Transition.FindObjCollisionsInCell discarded a shadow candidate when
|currPos - obj.Position| > sphereRadius + obj.Radius + movement.Length() + 2f
obj.Position is the part ORIGIN; obj.Radius is the physics-BSP ROOT
BOUNDING SPHERE's radius, measured about a centre AP-156 established is
frequently metres from that origin (376 of 973 installed physics-BSP
parts sit further from their part origin than half their own radius,
worst 20.762 m). Geometry deep inside the real bounding sphere was
therefore thrown away before BSPQuery ever ran: solid near the origin,
permeable in a bounded shell beyond it. For the Neftet rock 0xC8766009 /
gfx=0x01004751 the two points are 23.556 m apart, which is #337 — wedged
on the plateau, jumps sinking into the mesh, corpses falling through. A
live capture recorded 7,225 rejections on that one owner, every single
one with wouldAcceptAtCenter=True.
Deleted rather than re-centred. Retail has no distance pre-filter,
disassembled from the PDB-paired v11.4186 binary (CodeView GUID
9e847e2f-777c-4bd9-886c-22256bb87f32) rather than read from Binary Ninja:
CObjCell::find_obj_collisions @0x0052b750 walks shadow_object_list and
calls CPhysicsObj::FindObjCollisions (0x0052b78b) UNCONDITIONALLY; its
only early-out is insert_type == INITIAL_PLACEMENT_INSERT (0x0052b759).
CPhysicsObj::FindObjCollisions @0x0050f050 contains no float compare at
all. CPartArray::FindObjCollisions @0x00518180 is a bare do/while over
parts, and CPhysicsPart::find_obj_collisions @0x0050d8d0 is two null
checks plus a call. Retail's only spatial rejection is the BSP node
bounding-sphere test inside the walk — correctly centred, which is
exactly what the deleted filter was not.
Re-centring it (carry BoundsCenter on ShadowEntry) would have preserved
an invention retail does not have, including a +2f slack and a
movement.Length() term with no retail counterpart, and left a second
reach budget to be tuned forever. Retail's own cross-cell slack constant
is F_EPSILON = 0.0002 m, not 2 m.
The method's comment claimed the filter was "the analog of the part
sorting-sphere early-outs inside retail's CPhysicsObj::FindObjCollisions
— response-neutral, pure perf". Both halves were false and cost #333 and
#337; it is replaced by the disassembly above.
Gate: Issue333BroadphaseReachFilterTests drives the production path
end-to-end (ResolveWithTransition -> FindObjCollisionsInCell ->
CollisionTraversal) on a DAT-free fixture so it runs everywhere, as a
discriminating pair. Sabotage-verified: restore the pre-check and
OffCentreBspFloorStopsAFallingMover reaches z=37.800 — exactly the
unobstructed fall, blockedAtLeastOnce=False — while
CentredBspFloorStopsAFallingMover keeps passing. Without the control a
fixture unable to fall would pass the first test for the wrong reason.
Issue337's skipped TheBroadphaseAdmitsTheSurfaceTheMoverIsStandingOn
asserted the now-deleted predicate and could never have gone green; it
is rewritten as installed-DAT evidence pinning BOTH halves of the
diagnosis and is no longer skipped.
Perf measured, not assumed (Release, synthetic all-BSP cell, per
ResolveWithTransition): at 38 candidates — the live maximum — 10.61 us ->
16.68 us (1.57x); at a deliberately unreachable 200, 17.34 -> 39.48 us
(2.28x); ~0.16 us per additional candidate tested. Over 19,701 live
[reach-q] samples the in-cell count is p50 = 9, p99 = 32, max 38.
The ACDREAM_PROBE_REACH rejectedReach column is kept and is now
structurally 0, so a post-fix capture stays comparable with the pre-fix
one; dropping it would make the two incomparable.
AP-158 retired (110 active AP rows). #333 and #337 closed pending the
user's live acceptance at Neftet.
Solution suite 11,231 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Report-only. No production code changed.
The collision mesh is present, correctly shaped, correctly placed in the
world, and the BSP traversal reaches every part of it. The mover never gets
as far as the query. FindObjCollisionsInCell's per-object broadphase measures
the mover's distance to the shadow entry's Position — the part ORIGIN — and
compares it against obj.Radius, which is the physics-BSP ROOT BOUNDING
SPHERE's radius. For 0xC8766009 those two points are 23.556 m apart, so a
mover standing on its plateau is inside the real bounding sphere by ~20 m of
margin and is still rejected. Same defect AP-156 fixed in the flood and #334
fixed in the registration extent walk, left in place at the query site.
Measured, not inferred. An offline replay against the installed DAT
reconstructs all eleven landblock-0x8766 owners and matches the live [geom]
placement exactly (0xC8766002 at (84.699,100.082,13.000) yaw -45.00 vs the
log's objPos + bspCentreOffset). At the position the client fell through, the
production swept query returns a hit on poly 31 at 0.037-0.366 m while the
filter rejects the candidate: distToOrigin=60.434 > maxReach=59.697, distance
to the bounding-sphere CENTRE 37.083 m against a 56.909 m radius. The live
capture recorded that rejection 7,225 times with the probe's own
wouldAcceptAtCenter=True on every one.
Bounded because the dead zone is the shell between maxReach and the true
sphere, up to ~23.5 m thick on the far side. movement.Length() is a budget
term: a 0.25 m walking step gives shortfall +0.60, a 0.72 m step +0.14, and
~0.86 m passes — which is exactly why jumping over the spot works, walking
into it does not, and a corpse falls through.
Three hypotheses refuted by measurement, not by argument:
- "the rock's own mesh never collides" — true of 0xC8766002 and it is
INNOCENT; its geometry is 22.8 m from the wedge and it has zero brute-force
hits over a 12,493-point lattice covering the plateau. It is a candidate
only because it is a 130x147 m owner. The rock actually walked on is
0xC8766009.
- wrong world transform — the offline placement reproduces the runtime
exactly, and a uniform displacement cannot produce a bounded pocket.
- BSP traversal hole — a referee ran the production walk against brute force
at 7,770 on-surface probes across all eleven owners plus 137,423 lattice
points. Mismatch 0 everywhere. A 0.5 m hole map also shows continuous
upward-facing coverage across the whole wedge region.
[geom]'s verdict=coincident was never able to decide this: LogGeometry
compares the physics box against the visual box in the object's OWN LOCAL
FRAME, so it proves shape agreement and says nothing about world placement.
Recorded in the doc so the next reader does not re-trust it.
Retail has no per-object distance filter on the BSP branch. Verified
instruction-by-instruction with cdb against the PDB-paired v11.4186 binary:
CPartArray::FindObjCollisions @0x00518180 is 14 instructions of bare
do/while over parts[i]; CPhysicsPart::find_obj_collisions @0x0050d8d0 is 17
instructions of two null checks plus the call to CGfxObj::find_obj_collisions
@0x00534700. No compare, no float math in either. The in-tree comment calling
the filter a retail analog and response-neutral is wrong on both counts.
The support=object cpNz=1.0000 readings inside the rock are not the rock:
ValidateTransition:6076 is retail's stationary-fall failsafe manufacturing a
flat plane through the sphere bottom, and :5997 is the LastKnownContactPlane
restore holding a stale plane. Both are retail-correct responses to a stuck
body, and they are why the client believes it is standing while ACE rejects
the position.
Preferred fix is to delete the pre-check for BSP entries and correct the
comment; fallback is to measure to the bounding-sphere centre, which also
needs BoundsCenter carried on ShadowEntry. Neither is landed.
The reproducer was confirmed to FAIL when un-skipped, with the numbers above
— this campaign has caught eleven green tests covering nothing, so a fixture
that cannot distinguish the bug is worse than none.
Gates: bin/obj deleted, Release build 0 errors, Core suite 4,287 passed /
2 skipped / 0 failed (baseline 4,286/1 plus three new dumps and the one
deliberately skipped reproducer).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The user is wedged at the top of Neftet rock plateaus, jumps sink into the
mesh, and a corpse falls straight through. ACDREAM_PROBE_REACH already ruled
out its own domain: blocked=0, every candidate tested-ok. Three candidates
remain — terrain support, a collision mesh not where its visual is, or the
transition wedging on an unobstructed path.
ACDREAM_PROBE_RESOLVE alone cannot separate them. It prints a three-value
contact-plane token, no plane normal, no plane height, no terrain sample and
no plane provenance, so all three produce the same line. Two additions:
[support] — one line per resolve for EVERY body, not just the player. A corpse
is a plain physics body with no player-specific logic, so its fall-through is
the cheapest available control on "movement code vs geometry data", and it is
invisible to any player-filtered probe. The line samples the outdoor terrain
INDEPENDENTLY at the body's own out-XY and prints the contact plane's own
height at that same XY. Two heights at one point make support=terrain /
object / none a measurement rather than an inference, and cpSrc= names the
site that asserted the plane so provenance and classification cross-check.
[geom] — once per GfxObj that comes near a mover: the object's physics-BSP
vertex cloud against its visual mesh AABB in the same local frame, through the
same prepared accessors the resolver queries. verdict=coincident REFUTES the
working hypothesis for that object outright; no-physics-bsp / empty-physics-bsp
/ displaced / extent-mismatch each name a specific data defect. Built to
refute, not to confirm — two diagnoses on this defect's lineage have already
been refuted by measurement.
ACDREAM_WIRE_MESH upgrades the existing F2 overlay, which drew a broadphase
proxy cylinder for BSP objects and so could not answer the question at all, to
the real physics-BSP polygon edges (cyan) beside the visual mesh box (magenta)
and the terrain surface (yellow). Own class per code-structure rule 1.
The provenance latch lives on PhysicsDiagnostics, not on CollisionInfo. Two
fields there first — the obvious home — broke the flat/graph differential
referee and the scratch-reset poison test, both of which compare CollisionInfo
member-for-member. Teaching either to skip a member is a one-line green fix
that puts a permanent hole in a referee whose whole job is comparing
everything. Captured as feedback_probe_state_off_compared_types.
Seven tests cover the support classifier's boundaries: a wrong classifier does
not fail to answer, it answers confidently wrong.
Gates: Release build 0 errors; complete suite 11,225 passed / 4 skipped / 0
failed from a cleaned tree — baseline 11,218/4/0 plus exactly the seven new
tests, skips unchanged.
Issue #337 filed with the symptom set, what is ruled out, and a table of what
each possible output means. All of this is TEMPORARY and recorded for
stripping with the physics-probe family.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
acdream had never implemented retail's SECOND cell-membership algorithm.
CPhysicsObj::calc_cross_cells @0x00515230 tests HAS_PHYSICS_BSP_PS at
0x00515285 and jumps (0x0051528f jne 0x515305) to find_bbox_cell_list
@0x00510fc0 for a BSP-bearing object; everything below that jump is the
OTHER algorithm, CObjCell::find_cell_list, and that is all we had. Every
object, BSP-bearing or not, was routed through it.
That path's outdoor expansion is a HARD CAP of one cell in each direction.
CellTransit.AddAllOutsideCells computes minRad = radius, maxRad = 24 - radius
and adds at most the eight neighbours of the sphere's own cell, so for any
radius >= 12 m both boundary tests are unconditionally true and the result is
exactly 3x3. Widening the radius or adding a second sphere is mechanically
incapable of adding a tenth cell. The user's live probe measured the
consequence directly: standing inside a Neftet formation, inCell=2 exempt=2
reached=0 -- the geometry was not a candidate at all.
The port. AddAllOutsideCellsFromParts is CLandCell::add_all_outside_cells
@0x00533360 plus add_cell_block @0x005331d0: base landcell from the FIRST
part's own adjust_to_outside, baseX/baseY within-block, each part's authored
CGfxObj::gfx_bound_box re-fit through all eight corners
(BBox::LocalToGlobal @0x005b2120), floor(v / square_length) where
square_length = 0x7c920c = 24.0f, four accumulators seeded to zero, ONE
rectangle unioned across all parts, FILLED, in GLOBAL lcoords so it crosses
landblocks freely, clamped only to [0, 0x7f8).
BuildShadowCellSetFromParts is find_bbox_cell_list's worklist.
RegisterMultiPart dispatches on the same flag retail does, and
BuildFloodSpheres' BSP arm is deleted rather than left unreachable.
Disassembled from the PDB-paired 2013-09-06 binary, not read from Binary
Ninja: BN mis-renders four separate constructs inside add_all_outside_cells
alone -- a dropped `and eax,0xffff` on baseX, a neg/sbb/and select shown as
identically zero, a wrong get_landcell argument, and both x87 flag tests as
`unimplemented {test ah}`.
ShadowPartGeometry pairs the BSP root sphere with the authored box so no
resolver can answer one and leave the other call site to synthesize a
substitute -- the AP-156 invariant applied a second time, since that split is
what produced AP-156 and then this. The box comes from
FlatGfxObjVisualBounds, already computed by exactly CGfxObj::init_end's
algorithm and already in the prepared package: no bake change, no DAT re-read.
Cost, measured over the installed DATs before any code was written: 1,258
physics-BSP GfxObjs, cells/object p50 4, p90 4, p99 12, max 49. The port is
CHEAPER than the old 3x3 = 9 for 98.97% of them. Row totals (shapes x cells)
over all 1,031 landblocks with BSP owners fall 97,173 -> 15,607 (0.161x);
dense Arwic 0xC6A9 falls 342 -> 43. One landblock more than doubles.
Precondition confirmed before pinning any expected cell set: 0x010046D8's box
is 96 m x 96 m about cell (2,2) = 0x87640013, which independently corroborates
the 3x3-centred-there diagnosis, and its rectangle does contain 0x87640011 and
0x87640019 -- the two cells the probe measured empty.
Register: AP-156's outdoor half CLOSED and its risk column CORRECTED (it read
"extra broadphase candidates, never a missed one", which generalised the indoor
direction to the whole row and is why #334 sat inside it unnoticed). AP-159 +
issue #335 file the unported indoor arm; AD-49 records the seed-time rectangle.
Issue #336 files a fourth load-sensitive test flake seen once during the gate.
Ten tests, every one sabotage-verified in both directions across eight
mutations (dispatch, 8-corner refit, floor-vs-truncation, union-vs-per-part,
map clamp, adjust guard, landblock clamp, box-path-for-everything). The
strongest is an installed-DAT replay of the user's own probe evidence.
Suite 11,208 -> 11,218 passed / 4 skipped / 0 failed; the +10 is exactly the
new tests.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Both review lenses PASSED; this is the cleanup, not a rescue. Evidence:
docs/research/2026-08-06-ap156-review-closure.md (the review itself is
committed alongside it as the received artifact).
R1 — the load-bearing containment test could not fail. Its truth and flood
values were two hand-copies of the same expression over the same part set,
so the shortfall was algebraically identically zero for any DAT input. The
oracle is now PHYSICS-POLYGON VERTICES — a different DAT field from the
bounding sphere the builder emits, so the two sides can genuinely disagree.
Sabotage-verified three ways after full cleans: dropping the bounds centre
in production reddens it (428 Setups, worst 35.869 m on 0x0200129A, matching
an independent out-of-repo sweep exactly); dropping only the scale on the
centre reddens it (326); and corrupting the TEST's own bounds oracle reddens
it (467) where under the shipped oracle that same corruption was invisible
by algebra. Renamed accordingly. A6's stale "cap control" comment corrected:
that loop is the test's own uncapped re-implementation and cannot observe a
cap regression — the cap is covered in Core.
R2 — the population was understated. 172 is AP-152's DISPATCH population;
AP-156's is 530 BSP-bearing Setups, of which 525 have a flood sphere move
and 428 fail vertex containment before the fix (412 at a 1 cm tolerance —
the review's figure; the gap is 16 Setups between 1.4 mm and 10 mm, real
geometry). 0 fail after, at any tolerance down to zero. Corrected in the
AP-156 row, the section-3 header, the C5c handoff and two test docstrings.
Dated review artifacts are left as written — "170 of 172" was correct for
what they measured, and rewriting evidence to match a later measurement
loses provenance.
A1 — BoundsCenter = default reopened at the type what the commit closed at
the seam. Dropping the default alone would NOT have closed the review's own
scenario (a copied Cylinder call site would write Vector3.Zero explicitly
and stay green), so ShadowShape's constructor is now private and BSP shapes
are built only through ShadowShape.Bsp(..., FlatCollisionSphere localBounds),
which takes radius and centre as ONE value and scales them together. There
is no expression a caller can write that carries one and drops the other.
22 construction sites converted; the same sabotage now reddens 5 Core tests
where the review's sabotage A reached 4, because both BSP producers share
one scaling path.
A2 — #333 is real and bigger than filed, and its retail question is
answered. I disassembled CObjCell::find_obj_collisions @0x0052b750 from the
PDB-paired binary myself (check_exe_pdb.py MATCH) rather than inheriting the
claim: its only early-out is sphere_path.insert_type == INITIAL_PLACEMENT_
INSERT, then it calls FindObjCollisions on every unparented non-self shadow
object UNCONDITIONALLY. Retail has NO distance pre-filter, so acdream's
"+ movement + 2f" reach filter is an invention with no register row — filed
as AP-158, carrying the disassembly, the F_EPSILON = 0.0002 m contrast, and
the measured blast radius (118 of 477 unique installed physics-BSP GfxObjs
exceed its ~2.5 m budget, 46 exceed 5 m). Active AP rows 109 -> 110.
Recorded prominently in three places a reader will hit: TALL PROPS MAY SHOW
NO VISIBLE CHANGE UNTIL #333 LANDS, and a null result at the connected gate
is EXPECTED, not evidence against AP-156.
LOW items. R3: the comment claiming the cited evidence justified the whole
cap line is corrected, but int.MaxValue on the sorting-sphere branch stays —
capping at 1 would take Spheres[0], and retail's one sphere is
CSetup::sorting_sphere, a different DAT field; capping keeps the wrong field
AND flips the substitution under-inclusive (#98/#168 direction). AP-157
already owns it. R4: acdream scales the flood sphere where retail's
find_transit_cells never reads gfxobj_scale — added as a second residual on
AP-156. R5: retail's slack constant carried into AP-158 and #333. A3: the
per-call delegate allocation is back to a cached field, still derived from
the single bounds resolver. A5: noted; b52967de's message cannot be amended.
Gates: all 44 bin/obj deleted before every verdict-deciding build, each test
run gated on a verified "Build succeeded" in the same invocation. Release
build 0 errors / 21 pre-existing warnings. Complete suite 11,208 passed /
4 skipped / 0 failed — reconciles exactly with the e2b2d04c baseline; one
test renamed, none added, removed or skipped. Nothing conflated with the
known load-sensitive flakes #302 / #308 / #321.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The AP-152 retail review (docs/research/2026-08-06-ap152-review-retail.md)
FAILED `4abd1b5e` and is right. `ShadowObjectRegistry.BuildFloodSpheres` took
each physics-BSP part's ROOT BOUNDING SPHERE RADIUS
(FlatCollisionAssetBuilder.cs:393 -> LiveEntityCollisionBuilder.cs:137) and
centred it on the PART ORIGIN (ShadowShapeBuilder.cs:194), discarding the root
sphere's own Origin.
Re-measured independently against the installed client_portal.dat, reproducing
the reviewer's numbers exactly: 376 of 973 physics-BSP parts have
|origin| > radius/2, worst 20.762 m on a 27.708 m sphere (gfx 0x010036DD,
Setup 0x0200129A). Over the 172 Setups AP-152 moved onto that path the emitted
flood FAILED TO CONTAIN the object's own BSP sphere for 170 of them (73
CylSphere-bearing, 97 Sphere-bearing), worst shortfall 9.911 m on Setup
0x02000255 — whose one part's sphere sits 9.911 m above the part origin — and
for 43 the post-AP-152 flood was strictly SMALLER than the pre-AP-152 one.
Indoor flooding is 3-D (CellTransit.cs:601 routes every id & 0xFFFF >= 0x0100
candidate through FindTransitCellsSphere), so a tall prop or door slab was
absent from EnvCells it physically occupies and therefore never a broadphase
candidate there (TransitionTypes.cs:3763 iterates only entries already in the
cell). That is the #98 / #168 class AP-152 exists to remove.
Retail, re-disassembled from the PDB-paired binary (check_exe_pdb.py MATCH,
CodeView GUID 9e847e2f-777c-4bd9-886c-22256bb87f32), every address resolved
back through named-retail/symbols.json:
CGfxObj::physics_sphere is [gfxobj+0x74] (physics_bsp is [+0x78], as
CPartArray::CacheHasPhysicsBSP @0x00518110 reads at 0x00518127), and
acclient pseudo-C 0x00534b5b assigns it BSPTREE::GetSphere(physics_bsp).
BSPTREE::GetSphere @0x005397e0
8b01 mov eax,[ecx] ; BSPTREE::root_node
83c004 add eax,4 ; past BSPNODE::vfptr -> CSphere sphere
So retail's per-part flood sphere IS the BSP root bounding sphere,
ORIGIN INCLUDED (acclient.h: BSPNODE { vfptr; CSphere sphere; ... },
CSphere { Vector3 center; float radius; } -> radius at +0xc).
CPhysicsObj::find_bbox_cell_list @0x00510fc0 adds the object's own cell and
then walks the PART ARRAY: 0x00511012 call 0x518160
(CPartArray::calc_cross_cells_static), which dispatches [edx+0x7c] with
(num_parts, parts, cellarray). Its EnvCell body,
CEnvCell::find_transit_cells @0x0052cae0:
0x0052cb31 mov edx,[eax+0x20] ; CPhysicsPart::gfxobj (CGfxObj**)
0x0052cb36 mov esi,[ecx+0x74] ; physics_sphere (else +0x90 drawing)
0x0052cb4c add eax,0x30 ; CPhysicsPart::pos
0x0052cb5a call Position::localtolocal ; transform the sphere CENTRE
0x0052cb65 fadd [esi+0xc] ; only NOW the radius
Retail transforms the centre through the part's own Position before it ever
touches the radius. Carrying the radius alone is not an approximation of
that; it is a different sphere.
Changes:
* `ShadowShape` gains `BoundsCenter` — the bounding sphere's centre in the
shape's own local frame, scaled like LocalPosition and Radius. Zero for
Cylinder/Sphere shapes, whose LocalPosition already IS their centre.
* `ShadowShapeBuilder.FromSetup` gains a `physicsBspBounds` resolver that
supplies radius AND centre from ONE call, replacing the placeholder radius
plus a downstream substitution. `LiveEntityCollisionBuilder` now holds a
single `Func<uint, FlatCollisionSphere?>` and derives its dispatch predicate
from it, so the gate and the geometry cannot disagree and the radius cannot
be taken while the origin is dropped. That split is what produced this bug;
it no longer exists.
* `FromLandblockBspParts` carries the centre too. A landblock-baked part array
is the same CPartArray walk, so stair runs, fences and rock clusters had the
identical defect. Both storage forms (flat BSP and the graph fallback) are
covered.
* `BuildFloodSpheres` places each sphere at
partWorldPos + rotate(BoundsCenter, partWorldRot), composed exactly as the
ShadowEntry rows are.
