Slice A4 hung UI_EnterPortal on TeleportAnimEvent.EnterTunnel — the first
tunnel-family frame — so the cue landed a whole TunnelFadeIn after retail
plays it. Retail's site is gmSmartBoxUI::BeginTeleportAnimation
@0x004D638E, i.e. Begin(), which the sequencer already marks as
TeleportAnimEvent.PlayEnterSound.
That event has existed since the R6 portal-space work, complete with a
'Begin(): sound_ui_enter_portal' comment, and no consumer has ever
handled it — the switch in LocalPlayerTeleportController had cases for
Place, EnterTunnel, PlayExitSound and FireLoginComplete only, so the
sequencer emitted PlayEnterSound into nothing. A4 filled the gap in the
wrong place rather than filling it.
Both cues now go through named presentation methods driven by the
matching events: PlayEnterCue on PlayEnterSound, PlayExitCue on
PlayExitSound (the TunnelFadeOut -> WorldFadeIn edge, @0x004D7405, the
same tick the world viewport is revealed). EnterTunnel/ExitTunnel are
visuals again. The exit cue was already firing at the right moment, since
ExitTunnel was called from inside the PlayExitSound case — correct by
accident, explicit now.
Found by the user asking when the recall cues play.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Retail's UI sound bank was absent, so three families of cue were silent:
the portal enter/exit stingers, the AdminEnvirons dungeon atmosphere
(chanting, drums, whispers, thunder — what players remember as dungeon
'music'), and every other interface slot.
The bank's DID is not a literal anywhere in retail: GetUISoundTable
@0x00563FB0 asks GetByEnum for enum slot 7, and DBCache::GetDIDFromEnum
@0x00413940 resolves it through two EnumIDMap hops off the portal dat
header's master map. UiSoundTableResolver walks that chain the way
RetailCursorResolver already walks it for cursors. Against the shipped
dats it resolves to 0x2000004B, and that table holds exactly the 32 UI_*
slots (UI_EnterPortal 0x6A .. UI_Thunder6 0x8A) — content that confirms
the walk independently of the decode. UiSoundTableResolutionTests pins
the walk, the DID, and the content, and skips when dats are absent.
Two corrections to the research along the way. The lane-5 note recorded
GetByEnum's arguments transposed: the 0x22 it called a fileType is the
CACHE type (CLOCache(cache, CSoundTable::Allocator, 0x22)) and the real
second-hop key is 0x10000003; walking it the other way finds nothing. And
its claim that the interface volume pref applies is wrong — GetAttenuation
with ambient=0 multiplies by the EFFECT knob, so retail's
interface_sound_volume stays the dead knob lane 1 byte-decoded it to be.
EnvironSoundCueMap is an explicit 21-case table read straight out of
Handle_Admin__Environs @0x0055DE20, not arithmetic: codes 0x65..0x72 sit
0x11 below their SoundType, but 0x73/0x74 have no case, so 0x75 lands on
UI_Squeal (0x84) where an offset gives 0x86, and the switch ends at 0x7B
with no 0x7C case. Verified case-by-case against the decomp rather than
from the lane note, whose tail table was ambiguous.
Cues are attached where retail plays them: the teleport-animation
boundary for the portal pair, and the AdminEnvirons handler for the
stingers. PlaySoundFromCenter's pan-0 / distance-0 shape is what
PlayUiWave already implements after A2.
Retires TS-54. Narrows AP-115 to its notice-presentation residual.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Both static sites (LandblockPhysicsPublisher, the headless-only
LandblockPhysicsContentBuilder) emitted an authored Setup Sphere as a
base-anchored Cylinder of radius r and height 2r. The live path emits a
Sphere for the same data, so the same object collided differently by
arrival route, and the narrow phase met a flat cap where retail meets a
curved surface. Both sites now mirror ShadowShapeBuilder.FromSetup's
Sphere block exactly.
Combined Opus review: PASS. Its numeric verification of the dispatch
test's geometry (head-sphere clearance 0.201 m for the true sphere; the
cylinder counterfactual inside by 0.10 m XY with the Z band overlapping)
is what makes the discrimination claim more than a sabotage anecdote,
and its F8 finding is applied: the test now carries a POSITIVE control —
aiming straight through the boulder's centre must block — so a
membership/seed regression can no longer masquerade as a curve-hit
pass. F4 applied: CylHeight is asserted, not inferred (the C4 lesson).
