a negative viewport height in exactly one
mapping function.
Verified while writing the plan: acdream's cameras already build
[0,1]-NDC projections (PortalProjection.cs:12-13), which is Vulkan's
convention. No projection rework is needed and depth precision improves,
at the cost of shifted z-fight patterns — the one pre-approved divergence
class, registered per instance at V7.
Gate: Release build green; App suite 3,785 passed / 3 skipped (3,763
baseline plus 22 new contract tests). Note for later slices, recorded in
the plan: run the suite in Release. LandblockBuildOriginTests'
far-strip test asserts behavior that LandblockStreamer.cs:505 deliberately
turns into a loud Debug.Assert in Debug builds, so a Debug run shows one
pre-existing failure that is not a regression.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Add the presentation-free acdream-headless executable, strict no-connect configuration validation, dependency and assembly guards, and a Windows/Ubuntu CI lane that builds and tests only the portable runtime closure.
Co-authored-by: Codex <noreply@openai.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 projectile component identity, prediction invalidation, spatial worksets, authoritative corrections, and the retail physics step into AcDream.Runtime. Keep App as the DAT-shape and presentation adapter so ACE outcomes and visible behavior remain unchanged.
Move the sole PhysicsEngine, production cache, collision admissions, canonical bodies and hosts, remote components, ordinary/remote worksets, simulation, cell commits, and shadow synchronization under RuntimeEntityObjectLifetime. Keep App as the prepared-asset, animation-input, and render-projection adapter while preserving the named-retail update and collision order.
Add exact-incarnation, object-clock, callback-reentrancy, GUID-reuse, two-runtime isolation, source ownership, collision publication, and graphical projection coverage. Release build and the complete 8,588-test solution pass.
Co-authored-by: Codex <noreply@openai.com>
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>
Update the stale readiness fixture to preserve Slice E's cursor-budgeted Near retirement boundary before publishing the replacement Far base. The exact committed baseline deterministically failed because the test still assumed both transactions could cross the same frame.
Co-authored-by: Codex <noreply@openai.com>
Move use throttling, appraisal identity, queued interactions, and exact post-arrival pickup state beneath RuntimeActionState. Keep App as the picker, movement, transport, and retained-presentation adapter while preserving retail send and UseDone ordering. Add reset, disposal, GUID-reuse, callback-reentrancy, and transport-failure 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>
Unify the toolbar shortcut manager with Runtime inventory state, route retail-ordered shortcut and spellbook command effects through the canonical owners, and make retained controllers borrow those exact instances. Remove the item-interaction transaction fallback and add graphical/no-window parity plus failure-safe terminal ownership-ledger coverage.
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>
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>
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>
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>
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>
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>
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>
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>