* The 10-sphere clamp now applies to the CYLSPHERE branch only. Retail's clamp
is inside CObjCell::find_cell_list @0x0052b9f0
(0x0052ba21 cmp eax,0xa / 0x0052ba28 mov ebp,0xa); the BSP walk has none and
the sorting-sphere overload @0x0052b990 takes one sphere. 7 installed Setups
carry more than 10 physics-BSP parts (max 49, Setup 0x02001A91) and their
tail parts were dropped from the flood entirely. Without this the new
containment assertion would have covered shapes production never floods
from.
Register. AP-155 was two divergences with different code paths, populations
and gates under one id; it is NARROWED to its static-publication half and its
flood half is split out as AP-156 WITH ITS DIRECTION CORRECTED. AP-155(b)
recorded the approximation as over-inclusive — "floods MORE cells rather than
fewer, the safe direction for membership" — and that false direction was the
stated reason the residual was safe to defer. It was under-inclusive for 170
of 172. AP-156 records the correction, this fix, and the one genuine residual:
acdream's sphere-vs-portal traversal where retail walks each part's sphere
against the cell's own portal planes. AP-155(b)'s "acdream approximates
retail's bounding BOX" was wrong too — find_bbox_cell_list forms no box.
AP-157 filed for the review's F4: retail's third branch floods from ONE
CPartArray::GetSortingSphere @0x00518b00 ([partArray+0x54]+0x70 =
CSetup::sorting_sphere; 4,154 of 5,935 installed Setups carry a non-zero one)
where acdream floods from every Sphere shape, and acdream's cylinder flood
ignores CylHeight. Deliberately NOT bundled here: different branch, disjoint
population, different live gate. Active AP rows 107 -> 109, literal count.
Tests. Both flood tests the review named substituted a CONCENTRIC Radius = 14f
at LocalPosition = Zero — the one configuration in which the defect cannot
appear. Every fixture is now off-centre by default, and
`FromSetup_CylSphereAndBspSetup_FloodsTheBspFootprint` drives the production
`physicsBspBounds` seam instead of hand-substituting. Five new facts: the
flood centres on BoundsCenter not the part origin; it rotates BoundsCenter by
the part rotation; it caps cylspheres at ten but never the BSP parts; the
landblock path carries the scaled centre in both storage forms; and an
installed-DAT containment sweep asserting every emitted BSP flood sphere
contains that part's real bounding sphere at entity scale 1.75, behind four
external controls — 973 parts, 376 off-centre, 172 affected, and 170
would-fail-if-the-origin-were-discarded, the last of which fails if the
population ever stops exercising the field.
Nine sabotages, each reverted and re-verified:
A drop BoundsCenter from the flood -> 3 Core
B rotate by entity rot, not part rot -> 1 Core (the rotation fact only)
C FromSetup discards the origin -> 1 Core + 2 App + 1 Content
(the shipped defect, now caught in three projects)
D drop entScale on BoundsCenter -> 2 App + 1 Content
E landblock flat branch drops the centre -> 1 Core
F landblock graph branch drops it -> 1 Core
G drop partScale on the landblock centre -> 1 Core
H re-apply the 10-cap to every branch -> 1 Core
I remove the cylsphere cap -> 1 Core
AP-152's own two sabotages re-run against this tree: the step-0 gate disabled
still reddens exactly its five facts with Headless 89/89 green, and
cylinder-first flooding still reddens exactly one.
Clean Release build after deleting all 44 bin/obj: 0 errors, 21 pre-existing
warnings. Complete suite 11,208 passed / 4 skipped / 0 failed, +5 on the
11,203 baseline at 4abd1b5e — Core 4264 -> 4268, Content 126 -> 127, App
unchanged (one rename, not an addition). No new skips.
NOT yet gated live. This moves shadow-cell membership for real objects, in
both directions, and the connected session must look for both: props and doors
that START blocking from a neighbouring cell (the 73 CylSphere+BSP Setups),
AND ones that STOP blocking (the 99 Sphere+BSP Setups can shrink; 43 shrink
below their pre-4abd1b5e size, which is the regression this fixes). Tall
indoor props and door slabs — the ones whose sphere sits metres above the part
origin — are where the change is largest.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The register row predicted "catching or stopping on a doorway sill". That
symptom could not have been occurring. `Transition.BspOnlyDispatch`
(TransitionTypes.cs:1348, landed 2026-05-25 as A6.P7) already skipped both
primitive branches (:3911, :3954) whenever the target's wire PhysicsState
carries HAS_PHYSICS_BSP_PS, and ACE sets that bit from CSetup.HasPhysicsBSP
for every affected Setup. The extra primitive was never tested for collision.
The live defect was CELL MEMBERSHIP. The same shape list feeds
`ShadowObjectRegistry.BuildFloodSpheres`, which had no such guard and
preferred Cylinders over everything whenever any Cylinder existed — retail's
SECOND priority applied ahead of its first. For the 73 CylSphere+BSP Setups
acdream therefore flooded shadow cells from the cylinder and never from the
slab: an object absent from cells it physically occupies, which is the
#98 / #168 symptom class, not the door-collision class the row named.
Retail, re-disassembled from the PDB-paired binary (v11.4186, CodeView GUID
9e847e2f-777c-4bd9-886c-22256bb87f32, check_exe_pdb.py MATCH) rather than
taken from Binary Ninja, which drops flag tests:
CPhysicsObj::FindObjCollisions @0x0050f050
0x0050f165 test dword [esi+0xa8], 0x10000
0x0050f16f je 0x50f1a2 ; clear -> primitive dispatch
0x0050f18d call 0x518180 ; CPartArray::FindObjCollisions
0x0050f19d jmp 0x50f2b0 ; UNCONDITIONAL, past BOTH primitive loops
; (CylSphere 0x50f1a2, Sphere 0x50f21d)
0x0050f1d6 jae 0x50f317 ; CylSphere loop exhausted -> RETURN
0x0050f22f je 0x50f31b ; zero Spheres -> RETURN seeded OK_TS
CPhysicsObj::calc_cross_cells @0x00515230
0x00515285 test dword [esi+0xa8], 0x10000
0x0051528f jne 0x515305 -> CPhysicsObj::find_bbox_cell_list @0x00510fc0
0x005152d1 call 0x52b9f0 ; cylsphere branch, below the jump
0x005152fb call 0x52b990 ; sorting-sphere branch, below the jump
Priority at both consumers: BSP -> CylSphere -> Sphere -> nothing. BSP wins.
Every address above was resolved back to its symbol by exact lookup in
named-retail/symbols.json.
Changes:
* `ShadowShapeBuilder.FromSetup` gains a step-0 dispatch gate. Steps 1 and 2
are skipped entirely when any part's EFFECTIVE GfxObj carries a physics
BSP. The gate and step 3 now share one `EffectivePartGfxObjId` helper, so
they cannot read different identities — a gate on `setup.Parts` would,
after an ObjDesc swap, suppress the primitives while step 3 emitted
nothing and `Build` returned null, deleting the entity's collision.
Emission order is unchanged. This also removes acdream's undeclared
reliance on the server sending the flag: the gate is derived from the
parts, exactly as CPartArray::CacheHasPhysicsBSP @0x00518110 derives it.
* `ShadowObjectRegistry.BuildFloodSpheres` now applies calc_cross_cells'
own order: BSP, else Cylinder, else everything. Given the gate above this
is a no-op for every shape list acdream produces (FromSetup is now
exclusive; both landblock-static publishers already emit homogeneous
lists), so the measured membership delta remains attributable to the
gate alone. It is kept for the same reason BspOnlyDispatch is kept: retail
genuinely dispatches here, and it guards a future additive producer.
`Transition.BspOnlyDispatch` is deliberately untouched.
Register: AP-152 RETIRED with its four false statements corrected — the risk
statement (the symptom was already inert); "small and centred at the part
origin" (max primitive is 6.714 m, and 0x0200086E's sphere origin is
(0.759, 0.165, 5.842)); the cottage door's "~14 cm base Sphere" (it is
0.100 m; 0.141 is Setup.Radius, which AP-22 proved is never collision
geometry); and naming one pinning test where two existed. AP-153/154/155
filed: retail's dispatch flag is cached once at InitPartArrayObject+0x7e
where acdream's gate is live; the query-time guard takes a client-derived
flag off the wire; and the static publishers emit Setup Spheres as
height-capped Cylinders while BuildFloodSpheres approximates retail's
bounding box with bounding spheres.
Tests. Both pinning tests corrected, neither deleted:
`FromSetup_DoorSetup_ProducesFourShapes` -> `..._EmitsBspPartsOnly`;
`FromSetup_DoorSetup_SphereAtExpectedLocalOffset` re-hosted on
`_ => false`, the DAT-real configuration for the 3,605 Sphere-only Setups.
`FromSetup_ScaleFactor_MultipliesAllRadiiAndOffsets` was the campaign's
eighth green test covering nothing — its assertions sat inside
`if (CollisionType == Cylinder)` on a fixture with zero CylSpheres, so only
`Scale == 2.0f` ever ran. Proved empirically: with the sphere radius scale
deleted, the old body passes and the corrected body fails. Three new facts:
the effective-identity gate, the App-layer CylSphere+BSP registration (no
App fixture combined the two before), and the flood-set dispatch. One new
installed-DAT sweep pins 172 affected Setups (73 CylSphere+BSP, 99
Sphere+BSP) behind external bucket controls, re-measured independently and
agreeing exactly with the filing commit's separate sweep.
All eight sabotages run and reported; every discriminating fact reddens in
the intended direction and only there. Clean Release build after deleting
every bin/obj: 0 errors. Complete suite 11,203 passed / 4 skipped / 0
failed, +5 on the 11,198 baseline at ec29a732 — exactly the five added
facts, no new skips.
Blast radius, corrected: the FromSetup half is graphical-only (its sole
production caller is LiveEntityCollisionBuilder in AcDream.App, which
AcDream.Headless cannot reference — Headless -> Runtime -> Core/Content).
The BuildFloodSpheres half lives in AcDream.Core and DOES execute in
Headless via LandblockPhysicsContentBuilder, but is behaviour-neutral there
because both of that builder's registrations pass homogeneous lists.
Headless suite green at 89/89.
NOT yet gated live: this changes shadow-cell membership for 22 Setups used
by 151 Door weenies and 38 stationary props. Needs a connected session.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
#331 reported that `PhysicsEngine.ResolveWithTransition` refuses ALL uphill
motion whenever a `body:` is supplied. It does not. It refuses a step whose
sub-step offset is exactly anti-parallel to a live sliding normal — the
#137-family absorb this project already recorded as retail-faithful.
Measured on the same fixture, same gradient, same body, varying only the
heading relative to the slope gradient:
(0, -0.1, 0) cross-slope 0 -> zero movement, latched
(0.0001,-0.1, 0) cross-slope 0.0001 m -> zero movement, latched
(0.001, -0.1, 0) cross-slope 0.001 m -> climbs 0.176 m in 5 ticks
(0.01, -0.1, 0) cross-slope 0.01 m -> climbs 0.176 m in 5 ticks
The threshold is retail's own F_EPSILON small-offset abort (0.0002 m): about
0.11 degrees off the exact gradient at a 0.1 m step. `RemoteRampHarness`
builds a ramp whose gradient is exactly along Y and the original probe pushed
exactly along -Y, so it hit the measure-zero case with probability 1.
The latch itself is production-real in mechanism — a pure gravity fall under
the production RuntimeRemotePhysicsUpdater, with no fixture settle seam
involved, lands leaving Contact|OnWalkable|Sliding with slidingNormal (0,1,0)
— but every link is faithful to retail, verified in the PDB-paired binary
rather than Binary Ninja (BN typed find_transitional_position `void` and
dropped the load-bearing return value):
validate_walkable sets collision_normal from the terrain plane when
OBJECTINFO CONTACT is clear 0x0050d251 / 0x0050d261 / 0x0050d26c
validate_transition converts it unconditionally 0x0050ac19-0x0050ac30
set_sliding_normal zeroes Z AND re-normalizes 0x0050a060
SetPositionInternal persists SLIDING_TS 0x005154c2 / 0x005154e1
get_object_info re-seeds it next frame 0x00511d44 / 0x00511d4f
find_transitional_position returns
`i != 0 && state == OK` on the step-0 abort 0x0050c0ed -> 0x0050c089
ACE agrees (Transition.cs:1027, CollisionInfo.cs:58). No production code
changed; no divergence introduced, so no register row.
What lands is the coverage whose absence made this invisible — nothing in the
suite asserted that a body-bearing mover makes uphill progress on a walkable
slope, and the test that found #331 passed vacuously because the body never
moved:
RuntimeRemoteUphillProgressTests.ARemoteWithABodyClimbsAWalkableSlopeAndKeepsItsFeetOnIt
per-tick climb + surface tracking under a realistic off-gradient heading.
SAB-A1 AdjustOffset -> Vector3.Zero reddens at tick 1
SAB-A2 fixture gradient -> 0 (flat) reddens at tick 1
RuntimeRemoteUphillProgressTests.AnExactlyUpSlopeOffsetIsAbsorbedByThePersistedSlidingNormal
characterization pin for the absorb, with the retail anchors inline.
SAB-B1 delete the get_object_info sliding seed reddens (climbs to 57.7544)
SAB-A1 reddens
SAB-A2 reddens
NON-discriminating, measured and documented: making the final tick
exactly up-slope leaves it green — by then the latch is already cleared.
RemoteRampHarness gains a warning block naming the axis-alignment trap so the
next vacuous uphill assertion is caught at authoring time.
Suite re-measured from a full clean (43 bin/obj removed): 11,198 passed /
4 skipped / 0 failed, against the 11,196/4/0 baseline at 0d62a5ff — exactly
the two tests added.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Stage 0's measurement (previous commit) says the projection is redundant,
so AD-10 retires by deletion rather than by narrowing.
The measurement. With the sample forced to null at BOTH fork sites, from a
clean build:
* a remote running 30 ticks down a 31-degree walkable ramp produces a
BIT-IDENTICAL trajectory, position for position;
* on an 8.4-degree ramp the two differ by at most 2.8e-5 m in Z after 30
ticks (0.03 mm) and are identical in X and Y — float ordering noise
from projecting twice against the same plane rather than once;
* the whole AcDream.Runtime.Tests suite is unchanged.
That is what redundancy looks like, and the arithmetic explains it. The
boundary projection and Transition.AdjustOffset are the same operation
(v -= N * dot(v, N)) against the same plane, and the composition is
idempotent: a vector already on the plane has dot(v, N) == 0, so the
sweep's own projection is a no-op on an already-projected offset and the
full-strength projection on an unprojected one. Either alone produces the
same offset. On terrain a THIRD mechanism, ValidateWalkable's push-out,
re-seats the sphere on the plane every sub-step regardless.
Deleted:
* both RuntimeRemotePhysicsUpdater sample sites (the host and no-host
fork branches carried the block verbatim — the AP-22 shape, a row
naming one site where two exist);
* the terrainNormal parameter and projection block on
RemoteMotionCombiner.ComposeOffset;
* the same block on ComputeOffset, which has no production callers but
held a second copy of the divergence, so leaving it would have made
the row's retirement false;
* PhysicsEngine.SampleTerrainNormal, now callerless.
Removing the parameter rather than passing null is deliberate: it is what
makes a future one-site-only regression a compile error instead of a
silent half-fix.
Two tests went with it —
ComputeOffset_RootMotionFallback_SlopedTerrainNormal_ProjectsZOntoSlope and
its flat-ground twin. Both were weak on their own terms: they drove the
production-dead ComputeOffset and computed their expected values by
re-implementing the projection formula, so they could catch a wrong
MULTIPLY but never a wrong PLANE — which is exactly what the divergence
was. The surviving coverage is geometric and runs the production tick.
Three claims in the old row did not survive contact with the code and are
recorded in the retired row rather than quietly dropped: the justification
(remotes do run the sweep); the description of ComposeOffset's guard as
"interpolation-active" when the code reads `if (!interpolationOverwrote`;
and the roof clause, stale since Bug B gated the sample on OnWalkable —
a steep roof is OnWalkable == false, so the path never ran on #32's
geometry. The retail anchor is corrected too: pc:272296-272346 truncated
both the sliding-normal validity gate at the head and the entire safety
push-out block at the tail. The whole function is 0x0050a370,
pc:272271-272393.
This does not fix#32 and does not partially fix it. #32's remote half was
already closed at 204d0ae0. What deletion does improve is the case #32
never covered: a remote on a WALKABLE non-terrain surface — a bridge, a
dock, a gentle roof, a ramp inside a building — where the terrain sample
returned the plane of the ground far below and applied a wrong plane
rather than none. That surface now gets the body's own committed contact
plane, because that is the only projection left.
The planning contract this work executed is committed alongside as
docs/research/2026-08-06-ad10-contract.md.
Release build 0 errors. Complete solution suite 11,196 passed / 4 skipped
/ 0 failed against the ef976c6d baseline of 11,195 / 4 / 0 — reconciled
exactly as +3 new Runtime tests and -2 deleted Core tests.
Visual gate outstanding: G1 (the ~5 Hz staircase on rolling terrain) is
the veto criterion and runs first; then slope-descent smoothness, a
walkable non-terrain surface, the #32 roof scenario, and flat ground.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
AD-10 claims the remote slope projection is "relocated" out of the sweep
because "remote bodies don't run a full local transition sweep". That
justification is false at HEAD: RuntimeRemotePhysicsUpdater.Tick calls
PhysicsEngine.ResolveWithTransition with the remote's own body, and that
sweep runs acdream's verbatim port of CTransition::adjust_offset
(0x0050a370, pc:272271-272393) once per sub-step. So the boundary
projection is an EXTRA layer, not a relocation — and whether it is doing
anything the sweep does not is a measurement, never an argument.
This commit builds the fixture for that measurement and changes no
production code.
RuntimeRemoteSteepContactSlideTests' private Harness is extracted to
RemoteRampHarness so the new tests share it instead of cloning ~180 lines.
The extraction is behaviour-preserving; its only additions are the
fixture's own TerrainSurface (so an assertion about "is the body on the
surface" is answered by the surface geometry rather than by
re-implementing what the code under test computed), a SurfaceZ helper, and
a Tick overload that supplies a per-frame body-local root displacement —
the locomotion-cycle push a running remote actually carries. All ten Bug B
tests pass unchanged against it.
RuntimeRemoteSlopeProjectionTests then drives the production tick 30 ticks
down a 31-degree walkable ramp and asserts, on EVERY tick rather than at
the end, that the body's root stays within 5 mm of its settled offset from
the terrain beneath it. A staircase catching up on the final tick would
pass a start/end comparison; 30 unprojected ticks accumulate ~1.8 m.
Sabotage results, all from clean builds (bin/obj deleted), reported in
both directions:
* Discard the sweep's answer (Body.Position = postIntegratePos instead
of resolveResult.Position): RED at tick 1, body 0.05999 m off the
surface. This is the tracking test's discriminating sabotage.
* Flatten the ramp to gradient 0: RED on the anti-vacuity guard
(dz = 0.0000 m). That guard exists because the tracking assertion
passes trivially on flat ground, where Z never has to move.
* Short-circuit Transition.AdjustOffset to `return offset;`: GREEN.
Recorded, not hidden — it is the reason the contract's proposed T1
sabotage was rejected. On terrain the sweep has a SECOND independent
way to plant Z: ValidateWalkable's push-out re-seats the sphere at its
natural resting distance from the terrain plane every sub-step.
Removing the step-down probe as well does not change it either
(measured). The tests therefore assert the OUTCOME the projection
exists for, and say in their own doc comments that they are not unit
tests of adjust_offset and must not be cited as such.
One test the contract asked for is deliberately absent. An uphill
counterpart was written, passed, and was then found VACUOUS: on this
fixture ResolveWithTransition returns ok=False for uphill motion and the
body does not move at all, so it "tracked the surface" by standing still.
That finding is filed separately rather than shipped as a green test.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
From the AP-22 dual review (both lenses PASS). No production change.
THE RECORD WAS WRONG. bc4679cd claimed "Headless.Tests 89/89 exercises the
site-3 copy". The architecture review disproved it by sabotage: restoring the
invented cylinder in BOTH static sites left the entire suite green. No test
anywhere references PublishStaticCollision, and the headless suite's dummy DAT
proxy makes LandblockLoader.Load fail for every landblock, so CreatePublication
returns before reaching it. Two of the three deletions — including the
headless-only one — are pinned by the installed-DAT reachability proof ALONE.
The deletion is still correct; the evidence claim was not, and a successor
trusting it would think those sites had regression cover they do not have.
THE TEST NOW COVERS WHAT IT CLAIMED. Its comment said "the exact guard the
three deleted copies used", but site 1 guarded on `Radius > 0.0001f` while
sites 2 and 3 used the strictly wider `Radius > 0f`. Those are not the same
predicate: the review measured that they differ over the installed DAT by
exactly one Setup, 0x02001657, whose radius is the denormal 1.3e-39. The test
now evaluates BOTH and asserts each is empty, so the wider guard the
headless-reachable deletion actually used is no longer asserted by proxy.
Sabotage-verified: widening the new guard to `>= 0f` reddens it (1,652
zero-radius Setups appear), so the assertion is live rather than vacuously
empty over real DAT data.
AP-22's row also corrected for two precisions the reviews surfaced: the
load-bearing fact is that all 1,652 no-primitive Setups carry Radius exactly 0
(not the 1,294 first cited), and retail's `report_object_collision` DOES read
GetHeight for the quadrant field — recorded so a future reader does not mistake
it for a refutation of "never collision geometry", which is a claim about
FindObjCollisions' shape dispatch only.
Reachability now independently reproduced by four decoders — the contract's
sweep, the implementer's parser, and both reviewers' from-scratch parsers —
plus tools/SetupInspect agreeing bit-for-bit on the cited ids.
Content.Tests 125/125. No new skips; #302/#308/#321 did not fire.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Retail synthesizes NO shape for a shapeless object, so the fix is deletion,
not a corrected height formula.
CPhysicsObj::FindObjCollisions @0x0050f050 dispatches exclusively -- BSP xor
CylSphere xor Sphere xor nothing. The BSP branch leaves via an unconditional
`jmp 0x50f2b0` at 0x0050f19d and cannot reach the primitive branches; a
CylSphere-bearing object that survives its loop returns rather than falling
through to the Sphere loop; and with zero cylspheres, zero spheres and no
physics BSP, `0x0050f22f je 0x50f31b` branches straight to the epilogue,
returning the OK_TS seeded at `0x0050f13b mov edi,1`. CPartArray::GetRadius
(0x005180a0) and GetHeight (0x005180b0) are absent from the function's entire
call set -- Setup.Radius/Height serve attack cones, cylinder_distance and
MoveTo, never collision geometry. Disassembled directly from the PDB-paired
binary (GUID 9e847e2f-777c-4bd9-886c-22256bb87f32) rather than read from the
Binary Ninja text, whose ebp_1 aliasing in this function is visibly corrupt.