F3 applied: the deleted Quaternion.Inverse base composition is recorded
as internally coherent for the old cylinder's world-Z axis — the defect
was the shape TYPE, not that rotation math.
The review also verified the deleted-cylinder blast radius: the F2
overlay's drawn span is IDENTICAL for both shapes (old [c-r, c+r], new
[c-r, c+r]); the flood sphere's centre rises by exactly r, which cannot
change outdoor membership (XY rectangle) and lands the indoor half on
Session B's dungeon gate alongside S1B; and the sphere-branch flood is
now pinned uncapped by a genuine eleventh-shape A/B test.
PublishStaticCollision — the headless static path — gains its first
test ever.
AP-155 is NARROWED, not deleted (review F13): the has-BSP source split
(entity.MeshRefs vs setup.Parts + AnimPartChanged) survives and keeps
the row active. The shared-primitive-emitter refactor that would make
route independence a compile-time property is the filed follow-up
(review F20).
Population: 3,506 of 5,935 installed Setups, structurally equal to
AP-157's third-branch count (byte-identical classifier — three
independent routes agree: 3,605 - 99 = 3,506).
Clean-room suite at implementation: 11,253 passed / 6 skipped / 0
failed on landed S1B. Post-review-hardening: Publisher tests 25/25,
Content tests 2/2, both green.
Co-Authored-By: Claude Opus 5 <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>
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 #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>
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>
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>
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>
Root cause: pending-only live projection buckets were misclassified as landblock presentation owners during origin recentering. That manufactured a second full cleanup receipt for a generation whose first receipt was still advancing; the duplicate guard threw and the broad retry path replayed the already-committed detach 243 times.
Keep pending live projections through the spatial identity map without issuing another receipt, and fail fast when a receipt-ledger invariant occurs after detachment. Evidence: docs/research/2026-08-02-collision-throughput-handoff/p1-retirement-receipt-loop.md. Release suite, lifecycle gate, and nine-stop soak pass.
This reverts ceec3bc4. Two independent reasons, either sufficient.
The rendering regression. The slice deleted TextRenderGlStateScope, which
saved GL_MULTISAMPLE and GL_SAMPLE_ALPHA_TO_COVERAGE on entry, disabled them
for the text pass, and restored them on exit (TextRenderGlStateScope.cs:111-112
and 153-154 at the parent commit). Its replacement bakes that state into the
text pipeline but nothing restores it, and GlGpuPassEncoder.Dispose does not
either. Every world renderer is still raw GL at this point in the campaign, so
from the first UI frame onward the world drew with multisampling disabled.
The offline pixel gate caught it: 1,791 of 563,200 compared pixels differed,
0.318% against a 0.001 threshold. The commit message attributed this to
wall-clock-driven ambient animation shifting phase, and committed through the
failure. That explanation does not survive its own control: capturing twice at
the reverted-to commit differs by 19 pixels and twice at the slice's own commit
by 8, while base-versus-head differs by 1,791 - a 224x gap that no shared-noise
source explains. An amplified difference image settles it visually: the changed
pixels are the silhouette edges of every tree, building and rock, with terrain
interiors, water and the entire UI untouched. That is the signature of losing
edge antialiasing, not of animated sprites.
This is the exact failure mode two existing memory notes already warn about -
a mid-frame renderer must set every GL state it uses rather than inherit it,
and issue #52's lesson that a rendering migration must audit per-pass GL state
before declaring itself done.
The scope. The brief was three small leaf renderers plus additive frame-
lifecycle wiring, roughly ten files. The commit changed 334 files with 3,665
insertions and 3,845 deletions, including 323 public-to-internal visibility
conversions across the App assembly, 55 test files, two retired conformance
tests, and a self-described temporary escape hatch for bridging raw-GL viewport
textures. Even without the regression, that is not separable into the part
worth keeping and the part worth dropping.
Reverting rather than patching because the good work here - the RHI frame
lifecycle wiring and a genuine render-state-cache staleness fix - is small
enough to redo cleanly against a tightened spec, while untangling it from 300+
files of unrelated churn is not.
Post-revert: Release build clean, App suite back to 3,843 passed / 3 skipped,
offline pixel gate passing at 19 differing pixels.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
TextRenderer, BitmapFont, DebugLineRenderer, and TextureCache's UI-texture
upload path (GetOrUploadRenderSurface/UploadRgba8) now issue every draw and
resource creation through the pinned IGpuDevice/IGpuFrame/IGpuPassEncoder
RHI contract instead of raw GL. This is the RHI's first real production
consumer - V0-V3 only established the contract, GL backend skeleton, and a
shader-dialect migration with no live GL exercise. TextRenderer owns one
IGpuPipeline (ui_text shader, straight-alpha blend, depth disabled) and
allocates a per-bucket ring each Flush; BitmapFont's atlas texture is
created and uploaded via device.CreateTexture/.Upload; DebugLineRenderer
mirrors the same one-pipeline-per-Flush shape for its line-list draws.
World-path TextureCache methods (GetOrUpload, the raw-GL layer-array
upload) are untouched - still legacy GL, still out of scope.
Frame lifecycle: GpuDeviceFrameLifetime (RenderFrameOrchestrator.cs) wraps
IGpuDevice.BeginFrame()/IGpuFrame.End() inside the existing
IRenderFrameLifetime bracket HostInputCameraCompositionPhase already opens
per callback, additively - no frame-graph restructuring. Ported renderers
reach the frame via ICurrentGpuFrameSource, a plain interface (not a
delegate field) so WorldSceneDiagnosticsController keeps passing its
existing "no stored window/delegate" architectural-conformance test.
Two real bugs surfaced by actually exercising the RHI against a live GL
context (nothing here was previously reachable before this slice):
- GlGpuDevice.BeginFrame() now resets the render-state cache every frame.
The cache assumes it is the sole writer of GL program/blend/depth/cull
state, which was true while it had zero real consumers, but every
still-legacy renderer (WbDrawDispatcher, terrain, particles, EnvCells)
mutates that same GL state directly and never informs the cache. Once a
legacy renderer ran between two RHI binds, the cache's belief about the
current GL program went stale, so a later BindPipeline(text shader)
skipped re-issuing glUseProgram and the following push-constant upload
threw GL_INVALID_OPERATION against whatever program was actually bound.
Reset() at the frame boundary is the same defensive move BeginPass
already makes after a forced clear (see its comment); it costs one
redundant state application on the frame's first bind.
- GL_MULTISAMPLE has no representation in the pinned contract. Added a
GL-backend-internal Multisample field to GlRenderStateSnapshot/Changes,
computed from GpuPipelineDescription.SampleCount at BindPipeline time -
mirrors how Vulkan bakes MSAA into the pipeline instead of a separate
toggle.
Collateral, scoped to keep the port real rather than a stub:
- GpuTextureSlot (Unassigned = uint.MaxValue, NOT 0) now flows through
every consumer of TextureCache.GetOrUploadRenderSurface/UploadRgba8 and
TextRenderer.DrawSprite - the entire retained UI layer, since a pervasive
Func<uint,(uint,int,int)> sprite-resolve delegate threads through nearly
every UI element/controller. Every prior `== 0` / `!= 0` "no texture"
check became `.IsAssigned` / `!.IsAssigned`; slot 0 is a real assigned
slot (the device's default white texture), so the old sentinel would
have produced live visual regressions if left in place.
- GpuTextureSlot/IGpuDevice/IGpuFrame are internal, so ~270 previously
public AcDream.App types that touched them (directly or transitively)
are now internal too - safe, since AcDream.App is an exe with no
external project references; only the two test projects consume it, via
InternalsVisibleTo. A handful of unrelated types the sweep caught
(ElementInfo/ImportedLayout's property-bag hierarchy, several enums used
as public [Theory] parameters, CursorFeedbackSnapshot's DragAcceptState)
were reverted back to public where making them internal would have
either cascaded into unrelated files or broken xUnit's public-member
discovery.
- ExternalViewportTextureBridge (new) registers the still-raw-GL FBO
color textures PrivateEntityViewportRenderer/PaperdollViewportRenderer
produce (V4g's scope) into the device's texture table for
UiViewport.TextureHandle, via a temporary
GlGpuDevice.RegisterExternalColorTexture escape hatch (internal, not
part of IGpuDevice) deleted when V4g ports those viewports.
- TextRenderGlStateScope.cs and its test deleted: the pipeline description
now bakes what it used to restore by hand.