THREE copies were deleted, not one. The AP-22 register row cited
LiveEntityCollisionBuilder.cs and ShadowShapeBuilder.cs; the latter never
reads Setup.Radius at all, and the row omitted both
LandblockPhysicsPublisher.PublishStaticEntity and
LandblockPhysicsContentBuilder.PublishStaticCollision -- the second being the
only copy the headless host executes. Fixing just the cited site would have
left headless statics on the invented footprint.
The branch was unreachable dead code, not a live approximation. A sweep of all
5,935 Setups in the installed client_portal.dat -- validated by byte
accounting (5,935/5,935 records consumed with an exact 20 + 48*numLights
residual tail, zero unexplained bytes) and independently reproduced by the
production FlatCollisionAssetBuilder.FlattenSetup path -- finds 0 Setups
satisfying the guard: every Setup with Radius > 0.0001 carries at least one
CylSphere or Sphere, and all 1,294 genuinely shapeless Setups have Radius
exactly 0. Buckets: 678 cylsphere, 3,605 sphere-only, 358 BSP-only, 1,294
shapeless, 4,282 with Radius > 0.0001. Nothing loses collision because nothing
gained it, so no visual gate is required.
Tests, all sabotage-verified in both directions:
- InstalledSetupCollisionReachabilityTests (new, Content) -- the negative
claim plus five EXTERNAL positive controls, so a broken enumeration cannot
satisfy it vacuously. Inverting the claim reddens it; emptying the
enumeration fails on the controls at 0 != 5935 rather than passing.
- ShapelessSetupWithRadius_ProducesNoRegistration (new, App) -- restoring the
deleted block reddens exactly this fact and nothing else.
- Build_PropagatesExactStateFlagsScaleAndFullSeedCell -- re-hosts the state /
PWD-flag / seed-cell coverage that rode on the deleted fallback test, whose
fixture (a Setup with a radius and no primitives) cannot exist in the DAT.
Flipping a FromPwdBitfield bit reddens it; so does swapping SeedCellId for
the landblock id.
Also corrects ShadowShapeBuilder's retail-anchor comment, which claimed each
part's find_obj_collisions tests "CylSpheres + GfxObj BSP".
CPhysicsPart::find_obj_collisions @0x0050d8d0 tests ONLY the GfxObj physics
BSP; CylSpheres are a Setup-level array reached via CPartArray::GetCylsphere.
That comment was the written justification for the additive emission now filed
as AP-152, so it is corrected here even though AP-152 is not fixed here.
AP-22 retired with evidence; AP-152 filed (live path emits primitives AND BSP
parts additively where retail is exclusive -- 172 of 5,935 Setups including
BSP doors; deliberately not folded in, it needs its own visual gate). Issue
#330 filed: the headless host registers no live-entity collision at all, a
pre-existing gap this survey established and nothing tracked.
Gates: Release build 0 errors / 0 warnings. Complete solution suite
11,195 passed / 4 skipped / 0 failed (baseline 11,193/4/0 at bcb66ccd; +1 App
for the added fact, +1 Content for the reachability test; the replaced test is
net zero). No new skips. Headless.Tests 89/89 exercises the site-3 copy.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Both items come from the D-1 fix review (both lenses PASS, D-1 genuinely
closed). No production behaviour changes.
L1 — THE SEAM HAD NO COVERAGE. The D-1 fix's "empty by construction" claim
rests on LandblockSpawnAdapter's atlas-tier filter (`if (entity.ServerGuid
!= 0) continue;`) skipping the live server projections DetachNearLayer
deliberately RETAINS across a demote. The reviewer removed that filter and
all 4,170 App tests passed — only two Core unit tests caught it, none
through a demote. So the invariant the re-assert depends on could have been
deleted silently, re-opening D-1 by another route: a non-empty re-assert
whose mesh reference is never satisfied leaves IsRenderReady false, which is
the portal hang again.
NearToFarDemote_WithALiveServerEntity_StaysRenderReady now demotes a
landblock that CARRIES a live server-spawned entity through the real
GpuWorldState + LandblockSpawnAdapter + LandblockPresentationPipeline, and
asserts the retained entity never enters the desired set.
Sabotage-verified: with the filter removed, exactly one test fails — this
one — and the other 25 pass, including all four D-1 regression tests. That
is the finding restated as a measurement: the D-1 tests genuinely do not
cover this seam, and now something does.
AP-150 citation corrected: the row cited 0x004D7064 as the
ECM_UI::SendNotice_DisplayStringInfo call site. That address is the
PStringBase construction of the "In Portal Space - Please Wait..." literal
(:219516); the actual call is 0x004D70A1 (-> 0x006925B0). Same class of slip
the #280 commit had just corrected for #326 — worth noting that a row filed
WITH a byte-level disassembly still mis-cited a neighbouring address.
Also refactored the existing pipeline demote test to keep its doc comment
attached to its own method (an earlier insertion had orphaned its [Fact]).
App.Tests 4,170 -> 4,171 passed / 3 skipped, net +1 for the new test. No new
skips; none of #302/#308/#321 surfaced. src/ is byte-unchanged (the sabotage
was reverted and verified).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Both #280 review lenses returned FAIL on the same defect, and both were
right. IsRenderNeighborhoodResident's widened outer arm requires
IsRenderReady out to FarRadius, justified by "a Far-tier landblock
registers with an empty mesh set and is therefore render-ready." That held
only for a landblock that ARRIVED as Far. The second, equally first-class
way to be Far tier is a Near->Far DEMOTE:
DemoteLandblock -> EnqueueNearLayerRetirement
-> LandblockRetirementStage.MeshReferences
-> GpuWorldState.ReleaseLandblockMeshReferences
-> LandblockSpawnAdapter.OnLandblockUnloaded => WantsLoaded = false
while DetachNearLayer deliberately keeps the landblock loaded, terrain-mesh
resident, terrain-collision resident and DRAWN. Nothing re-publishes an
already-loaded landblock, so the demoted member satisfied NEITHER arm of
the gate, permanently: wormhole tunnel plus centered "In Portal Space -
Please Wait..." forever, no recovery short of relog.
Reachable by ordinary play. Two consecutive recalls to the same landblock
with walking in between makes ChangesStreamingCenter false, so there is no
origin recenter and the region recentres through the ordinary demote diff.
Also reachable via a mid-hold quality-preset drop -- ironically the exact
scenario ReconcileDestinationReservationRadius was added to support. The
pre-#280 radius-1 gate never touched that band, because nothing inside the
Near ring can demote.
FIX SHAPE. Make the two routes genuinely equivalent rather than teaching
the predicate to tolerate the difference. ReleaseLandblockMeshReferences
becomes "reconcile the registration to the post-retirement tier": after the
release converges, if the landblock is still loaded AND still Far tier,
re-assert the empty registration -- the identical OnLandblockLoaded(lb,
empty) a PublicationKind.Far activation makes. It is empty by construction:
DetachNearLayer retains only live server projections, which the adapter's
atlas-tier filter skips. A full retirement is unaffected (DetachLandblock
clears both _loaded and _tierByLandblock), and a throwing release still
retries because the re-assert is only reached after the adapter converged.
The alternative -- "|| (IsFarTier && IsLoaded)" at the gate -- was
rejected: it fixes one caller while leaving IsRenderReady meaning two
different things, which is precisely how this defect arose. After this
change the predicate reads "drawable at its current tier" for every caller,
with no knowledge of how the landblock got there.
WHY THE TESTS MISSED IT, fixed here too:
- Proof obligation P2 was discharged against RESIDENCY (the FarRadius+2
eviction threshold) rather than against IsRenderReady, the gate's actual
atom. The contract now carries the correction and the restated
obligation: no transition may REVOKE IsRenderReady from a landblock that
stays inside FarRadius.
- WorldRevealDerivedWindowIntegrationTests advertised itself as end-to-end
against the real GpuWorldState but constructed it with no spawn adapter,
so its IsRenderReady degenerated to IsLoaded via the "?? true". The
single most load-bearing predicate in the change was stubbed out by a
null in the test named after it -- the same shape as C5b's D3 and #276's
three settler tests. Every fixture in that file now owns a real
LandblockSpawnAdapter.
- The P1 test's comment described its subject as "a Near-shaped completion
the streaming window has since DEMOTED to Far". It is not; it is a fresh
PublishAsFar, the case that does hold. Corrected, since a future reader
would have taken it as demote coverage.
Four new regression tests, all driving the real GpuWorldState +
LandblockSpawnAdapter + LandblockPresentationPipeline through an actual
demote, and all sabotage-verified in both directions (fail with the
production change reverted, pass with it):
NearToFarDemote_LeavesTheLandblockRenderReadyThroughTheRealPipeline
NearToFarDemote_LeavesTheLandblockRenderReadyUnderBudgetedRetirement
TieredWindow_StaysResidentAfterAnOuterRingDemote
OutdoorReveal_SurvivesAnOuterRingDemoteDuringTheHold
The budgeted variant exists because production composes
LandblockRetirementCoordinator.CreateBudgeted, whose MeshReferences stage
is a separate call site from the legacy pipeline's.
SECONDARY, same commit:
- R-1: ACDREAM_PROBE_REVEAL_RADIUS=0 was parser-accepted and
Runtime-rejected -- it yields far = 0 for an outdoor destination, which
fails invalid-readiness-shape on every acknowledgement, hanging the very
A/B route the probe exists to measure. Parser floor raised to 1, with a
7-case table test.
- R-2: the composite-warmup TRIGGER had silently moved onto the far
window's critical path. Pre-#280 the gate and the composite domain were
the same radius-1 square; #280 widened the gate without widening the
domain, so every composite upload serialised behind the last outer-ring
landblock for no readiness benefit. Warmup now starts once the NEAR
sub-window is published -- trigger scope == domain scope, as before. The
reveal gate is untouched: Evaluate still requires the full window AND
composite readiness.
- AP-150 filed: acdream's RetailWaitCueDelay = 5 s arming is NOT retail's
trigger, and #280's commit message got this wrong on both clauses. Retail
emits the notice unconditionally per tunnel rotation segment, in the else
arm of the segment-expiry test at 0x004D6FCD; segment duration is
RandDouble(0.6, 1.8) s, byte-decoded at 0x004D6FE6. The 5.0 constant at
VA 0x007991B0 is CellManager::CheckPrefetchStatus's prefetch RETRY
cadence and has nothing to do with the cue. acdream's own 0.6/1.8 segment
constants already match retail exactly; only the arming is wrong.
Adopting retail's unconditional emit is filed as #329 rather than folded
in here -- it is a user-visible presentation change and wants the user's
eyes.
- AP-151 filed: the gate is materially STRICTER than retail on the
mesh-build/GPU-upload axis. Retail's LScape::PreFetchCells blocks on DAT
RESIDENCY only -- no geometry construction, no upload; that work is lazy
at draw. acdream requires a DAT read, terrain mesh build, render-thread
upload, spatial commit, collision admission and spawn-adapter activation
per member of a 625-member window, metered at MaxCompletionsPerFrame.
Nothing bounds the hold. This is the OPPOSITE asymmetry from AP-149; both
are live at once, on different axes.
- AD-2's amendment stated the false Far-tier readiness assumption verbatim;
corrected, along with the same error in
claude-memory/reference_two_tier_streaming.md, which now carries an
explicit DO-NOT-RETRY on the special-case-the-predicate shape.
- AP-115 scope-noted (it covers the cue's presentation, not its arming).
- #326's SmartBox::set_mid_radius citation corrected: the entry is
0x00453180; 0x004531D0 is the mid-function re-arm branch.
Blast radius: GpuWorldState, LandblockSpawnAdapter,
WorldRevealReadinessBarrier and StreamingDiagnostics are all App-internal;
AcDream.Headless and AcDream.Runtime reference none of them outside
comments. Headless tests run green as part of the gate below, per C5b's
lesson about surveys that skip the no-window host.
Gates: Release build 0 errors, 18 pre-existing xUnit analyzer warnings.
Complete suite "dotnet test AcDream.slnx -c Release -m:1" with
ACDREAM_PAK_PATH set: 11,192 passed / 4 skipped / 0 failed, from a clean
rebuild (a prior session's deleted probe file had been compiled into a
stale test DLL). Baseline at fafc0b65 was 11,179 / 4 / 0; the +13 delta
reconciles exactly to this commit's additions -- 3 readiness tests, 1
integration test, 7 parser table cases, 2 warmup-trigger tests. None of the
known flakes #302/#308/#321 surfaced, and none is conflated with the
finding above.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
SpawnPlacementSettler committed settle.Position but discarded settle.CellId,
so a compressed first-gravity-frame settle that crossed a cell boundary left
the body's cell at the placement cell until some later resolve corrected it.
Now committed through the same guarded channel the per-tick resolve writeback
uses (RuntimeOrdinaryPhysicsUpdater): resolved cell when the transition
reports one, source cell otherwise, never a zeroed residency.
Retail anchor: CPhysicsObj::SetPositionInternal(CTransition const*)
0x00515330 commits both sphere_path.curr_pos.objcell_id and its frame,
including EnvCells.
WHERE THE DEFECT ACTUALLY BIT — #276's own framing is half wrong, and the
half it misses is the whole fix. PhysicsBody.Position's setter already
mirrors the world delta into the landblock-local frame and lets
LandDefs.AdjustToOutside recompute the 24 m cell index from it, so an
outdoor->outdoor settle already landed the right cell and dropping
settle.CellId cost nothing there. It cannot do that for an EnvCell: an
EnvCell id is not derivable from a position, so the mirror deliberately
PRESERVES it. settle.CellId is therefore the only carrier of a cell identity
across an indoor seam. The live defect is the issue's parenthetical
("outdoor/EnvCell seam, stacked EnvCells"), not its main clause — and the
change is consequently a no-op on the outdoor path that dominates
production, corrective only at the seam.
That finding is what made the test possible. The three existing settler
tests build bodies with NO CellPosition and pass identically with or without
this change — shipping against them would have repeated C5b finding D3, a
test that passed with its own change reverted. The new test seeds an EnvCell
id over plain outdoor terrain instead, so the stale-id preservation is the
discriminator and no EnvCell geometry fixture is needed.
Sabotage-verified: restoring `body.Position = settle.Position` fails exactly
the new test (1 failed / 4) and leaves the other three green — confirming
both that the new test discriminates and that the old ones never could.
Core suite 4,263 passed / 1 skipped / 0 failed, +1 for the new test.
Still open and unverified, deliberately not claimed closed: whether the
remote spawn-seed caller (LiveEntityNetworkUpdateController) hands in a body
that carries a CellPosition at all. CommitTransitionPosition early-returns on
a zero cell, so this fix is an inert no-op there and #276's remote half may
survive. The C3c local first-entry caller is confirmed — it passes
activation.Body.CellPosition.ObjCellId. Scoping detail in
docs/research/2026-08-06-276-remainder-scoping.md.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The user watched far terrain visibly assemble after portal space exits.
The reveal gate was NOT missing a hold — Slice E's hold mechanism is
correct and already in place. The hold was measuring the wrong domain:
it opened at a hardcoded 3x3 landblock neighbourhood (~192 m) while the
visible world extends to the fog end (~2,189 m at the shipped High
preset, inside a 2,304 m Far window). An 11.4:1 ratio.
Retail's equivalent ratio is 1:1 BY CONSTRUCTION. `LScape` owns one
`mid_width x mid_width` array of `CLandBlock*` (`LScape::SetMidRadius`
@0x00504C00, `LScape::update_block` @0x005063A0), `mid_radius` is
assigned directly from the user's `Render.LandscapeDrawDistance`
preference (`SmartBox::SetRegion` @0x004531F0; values
`Render_LandscapeDrawDistance_Values` @0x007CA988 = {3,5,8,11,15,25},
default 8 — both byte-verified against the PDB-paired 2013 binary), and
that same square is simultaneously the prefetched set
(`LScape::PreFetchCells` @0x00505660), the drawn set (`block_draw_list`
over the same array), and the set the simulation blocks on
(`CellManager::blocking_for_cells`). There is no retail configuration in
which the client streams farther than it gates, because there is only
one number.
So the fix derives rather than duplicates. Four coupled parts, which is
why this is one commit and not four — D1 without D2 hangs the client and
D2 without D1 is dead code:
D1 `WorldRevealReadinessBarrier` takes a live `Func<StreamingRevealWindow>`
and stops being static: outdoor requires `FarRadius`, indoor still 0
(retail's `CEnvCell::PreFetchCells` @0x0052D1E0 arm). Read per
evaluation, never captured — the radii are runtime mutable through
Settings, and retail's answer to a mid-hold radius change is to reset,
re-radius, and re-arm the blocking prefetch at the NEW value
(`SmartBox::set_mid_radius` @0x00453180). `OutdoorNeighborhoodRadius`
is deleted; there is no constant left to drift.
D2 `StreamingController.IsRenderNeighborhoodResident` becomes tiered,
because acdream's loaded landscape is: inside `NearRadius`,
`IsNearTier && IsRenderReady`; out to `FarRadius`, `IsRenderReady` only.
Without this the fix cannot work at all — nothing outside the Near ring
is ever promoted, so any radius above `NearRadius` was unsatisfiable and
would have held the reveal forever. Proof obligation P1 (a Far-tier
landblock genuinely satisfies `IsRenderReady`) is now a test driven
through the real `PublicationKind.Far` pipeline against a real
`LandblockSpawnAdapter`, not an inference.
D7 `RuntimeWorldTransitState.AcknowledgeDestinationReadiness` re-derived
`indoor ? 0 : 1` and failed `invalid-readiness-shape` on any other
value, so changing the radius alone would have looked like "the fix
hangs the client". It is now a SHAPE invariant (`indoor => 0`,
`outdoor => >= 1`). Runtime does not own the graphical host's streaming
configuration and must not learn it; plumbing App radii into Runtime to
preserve the strict equality is exactly the assert-a-mechanism-that-does-
not-exist failure C5b was built to stop. Both non-graphical producers
keep emitting their centre-ring token and stay legal, annotated in place.
D6 `PhysicsEngine.IsNeighborhoodTerrainResident` rebuilt a full-map
`HashSet` on every call, every frame of every hold. At radius 1 that was
invisible; at radius 12 (625 ring members) it violates Slice I1's
0 B/resolve standard. Now an engine-owned scratch set, cleared in place;
measured at 0 bytes over 1,000 warmed radius-12 queries.
Also: the destination reservation opens at exactly the gate's radius and
reopens on the same generation when the radius changes mid-hold (retail
has one square for both, and no concept of prioritising an inner ring
differently). Composite warmup deliberately stays `NearRadius`-scoped —
the composite domain is entity-scoped and Far builds carry no entities,
so widening it would walk the outer window to warm nothing.
`ACDREAM_PROBE_REVEAL_RADIUS` is a measurement probe in a diagnostic
owner (CLAUDE.md rule 5) so the connected route can be run A/B on one
binary; it is NOT a user-facing prefetch knob, since a low setting would
reintroduce the decoupling this slice exists to close.
Register: AD-2 amended with the derived window, the two-tier split, and
the four new retail anchors. AP-149 FILED for the residual this does not
close — the outer ring accepts terrain-only publication where retail
requires LandBlockInfo and every building EnvCell, so a distant building
can still pop in at Far-ring distances. Do not let a later closeout
claim parity.
Docs: `ACDREAM_STREAM_RADIUS`'s CLAUDE.md description was wrong on every
clause (the default is unset, not 2; it forces `NearRadius`; it is
silently discarded by any Settings save) — corrected, since that is the
file every session reads. `reference_two_tier_streaming.md` corrected in
four ways, including "Far tier = terrain only": Far also publishes
terrain COLLISION, which is precisely what makes this fix viable.
#280's issue text had the right conclusion from a wrong premise (it
names a view-distance setting acdream does not have) — corrected, and
the missing Viewing Distance option filed separately as #326, with #327
(DDD progress readout) and #328 (hardcoded 5000 f far plane vs retail's
byte-verified 4000) filed alongside.
Expect LONGER holds and the "In Portal Space - Please Wait..." cue on
recalls MORE often. That is convergence toward retail, not away from it:
retail emits the byte-identical string for the whole duration of a
blocked prefetch and polls at 5 s intervals. The failure condition is
non-convergence, not duration.
Gates: Release build 0 errors. Complete suite 11,178 passed / 4 skipped
/ 0 failed, against a re-measured 11,142 / 4 / 0 baseline at 9ee9c1a1 —
+36, reconciled exactly as 36 new tests (App +23, Runtime +10, Core +3),
zero deleted, zero newly skipped. Nine discriminating tests
sabotage-verified in both directions. The connected/visual gate is
batched into C5's matrix; its recipe, its three positive artifacts, and
its required recall leg are written into the campaign plan.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Both C5b re-reviews returned PASS on 02578441..ff100cf3. This lands the
bookkeeping corrections they left, the one gate asymmetry both found
independently, and one wrong retail fact neither of them caught.
1. AP-148 / #325 — Gate A's teleport test, wrong on primary source twice.
The C5b contract stated retail's Gate A teleport term as "TELEPORT_TS
equal" (and, in the trace block, as "must NOT be newer") and blessed
acdream's `teleport == _timestamps[Teleport]` as retail-exact. Disassembly
of the PDB-paired binary at SmartBox::HandleReceivedPosition
0x0045402B-0x00454054 says otherwise: the shortcut is taken iff the wire
stamp is equal OR newer (wrap-safe) — `sbb eax,eax / neg eax` materialises
the carry of the compare and the branch skips Gate A on CF, i.e. only when
the wire stamp is strictly OLDER. It is CPhysicsObj::newer_event
@0x00451B10's identical idiom with the operands swapped. Binary Ninja drops
the flag test and renders it `if (-((eax_7 - eax_7)) == 0)`, always true —
which is why two rounds of reading pseudo-C recorded it backwards.
So acdream's ForcePosition disposition is a strict SUBSET of retail's Gate
A set, and a local ForcePosition carrying a newer teleport stamp is
misrouted into a full Apply: wire heading instead of preserved heading,
unparent, possible placement frame, zeroed velocity, TELEPORT_TS advanced,
and OfferTeleportDestination called for a packet retail never starts
presentation for.
PhysicsTimestampGate.cs is NOT changed. The predicate exists twice (also
ValidAcceptedAuthority's PreviousTeleport == AcceptedTeleport), and the fix
has to decide TELEPORT_TS's disposition on a Gate A path that has never
seen a stale-but-equal pair. #325 records all of it and says explicitly
that it is not a one-line comparison swap. C5b made this marginally
better, not worse: clearParent was unconditionally true before C5b and is
unchanged; installPlacementFrame moved toward retail's HasAnims gate.
2. Retail F2 / architecture L-A — the no-window route had no pre-merge
payload validation. Root fix, not a documented asymmetry.
The graphical route validates before the merge (OnPosition's payloadIsValid
-> LiveEntityInboundAuthorityGate's !payloadIsValid return); despite its
name CanAcceptPositionPayload is not projectile-scoped. The no-window route
had no equivalent, and since D1 fed an unvalidated LandblockId into
CommitWireCellRebucket — where 0 is the withdrawal shape, silently
de-residencing the entity in the field every bot reads as CellId.