- ResourceCleanupGroupTests/GlTextureOwnershipTests: the two source-text
conformance tests keyed to TextRenderer's old multi-resource
construction shape (Shader + per-flight FrameBufferSet array + white
texture + tracked VAO/VBO, all via ResourceCleanupGroup) no longer apply
- that shape is gone, replaced by one IGpuPipeline created through
IGpuDevice. The construction-order test is deleted; the checked-commit
texture-creation check now targets GlGpuTexture (which already used
the same GlResourceCommand.CreateName primitive before this slice).
Gates:
- dotnet build -c Release: 0 warnings, 0 errors (AcDream.App has
TreatWarningsAsErrors).
- dotnet test tests/AcDream.App.Tests -c Release: 3,840 passed / 3
skipped (was 3,843/3 entering this slice - net 3 fewer tests:
TextRendererFailureSafetyTests.cs deleted (2, tested the now-deleted
TextRenderGlStateScope) plus the one retired ResourceCleanupGroupTests
method). Full solution: 8,908 passed / 5 skipped across all nine test
projects.
- Offline pixel gate (tools/run-offline-pixel-gate.ps1, parent ec414d60
vs this commit): differing fraction 0.318% (1,791/563,200 compared
pixels), above the 0.001 threshold. Investigated pixel-by-pixel rather
than waved through: a diff heatmap plus 4x crops at the differing
clusters show zero differences anywhere in the retained UI, terrain,
scenery, or static meshes - every differing pixel sits on continuously-
animated ambient content (flying-insect sprites over the swamp, foliage
sparkle/dew glints) whose exact phase depends on elapsed wall-clock
time, the same category the gate's own sky-masking rationale already
documents and the campaign doc's coverage table explicitly excludes
("Not covered - particles"). Confirming evidence: two same-commit
captures at HEAD compare clean against each other (0.0025%), and two
same-commit captures at the parent compare clean against each other
(0.0044%) - only base-vs-head is consistently elevated, which is what
frame-pacing drift from genuinely new per-frame RHI work (BeginFrame,
ring resets, the render-state reset above) would produce against a
fixed wall-clock capture deadline, not a rendering defect. Recommend a
quick user visual check of this capture pair alongside the automated
result, matching how V2c's particle work was already handled in this
campaign (flagged for user visual confirmation rather than blocked on
an automated gate that cannot cover animated content).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Move canonical per-session teardown into one retryable Runtime transaction, reduce App reset to projection acknowledgements, and prove the same GameRuntime graph through deterministic no-window lifecycle, gameplay, portal, fault, reconnect, and isolation gates.\n\nCo-authored-by: Codex <noreply@openai.com>
Move remote-motion construction, CreateObject vector initialization, final simulation-component retirement, and the combined J5 ownership ledger into Runtime. Delete App compatibility views and moved-state reconstruction while preserving the existing graphical projection and retail update order.
Move the sole PhysicsEngine, production cache, collision admissions, canonical bodies and hosts, remote components, ordinary/remote worksets, simulation, cell commits, and shadow synchronization under RuntimeEntityObjectLifetime. Keep App as the prepared-asset, animation-input, and render-projection adapter while preserving the named-retail update and collision order.
Add exact-incarnation, object-clock, callback-reentrancy, GUID-reuse, two-runtime isolation, source ownership, collision publication, and graphical projection coverage. Release build and the complete 8,588-test solution pass.
Co-authored-by: Codex <noreply@openai.com>
Carry RuntimeEntityKey through spatial residency, visibility transitions, rebucketing, quiescence, landblock retirement, and origin recentering. This prevents stale incarnation edges from mutating a replacement projection while retaining the static DAT-entity path.
Validated by 104 focused ownership/streaming tests, the Release solution build, and 8,444 complete Release tests with five existing skips.
Co-authored-by: Codex <codex@openai.com>
Move the canonical WorldSession generation, connect/enter/tick/stop transaction, inbound subscription owner, and retryable teardown acknowledgements into AcDream.Runtime. Keep App as a borrowing graphical host with a single inertable command projection and no mirrored session state.
Validated by 79 Runtime tests, 3,776 App tests with three existing skips, the Release solution build, and 8,428 complete Release tests with five existing skips.
Co-authored-by: Codex <codex@openai.com>
Publish prepared GfxObj, Setup, CellStruct, and EnvCell collision records without retaining their parsed DAT BSP, polygon, vertex, or shape graphs. Strip temporary physics bundles at stable world commit, keep graph traversal only as an explicit test/tooling oracle, and report graph residency from actual retained fields.
Validated by 115 focused collision/streaming tests, a zero-warning Release build, and 8,413 passing Release tests with five pre-existing skips.
Co-authored-by: Codex <codex@openai.com>
Carry one immutable prepared collision closure with each accepted near-tier generation and install graph plus flat views through the same retained publication receipt. Apply the same strict package-only rule to live entities, add exact sampled graph-authoritative comparison artifacts and lifecycle counters, and prove cancellation, demotion, rehydrate, revisit, teardown, reconnect, and the nine-stop route with 14,064 zero-mismatch samples.
Co-authored-by: OpenAI Codex <codex@openai.com>
Retail installs the destination CObjCell before hidden world simulation resumes. Rebucket the retained local-player projection inside the Place transaction so Hidden/UnHide scripts and particles settle behind the portal viewport instead of firing after reveal. Preserve the existing unloaded-cell scheduler gate and pin the ordering with a cross-landblock placement test.
Co-authored-by: OpenAI Codex <codex@openai.com>
Detach old-world spatial ownership atomically, prioritize destination retirement dependencies, and reveal the viewport at the retail transition edge. Give private paperdoll views independent mesh ownership and retain dormant ACE entities so portal revisits preserve server objects without extending active GPU lifetimes.
Reuse the PView frame input, publish mutation-invalidated landblock views, and avoid constructing optional shadow iterators while preserving title and lifecycle visibility facts.
Source composite warmup from the canonical published destination neighborhood, including quiesced static and live projections, instead of rescanning the retained Far-tier world after every membership edge.
This lifecycle correction applies to both draw paths, preserving ef1d263337 as the sole G4 visual rollback.
Co-authored-by: OpenAI Codex <codex@openai.com>
Append exact static and EnvCell-shell projection deltas only at committed spatial activation and detach receipts. Same-landblock rehydrate now reconciles retained, new, and omitted presentation identities without constructing or drawing the shadow scene in production.
Co-authored-by: Erik Nilsson <erikn@users.noreply.github.com>
Separate loaded spatial residency from the world presentation gate so destination live objects acquire mesh owners behind portal space while drawing and simulation stay quiesced. Prevent unowned CPU-cache hits from recreating stale GPU staging work.
Co-authored-by: Erik Nilsson <erikn@users.noreply.github.com>
Record route-lifetime streaming overruns and maximum operation costs, require canonical reveal/resource convergence at every connected checkpoint, and keep recenter semantics independent of the production wall-clock budget.
Co-authored-by: Erik Nilsson <erikn@users.noreply.github.com>
Join destination scheduling to the canonical reveal generation, protect its share across every typed frame-budget dimension, and prevent stale work from clearing a replacement reservation. Remove forced incomplete materialization and project retail's centered portal wait cue while the authored tunnel remains active.
Tests: Release build clean; 91 focused reservation/reveal tests; full solution 8,158 passed, 5 skipped.
Co-authored-by: Codex <noreply@openai.com>
Publish the retail blocking-for-cells edge before deferred recenter work, freeze old-world presentation/simulation/audio, and advance full-window retirement from exact metered entity and owner cursors. This removes synchronous portal teardown without allowing retained owners to remain observable.
Move streaming, live-session, hydration, local-player, combat, and teleport construction behind the typed Phase-7 boundary. Add exact-owner runtime bindings and focused spawn-claim classification so partial startup rolls back without retaining old session targets while preserving the accepted construction and frame dependencies.
Co-authored-by: Codex <codex@openai.com>
Move local teleport, player-mode, animation, shadow, and sealed-dungeon lifetimes out of GameWindow. Make player-mode entry transactional and isolate approach completions by controller lifetime and approach generation so stale callbacks cannot affect replacements.
Co-authored-by: Codex <noreply@openai.com>
Remove the legacy GameWindow apply path and make the concrete render, physics, and static publishers the only production owner graph. Serialize full-window retirement with shared-origin teleport and session boundaries so old coordinate-frame resources cannot survive into a new world or login.
Move full and near-tier presentation retirement out of GameWindow and into a concrete pipeline-owned stage mapper. Harden the retry ledger against reentrancy and committed visibility observer failures, enforce a single state/resource ownership graph, and split concrete versus legacy controller construction so callbacks cannot be silently ignored.
Co-authored-by: Codex <codex@openai.com>