RuntimeLiveEntitySessionController.OnPositionUpdated now applies the same
rule at the same point, reusing
RuntimeAuthoritativePositionRouteClassifier.IsValidCreateWirePosition plus
the finite-velocity term — the exact pair TryApplyPosition already applies
on its initial-residence branch. Chosen over documenting it because the fix
is five lines and leaving it would have left two written claims falsified
by the code. It is a behaviour change: headless now drops packets it
merged. Against ACE the set is empty, and the graphical host has carried
this gate since it was written; the argument is recorded in the contract's
§15.2 rather than gated.
Two test fixtures carried cell ids retail's own inbound_valid_cellid
rejects (low words 0x41 and 0x51, above the 0x40 landcell ceiling). Their
constants were corrected; their assertions were not.
New test sabotage-verified in both directions: gate removed -> red at the
withdrawal-shape assertion; gate moved to guard only the cell commit ->
red at the pose assertion, which is what makes it a before-the-MERGE test
rather than a before-the-commit test.
3. Register and doc corrections.
- AD-64: "deliberately absent" was presented as the complete difference
list and was not. Adds (a) the residence gate is weaker than the merge's
own — both hosts' commits use TryGetCurrent while TryApplyPosition's FIFO
branch uses TryGetTransaction, so the wire cell can commit ahead of the
continuation that will replay it; (b) the two missile gates are two
different expressions that agree today; (c) the payload gate, now
present. Risk column records that (a) and (b) have no discriminating test
on either side.
- AP-147: amended for D1 — pre-D1 the no-window host published [Updated]
alone and lost the Rebucketed, so a headless event log is now a real
instance of the "consumer that snapshots a delta" the row warns about.
- AD-60: "Matches retail exactly" scoped to the withhold, since the row's
body documents two channels that do not.
- CommitWireCellRebucket: notes the unreachable ThrowIfNull /
EnsureNotDisposed precedence inversion.
- TryCommitAcceptedWireCell: the discarded commit bool is explained rather
than left bare — false means IsCurrent went stale, unreachable three
statements after a synchronous TryGetActive.
4. Bisect hazard recorded in the C4 closeout handoff (the doc CLAUDE.md
sends readers to before any C5 work) and in the contract's §15.3: commits
735f0a72..23aa62f2 contain a live headless defect — every remote's
FullCellId frozen for the session — introduced by 735f0a72 and fixed only
at ff100cf3. Nothing throws and no test in the range fails.
Gates: Release build 0 errors/0 warnings. Complete suite 11,142 passed /
4 skipped / 0 failed against the 11,141 / 4 / 0 baseline — net +1, exactly
the one new test. No flake appeared (#302, #308, #321 all green).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
C5b (735f0a72) made the steady-state accepted-Position merge stop writing
residency. That is retail-correct — HandleReceivedPosition @0x00453FD0 reads
the wire objcell_id into a local and never assigns the object's cell — and it
stays. What C5b did not account for is that its replacement writers both live
in AcDream.App: the OnPosition prologue rebucket (AD-60's W2) and the
post-routing wire-cell adopt (W3, AP-135).
The two hosts run parallel, non-shared inbound routes. LiveEntitySessionController
-> LiveEntityNetworkUpdateController.OnPosition is graphical-only;
RuntimeLiveEntitySessionController.OnPositionUpdated is the no-window route and
is constructed only at HeadlessSessionHost.cs:682. So AcDream.Headless had NO
post-merge cell writer at all. Every remote's FullCellId was written at
create/placement and then frozen for the session — and RuntimeEntityObjectViews
.Snapshot projects exactly that field as RuntimeEntitySnapshot.CellId, i.e. every
bot's entire world view. The local player lost one of AP-146's three refresh
edges, which matters beyond cosmetics: RuntimeSetPositionState
.IsAffectedCollisionResident reads FullCellId to pick which bodies a landblock
retirement parks, so a bot running A->B without teleporting would have retired A
while parking a body physically in B.
The fix, in three parts:
1. RuntimeEntityObjectLifetime.CommitWireCellRebucket — a new Runtime owner for
the committed VALUE, extracted verbatim from LiveEntityRuntime
.RebucketLiveEntity. This is also the root-cause fix for the layering
inversion the review found: AD-60 was documenting its own correctness by
naming an App class the Runtime assembly cannot reference. Behaviour on the
graphical side is unchanged — record.FullCellId is a proxy for
record.Canonical.FullCellId, which is the record the callee reads, and the
commit is still CommitRebucket. Verified load-bearing for BOTH hosts:
sabotaging the preserve branch reddens the graphical
LiveEntityRuntimeTests.CanonicalOnlyRebucket_DoesNotOverwriteAuthoritativeFullCell
as well as the new headless assertion.
2. RuntimeLiveEntitySessionController.TryCommitAcceptedWireCell — the no-window
W2, under the same reachability rules the graphical route applies: Rejected
writes nothing (the shape the App authority gate produces by returning false);
a bound-projectile packet writes nothing (routed by the graphical host through
the canonical projectile placement owner, which returns before W2); an active
initial-create residence writes nothing (RebucketLiveEntity's own early
return — while the lease is live the SetPosition conductor is the sole cell
authority); a local ForcePosition writes only when the accepted-Position drive
declined it (NotApplicable), because a handled force is
placement-receipt-authoritative. W2/W3 themselves are untouched.
3. On the committed value (the landblock-vs-cell trap). RebucketLiveEntity's
preserve branch fires on a LANDBLOCK-shaped id — low 16 bits 0xFFFF — and
exists for LocalPlayerProjectionController.Project, the per-frame local
movement caller that emits exactly that shape. An inbound wire objcell_id is
never landblock-shaped, so on the accepted-Position route the branch is not
taken and the exact wire cell is committed. That is what W2 commits today and
what this now commits; the no-window host has no per-frame caller at all.
Ordering is matched, not improved on: the force drive submits its placement
before the commit, so its first submit still reads the pre-commit FullCellId —
AP-138's amended route-2 CurrentCellId measurement.
Bookkeeping in this commit:
- AD-60 corrected. Its surviving-channel enumeration presented "the local force
path, the missile arm" as exhaustive; the entire no-window host belonged in it.
23aa62f2's W2/W3-redundancy measurement is preserved verbatim.
- AP-146 and #320 amended the same way — their three-edge list was written from
the graphical host and silently assumed both hosts shared it. The no-window
host had two of three; it now has all three.
- AD-64 filed: the reachability decision is now expressed once per host. The
value is single-sourced; the gate set is not.
- #324 filed: unifying the two session controllers is the genuinely correct fix
and is campaign-sized (presentation recovery, hydration, the equipped-child
renderer, and the remote/projectile routing arms only one host has). Not
attempted here, per the fix brief.
Gates. Release build 0 errors. Complete suite 11,141 passed / 4 skipped /
0 failed, against the 11,134 / 4 / 0 baseline at 23aa62f2 — net +7, exactly the
7 tests added. Eight sabotages verified, each red on at least one discriminating
test and green when reverted: remote commit removed (2 Runtime + the end-to-end
Headless test); local ordinary commit removed; local NotApplicable-force commit
removed; force commit made unconditional; residence gate removed; missile gate
removed; Rejected gate removed; preserve branch broken (red on both hosts).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Follow-up to C5b (735f0a72). The retail-conformance review passed, so no
production behaviour line moved: the flag truth table and the
refreshPosition:false withhold are untouched. This is blast radius, test
discrimination and documentation fidelity - plus two findings I could not
confirm and am rebutting rather than complying with.
D3 - THE PUBLISH-CONSERVATION TEST DID NOT DISCRIMINATE. The reviewer was
right and it was the worst finding here: proof obligation 3's test passed
identically with C5b reverted. Its only delta assertion FILTERED
(Assert.Single(deltas, Rebucketed && parentGuid)), so the pre-C5b stream
[Rebucketed] and the post-C5b stream [Updated, Rebucketed] both satisfied
it, and childSpatialBefore+1 held in both worlds because whichever site did
not move the cell propagated idempotently. It now asserts the complete
ordered parent stream plus each element's CellId and Position.ObjCellId.
Sabotage: restoring refreshPosition:acceptedPosition turns it red (it was
green before), together with the withhold test and the new L5 test.
That cardinality change was itself unfiled and is now AP-147: a
cell-changing accepted Position publishes TWO entity deltas where it
published one, and the intermediate Updated pairs the OLD CellId with the
NEW wire Position - a torn pair that did not exist pre-C5b, since both
halves used to move inside one publish. No production consumer reads a
delta's paired fields, but a recorder/plugin/bot event log would capture
it. The row states why suppressing the Updated is not available at that
layer (the merge cannot know whether its caller reaches W2).
D4 - THE PROJECTILE DOC COMMENT WAS FALSE AND ITS RETAIL ARGUMENT WAS
INVERTED. SyncPresentationFromResolvedBody claimed record.FullCellId is
"the WIRE cell ... stamped by the merge's RefreshDerivedState/SetFullCell,
before classification ever runs" and argued from retail's store_position
@0x00515CE2 that the destination cell is the right one. C5b falsified the
premise; the missile arm also returns before W2, so nothing stamps the wire
cell for a projectile at all. Rewritten. The honest conclusion, which the
old text would have called wrong: on a stored outcome presentation now
pairs the DESTINATION world position with the SOURCE cell. That is not a
choice this method can make differently - StoreAcceptedDestinationPose
writes only Position/Orientation, so record.FullCellId and
body.CellPosition.ObjCellId now hold the same source cell and reading
either yields the same value. The divergence is AP-138 item (1)'s
store-writes-pose-but-not-cell residual, retiring via #309, not a field
choice here. Projecting the wire cell instead would invent a residency the
placement declined - the AP-1 shape C5b closed.
L3/L4/L5 - PINNING GAPS, ALL THREE CONFIRMED AND CLOSED.
L3: the matrix's oracle passed HasAnimations as a literal, so the merge's
old.MotionTableId ?? old.Physics?.MotionTableId and
RuntimeAcceptedPositionRouteRequests.Build's canonical-snapshot twin were
textually identical and pinned by nothing. The oracle is now BUILT by the
production constructor.
L4: every fixture set both MotionTableId halves to the same value, so
deleting either operand of the ?? was undetectable while the production
comment said the mixed case is the real-world one. Six mixed rows added,
including the explicit-zero row (a present-but-zero top half is not null,
so ?? never reaches the physics half).
L5: the retained Rebucketed ternary had zero coverage through
TryApplyPosition - every restoreCancelledPark test called Forget directly.
Now driven through the real merge, with the wire cell deliberately the
SOURCE while the park's committed body cell is the DESTINATION, so the
restored residency can only have come from the rollback.
Sabotage (each red, each restored): merge ?? -> top half only, 1 red;
-> physics half only, 2 red; Build's ?? -> physics half only, 2 red;
ternary -> constant Updated, exactly the L5 test red.
L1/L2 - THE MISSING TEST IS ADDED; THE DEFECT IS NOT THERE. The reviewer
was right that C5b's "no fixture covers pickup at that layer" was
inaccurate - LiveEntityNetworkOnPositionCollapseMatrixTests drives the real
OnPosition at ~26 sites - and the end-to-end test is added: withdraw ->
accepted Position -> IsSpatiallyProjected && FullCellId == wireCell, both
guid classes.
But ChildUnparentDisposition.Pending is NOT a live defect, because it is
production-unreachable. The sole production _withdrawProjection binding
(LivePresentationComposition.cs:599) is
LiveEntityProjectionWithdrawalController.WithdrawExact, whose only Pending
mint is inside its catch block and therefore always carries a non-null
Failure - and AdvanceUnparentTransition rethrows at
EquippedChildRenderController.cs:1307 BEFORE the return Pending at :1309.
The named drop scenario does not reach it anyway (BeginDetachedRemoval has
already emptied the capture list) and would be correct if it did: a
previously-equipped child is LegacyImmediate, so the FullCellId != 0u gate
at DatLiveEntityProjectionMaterializer.cs:767 is never consulted and
re-projection uses the wire cell at LiveEntityRuntime.cs:824.
Measured while building that test, and NOT what C5b assumed: W2 and W3 are
REDUNDANT on the remote tail. Sabotaging W2 alone - adopting the committed
cell instead of the wire cell, OR skipping the rebucket outright - leaves
the whole file green, because W3's RemoteMotion.CellId write reads through
to canonical FullCellId via CommitCanonicalCell, whose CellCommitted
recovery re-installs the bucket. Only removing BOTH goes red, and then the
new test is the only red in the file. So it is named for what it pins, and
AD-60 is amended with the measurement: neither channel is individually
load-bearing, so a future retirement of one is caught by nothing else.
D2 - REBUTTED, WITH THE REAL GAP FILED INSTEAD. The reviewer's hypothesis
was that TryApplyInitialCreateCompletionPresentation's staleness guard lost
its ability to detect an intervening steady-state Position when C5b stopped
the merge stamping the wire cell, and asked for a PositionAuthorityVersion
term. I do not think that is right and did not add it.
The receipt's facts are the canonical BODY's pose and cell at publish
(PublishExecutorCompletion builds both from the record). Exactly two owners
can move them: a Runtime SetPosition commit/withdrawal, every one of which
calls AdvancePlacementCommit - the only caller family is
RuntimeSetPositionState - and a rebucket, which moves FullCellId. Both are
already covered by the two existing terms. An accepted steady-state
Position is neither, and C5b did not make it one: the merge refreshes the
snapshot and advances PositionAuthorityVersion but never wrote the body,
and the App generic tail writes the RENDER entity. The wire-cell half stays
covered because W2/W3 commit it in the same call; the paths that return
before them leave the record at the last committed cell, which IS the
receipt's own cell - correctly not a supersession.
Adding the term would decline receipts whose facts are still true, on the
entity's FIRST world-visible moment: the pose write and
RebucketLiveEntityPresentationOnly would be skipped while TryPublishPlace
still publishes, so a packet returning before the render write would leave
the sidecar visible at its materialized pose in a wrong bucket. That is the
handoff's own "removed the invariant failure while leaving the bug" shape.
There IS one supersession neither term covers, and it predates C5b:
RuntimeRemotePlacementDriveController.StoreAcceptedDestinationPose writes
body.Position/Orientation on the far-snap Refused/Contention arm with no
placement commit and no cell move. Filed as #323 with the FIFO-blocking
argument for why a receipt can still be pending when it lands, an explicit
"not established as reachable", and an explicit "do not fix it with
PositionAuthorityVersion". The guard's comment now carries the whole
argument instead of one sentence.
S1 - DANGLING POINTER CLOSED. InboundPhysicsStateController.cs:610 still
said the two-callers-one-rule debt was "tracked for the eventual cutover
unification ... See docs/ISSUES.md", which pointed at nothing after C5b
closed#275 without a successor. Filed #322, cited from both the comment
and #275's closure, including why widening TryApplyPosition's signature to
take a route would be the wrong unification.
AP-138 amended: C5b staled its round-3 measurement that "both
accepted-Position callers commit the accepted wire cell to
record.FullCellId before submitting". Route 2 submits from
TryExecuteAcceptedLocalPosition ahead of W2, so on a first submit
PlacementTouchesPrefix's CurrentCellId arm now names the SOURCE landblock,
not the destination. Confined to which prefix the quiescence pre-flight
matches, which that row already established is not the correctness
mechanism.
GATES. Release build 0 errors. Complete suite 11,134 passed / 4 skipped /
0 failed, from the 11,125 / 4 baseline at ed806997: net +9, all new tests,
no test deleted or weakened, no new skip. Runtime.Tests 1195 -> 1202 (+6
mixed-motion-table rows, +1 park-rollback fact); App.Tests 4132 -> 4134
(+2 guid rows). None of #302/#308/#321 appeared. Not connected-gated -
nothing here changes runtime behaviour.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The steady-state accepted-Position merge did two things retail never does,
on every single Position packet: it installed the wire placement frame and
unparented unconditionally, and it derived the record's FullCellId from
bare wire acceptance. Both are now correct, and they land together - a
half-flipped intermediate (classified flags with the wire stamp, or vice
versa) is exactly the mixed-residency state this campaign keeps paying for.
WHY the flags need no route. SmartBox::HandleReceivedPosition @0x00453FD0
decides both pre-placement writes BEFORE MoveOrTeleport is consulted: Gate A
@0x0045400C returns @0x0045409D ahead of unset_parent @0x00454129 and ahead
of the HasAnims SetPlacementFrame gate @0x00454137. Neither gate reads the
near/far/teleport classification. So the two flags are a pure function of
(disposition, hasAnimations) and are computable inside the merge, pre-merge,
with no signature change, no route construction and no playerDistance - the
scoping's ~150-400-line route-plumbing estimate over-counted because it did
not see this. That truth table IS
RuntimeAuthoritativePositionRouteClassifier.ClassifyAcceptedPosition's own
ApplyPlacementFrameBeforeRouting/UnparentBeforeRouting rows; the classifier
stays the oracle and the equality is pinned by test, not by a shared path,
so each computation remains separately sabotage-verifiable.
WHY the cell is withheld. HandleReceivedPosition reads the wire objcell_id
into a LOCAL @0x00453FE3 and hands it only to BlipPlayer / TeleportPlayer /
MoveOrTeleport / ConstrainTo; it never assigns the object's cell. The
object's cell moves inside the placement family (SetPositionInternal
@0x00515BD0 to set_cell, enter_world) or per-frame transit, and nowhere
else. The continuation executor has encoded that rule since the executor
slice; this caller now matches it verbatim.
WHAT DELIBERATELY SURVIVES. Two steady-state wire-cell writers stay,
downstream of the merge and outside the classification window: the
OnPosition prologue rebucket (W2, into CommitRebucket), which is also the
local player's own cell-freshness path, and the post-routing wire-cell adopt
for non-placing arms (W3, AP-135). Gating W2 "for symmetry" would freeze the
player's canonical cell between teleports and #319's child-cell equality
would inherit the freeze. AD-60's rewrite names both so the retirement
cannot be misread as "wire acceptance never changes residency anywhere".
REGISTER. AP-131 RETIRED - the unconditional literals no longer exist; the
caller was corrected, not deleted, so the row's own "deleted at the
production cutover" framing is overtaken. AD-60's legacy half RETIRED and
the row REWRITTEN rather than deleted, naming W2/W3 (route 4b-3's D8
precedent: a silent whole-row deletion would hide surviving channels).
AP-130 amended - the merge consumes the same static HasAnimations proxy,
deliberately not escalated to a live animation-queue read. AP-146 and #320
amended - their "accepted inbound Position (RefreshSnapshot into
RuntimeEntityRecord.cs:234)" local-player cell writer is now the generic
tail's CommitRebucket, and a ForcePosition (which returns before that tail)
is placement-receipt-authoritative. #275 closed.
HEADLINE BEHAVIOURAL DELTA, stated once: a refused or contended local
ForcePosition now leaves FullCellId at the last committed cell where the
merge used to stamp the refused packet's wire cell. Retail cannot refuse
(AD-62) and its body keeps its last placed cell, so the new shape is the
retail-reachable one.
THREE CONSUMER SITES THE CONTRACT'S BLAST-RADIUS SURVEY MISSED, all
D2-caused, all found by the suite rather than by reading, all intended
semantics rather than regressions (recorded in the contract's new section
14):
(1) DatLiveEntityProjectionMaterializer's self-projection branch reads
FullCellId inside OnPosition's prologue recovery, ahead of W2. It now
correctly declines to project from an unplaced wire claim; production
installs the bucket at W2 in the same call (verified: no return between
the recovery call and W2 is conditioned on IsSpatiallyProjected or
FullCellId). Two hydration tests asserted the bucket at the recovery
boundary and now drive the production W2 step - the same shape as trap
T2, one layer up.
(2) ProjectileController.SyncPresentationFromResolvedBody writes
ParentCellId = record.FullCellId. On a refused missile placement that is
now the committed source cell. The MAJOR-1 invariant is unchanged and is
now asserted as the identity it always meant rather than as a wire-cell
constant.
(3) The merge's Rebucketed ternary does NOT become always-Updated as the
contract predicted, and is deliberately kept: the
Forget(restoreCancelledPark: true) above it can roll a wakeable
lost-cell park back, and RestoreParkWithdrawal restores canonical
residency. That is a real cell edge produced inside this method by a
placement owner.
TEST-COUNT RECONCILIATION. Baseline measured at this HEAD by stashing the
change: Runtime.Tests 1176, App.Tests 4135 (4132 passed / 3 skipped),
solution 11,106 passed / 4 skipped - matching the recorded figure at
6921a027 exactly. Post-change: Runtime.Tests 1195, App.Tests 4135 unchanged,
solution 11,125 passed / 4 skipped / 0 failed. Net +19, entirely new Runtime
tests: 3 facts plus a 12-row matrix theory in
InboundPhysicsStateControllerTests, 1 fact plus a 2-row theory in the new
RuntimeSteadyStatePositionMergeTests, and 1 fact in
RuntimeAcceptedPositionDriveControllerTests. No test was deleted; five
existing tests were rewritten in place, never delete-only. No new skip; none
of #302/#308/#321 appeared.
SABOTAGE VERIFICATIONS (each new discriminating test, both directions;
production line broken, suite run, line restored):
installPlacementFrame (!force && !hasAnimations) to (!force)
5 fail: ApplyOnAnimatedEntity_NeverInstallsTheWirePlacementFrame plus
the 4 animated non-force matrix rows.
installPlacementFrame to false
6 fail: ApplyOnNonAnimatedEntity_InstallsTheWirePlacementFrame,
PositionPlacementAbsentAndPresentZeroBothApplyRetailZero plus the 4
non-animated non-force matrix rows.
clearParent (!force) to true
3 fail: ForcePositionOnParentedLocalPlayer_RetainsTheParentAttachment
plus the 2 force+parented matrix rows.
clearParent (!force) to false
4 fail: the 4 Apply+parented matrix rows.
refreshPosition false to acceptedPosition
4 fail: AcceptedPosition_WithholdsTheWireCellAtTheMergeBoundary,
ContendedForcePosition_WritesNoResidencyAnywhere,
ReentrantNewerPositionDuringPickupDiscardSuppressesStalePickupDelta,
MissileFarRefused_...ParentCellIdAgreesWithCommittedCell. Confirmed a
second time by the baseline measurement above, where the withhold test
was the sole red.
CommitRebucket publishes Updated instead of Rebucketed
2 fail: both parent classes of
CellChangingAcceptedPosition_ConservesOneRebucketAndOneChildPropagation.
RuntimeEntityDirectory.SetFullCell drops PropagateFullCellToChildren
2 fail: the same two rows.
T4 respected: the ForcePosition placement-frame half is inert
(appliedPlacement keeps old.PlacementId under either flag value), so the
force row's discriminating assertion is parent retention, never the frame.
NOT DONE, deliberately: the executor is still not wired into the
steady-state path (#275's alternative branch); W2/W3 are untouched; no probe
added or stripped; AP-130's proxy not escalated; no while-here unification
of the two merge callsites. No automated OnPosition-level test drives the
full pickup / drop / reproject sequence (no fixture covers pickup at that
layer); the contract's connected gate recipe item 1 is the positive evidence
for it and has NOT been run - this commit is not connected-gated.
Contract: docs/research/2026-08-05-c5b-contract.md (committed here, with its
section 14 implementation outcome appended).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Member-wise deletion of the three legacy resolver members named in
docs/research/2026-08-05-c5a-contract.md: PhysicsEngine.Resolve,
PhysicsEngine.HasCellSurface, and PhysicsEngine.ResolvePlacement. An
exhaustive receiver census over src/ found zero production callers of any
of the three — every production placement writer already reaches the
canonical PhysicsEngine.SetPosition transaction exclusively through
RuntimeSetPositionState (three call sites total). The deletion is purely
member-wise: IsSpawnCellReady and AdjustPosition, which shared the same
source region as the deleted members, are preserved byte-identical — every
remaining production caller of either (including PhysicsCameraCollisionProbe,
AdjustPosition's sole surviving production caller) is unaffected.
Companion changes:
- PlayerMovementController's 3-argument SetPosition test overload is renamed
to SeedPlacementForTest (internal) and CommitPreparedPosition is deleted;
83 call sites across 19 test files were mechanically renamed to match.
- Seven pinned test dispositions from the contract are executed:
3.1 (PhysicsEngineTests.cs: 11 legacy-resolver tests deleted, 6
ResolveWithTransition tests kept), 3.2/3.3/3.4 (re-point to canonical
SetPosition, with TransitionScratchDifferentialTests.cs additionally
gaining positive IsCommitted assertions after each bitwise comparison so
the differential proves a placement actually committed, not just that two
possibly-uncommitted results match), 3.5 (Runtime rename), and 3.6
(PlayerMovementPlacementTransactionTests.cs rewritten — its xmldoc now
states plainly that the render-root publish moved to
RuntimeSetPositionState.cs, but the sticky-release relocation claim was
false and is retracted; this disposition's coverage loss is the sticky
release path, not silently absorbed elsewhere).
- Stale `PhysicsEngine.Resolve`/`Resolve` doc citations in CellTransit.cs,
PlayerMovementController.cs, and HeadlessSessionWorldProjection.cs are
corrected to name the surviving canonical entry points by symbol
(SetPosition, AdjustSetPosition/AdjustPosition, ResolveWithTransition)
rather than fragile line numbers.
Retires AP-1 and AD-1 in docs/architecture/retail-divergence-register.md:
both rows described production zero-delta placement routing remaining on
the legacy resolver pending the Slice 4B2/4B route cutover; that resolver
no longer exists, so the condition each row tracked is now structurally
false rather than merely narrowed. AP-145 (routed through the prior commit)
and this commit's AP-1/AD-1 together bring the section counts to 101 AP / 47
AD active rows.
Builds on the AP-145 fix (previous commit) — this commit's staged tree was
independently rebuilt and its four suites independently rerun on top of
that commit before this commit was created, in addition to the combined
rebuild/rerun below.
Full-solution build: 0 errors (21 pre-existing warnings, all unrelated).
Suite results (combined tree): Core 4270/4271 passed (1 skip; the single
DatSoundCacheTests concurrent-decode-dedup failure is a known load-sensitive
race, confirmed passing standalone and unrelated to this change), Runtime
1176/1176, Headless 86/86, App 4132/4135 (3 skips).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
RuntimePlacementPresentationSink.TryPublishPlace previously published the
local player's collision-shadow pose with a direct LocalPlayerShadowState.Set
call — a plain cache write that never touched PhysicsEngine.ShadowObjects.
Because LocalPlayerShadowSynchronizer.SyncPose's own dedup check compares
against that same cache, the direct write could pre-seed the cache with the
destination pose and cause the next real SyncPose call to see "nothing
changed" and skip its own ShadowObjects publish — leaving the real collision
shadow at the pre-teleport position until an unrelated movement tick forced
a real publish.
Fix: TryPublishPlace now calls _localPlayerShadowSync.SyncPose(...,
force: true), the same publisher ordinary per-tick movement uses, so Place
always drives a real ShadowObjects write before the cache updates.
TryPublishWithdrawal carried the exact mirror asymmetry (a bare
LocalPlayerShadowState.Clear with no ShadowObjects.Suspend, leaving a live
phantom shadow row at the park's source cell for the whole park window — the
#184 shape) and is fixed in the same commit, same one-call shape:
_localPlayerShadowSync.Suspend(entity). The sink no longer holds a direct
LocalPlayerShadowState reference; both halves route exclusively through the
one synchronizer, which owns the cache internally.
The single LocalPlayerShadowSynchronizer instance is now constructed in
LivePresentationComposition (before the sink) and threaded through
LivePresentationResult to SessionPlayerComposition, which no longer builds
its own — this guarantees the sink's Place/Withdraw edge and ordinary
per-tick movement publish through the exact same publisher and cache rather
than two independent instances that could drift out of sync with each other.
TryPublishPlace's xmldoc now states the behavioural nuance directly: routing
through SyncPose means Place inherits SyncPose's own admission guard
(IsHidden, cellId == 0, not-current-visible-projection), which the old
direct .Set() call never consulted. Under those conditions SyncPose now
calls Suspend instead of publishing — correct and symmetric, but new
behaviour worth flagging at the call site, not just in a test comment.
RuntimePlacementShadowCompositionTests.cs (#318) proves four facts against
the real ShadowObjects registry, not the cache: a bare Place publishes a
real row at the destination cell with the source cell's row gone; a
subsequent ordinary per-tick Sync is then a correct no-op; a Place for a
registered non-local-player entity leaves its row at the source cell
untouched and never touches the player's cache (route 7 P4 — the fix lives
entirely inside the pre-existing player-only gate); and Withdraw suspends
the real registry row, not just the cache, with the retained
(suspendable) registration surviving for a later restore. All four were
sabotage-verified in both directions.
RuntimeForcePositionRenderCommitTests.cs (B2) drives a real end-to-end
accepted ForcePosition through RuntimeEntityObjectLifetime.TryApplyPosition
and RuntimeAcceptedPositionDriveController.TryExecuteAcceptedLocalPosition
against a live HostFixture, asserting both the committed render position
AND a cell change that deliberately crosses out of the spawn's outdoor grid
cell, so the cell assertion is independently falsifiable rather than riding
along with the position assertion.
Retires AP-145 (this fix) in docs/architecture/retail-divergence-register.md.
AP-1 and AD-1 are untouched by this commit — they retire separately in the
deletion-sweep commit that follows.
Evidence chain: docs/research/2026-08-05-c5a-contract.md (the governing C5a
slice contract), docs/research/2026-08-05-c5a-architecture-review.md (round
1, FAIL — three MAJORs: vacuous route-7 P4 test, unfixed Withdraw-side
mirror asymmetry, non-driving B2 test), docs/research/2026-08-05-c5a-architecture-review-round2.md
(round 2, PASS with two MINORs — an unfalsifiable B2 cell assertion and the
undocumented SyncPose guard nuance, both fixed here).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A player-parented child never received a canonical cell. Its FullCellId stayed
0 for its whole attached lifetime, so it could not follow the player across a
boundary. Scope was wider than the local player: every REMOTE player's
equipment too.
ROOT CAUSE. EquippedChildRenderController hardcoded ParentInstanceSequence: 0
for a parented CreateObject. Correct for creatures and statics, which really
are sequence 0; wrong for players, whose ObjectInstance is Character.TotalLogins
(ACE Player_Networking.cs:37). The relation filed under (playerGuid, 0) while
the record carried TotalLogins, so both route-7 write sites — D1's attach
re-cell and D2's propagation lookup — keyed on an incarnation that never
matched. TryCommitParent did not validate the sequence, so the attach
succeeded and printed normally. Silent.
A ROUTE 7 REGRESSION (cd3129e9) that un-masked a latent bug: the TickChild call
route 7 deleted was keyed on the child guid alone and was structurally immune
to a wrong parent key.
THE FIX IS TO STOP TREATING PLAYERS DIFFERENTLY, not to special-case them.
Retail's attach path is guid-only end to end — PhysicsDesc::get_parent_id
@0x00558a18 -> CObjectMaint::GetObjectA @0x00558a2d -> set_parent @0x00558a3e,
with SetChildren @0x00509370 hash-walking by guid — and neither set_parent
overload (@0x00515A90, @0x00515B50) nor enter_cell @0x00510ED0 contains any
player test or instance-sequence read. Our player/non-player split was purely
an artifact of keying relations by (guid, incarnation) against a wire message
that carries no parent incarnation. Late-binding to whoever currently holds the
guid is retail's own semantics. Fixed at BOTH producers: OnSpawn and
OnCreateParentAccepted, the second carrying the byte-identical defect and not
named in the contract's scope line.
THE INVARIANT IS EQUALITY, NOT FRESHNESS. The contract rejected both framings I
offered: every one of the 45 FullCellId liveness predicates excludes a
committed child on a NON-cell clause first, so the child inherits only the
parent record's existing staleness, which is already present today with no
symptom. The key fix alone restores child-equals-parent for every parent class.
TWO SITES GATED, inert only because the cell was zero and would have woken
wrongly: the hydration candidate loop (a nonzero-cell child would take the
legacy RebucketLiveEntity -> CommitRebucket, a second canonical writer — route
7's exact defect class) and RestoreShadow (would install a broadphase row for
the weapon, the #184 shape, contradicting route 7's P4). Retail anchor:
update_object's parent != 0 early-out @0x00515D40 — children are never
independently re-placed.
THREE MAJORS WERE FIXED BY DELETION. The first pass added a deferral queue for
an unaddressable parent, carrying a missing child-freshness gate (A2), a
sentinel-0 collision with the generation filters (A3), and unbounded
accumulation (A5). Both reviewers then proved the deferred branch unreachable
for BOTH producers — RegisterEntityCore defers the entire CreateObject one
layer above, reading the same ?? chain, and CreateParentUpdate is produced only
inside AcceptCreateCore, after that gate passes. The machinery was deleted
rather than repaired, and the diff SHRANK to 76 added / 13 removed from 91/24
while gaining the A1 fix. Retail confirmed the deletion does not diverge:
acdream's real port of retail's per-guid replay (QueueBlobForObject) is a
different, untouched layer, and the deleted queue was a third redundant one
downstream of it.
THE GUARD MUST NOT TEAR WHAT IT PROTECTS. The first pass threw
InvalidOperationException AFTER the canonical half had committed, so the one
time it fired it left the child parented with no committed relation and a
staged one blocking Resolve — a torn transaction, the exact outcome the
contract pinned against. Now a pure CanCommitIncarnation precondition checked
BEFORE the commit at both sites, with a logged refusal instead of a throw.
Route 3's N3 principle (do not make a transient fatal on a host that must
survive 30 sessions x 2 hours) reinforces it, but the tearing argument stands
alone.
TEST QUALITY, the recurring lesson in its most refined form. The A1 test
initially passed sabotage FOR THE WRONG REASON: a mismatched ChildPositionSequence
meant TryCommitParent's own gate refused in either ordering, so the three
assertions carrying A1's meaning passed both ways and only an incidental
staging assertion failed. It failed on stranding, not tearing. Corrected, the
sabotage now names line 925 — Assert.Null(snapshot.ParentGuid), with the
parent's guid in it — proving the canonical mutation happened before the catch.
"Fails under sabotage" is necessary, not sufficient; WHICH assertion fails is
the real question.
The dual parent-class matrix (player 0x5… incarnation > 1 vs creature 0x8…
incarnation 0, identical outcomes, sabotage-verified in both directions) is the
structural fix for how this survived a full dual review and two connected
sessions: every prior test and both captured gate logs used sequence-0 parents.
Register: AP-142 clause (f); AP-132 amended to distinguish the two producers;
new row AP-146 for the local player's coarse canonical cell (retail writes it
per tick at SetPositionInternal @0x00515330 — which, per the retail review, ALSO
walks this->children writing each child's objcell_id @0x005153AE-@0x005153D8,
so retail's per-tick child propagation lives in the same function). That
divergence had no row at all, a standing rule-1 violation now corrected.
Follow-up #320 filed for making the player's cell track ordinary movement —
deliberately excluded here: it touches the landblock-preserve contract, the
Rebucketed cadence, route-2/4b-3 classification inputs AP-136/AP-138 spent four
review rounds pinning, and the portal-space frozen-source-cell race.
Two dual review rounds; 6 architecture MAJORs and 2 retail MAJORs closed.
Diagnostic refusals are latched per child guid and the latch clears on
Clear()/RemoveChild, so a recycled guid's next incarnation still logs rather
than being silently suppressed.
Complete Release suite MEASURED at 11,112 passed / 4 skipped / 0 failed
(baseline 11,090 at 52175aa1, +22). Neither known flake fired.
STILL OWED: the connected gate, with the CORRECTED positive criterion — assert
the equipped child's FullCellId EQUALS the parent's after a crossing (a zero is
a failure, not a silence), run with BOTH a player and a creature parent, plus
the new step carrying an armed creature across a landblock unload/reload.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Removes a duplicate placement authority for local-player portal arrival.
Portalling worked before this change and works after it — this is not a
bug fix, EXCEPT that it found and fixed one dead-code production bug.
THE PRODUCTION BUG: TryExecuteCanonicalPortalPlacement re-read the
accepted destination at Place time, but TryBeginPortalReveal already
consumes that slot at Aim time — so the arm was 100% dead code and every
real portal Place refused with host-token-unavailable. Found only
because we refused to accept 7 skipped tests instead of chasing the
count to zero.
RETAIL IS THE GENERIC PATH FOR THE THIRD ROUTE RUNNING:
SmartBox::TeleportPlayer @0x00453910 = SetPositionSimple(dest, 1) with
flags 0x1012, followed by PlayerPositionUpdated.
BOTH INVERSIONS, WITH THEIR ANCHORS: unlike route 2, the leash IS armed
here (ConstrainTo @0x0045418A) and velocity is zeroed
(set_velocity @0x004541B4); unlike route 4b-3, the local teleport_hook
runs AFTER placement (@0x004538AE).
THE THREE-ROUND DEFECT CHAIN, HONESTLY:
- Round 1 released the player at the pre-teleport position while the
anim stream marched on — the contract wrongly assumed Place re-fires
(process rule 1's third occurrence this campaign).
- Round 2's fix inferred commit from a global PendingCount, which three
non-committing paths also clear — making the SAME bug complete
cleanly and silently. Strictly worse than round 1: round 1 at least
tripped portal-complete-before-materialized.
- Round 3 latches the commit where it actually happens
(ReconcileAndAcknowledgePortal), keyed on reveal generation and
teleport sequence, via TryConsumePortalCommit. Two of the three
required regression tests landed and are sabotage-verified on both
hosts (ParkedPlace_ForgottenByOrdinaryMergeDoesNotLatchAsCommitted /
HeadlessPortalPrepareDestinationForgottenByOrdinaryMergeDoesNotLatchAsCommitted).
The third (force-arm-takes-the-slot) was judged unnecessary on review:
with the inference gone, PendingCount is only a "don't ask yet" guard
at both gates, so a force operation occupying or vacating the slot no
longer changes an input the commit decision reads — the case collapses
into what the landed test already discriminates.
THE B2/P3 RESOLUTION: both round-2 reviews were right about different
branches of the same synchronous call. RuntimePlacementProjectionSubscription
.OnPlacement acknowledges the FIFO head only when TryApply returns true;
a Place whose portal authority went stale (transit ended/superseded
while parked) used to return false, wedging every later entity's
placement receipt behind it forever. Both sinks
(RuntimePlacementPresentationSink, HeadlessRuntimePlacementProjectionSink)
now acknowledge-and-ignore a stale-authority Place instead of refusing
it. The regression test (RuntimePlacementPresentationSinkTests
.PortalPlace_StaleTransitHostOrSequenceIsAcknowledgedAndIgnored) had
been asserting the old, wrong `false` behaviour; it now asserts and
sabotage-verifies the fix.
Also lands: AP-144 (register discipline — the portal movement-event
send reuses the stricter UsePositionFromServer gate where retail's
SendMovementEvent is the looser autonomy_level != 0 test, diverging
only at level 1, currently unreachable), AP-145 + issue #318 (the
local-player collision-shadow presentation write bypasses its own
publisher's ShadowObjects write via a direct cache .Set(), self-healing
only once dedup diverges — filed, not fixed, pending a composition
test), AD-42 deleted (its last citation retired by the canonical portal
arm), AD-2 updated (the wait-cue's trigger predicate now covers a
second cause), and two documentation corrections: the enter_world
misattribution (both call sites are in SmartBox::HandleCreateObject,
only one in the player branch — portal arrival is TeleportPlayer, not
enter_world) and the stale "local player never reaches this path"
comment on the generic-remote-render-pose write.
Suite: 11,090 passed / 4 skipped / 0 failed. No new skips, nothing
weakened.
STILL OWED: the connected two-client gate, with
ACDREAM_PROBE_LOCAL_TELEPORT=1, scored only if [local-tp] lines
actually appear in the capture — and explicitly NOT scored as covering
issue #318 (no composition test yet asserts PhysicsEngine.ShadowObjects
directly).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Retail re-cells children when their parent crosses a cell, recursively, to
unbounded depth. acdream did it from a RENDER tick, so headless parented
children were cell-less forever and the canonical cell had two writers. This
slice makes Runtime the sole authority and demotes App's tick to
presentation-only. Contract:
docs/research/2026-08-04-c4-route-7-contract.md; the research that unblocked
it is docs/research/2026-08-04-retail-parent-cell-propagation.md (ca96ea5e).
Retail: SetPositionInternal @0x00515330 branches on `this->cell == curr_cell`
@0x0051536d; the changed branch reaches change_cell @0x00513390, whose
delegates leave_cell @0x00510f50 and enter_cell @0x00510ed0 self-recurse over
children and write the FULL identity (add_object @0x00510ee2, objcell_id
@0x00510f1e, part-array cell id @0x00510f2b, cell pointer @0x00510f35).
change_cell itself has no child loop.
THE TRAP, recorded because it nearly shipped: the depth-1 loop
@0x0051539c-0x005153d8 is the SAME-CELL fast path (objcell_id and part-array
id only, deliberately not the cell pointer), NOT the propagation. An
implementer who finds it first concludes "depth-1, id-only" and strands every
equipped item at a landblock boundary — the #184 class. The clincher against
that reading: update_object @0x00515d10 early-returns on `parent != 0`
@0x00515d40, so a child never runs its own physics tick and parent
propagation is the ONLY mechanism maintaining its cell.
Route 7 performs NO placement (DoPickupEvent @0x00452240 = unset_parent +
leave_world; DoParentEvent @0x00452290 = set_parent + SetPlacementFrame), so
it arms ConstrainTo nowhere — the leash rule INVERTS relative to routes
2/4/5, and both reviewers confirmed nothing arms.
Propagation is an ITERATIVE WORKLIST, not recursion. The first implementation
recursed with a depth-64 cap; both reviews independently found the cap left a
truncated tail at a stale NON-ZERO cell — permanently unrecoverable, logged
only under a probe flag, and on the withdraw path exactly the #184 shape
AP-142 clause (a) exists to reject. Shipping a fresh #184 instance inside the
slice that fixes stranded children was not acceptable, so the cap was removed
rather than tuned. The worklist retires the cap, the constant, its register
clause, and the failure mode together. Termination: every record on the stack
is already at the target pair, so nothing can be pushed twice and a hostile
A->B->A cycle collapses without a visited set.
The child write deliberately bypasses the public RuntimeEntityDirectory
.SetFullCell and calls the record method directly. This is LOAD-BEARING:
the public method re-enters PropagateFullCellToChildren, which opens with
_propagationWorklist.Clear() — routing children through it mid-drain would
wipe the shared stack and silently drop every unprocessed sibling. Any future
side effect added to the public SetFullCell must be mirrored by hand at that
call site.
Deliberate divergence, recorded not disguised: retail's removal path leaves
children with a null cell pointer but a STALE nonzero objcell_id @0x005133c1.
acdream does not reproduce it, because FullCellId != 0 is the liveness
predicate at 45+ sites — faithful porting would mark dead children live.
AP-142 records this; clause (d) records that acdream cannot gate propagation
on HasPartArray the way enter_cell gates on part_array @0x00510ed8, because
the flag's only writers are graphical and headless never sets it — the reason
is Slice J LAYERING, not a semantic difference (retail's part_array is itself
a mesh-construction product, single assignment site makeAnimObject
@0x0050e930 -> CPartArray::CreateSetup @0x0050e93e).
D7 adopts retail's unset_parent-before-leave_world order @0x0045227f ->
@0x00452286, applied to BOTH pickup paths including the dormant executor
replay. Its inertness was verified by reverting it and finding all 12
propagation tests still green — reported honestly rather than papered over
with a manufactured test, and independently confirmed by both reviewers.
ClassifyLeaveWorld and its request/cause types are DELETED: retail has no
classification here, and method-per-cause IS the retail dispatch shape.
Wiring it would have forced a vacuous teleport-sequence predicate with the
#307 shape.
Two review rounds plus a coordinator-required third pass; 5 MAJORs. One was a
handoff failure worth recording: enter_cell's part_array guard was correctly
identified as load-bearing by the research, dropped by the contract when it
enumerated the writes, and inherited as an omission by the code — a right
finding that evaporated across two handoffs with nobody re-reading the source.
Another was a test that survived deleting the entire behaviour it claimed to
pin, because its assertion read a field written unconditionally one line
earlier.
NoProjection is structurally unreachable from TickChild (TryResolveExactAttachment
performs a strictly stronger form of the same guard one call earlier). Kept as
a fail-safe, unit-tested directly, and documented in two places rather than
wrapped in a fabricated end-to-end test.
Headless regression test — the direct gate for this defect, which FAILED
before this work because no code path existed:
RuntimeLiveEntitySessionControllerTests
.DirectSink_D5_StandaloneParentEventCommitsChildToParentsExactCell.
Probe: ACDREAM_PROBE_CHILD_CELL=1 emits [child-cell] lines at all four write
sites (attach / headless-attach / propagate / withdraw / delete). TEMPORARY.
Complete Release suite MEASURED at 11,079 passed / 4 skipped / 0 failed
(baseline 11,063 at cff52c44, +16). An allocation flake appeared once under
load and was proven NOT this slice by reachability — RuntimeCollisionReportingState
contains zero SetFullCell and zero ParentAttachments references.
STILL OWED: the two-client connected gate (equip/unequip, carry across
landblock boundaries, pickup, loot, reconnect) with ACDREAM_PROBE_CHILD_CELL=1,
and a session counts only if [child-cell] cause=propagate lines appear.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Ports retail's missile Position handling into the canonical Runtime
placement owner instead of the deleted ApplyAuthoritativePosition
short-circuit. The Create/residence-window halves of the projectile
pipeline (RuntimeProjectile binding, TryBind's adopted-body branch,
the collision/shadow registration) were already canonical from prior
slices; this closes the remaining gap — how an ACCEPTED Position for
an in-flight missile is classified, placed, and presented.
Byte-decode (Step 1 hard gate, before any code was written):
CPhysicsObj::MoveOrTeleport @0x00516330-0x00516438 disassembled from
the PDB-paired binary (Capstone, x86 32-bit thiscall). `ret 0x10`
establishes four stack args; [esp+0x7c] (arg5, the velocity pointer)
is never referenced in any of the three branches (teleport/near/far).
The retail reviewer independently reproduced this by searching the
whole function body for the `24 7c` mod/rm+disp8 encoding a
`[esp+0x7c]` read would require and found zero occurrences. This
retired a fabricated `?? Vector3.Zero` fallback in the deleted method
— retail's PositionPack::UnPack initializes an absent velocity to
zero and MoveOrTeleport never installs it; the projectile's Vector
channel (RuntimeProjectilePhysicsUpdater.ApplyAuthoritativeVector)
remains the sole velocity authority for a missile. D-P5 in the
contract; the Runtime seam commits no velocity from the Position
packet at all.
The unbound-missile fix: RuntimeEntityObjectLifetime's
ClassifyRemoteAcceptedPosition now derives ProjectileAuthoritative
from a CONJUNCTIVE predicate — the Missile bit AND a bound
RuntimeProjectile whose Body is the canonical PhysicsBody — never the
bit alone. Retail places every non-player CPhysicsObj unconditionally
(there is no missile-specific placement gate in MoveOrTeleport or its
callers), so an unbindable or not-yet-bound missile taking the
ordinary remote tail is retail-faithful, not a fallback: the earlier
bit-only discriminator would have silently frozen it instead.
AP-141 records this as a deliberate, recorded divergence, not
fidelity. Retail mechanically WOULD arm a missile's ConstrainTo leash
on any nonzero MoveOrTeleport return: HandleReceivedPosition
@0x00453FD0's only kind test is player-vs-not, ConstrainTo
@0x00454272 has no kind test of its own, and CPhysicsObj::ConstrainTo
@0x00510520 creates a PositionManager on demand via
MakePositionManager @0x00510523 if one doesn't exist. acdream
deliberately does not construct that EntityPhysicsHost/
PositionManager/InterpolationManager chain for a ballistic body — the
route-5b split the C4 route 5 contract rejected — so a live missile
never shows an armed leash and never catches up via the near/
UnroutedCatchUp policy. This divergence is safe specifically because
ACE never sends UpdatePosition for a missile
(references/ACE/Source/ACE.Server/WorldObjects/WorldObject_Tick.cs:
333-334, SendUpdatePosition() commented out inside the
PhysicsState.Missile branch at :265) — every half of this row is
deterministic-test-gated only, never exercised against a real server.
AP-141 also records the surviving ConstrainTo re-anchor divergence
under clause (b): for the adopted-body case (TryBind's shared-body
branch — an ordinary remote whose Missile bit is set by a later
State packet, so it still carries a live RemoteMotion), acdream now
ports retail's teleport-branch and far-branch StopInterpolating
action (Interp.Clear()), but never re-arms or re-anchors the
inherited ConstrainTo leash the way retail's HandleReceivedPosition
@0x00454254/@0x00454272 does on every nonzero return. The risk
column's earlier wording — that a stale leash "would drag the body
toward a stale anchor" — was wrong and is retracted in this same
commit: ConstraintManager.ConstraintPos is write-only in both retail
and the port (never read by AdjustOffset), and
ConstraintManager::adjust_offset @0x00556180 only tapers or zeroes an
already-composed per-tick offset while InContact — a leash brakes
motion the interp/sticky chain already produced, it cannot pull
anything toward the anchor. The real residual is one tick of un-reset
brake accumulator, contact-gated, and it cannot move an airborne
far-snapped missile at all (the clamp branch does not run while
airborne).
NO CONNECTED GATE EXISTS for this route, by design: ACE never sends a
missile UpdatePosition (see above), so retail's own server never
exercises this code path in play. Every proof obligation here is
test-gated only — Runtime and App-level fixtures constructing the
packet directly — never a live client/server capture.
Three review rounds closed 8 MAJOR findings before this landed:
round 1 (A1 App discarded the seam's status; A2/R1 silent swallow on
an unbound missile; A3/R2 the adopted-body teleport_hook never
wired; A4/A5 zero Runtime/App test coverage); round 2 (a
ParentCellId regression introduced by round 1's own R6 finding,
which the retail reviewer retracted the following round as factually
wrong — the fix here is the REVERT to record.FullCellId, not the
relocation round 1 shipped; B2 the far-branch StopInterpolating skip
never extended to the adopted-body case; residual App/Runtime store-
path coverage; a per-packet closure contradicting the file's own
#315 cached-delegate pattern). Round 3 closed on coverage alone (no
defect): the Advance() retry arm's projectile branch — added at
round 2, semantically reordered at round 2's B5 fix (skip prediction
invalidation on a re-parked Contention, since it writes nothing) —
had never been executed by any test; two new tests drive it directly
and are sabotage-verified against both the reordering and the
retry-arm's own SyncProjectilePresentation call site. The one
recorded defect this campaign produced (the ParentCellId regression)
was caused by complying with a review finding that its own author
later retracted — the standing lesson recorded for future rounds is
that review findings are evidence to re-verify against the code, not
commands to obey unconditionally.
Complete Release suite: 11,063 passed / 4 skipped / 0 failed
(baseline 11,036 at 30d3d114, +27 new tests across this campaign).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
C4 route 4b-3 collapse (docs/research/2026-08-04-onposition-collapse-contract.md).
Behaviour-preserving: the ~640-line duplicated player-guid and NPC-guid
copies of the remote routing tail in LiveEntityNetworkUpdateController.OnPosition
become one guid-blind tail, reached by every remote guid through the single
ApplyRemoteContactRouting/RunRemoteArmTail seam.
Two guid-conditionals survive, both named and justified:
- Row 8 (TS-44 sticky suppression, creature-only): retail's sticky is
independent of this acdream-only steady-state gate; the register row
already describes it as NPC-only and this collapse does not widen it.
- The AirborneSnap arm's interp-clear + shadow-publish (rows 2a/2b,
player-only preserve): unifying either way would be an unauthorized
behaviour change. #316 (shadow publish) is a real, unmeasured
pre-existing defect, deliberately preserved not fixed. The interp-clear's
equivalence could not be proven for the steep-non-walkable-landing edge
case (AdjustOffset's CONTACT-keyed gate vs. AP-139's WALKABLE-keyed
per-tick clear) — preserved per contract stop condition 2 rather than
shipped on an incomplete proof.
Category-(c) resolutions (contract §2.1-2.5), each with its evidence:
- Row 2a (interp clear): PRESERVED — AdjustOffset's `if (!inContact) return`
proves inertness on flat landings, but not on the steep-contact edge case.
- Row 2b (shadow publish / #316): PRESERVED — no design note ever sanctioned
the player-guid skip; the file's own #184 Slice 2b comments contradict it.
- Row 2c (EnsureRemoteMotionBindings): UNIFIED — the method is idempotent
(`if (rm.Host is not null) return rm.Sink;`), so "always ensure" is safe.
- Row 3 (wire-cell adopt ordering): UNIFIED — RebucketLiveEntity already
commits the wire cell before either guid branch runs, so the deleted
player-guid pre-write was a proven no-op.
- Row 4 (LastServerPos/Time sample timing): UNIFIED — on a genuine first UP,
InterpolationManager.Enqueue's already-close branch and the Snapped branch
both converge on the same body pose/orientation for a zero-distance target.
- Row 12 (wall-clock capture): UNIFIED — one shared `nowSec`, a
microsecond-scale skew in acdream-only bookkeeping/diagnostics.
Sabotage check (contract §5, performed and reverted, not committed):
deleting the one remaining TryArmConstraintAfterOperation call failed
10/16 dual-guid matrix tests, spanning BOTH guid halves of every
arming-dependent scenario (teleport, landing, near, far, sticky) — proof
the matrix discriminates a defect regardless of which guid range exercises
it, closing the class of bug that let 4b-3's A1/A2/R3 findings survive
review when only one copy's tests were green.
New tests/AcDream.App.Tests/Physics/LiveEntityNetworkOnPositionCollapseMatrixTests.cs
drives 8 scenarios x 2 guid ranges (0x50xxxxxx player, 0x8xxxxxxx creature)
through the complete production OnPosition entry point. Doc comments on
ApplyRemoteContactRouting, RunRemoteArmTail, ApplyWireAirborneLeftoverBookkeeping,
TryAdoptWireCellAfterRouting, and the AirborneNoOperation throw guard
updated to describe the collapsed one-path world (the "two callers stay
one decision" claim was true before this commit and false after — fixed
in the same commit that makes it false). One branch-routing source-text
pin (LiveEntityNetworkBranchRoutingTests.cs) updated to follow the AP-140
CONTACT gate to its new address inside ApplyRemoteContactRouting.
#316 stays OPEN, deliberately not fixed here — see its updated ISSUES.md
entry.
dotnet build AcDream.slnx -c Release: 0 errors. Verified independently
bisectable at this exact commit: AcDream.App.Tests 4104/4107 (3 pre-existing
skips), AcDream.Runtime.Tests 1125/1125.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Found by C4 route 6's integration tests (1b484937) and split out of that
zero-production closure per the standing split-on-discovery rule.
PendingSplitToWorldProjection.BuildSpawn zeroes the top-level
MovementSequence/ServerControlSequence, but its Physics.Timestamps `with`
block overrode only Position/Teleport/ForcePosition/Instance — leaving
Timestamps.Movement and .ServerControlledMove at the SOURCE item's values.
RuntimeEntityObjectLifetime.HasConsistentCreateIdentityAndParent requires the
PhysicsDesc timestamps and their flattened projections to agree, so the
synthetic spawn failed the predicate and TryRecoverUnknownPosition threw
`CreateObject 0x… has inconsistent instance or parent projections` instead of
completing the canonical create-placement transaction.
Reachable in ordinary play: retail's per-object update_times channels are
monotonic and do not reset when an item re-enters a container, so any item
that ever had world presence — dropped once, picked back up, then split —
carries nonzero values in exactly those two fields. The split pile then never
appears.
Fix is the honest value, not a placation of the predicate: a fresh split GUID
has no movement history by construction, so both channels are zero in both
projections. Deliberately NOT fixed by loosening
HasConsistentCreateIdentityAndParent — the predicate was right and the
producer was wrong.
The route-6 test that documented the throw
(SplitSourceWithRetainedMovementTimestamps_ThrowsInsteadOfRecovering) is
renamed to …_StillRecovers and now pins the fix. It asserts more than "no
throw": the result's movement channels must be ZERO in both projections, so
the test cannot pass against a lenient-predicate workaround. Sabotage-verified
in both directions — restoring the old BuildSpawn reproduces the exact
original InvalidOperationException.
Notable for the campaign record: this is a crash in the precise mechanism
route 6's scoping cited as EVIDENCE that drops already converge on the
canonical transaction. Reading the code said the path converges; driving it
said it throws. The zero-production route was still correct — and building its
tests anyway is what found this.
Complete Release suite 11,020 passed / 4 skipped / 0 failed, unchanged from
1b484937 (the test flipped its assertion rather than being added). Neither
known flake fired.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Route 6 needs no production change and this commit contains none: C3c
(529e0e9d) already flipped both hosts' Create paths onto the residence lease,
so a dropped item is byte-for-byte route 1's create classification
(RuntimePositionEntityKind.Remote, RuntimeCreateResidenceKind.TopLevel,
ClassifyCreate -> SetPosition with InitialCreateFlags = Placement | Slide).
Route 6 is a SOURCE of route-1 traffic, not a route of its own. Both drop
flavours converge on LiveEntityHydrationController.OnCreate ->
RegisterEntityWithInitialResidence — the whole-item drop through
ItemInteractionController's DropToWorld (no physics, no position; the server
decides), and split-to-world through TryRecoverUnknownPosition's call to the
identical entry point. Contract:
docs/research/2026-08-04-c4-route-6-contract.md.
Retires a FALSE PREMISE from the campaign plan (:97-100), which claimed
split-recovery creates "need an effect-replay suppression signal". Verified
against the decomp instead of assumed: play_default_script @0x005132B0 /
@0x00513300 has exactly three call sites in the entire pseudo-C dump —
DefaultScriptPartHook::Execute @0x00526c08, DefaultScriptHook::Execute
@0x00526c14, and ACCWeenieObject::DoCollision @0x0058c3b4 — and NONE from
set_description or CreateObject. Neither client plays a default script at
create, so there is nothing to suppress. acdream's only create-time replay is
the F754/F755 queue drain keyed by server GUID, which is retail's own
HandleCreateObject @0x00454C80 behaviour. The plan's other two clauses were
closed at C0 (TryCommitParent/CommitWithdrawal cancellation symmetry;
host-visible cancellation receipts); the list now states what actually
remains — route 7's child-cell two-writer split and the headless
parent-realize gap.
Retail split marking recorded for the record: UIAttemptSplitTo3D @0x0058D850
stores only splitStackSize/splitClassID/splitTime and performs no placement;
DeclareValid @0x0058E340's recovery action is SetSelectedObject @0x0058E481 —
a SELECTION transfer with a 10-second expiry, not effect suppression and not
placement. UIAttemptPutIn3D @0x0058D700 records no marker at all.
Seven tests over the now-flipped path (whole item, split stack, new-GUID
recovery, second drop, unavailable destination, newer Position after the
pending identity is consumed, plus the #314 repro), each sabotage-verified:
the production path was broken on purpose, the test was confirmed to fail,
and the sabotage reverted. R6-c is now settled by assertion rather than
argument — BuildSpawn's wholesale clone of Children/Movement/AnimationFrame/
SetupTableId is measured, not reasoned about.
FOUND WHILE TESTING — #314, filed not fixed (this route is zero-production by
contract). BuildSpawn resets top-level MovementSequence/ServerControlSequence
to 0 but its Timestamps `with` block overrides only Position/Teleport/
ForcePosition/Instance, leaving Physics.Timestamps.Movement and
.ServerControlledMove at the SOURCE item's values.
HasConsistentCreateIdentityAndParent requires the two projections to agree, so
a split whose source carries nonzero Movement timestamps — plausible for any
item dropped once, picked up, and split again — fails the predicate and throws
instead of completing the canonical transaction. Verified in source, not taken
on report. Note this is a crash in the exact mechanism the scoping cited as
EVIDENCE that drops already converge: code reading said the path converges,
driving it said it throws. Fixed in the immediately following commit.
Also filed: #313 (DeclareValid's SetSelectedObject port is missing and the
container-split flavour records no marker — selection UX, deliberately not
implemented inside a placement closure) and #315 (route 4b-3's per-packet
runTeleportHook Func<bool> closure at three RunRemoteArmTail call sites; the
network packet path, not Slice I's per-frame resolve path — filed now because
route 5 adds a fourth site). AP-124 stays open and registered.
Test lines are 410 against a 150-250 guidance, accepted: the excess is a real
ItemInteractionController harness plus the #314 repro, which is what found the
defect. A mock that proved nothing would have been shorter and worthless.
Complete Release suite MEASURED at 11,020 passed / 4 skipped / 0 failed
(baseline 11,013/4/0 at 6dc7ba51; +7 new). Neither known flake fired.
Connected gate (user-run) still owed: drop a whole item, split a stack to the
ground, drop a second within ~1 m, repeat indoors and after a portal recall,
then walk two landblocks away and back.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Flips the last remote classification (SetPosition: teleport-advanced and
cell-less) onto 4b-1's RuntimeRemotePlacementDriveController, runs retail's
teleport_hook before the placement, and deletes the legacy remote-teleport
machinery. Contract: docs/research/2026-08-04-c4-route-4b-3-contract.md.
Retail: MoveOrTeleport @0x00516330's branch @0x00516386 -> teleport_hook
@0x005163EF -> SetFlags(0x1012) @0x00516414 -> SetPosition @0x00516420 ->
return 1 @0x00516438. The hook @0x00514ED0 runs BEFORE the placement and
regardless of its outcome. Retail places this branch unconditionally, at any
distance and any contact state (arg4 is read only @0x0051638E, after the
branch) — which is what retires AP-137's cell-less enqueue-vs-place delta.
D1 — the classifier's cell-less input is now the PRE-merge committed cell.
Retail's predicate is `this_1->cell == 0`, the BODY's own cell at
MoveOrTeleport entry (this_1 is assigned from this @0x00516334). acdream fed
the POST-merge canonical.FullCellId, which RefreshSnapshot ->
RefreshDerivedState -> SetFullCell has already stamped with the accepted wire
cell; a zero wire cell fails validation into RejectedData first. The shipped
remote cell-less predicate was therefore dead code, not merely different from
remotePlacementRequired. Threaded via a builder overload; route 1's overload
is untouched. The graphical !IsSpatiallyVisible arm of
projectionRequiresTeleportHook is deleted — a presentation predicate with no
retail analogue that fired the teleport machinery on a routine hot path.
Deleted: RemoteTeleportController (605), RemoteTeleportPlacement (85),
RemoteShadowPlacementSynchronizer (49), their 1,709 lines of tests, the
remotePlacementRequired predicate, the TeleportHookRequired plumbing, the
legacy pre-operation ConstrainTo fallback, and the player arm's legacy
!IsGrounded fallback. Net -2,030 lines.
Structural fix (two independent Opus reviews, round 1 FAIL/FAIL): three of the
four MAJORs were one defect — OnPosition carried two parallel inline copies of
the routing tail (player-guid, NPC-guid) that had drifted. Extracted
RunRemoteArmTail (3 call sites) and ApplyWireAirborneLeftoverBookkeeping (2),
both branches now share one implementation.
A1 ToConstraintArm mapped AirborneSnap -> AirborneNoOperation, so the NPC
arm armed ConstrainTo ZERO times for an out-of-contact wire-grounded
creature — a regression this slice introduced while closing a
structurally identical hole. Now maps to NearInterpolate; switch made
total with a throwing default proven unreachable.
R1 D2's write-nothing shape existed on the player arm only; NPC packets
fell through and wrote the body. Retail makes no player/NPC distinction.
R2 report_collision_end(this,1) @0x00514F31 was bound to
ShadowObjects.Suspend, a port of a DIFFERENT retail function
(remove_shadows_from_cells) that teleport_hook never calls. Now routes
to RuntimeCollisionReportingState.LeaveWorld, which wraps the private
ForceEnd in an admission-blocking transaction so a DoCollisionEnd
callback cannot recreate the contact table.
R3/A2 A teleported NPC synthesized ServerVelocity from the teleport distance
(~1,000+ m/s) and planned a run cycle from it. Both the install and
RemoteServerControlledVelocityCycle.Apply now gate on !isTeleportRoute.
BISECT HAZARD — A1's fix is correct only BECAUSE R1 landed. AirborneSnap is
reachable wire-airborne on the NPC arm only while D2's shape is missing there.
Reverting R1 alone silently inverts A1 into the opposite divergence: arming
where retail returns 0. Revert both or neither.
Also in the velocity hunk: the NPC block's two !IsPlayerGuid(update.Guid)
guards were dropped when it was wrapped in `if (!isTeleportRoute)`. Safe — all
five exit paths of the enclosing IsPlayerGuid block return, so the predicate is
unconditionally false below it — but it was unremarked by both reviews.
Register: AP-137 REWRITTEN (not deleted) to the surviving acdream-only
divergences — null classification during the login window and Rejected*
through UnroutedCatchUp keep a row. AD-42's RemoteTeleportController citation
retired; AP-136/AP-138 writer lists corrected to the two surviving non-Position
rebucket writers; AP-138 gains the teleport arm as a second producer of the
visible-without-collision residual (retirement path remains #309). AP-135 is
untouched and its two airborne bookkeeping writes are preserved on both arms.
AP-131 does not retire; #276 does not close.
Proof obligation 1: ParkCollisionResidents' overlap throw stays unreachable —
the teleport arm adds packets to the same TryBeginExclusiveAuthoredPlacement
one-operation-per-key machinery the far arm uses, opens no new operation shape,
and every DeferredCell outcome cancels synchronously with
restoreCancelledPark: true. The guarded property remains
HasOldPrefixPlacementDebt's stall, not a throw (4b-1's B2 caveat stands).
Correction to an earlier claim: LiveEntityPresentationController's
_activePlacementOwners was NOT write-never at HEAD —
remotePlacementRequired -> BeginPlacement -> Begin -> BeginAuthoritativePlacement
was a live writer chain. It becomes write-never BECAUSE this slice deletes that
chain, which is why deleting the dead half is behaviour-preserving.
Probe: ACDREAM_PROBE_REMOTE_TELEPORT=1 emits one [remote-teleport] line per
routed arm (guid, cause, hook-ran, placement status). TEMPORARY, strip with the
probe family.
Carried, disclosed not fixed: no dedicated bidirectional collision-partner test
for R2 (the wiring, not LeaveWorld itself, is what lacks coverage); the
stress test's teleport step drives hand-written field assignments rather than
the canonical arm; the per-packet runTeleportHook closure allocation (network
path, not the resolve path Slice I's 0 B discipline governs — file before
route 5 adds a fourth call site). B2: IRuntimeCollisionReportObserver has zero
production implementations, so retail's bidirectional DoCollisionEnd half still
reaches no gameplay consumer — this fix closes the wrong-function binding, not
that nobody listens.
Complete Release suite MEASURED at 11,013 passed / 4 skipped / 0 failed
(baseline 11,027/4/0; net -14 = ~33 deleted test cases against ~19 added).
Neither known flake fired (#302 PortalProjectionTests GC-allocation, #308
NakEmissionTests wall-clock).
STILL OWED: the two-client connected gate, which MUST use an NPC/creature
teleport target. Both round-1 MAJORs lived on the NPC arm and the velocity
cycle early-returns for 0x50xxxxxx guids, so a player target structurally
cannot observe A1, A2, or R3.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The two gates that decide whether an accepted remote Position is interpolated
or hard-snapped read `Airborne`, which is `!Body.OnWalkable` — WALKABILITY.
Retail reads CONTACT: InterpolationManager::adjust_offset @0x00555D30 gates its
entire body on `transient_state & 1` @0x00555D52, so a retail body in contact
with a non-walkable face still interpolates.
The two predicates disagree in exactly one state — in contact, not on walkable
ground — which 204d0ae0 turned from unreachable into ordinary. Before it, the
per-tick forge made every non-airborne remote walkable by construction, so the
disagreement could not occur.
Both gates now read `!Body.InContact`: ApplyRemoteContactRouting's flight
carve-out and OnPosition's player-remote arm.
`Airborne` is deliberately NOT re-derived from CONTACT. That would perturb all
five of its writers and contradict a pinned assertion in
RemoteTeleportPlacementTests.Apply_PendingGroundToSteepContact_ (InContact:
true, OnWalkable: false -> Assert.True(remote.Airborne)); a previous
implementer attempted it and correctly backed out rather than editing the
assertion. This narrower shape touches no existing test.
AP-140's register row is retired in this commit, as the row itself specified.
Honest scope: this is a faithfulness fix, not a visible one. ACE derives its
IsGrounded flag with the same floor_z test, so during a slide it almost
certainly reports not-grounded, the classifier returns NoPositionOperation, and
neither arm is taken. Expect no observable change against ACE.
Suite 11,027 passed / 4 skipped / 0 failed (baseline 11,023).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Regression from 7f1c1f5a (C4 route 4b-2). A remote player who recalled in,
arrived, and stood still was permanently absent from the world render AND the
radar while remaining fully simulated — 71 healthy physics ticks with contact
and walkable, interpolation enqueues, equipment attached, chat visible.
Route 4b-2 is the first commit that lets an ordinary remote UpdatePosition open
a canonical SetPosition. A park publishes a synchronous Withdraw that tears down
presentation registrations; only TryPublishPlace restores them.
RestoreParkWithdrawal — added in the same slice — restores InWorld, the object
clock, and canonical residency, i.e. the Runtime half only. Eight Opus reviews
verified those three fields and the tests asserted exactly them, so the suite
stayed green while the entity was invisible.
Why it is intermittent: the presentation half IS restored incidentally by the
per-packet prologue rebucket for a MOVING remote. It only sticks when the
entity parks on its FINAL accepted Position and then goes idle, because ACE
stops broadcasting for a stationary entity, so no later packet arrives to
re-publish it and nothing else re-drives.
The fix publishes a RuntimePlacementProjectionKind.WithdrawalRestored receipt on
the one ordered placement stream, acknowledge-only in Runtime (the parked
operation is already retired by CancelCoreDeferred), which the App sink maps to
the exact inverse of its own TryPublishWithdrawal: the projection half (bucket,
IsSpatiallyProjected, IsSpatiallyVisible, spatial indexes, RefreshPresentation)
plus the publish half (_worldState, _worldEvents, _effectPoses,
_localPlayerShadow, visibility sinks). Applied with commitPose: false, because
the withdrawal never moved the sidecar; a test feeds a deliberately wrong
position to pin that.
Two alternatives were refuted on measurement, not preference. Routing the
restore's SetFullCell through CommitCanonicalCell cannot fire on the shipped
remote path at all — the prologue rebucket has already recommitted a non-zero
FullCellId before the merge cancels the park, so no cell edge remains — and it
never touches the publish half regardless. Extending RestoreParkWithdrawal
directly reduces to the same receipt, since Runtime must not reach behind the
host sink.
Gated on the entity ending the rollback canonically whole (FullCellId != 0 &&
InWorld) rather than on residencyRestored, which is false on the shipped remote
path and would have made the fix a no-op. AP-136's quiescing-prefix refusal arm
is preserved: no receipt, entity stays withdrawn.
Corrects my own framing of the defect: _worldState/_worldEvents/_effectPoses are
lost but are NOT what kills render and radar (_worldState is the plugin
IGameState; _effectPoses is the pose registry, not entity.MeshRefs). The
load-bearing casualties are the visibility sinks and the
IsSpatiallyProjected/IsSpatiallyVisible + bucket removal that gates the radar.
Register: AD-63 filed (selection deliberately not restored — user intent),
AP-136 amended (its "restored visible" claim covered only the canonical half;
the gap was a defect, not a divergence). ShadowObjectRegistry.Suspend stays
out of scope per AP-136.
Seven-revert discrimination table including one that proves the test is not
merely re-checking the bucket. Suite 11,023 passed / 4 skipped / 0 failed.
Live gate is user-run and folds into #309: two clients, ACDREAM_PROBE_PARK=1,
recall a remote in and let it stand still; acceptance is
[park-restore] ... presentation=True for that guid plus a visible model and a
radar blip.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A remote observed in acdream landed on a sloped roof and froze; the server slid
on, the gap passed AP-87's 4 m threshold, and the body snapped — the visible
blip. Live probe capture, two adjacent ticks 63 ms apart:
t=88420671 rsInContact=True rsOnWalkable=False rsIsOnGround=True
bodyCpNz=0.6097 floorZ=0.6642 steep=True gravity=True
vel=(2.146,2.264,-3.549)
t=88420734 contact=True onWalkable=True <- forced against the sweep
gravity=False <- cleared
velBeforeZero=(2.146,2.264,0.000)
moved=0.0000 <- and every tick after
The roof is 52.4 degrees against a 48.4 degree limit, so acdream's classifier
was CORRECT and was then overruled. Four independent links each froze the body
on their own: a per-tick force of Contact|OnWalkable, a per-tick velocity zero,
a Gravity clear at landing, and a landing edge testing IsOnGround
(= inContact || ...) instead of OnWalkable. The tick called
HandleAllCollisions alone — the tail of SetPositionInternal without its prefix.
Retail simulates remotes locally and derives these bits rather than asserting
them: CPhysics::UseTime @0x00509950 iterates the whole object table;
update_object @0x00515D10 gates only on parent/cell/FROZEN with no
is_player fork; SetPositionInternal @0x00515330 sets CONTACT from
contact_plane_valid @0x00515430 and ON_WALKABLE from contact_plane.N.z vs
floor_z @0x00515465-@0x0051548E before handle_all_collisions @0x005154FE;
set_on_walkable @0x00511310 fires HitGround @0x00511364 / LeaveGround
@0x00511346 edge-triggered with no ownership gate; calc_acceleration
@0x00510950 zeroes only when CONTACT && ON_WALKABLE && !Sledding @0x0051096B;
calc_friction @0x0050EE70 returns at its first line when ON_WALKABLE is clear.
acdream had copied retail's airborne no-op WITHOUT retail's local simulation.
The fix is mostly deletion: stop forging the transients, stop discarding the
authoritative velocity, stop clearing Gravity, and route the remote tick
through the same SetPositionInternal commit TickHidden and the local player
already use, with the landing edge derived from the sweep's own OnWalkable.
AP-87's threshold and conditions and InterpolationManager's node_fail_counter
snap-to-tail are deliberately untouched — this removes the CAUSE of the
divergence rather than weakening the backstop.
Cross-checked against ACE: its only creature-side VectorUpdate emitters are the
jump broadcast and spell projectiles, so integrating the wire velocity cannot
double-move a walking remote; and PhysicsGlobals.DefaultState already carries
Gravity, so deleting the manufactured State |= Gravity is safe.
Register: AP-81 narrowed (its GRAVITY half retired outright), AP-87 annotated,
AP-139 filed (the interpolation-queue clear on the landing edge), AP-140 filed
(the two routing gates select snap-vs-interpolate on walkability where retail
uses CONTACT — adjust_offset @0x00555D30 gates on transient_state & 1
@0x00555D52). AP-140's follow-up is deliberately shaped as "point the two gates
at Body.InContact", NOT "re-derive Airborne", which would perturb five writers
and collide with a pinned RemoteTeleportPlacementTests assertion.
Three gaps recorded in #32 rather than papered over: the new LeaveGround
dispatch is untested for chatter; a persistently !Ok transition can latch a
remote airborne; and — the visual-gate watch item — the deleted forge was a
blanket guarantee of Contact|OnWalkable, and contact_allows_move @0x00528dd0
silently refuses action animations without both, which is the literal root
cause of closed#270. Retail-correct on a steep face, a regression anywhere
else.
10 discriminating tests over a real PhysicsEngine landblock whose contact
normal Z is 0.61 against FloorZ 0.6642 — the live roof's exact relationship.
Suite 11,019 passed / 4 skipped / 0 failed. Includes the temporary
ACDREAM_PROBE_REMOTE_LANDING / ACDREAM_PROBE_REMOTE_SLIDE probe family that
produced the capture above; strip with the family.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Flips the SetPositionSimple classification (contact, PlayerDistance >= 96 m) for
remotes onto 4b-1's drive controller and deletes both legacy far blocks, both
duplicated 96f/4f constant pairs, and both `?? Vector3.Zero` fabrications. The
4 m constant now exists exactly once. Teleport and cell-less stay legacy for
4b-3.
Retail: MoveOrTeleport @0x00516330's far branch runs StopInterpolating
@0x005163CB before SetPositionSimple @0x005163D9 and returns 1 @0x005163E8
regardless — the SetPositionError is discarded — so HandleReceivedPosition arms
ConstrainTo @0x00454272 post-move on commit AND on failure. The x87 parity
decode at @0x00516393-@0x0051639E puts exactly 96.0 on the far branch.
SetPositionSimple @0x005162B0 builds flags 0x1012 at @0x005162C4.
Non-commit outcomes still advance the body, because retail's SetPositionInternal
@0x00515BD0 commits the destination via store_position @0x00515CE2 when no cell
resolves. The partition is by STAGE, not heuristic, enforced by an exhaustive
switch: Refused/Contention/NotApplicable/RejectedPreparation store (the placement
never executed); Committed/Deferred/RejectedByPlacement do not (the engine ran
and refused, matching retail's non-storing returns @0x00515CB2 and @0x00515CD5).
Without this a refused far snap froze the remote with an emptied queue.
Also fixes a shipped defect this route made live: ParkDeferred's quiescence parks
withdrew the entity (InWorld=false, clock suspended, residency removed) and were
never restorable, while Forget(restoreCancelledPark: true) runs for every
accepted Position on every entity. The restorable decision now lives inside
ParkDeferred AFTER SnapToCell, reading body.CellPosition.ObjCellId — the value
RestoreParkWithdrawal actually restores at — against every live quiescence
rather than one minimum-OperationId token. The three pre-snap fields are hoisted
into locals because SnapToCell ends with InWorld = true. ParkCollisionResidents
passes restorableOnCancel: false explicitly; the plain unplaceable park is
provably unchanged. RestoreParkWithdrawal re-tests the prefix at restore time so
a retained route-2 park cannot re-admit into a prefix that began quiescing
during the park.
CanAttemptDestination is retained as an OPTIMISATION only, with the two Core
predicates it cannot reproduce written down at the pre-flight, plus the two
properties that depend on it staying there.
Four fix rounds and eight Opus reviews. The slice was fully green at 10,990,
10,997 and 11,004 while containing real defects — a frozen remote pinned as
correct by its own test, a fallback that over-wrote on the exact retail paths
that decline to store, and a park guard incomplete on two independent axes.
Register: AP-137 (leftover classifications take AP-87's catch-up; states the
cell-less enqueue-vs-place delta deferred to 4b-3, that RejectedData is applied
anyway, and the headless divergence), AP-138 (the refusable far placement),
AP-136 narrowed to match the relocation. #309's acceptance steps rewritten —
step 5 previously asserted a recovery the code does not perform — and gated on a
new ACDREAM_PROBE_PARK=1 signal so the check cannot pass while broken.
Suite 11,009 passed / 4 skipped / 0 failed against a measured 10,968 baseline.
The 10,973 figure recorded earlier was wrong and is corrected here.
Connected gate outstanding: the two-client far-snap walk and #309.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Builds the machinery route 4b-2 and 4b-3 will flip on, and changes no remote
behaviour: it has no production caller, so RemotePlacementDrivePendingCount is
provably 0 and IsConverged is unchanged.
Five pieces: a per-entity remote placement owner (RuntimeRemotePlacementDriveController),
a Position-time service-window guard with a Runtime interface plus BOTH host
implementations, N3's headless RetryPending pump, parked-count observability in
the ownership ledger, and the service-window optimisation that avoids parks we
can cheaply predict.
Landed alone because it is where the park-withdraws-the-entity failure was
decided; that decision is fixed at the source in the preceding commit and must
not share a review signal with a behaviour flip.
Two parts of route 2's controller are deliberately NOT ported, both verified
against retail rather than assumed. There is no ack: SendPositionEvent is called
only inside HandleReceivedPosition's local-player FORCE_POSITION gate
@0x0045400C-@0x00454091, and the remote arm @0x0045414D has no equivalent. There
is no re-issue funnel: retail never re-attempts a position it could not apply —
stale timestamps merely bump error_count @0x004542AC — and re-issuing packet N
after N+1 has merged would apply a pose the newer packet already superseded,
which is correct for a one-shot ForcePosition and wrong for a 5-10 Hz stream.
The service-window guard is an OPTIMISATION, not the correctness mechanism. The
original contract had it the other way round, justified by a claim that retail
cannot represent "arrived but not placeable" — false, and corrected in the
review findings: retail's GotoLostCell/reenter_visibility path represents it
exactly. A pre-flight guard also cannot be complete, because Core defers on the
entity's CURRENT cell, on the swept QueriedCellIds footprint spanning
neighbouring landblocks, and on residency evaluated after AdjustToOutside —
conditions only Core can see.
Review found and this commit fixes: DetachRoute cleared two maps of LIVE Core
operations without cancelling them (route 2's AbandonPending is the correct
mirror, not the first-entry controller) and its test asserted that blindness as
convergence; the headless predicate answered "can ever publish" rather than "is
published", and after the first fix still matched only 1 of the 9 landblocks
this host publishes; OwnsPlacement admitted remote top-level Creates until
gated on the Teleport flag as well as the disposition; Advance re-submitted
without re-checking the window; and four comments cited a report that did not
exist.
Contract item 6 is met by the structural proof, not the earlier test:
HasOldPrefixPlacementDebt refuses collision-prefix mutation permission before
ParkCollisionResidents is ever entered, so its overlap throw is unreachable.
That same mechanism is the unbounded stall filed as #310, which 4b-1 does not
bound — it only avoids widening it.
#311 files the remaining per-tick allocation in RetryPendingProjections; the
early-out for the empty-FIFO case landed via a new HasPendingReceipts accessor
so hosts still never touch .Placements. directly.
Gates: complete Release solution 10,973 passed / 4 skipped / 0 failed (baseline
10,938). Four review rounds; every fix discrimination-verified by revert.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Shipped-code defect affecting committed route-2 code, found while reviewing
route 4b-1.
RuntimeSetPositionState.ParkDeferred withdraws an entity from the world:
body.InWorld = false, TransientStateFlags.Active cleared, WithdrawCanonical,
SuspendObjectClock. CancelCoreDeferred then removed the operation and rewrote
the pending Withdraw into a Discard while restoring NONE of it. So cancelling a
wakeable park was strictly worse than keeping one — the park is wakeable, the
cancel destroys the only object that could ever wake it, and the entity is left
invisible AND intangible with nothing to bring it back.
Route 2's re-issue funnel masked this: re-issuing is correct for a one-shot
ForcePosition ACE never repeats, and wrong for a repeated remote stream, so the
hole was hidden rather than fixed.
Retail's own answer is a working park, verified in the decomp rather than
assumed: CPhysicsObj::SetPositionInternal @0x00515BD0, when AdjustPosition
yields no cell @0x00515C1D, calls prepare_to_leave_visibility @0x00515CDA,
store_position @0x00515CE2 (the DESTINATION pose is committed), GotoLostCell
@0x00515CF2 registering at m_position.objcell_id read AFTER store_position (so
the destination cell), clears transient 0x80 @0x00515CF7, and returns OK
@0x00515D07. InitObjCell @0x00508260 drains the lost list on cell load and calls
reenter_visibility @0x00516250, which re-places from the object's OWN
m_position with flags 0x11.
Two corrections to the direction I gave, both forced by evidence and both right:
The pose must NOT be rolled back — only the withdrawal. Three shipped route-2
tests capture positionAtPark AFTER the park and assert it survives the cancel,
and retail agrees: store_position commits the destination and nothing
un-commits it. Restoring residency at the body's committed cell is therefore
retail's own cell choice, not merely self-consistent.
The gate defaults to FALSE with four explicit opt-ins, rather than defaulting
true with opt-outs at the withdrawal callers. That keeps every one of the ~20
shipped Forget/ForgetExactPlacement sites at exactly its current behaviour
instead of depending on having correctly enumerated the withdrawal transactions.
Review had already found the broad version corrupting five of them
(TryApplyPickup, CommitAcceptedParent, CommitAcceptedParentCellless,
CommitWithdrawal, CommitPositionChannelUpdate): they hand-roll a partial
re-withdrawal that undoes the clock and FullCellId but not InWorld or the
_spatialRoots re-registration, leaving a picked-up item both in inventory and an
InWorld cellless spatial root in the physics workset.
ParkDeferred's restorableOnCancel is opt-in for exactly one of its four callers
— the plain unplaceable-destination park. Every quiescence and retirement park
is excluded deliberately: those entities are withdrawn because their world is
going away, and restoring residency inside a quiescing prefix blocks its
retirement.
VerifyPositionChannelCancellation now asserts InWorld and IsSpatialRoot per
channel — Position is a cancellation and must restore; Pickup and Parent are
withdrawals and must not. It previously asserted only !IsDeferred and counts,
which is why five green states hid this.
Register row AP-136 measured against GotoLostCell/reenter_visibility rather than
labelled "retail-shaped". Files #309 (the restore-on-cancel residual, with
park-survives recorded as the retail-faithful target and its two blockers named:
the NewerPositionPickupAndParentEachCancelExactLostOperation invariant and
teardown convergence) and #310 (an unbounded retirement stall — a retained
preparation retry pins its prefix through HasOldPrefixPlacementDebt forever, and
TickLostCellDeadlines has no production caller so the 25 s timer never fires).
This is a user-observable change to shipped paths: restorableOnCancel: true sits
in SubmitPreparedPlacementCore, the shared core behind every production
placement. AP-136 and #309 carry the proposed two-client check.
Gates: complete Release solution 10,973 passed / 4 skipped / 0 failed (baseline
10,938). Every new test discrimination-verified by reverting the fix.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
Shipped defect in route 2 (9966b531), found while reviewing route 4a.
`InboundPhysicsStateController.TryApplyPosition` built its AcceptedPhysicsTimestamps
via `Current(gate, teleportAdvanced: ...)`, omitting `previousTeleport`, which
defaulted to a literal 0. The only site that populated it was the deferred
initial-create path — which is why the continuation executor was correct and
every newer consumer was not.
Consequence in shipped code: route 2 feeds this into
`ValidAcceptedAuthority`, which requires Previous == Accepted for a
ForcePosition. Any local player whose TELEPORT_TS is nonzero — anyone who has
portalled or recalled this session — had the authority rejected and the force
correction SILENTLY DROPPED. The user's @pklite acceptance was genuine but
narrow: that character had not teleported, so the stamp was still 0.
Second latent consequence: with an accepted stamp >= 0x8000, wrap-safe
TeleportRegressed also fires against the 0 and rejects ordinary Apply positions,
not just ForcePosition.
The fix captures `previousTeleport = gate.TeleportTimestamp` BEFORE
`TryAcceptPositionEvent` mutates it, matching the shape the deferred path
already used. Ordering is the whole point: capturing after would make
Previous == Accepted unconditionally, so ValidAcceptedAuthority's check would
pass vacuously — the symptom would disappear while the semantics broke.
Also removes the footgun that allowed it. `Current`'s parameter is now
`ushort? previousTeleport = null` resolving to `gate.TeleportTimestamp`, so the
eleven non-Position channels — none of which can move TELEPORT_TS — get
"previous == current" by omission rather than a literal 0 that is
indistinguishable from a genuine "never teleported".
Consumer audit: only TryApplyPosition was defective. The two route-2 call sites
trace back to it; the RuntimeEntityObjectLifetime sites source from
TryAcceptDeferredPosition and were already correct.
Tests discrimination-verified by reverting the argument to 0: the stamp test
fails Expected 10 / Actual 0, and the classifier test fails Expected
SetPositionSimple / Actual RejectedAuthority — the shipped defect reproduced
exactly.
Gates: complete Release solution 10,935 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
User saw "[System] WeenieError 0x0504" on login after a PK Lite reversion.
0x0504 is YouAreNonPKAgain; only ~56 of 378 codes had strings, so the raw hex
fallback fired.
Retail's source is ClientCommunicationSystem::HandleFailureEvent @0x00571990 —
a switch with per-case literal UTF-16 strings, not a DAT string-table lookup, so
hardcoding them is retail-faithful.
The decomp could not be trusted for the text. Its dump of data_7d32c0 declares
[0x5f] and shows 95 characters ending mid-word at "...protection of the Lig".
The real string is 139 characters. The 0x5f is Binary Ninja's PREVIEW
TRUNCATION LENGTH, not the array size — worth remembering for the rest of the
switch, since a copy-paste from the dump would have shipped a truncated
sentence. Recovered by PE byte read (VA 0x007D32C0 -> RVA -> .rdata file
offset), cross-confirmed against the raw hex the pseudo-C carries immediately
after the preview.
Mapped 0x0504, 0x0505, 0x04EC, 0x04ED, each byte-verified and cited with its
case address. Retail's trailing newline is dropped deliberately (documented
in-comment): acdream renders one ChatEntry per system message where retail has a
single scrolling buffer. Adjacent codes are deliberately left unmapped with a
test pinning that 0x04EE still falls back to hex — a wrong message is worse than
a raw code.
Files #306 for the full port, with three findings that make it more than a
string table: the switch is SIX compiler-lowered blocks spanning 339 distinct
case values from 0x17 to 0x593, not one contiguous band; retail passes a colour
argument with three values in use (0 x162, 0x1a x113, 7 x59) and acdream's chat
has no colour concept; and HandleFailureEvent aborts an in-progress automatic
attack on 0x43/0x3f7/0x3e/0x23/0x36 — verified against the decomp, with the
nuance that 0x43 has no display case at all and is abort-only, so that one is a
pure gameplay gap.
Gates: complete Release solution 10,909 passed / 4 skipped / 0 failed (baseline
10,904; +5 = the five new tests).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Selecting a PKLite player and attacking did nothing: with auto-target on it
retargeted to the nearest monster, with auto-target off it logged
"combat: attack ignored; no creature target found". Spells on the same target
worked, which was the clue.
Root cause: CombatTargetPolicy.IsHostileMonster:31-33 rejects any candidate
carrying BfPlayer BEFORE reaching ObjectIsAttackable, so the both-PKLite pool
match at SelectedObjectHealthPolicy.cs:70-71 was unreachable for players. Melee
and missile targeting never supported player targets at all — the gate is named
IsHostileMonster and does exactly what it says. Nobody could hit it until
69ba9486 made PK Lite reachable.
Retail uses ONE predicate for monsters and players, with no player exclusion:
ClientCombatSystem::ExecuteAttack @0x0056BB70 gates unconditionally on
ObjectIsAttackable @0x0056A600 (creature type, Free-PK short-circuit on either
side, then IsPlayer -> bothPK || bothPKLite, else BF_ATTACKABLE with pets
excluded). acdream already ported that predicate verbatim; it was simply
unreachable.
The fix SPLITS the two concerns rather than relaxing the shared predicate:
explicit-target admission routes through ObjectIsAttackable, while auto-target
ACQUISITION keeps the monster-only gate. That is required by register row
IA-19 — explicit product direction that Auto Target must never select NPCs,
players or pets. IA-19 is not overridden here; its own justification promises
"manual player-selection commands remain available", and that promise was never
implemented, so this makes the row true. Review confirmed no path lets
auto-acquisition select a player: every automatic Select is fed by a
FindClosest* filtered through IsHostileMonster.
Review also found a second site with the same bug, which the first pass froze in
place on my instruction: retail gates combat-camera tracking on the SAME
predicate as the attack. ClientCombatSystem::UpdateTargetTracking @0x0056A950
reads GetAttackTarget() then gates CameraSet::TrackTarget on ObjectIsAttackable.
Ours used the monster-only gate, so with ViewCombatTarget on by default the
attack would land while the camera refused to track the opponent — user-visible
in exactly the duel this fix enables. GetCombatCameraTargetPoint now uses the
wide predicate. IA-19 does not reach the camera: it performs no acquisition,
only presentation on an already-chosen target. The first pass had added a
source comment asserting IA-19 covered it; that comment and the matching text in
docs/ISSUES.md are corrected, since a wrong citation is how a real divergence
becomes invisible.
Depends on 9b1e6fc6 (#297): the both-PKLite arm needs the LOCAL player's own bit
to be live. Review confirmed both admission sites read ClientObjectTable on every
call, so this is not inert in production.
Newly reachable and now pinned: ObjectIsAttackable's pet-exclusion arm, which
CombatTargetPolicy rejected before it could ever run.
Follow-ups filed: #304 (SelectionInteractionController.GetSelectedOrClosestCombatTarget
has no production caller — one of the two widened call sites is dead code),
#305 (HeadlessGameplayOperations has the identical pre-existing bug, so the
graphical/headless hosts now diverge).
Gates: complete Release solution 10,904 passed / 4 skipped / 0 failed (baseline
10,900). Adversarial + retail-conformance review PASS after one FAIL round; the
predicate was re-verified branch-for-branch against 0x0056A600 since it goes
live here for the first time. Camera fix discrimination-verified by revert.
Connected acceptance NOT run — needs a live two-client PKLite session.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The user typed @pklite and then walked straight through other PKLite players.
Root cause: ClientObject.PublicWeenieBitfield was written exactly once, from the
0xF745 CreateObject parse, and never refreshed. ACE's only PK-change message is
PropertyInt.PlayerKillerStatus (134) over 0x02CE/0x02CD, which we parsed and
stored into Properties.Ints[134] but never translated back into the bitfield —
and ACE never re-sends a PublicWeenieDesc at all (EnqueueBroadcastUpdateObject
has zero live callers), so that property is the ONLY signal a client can learn
from. Both sides of the collision test read the frozen value, so
CollisionExemption's "4c. both PKLite -> collide" rule could never fire.
Retail's missing port: PublicWeenieDesc::SetPlayerKillerStatus @0x005AC7C0
rewrites _bitfield in place — PK(4) -> (b & 0xfddfffff) | 0x20; PKLite(0x40) ->
(b & 0xffdfffdf) | 0x2000000; Free(0x20) -> (b & 0xfdffffdf) | 0x200000; else
b &= 0xfddfffdf. Mutually exclusive, verified byte-for-byte, with input values
confirmed against retail's own PKStatusEnum (acclient.h:6412-6427), not just
ACE's. Driven from ACCWeenieObject::OnStatUpdated @0x0058DF20 case 0x86.
The fix rewrites the value at its source rather than patching consumers. Two
review rounds were needed because the first pass missed that there are TWO
snapshot stores: InboundPhysicsStateController keeps its own private _snapshots
dictionary, and every untimestamped-field merge (ApplyAcceptedObjDesc and
friends) reads `old` from THAT store, not from RuntimeEntityRecord.Snapshot.
Refreshing only the active record left the target-side shadow flags correct
until the remote's next equip or unequip — ACE broadcasts an ObjDesc on every
one — at which point the appearance path rebuilt the registration from the
frozen spawn and dropped the bit permanently. The regression test demanded by
review is what surfaced that; it is verified discriminating (reverting gives
Actual: 8 instead of 33554440).
Five stores now hold this value, kept coherent from one source by two
ObjectUpdated subscribers plus the appearance-rebuild path. The two shadow-flag
writers are the same invalidation applied at the two edges that can invalidate
it, not competing authorities — review enumerated every drift path and closed
each. That coherence invariant is new as of this commit and is recorded as
register row AP-134, with AP-133 as the precedent for filing a row when the
danger is a future writer rather than current behaviour.
Also corrects TS-23's retirement narrative, which claimed every mover-flags call
site read the mover's "real" PK bits from 2026-07-30. The bits existed but their
source was frozen, so that only became true here; the site enumeration also
missed RuntimeSetPositionMoverPreparation, a seventh site that decodes the
snapshot directly.
Unblocks #298 (melee/missile admission needs the local player's own PKLite bit).
Follow-ups filed: #300 (Properties.Ints[134] vs bitfield mirror gap), #301 (same
defect class for radar blip colour and radar behaviour), #302 (a pre-existing
PortalProjection allocation-assertion flake, 1 in 6, found while verifying this
gate), #303 (LiveEntityPvpBitfieldSync is App-resident but Runtime-owned-state).
Gates: complete Release solution 10,895 passed / 4 skipped / 0 failed (baseline
10,887 including #299). Adversarial + retail-conformance review PASS after one
FAIL round. Every new test discrimination-verified by reverting the fix.
Connected acceptance NOT run — needs a live two-client PKLite session.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
CollisionExemption checked only the TARGET's IsImpenetrable, and the class doc
asserted "retail's pseudo-C only checks the target's IsImpenetrable(); acdream
follows retail" while blaming ACE for checking both. That was backwards: ACE was
retail-faithful and acdream was missing half the check.
Retail short-circuits on EITHER the mover's own state & IS_IMPENETRABLE (0x80)
OR the target's IsImpenetrable(); either alone exempts. Verified at the byte
level rather than from the decompiler's rendering — Binary Ninja shows the mover
test as `int16_t state_1 ... if (state_1 < 0)`, which reads like a 0x8000 test,
but decoding the PDB-paired binary at the mapped offset gives:
8b 43 04 mov eax,[ebx+4] ; mover object_info.state
f6 c4 01 test ah,1 ; 0x100 IsPlayer
84 c0 test al,al ; sign bit of AL = state & 0x80
78 3d js ... ; -> collide
`test al, al; js` is a byte-level sign test on AL, i.e. 0x80, not 0x8000.
Corroborated downstream in the same block (`test ah,8` = 0x800 IsPK,
`test ah,0x10` = 0x1000 IsPKLite) and by OBJECTINFO::init @0x0050cf30 setting
state |= 0x80 from the object's own IsImpenetrable().
Also corrected: ACCWeenieObject::IsImpenetrable @0x0058c8c0 returns
(_bitfield >> 0x15) & 1 — retail genuinely conflates BF_FREE_PKSTATUS with
"impenetrable", so acdream's FromPwdBitfield decode was already right.
Both retail arms set collide, so ordering between them is semantically free and
a misreading here could only ever produce spurious collisions, never a
walk-through.
Found while investigating #297; not symptom-causing on its own. No divergence
row: this retires a missing port rather than introducing a deviation, and
nothing in the register or the collision digest's DO-NOT-RETRY tables covers it.
Gates: complete Release solution 10,887 passed / 4 skipped / 0 failed
(baseline 10,867/4/0). Adversarial + retail-conformance review PASS on this
change specifically. Both new tests discrimination-verified by reverting the
branch and confirming failure.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
acdream never implemented @pklite. It is a CLIENT command in retail, not a
server one — ACE has no pklite text-command handler — so typing it forwarded as
inert chat text that the server ignored.
Retail: ClientCommunicationSystem::DoPKLite @0x0057A490 rejects with
WeenieError 0x507 when ACCWeenieObject::IsPlayerKiller @0x0058C910 is true
(that returns true when EITHER the PK bit 0x20 OR the PKLite bit 0x2000000 is
set), prints "Please see @help pklite for more..." and sends nothing if given
any argument text, and otherwise calls CM_Character::Event_EnterPKLite
@0x006A13F0 — a bare 12-byte parameterless game action, opcode 0x28F, the same
shape as Event_LoginCompleteNotification beside it. Verb string at 0x007E16B0,
help text at 0x007DF0C8, failure string at 0x007D31E8; one verb, no alias.
HasPlayerFlag is a tri-state (null = the local PublicWeenieDesc has not
arrived). The existing arena gates compare `== false` because they reject on a
known-FALSE flag; retail's DoPKLite gates the other way, rejecting on
known-TRUE. So this case compares `== true` on either bit: an indeterminate
description sends rather than blocks, which matches retail trusting the server
instead of inventing a client-side suppression rule.
Landed as its own commit because it is retail-faithful on its own merits, but
the motivation is C4 route 2: ACE advances SequenceType.ObjectForcePosition in
exactly two places, and the only reachable one is Player.HandleActionEnterPkLite's
entry-collision bump (allow_pkl_bump, default on). Every admin teleport advances
ObjectTeleport instead, so @teleto-style displacement exercises route 3, not
route 2. Without this command route 2 has no connected acceptance gate at all.
Gates: complete Release solution 10,867 passed / 4 skipped / 0 failed
(9966b531 baseline 10,858/4/0; +9 = the 9 tests added). Coverage includes both
known-true rejections, the known-false success case, the tri-state unknown
case, the 12-byte wire envelope, and @pklite resolving as ClientHandled rather
than falling through to the server-text path.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A local-player ForcePosition had TWO independent writers for one accepted
packet: LocalForcePositionTransaction snapped the physics body
(PlayerMovementController.BlipPosition, a raw SnapToCell with no collision
resolve), while LiveEntityNetworkUpdateController's generic tail separately
wrote position/cell/rotation to the render WorldEntity from the raw wire and
rebucketed it. Two stores, one packet — the divergence class 670f307c fixed on
the remote path. The outbound AutonomousPosition ack also fired BEFORE any
canonical commit existed: we told ACE "got it, I'm here" before deciding where
"here" was, and the trailing isCurrent() could only suppress the continuation,
never recall the packet.
RuntimeAcceptedPositionDriveController is now the one Runtime-owned seam. Both
hosts call the identical TryExecuteAcceptedLocalPosition; App and headless
project the committed result through the existing placement projection sink
(LiveEntityRuntime.TryApplyRuntimePlacementPlace already performed the same
four writes, from committed state rather than a wire guess).
Retail: SmartBox::HandleReceivedPosition @0x00453FD0's FORCE_POSITION branch is
get_heading -> Frame::set_heading -> SmartBox::BlipPlayer @0x00453940 -> stamp
POSITION_TS -> SendPositionEvent @0x00454091 -> return @0x0045409D. BlipPlayer
is CPhysicsObj::SetPositionSimple @0x005162B0 with flags 0x1012
(Teleport|Slide|SendPositionEvent) — a real collision-resolving SetPosition,
not a snap. The pinned classifier already encoded this exactly.
Named behaviour changes:
* The ack is now an OUTPUT of the committed route, fired strictly after the
canonical commit and exactly once per accepted force packet.
* The ForcePosition route no longer re-arms the constraint leash. The force
branch returns at 0x0045409D, ahead of all three ConstrainTo sites
(0x00454272, 0x0045418A, 0x004541EC); the old re-arm cited retail's "Player,
normal" branch, which BlipPlayer is not on. The teleport, CommitPreparedPosition
and first-entry callers legitimately still constrain and are untouched.
* A force correction that terminates WITHOUT committing still sends its
position event and is not retried — retail's BlipPlayer discards
SetPositionSimple's SetPositionError return and acks unconditionally.
A single _pending funnel owns the in-flight placement, deciding on the token's
PositionAuthorityVersion against the record's: equal -> clear; advanced with the
newest accepted event still a force -> re-issue, re-classified; advanced to an
ordinary Apply -> clear, since newer server truth owns that pose. This closes a
double-apply/double-ack and a silently-dropped correction that two earlier
iterations of this slice each introduced.
AD-62 records the residual: a ForcePosition our async collision publication
cannot carry to a committed placement is not re-applied. Retail has no park —
its world is fully resident and its placement synchronous — so the state is
unreachable there. AP-131 is NOT retired; its legacy Position caller is route 4.
Deleted: LocalForcePositionTransaction, PlayerMovementController.BlipPosition,
HeadlessSessionWorldProjection.BlipLocalPlayer.
Gates: complete Release solution 10,858 passed / 4 skipped / 0 failed (baseline
10,844/4/0). Two independent Opus reviews (retail-conformance and
architecture/adversarial) PASS on the final diff after three FAIL rounds; every
intermediate state was fully green, so the suite caught none of the four real
defects. Connected acceptance is NOT run: nothing a user can do makes ACE emit
a ForcePosition without retail's @pklite, which acdream does not implement — see
docs/research/2026-08-03-c4-route-2-visual-gate.md.
Known gap, recorded not claimed: the plan's acceptance item 2 is unmet. The App
double-write check is a source pin, and "the committed projection moves the
render entity" is uncovered at any layer (#292). Filed alongside: #286-#291,
#293-#296.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Closes#283 (plan S3) - as UNREACHABLE, not by restructuring ownership.
acdream has two owners that convert a landblock-local network origin into the
streamed world frame: LiveWorldOriginState for presentation/streaming, and
RuntimePhysicsState.TryGetWorldFrameOffset for placement. They rebase on
different edges - Runtime the instant an accepted Position carries
TeleportAdvanced, App only once StreamingOriginRecenterCoordinator observes
old-window retirement completion, many frames later. A one-landblock
disagreement places an entity 192 m from the geometry around it: the same
failure family as the zero-offset bug 670f307c fixed, with a wrong origin
instead of a missing one.
The plan's first step was to prove or disprove reachability BEFORE moving
ownership, because a restructure on a hypothesis is churn. The probe added in
898ff18b answered it: a connected Release session recorded ZERO disagreements
across 11 completed reveals and six destination landblocks (0x0904, 0x1134,
0x3032, 0x8763, 0xA9B4, 0xF682) spanning roughly 45 km. A gap of even one
frame would have printed an offset in the tens of thousands of metres.
Cause of the safety: BeginOriginRecenter detaches EVERY resident landblock
before the new origin is adopted, so the two rebases are serialized and no
conversion can observe the gap. Ownership is therefore left exactly as it is.
What lands instead is the invariant that keeps it true.
LiveWorldOriginState.EnsureAgreesWithRuntimeFrame is checked at the
landblock->world conversion and is terminal on disagreement, converting a
silent 192 m-multiple misplacement into a loud failure with the offset in
metres and the landblock being projected. Six focused tests pin it, including
the cross-world portal case (0x09 -> 0xF6 = 45,504 m). Disagreement can no
longer reach the probe, so ACDREAM_PROBE_WORLD_FRAME now emits a verbose
per-conversion agreement trace - useful when a placement looks displaced for
some reason OTHER than a frame disagreement.
Complete Release solution: 10,844 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Fixes#282 (plan S2). Adds register row AP-133.
Retail gives a CPhysicsObj exactly ONE cell: ShouldDrawParticles @0x0050fe60
reads this->cell and calls IsInView on it, and set_cell_id @0x0050f4f0 /
change_cell @0x00513390 are the only things that move it. acdream splits that
into ParentCellId (render parent, deliberately null for outdoor dat stabs) and
EffectCellId (the authored landcell those parentless stabs still need) - an
adaptation, now recorded as AP-133.
WorldEntity.EffectCellId documents itself as the stab field, with live and
interior entities using ParentCellId. f24532ad began writing it for live
entities too. Because EntityEffectPoseRegistry resolved EffectCellId FIRST,
that write won - and the audit shows only 3 of 14 cell writers maintain it.
The other 11 do not, including the hottest paths: RemotePhysicsUpdater:239,294
and LiveEntityOrdinaryPhysicsUpdater:107 write ParentCellId every physics tick
from the snapshot, and LocalPlayerProjectionController:79 writes the local
player's cell every frame.
So a moving entity updated its cell constantly while EffectCellId stayed
frozen at whatever cell it materialized in. Its particles and lights kept
being tested against that stale cell and failed IsInView the moment it crossed
a boundary - effects vanishing on a monster that is plainly visible, or
drawing through a wall from a room the viewer cannot see.
The consumers had also drifted into disagreeing: EntityEffectPoseRegistry
preferred EffectCellId while WbDrawDispatcher.TryGetEntityCell and the remote
spawn seed preferred ParentCellId - two answers to "which cell is this in".
- WorldEntity.VisibilityCellId (ParentCellId ?? EffectCellId) is the single
accessor; all five consumer sites resolve through it, so the precedence
cannot drift apart again.
- LiveEntityRuntime's three live-entity EffectCellId writes are removed,
restoring the field to its documented purpose. Its real writers -
LandblockLoader:80,97 and LandblockBuildFactory:408 - are untouched, and the
parentless-stab path is pinned by a new test.
- f24532ad's actual fix is preserved: RebucketLiveEntity still installs the
committed cell, just on the one field live entities use.
LiveEntityLightControllerTests.Refresh_FollowsCurrentTopLevelRootAndCell is
back to moving the entity by ParentCellId alone - its original pre-f24532ad
form - and passes. CanonicalOnlyRebucket_DoesNotOverwriteAuthoritativeFullCell
had its two EffectCellId assertions (added by f24532ad, encoding the defect)
replaced with the corrected contract: ParentCellId set, EffectCellId null,
VisibilityCellId resolving - a stronger assertion, not a relaxed one.
Complete Release solution: 10,836 passed / 4 skipped / 0 failed.
User visual check still outstanding: a monster with an active spell effect
crossing a cell boundary, and a lit static object, indoors and outdoors.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Fixes#284 (plan S1).
A first-entry placement that could not be prepared returned
RetrySetupUnavailable and was re-Advanced every pump forever. Nothing counted
it, nothing named its cause, and nothing distinguished "waiting for something
that will arrive" from "waiting for something that never can". That is why
#281's 43 test failures presented as four unrelated symptoms across App and
Runtime instead of one cause, and why a stuck entity in the live client simply
never appears with no log line to follow.
Worse, the two causes were conflated: 670f307c's missing-world-frame park
reported itself as RetrySetupUnavailable, sending anyone diagnosing it to the
prepared-asset pipeline rather than to the absent local-player Create that
actually publishes the frame.
- RetryWorldFrameUnavailable splits the two causes. Call sites now ask
IsRetryable() instead of comparing against one reason, so a future retry
reason cannot be silently reclassified as a hard rejection - the exact way
this class of bug hides.
- The operation retains its RuntimeSetPositionParkReason, and
RuntimeSetPositionOwnershipSnapshot reports parked work by cause
(ParkedAwaitingSetupCollisionCount / ParkedAwaitingWorldFrameCount /
ParkedPlacementCount), so parked placements appear wherever ledgers are
already asserted.
- ObserveLocalPlayerCreate records the accepted local-player Create even when
it carries no landblock - precisely the case where no frame is ever
published - and ThrowIfWorldFrameUnreachable makes that contradiction
terminal. Waiting is legitimate only while that Create is outstanding; after
it, no later pump can supply the frame. Same shape as 01f4791e, which made a
violated receipt-ledger invariant terminal rather than resumable.
This is observability plus fail-fast. There is no timeout, no retry cap, and
no grace period anywhere in it; retryable work still retries exactly as before
and no placement behaviour changed.
The parked counts are deliberately NOT folded into IsConverged: #277 documents
a far Create legitimately parking for a whole session, so a parked entry at
teardown is not automatically a defect. Wiring them into the connected gates
is carried with #277's service-window conversion, where "legitimately parked"
becomes definable.
Runtime 1,012/1,012. Complete Release solution: 10,834 passed / 4 skipped /
0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
f24532ad changed two presentation contracts that these fixtures still
expressed in their pre-change shape. Both failures date exactly to that
commit; they are independent of the world-frame family fixed in 6dcb94ac.
LiveEntityLightControllerTests.Refresh_FollowsCurrentTopLevelRootAndCell moved
the entity by writing ParentCellId alone. f24532ad now populates EffectCellId
at materialization and keeps it synchronized on canonical rebuckets
(LiveEntityRuntime.RebucketLiveEntity:845-856), because retail's
CPhysicsObj::set_cell changes the one CObjCell that ShouldDrawParticles reads.
EntityEffectPoseRegistry.UpdateRoot:163 resolves EffectCellId ?? ParentCellId,
so a production cell move writes both together and the old single-field move
left effects and lights on the stale materialization cell.
LiveEntityAnimationSchedulerTests.RetainedProjectileWithRemote_WhenMissileClears_TransfersMovementToRemoteOnce
seeded its shared remote body by assigning Position directly. Projectile
classification now validates and adopts the canonical body's own cell frame
(ProjectileController:184-190 - body.CellPosition.ObjCellId /
.Frame.Origin) rather than deriving it from the sidecar's FullCellId and the
streaming center, since a residence-managed Create legitimately still reports
FullCellId 0. A Runtime-committed body always carries its (cell, local) frame,
so the fixture now seeds it through the same SnapToCell placement API; leaving
it cell-less was correctly refused.
Both fixtures keep their original assertions - only the modelled world state
moved to match what production now commits.
Complete Release solution: 10,831 passed / 4 skipped / 0 failed
(App 4,048/3, Bake 15, Cli 4, Content 124, Core.Net 762, Core 4,247/1,
Headless 79, Runtime 1,009, UI 543).
Closes#281.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
670f307c made remote first-entry placement resolve its landblock-local
CreateObject origin through Runtime's world frame
(RuntimeSetPositionState.PrepareMover:1526-1544) and return
RetrySetupUnavailable until that frame exists. Only the accepted local-player
Create publishes it (RuntimeEntityObjectLifetime.RegisterEntityCore:558-570 ->
RuntimePhysicsState.ObserveLocalWorldFrame).
Fixtures that drive remote conductors in a world with no local player - a
state production never occupies, since the player's own Create always precedes
broadcast Creates - therefore parked forever on RetrySetupUnavailable. Their
initial-create residences never retired, which cascaded into rejected
appearance updates, missing canonical bodies, unconverged ownership ledgers,
and a GameRuntime teardown that could not complete stage 10.
The measured blast radius was far larger than the handoff recorded. It claimed
"six selected fixture failures"; a baseline run found 43. The App suite was
fully green at 01f4791e and 670f307c broke 28 tests at once; the Runtime suite
lost 13, twelve of them in RuntimeRemoteFirstEntryStateTests - the exact
conductor that commit gated. Both commits were verified on focused runs only.
The production gate is correct, so nothing here weakens it. It matches App's
own coordinate owner: LiveWorldOriginState is initialized once from the local
player's spawn (LiveEntityHydrationPorts.cs:226) and rebased only by
StreamingOriginRecenterCoordinator.Advance at a teleport boundary - exactly
ObserveLocalWorldFrame's semantics. Every fixture is repaired by supplying the
missing precondition beside the resident landblock it already models, and not
one expected value or assertion was changed.
The mechanism shipped with zero tests. RuntimeWorldFrameTests now pins its
contract: the local player publishes the frame, remotes never do, neighbouring
landblocks convert at 192 m per step, ordinary movement across a landblock
boundary must NOT rebase it, an accepted teleport must, and a zero cell id
neither publishes nor resolves. That "no rebase on ordinary movement" rule is
load-bearing - if it and LiveWorldOriginState ever disagree, remote objects
are placed a multiple of 192 m from where the world is streamed.
Runtime 1,009/1,009; App 4,048 passed / 3 skipped.
Refs #281.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
ACE intentionally creates the local player Hidden and releases that materialization state on LoginComplete. Sending LoginComplete from raw F746 receipt raced canonical placement and left the login haze visible. Route one one-shot completion callback from Runtime's local first-entry terminal edge to graphical and prepared headless hosts; retain a guarded accepted-Create edge only for content-less headless sessions. Focused Runtime login tests, all 79 Headless tests, the connected user gate, and the Release build pass.